diff options
Diffstat (limited to 'sp/src/game/server/EntityDissolve.cpp')
| -rw-r--r-- | sp/src/game/server/EntityDissolve.cpp | 776 |
1 files changed, 388 insertions, 388 deletions
diff --git a/sp/src/game/server/EntityDissolve.cpp b/sp/src/game/server/EntityDissolve.cpp index 5bae4cba..7979e852 100644 --- a/sp/src/game/server/EntityDissolve.cpp +++ b/sp/src/game/server/EntityDissolve.cpp @@ -1,388 +1,388 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Dissolve entity to be attached to target entity. Serves two purposes:
-//
-// 1) An entity that can be placed by a level designer and triggered
-// to ignite a target entity.
-//
-// 2) An entity that can be created at runtime to ignite a target entity.
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "EntityDissolve.h"
-#include "baseanimating.h"
-#include "physics_prop_ragdoll.h"
-#include "ai_basenpc.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-static const char *s_pElectroThinkContext = "ElectroThinkContext";
-
-
-//-----------------------------------------------------------------------------
-// Lifetime
-//-----------------------------------------------------------------------------
-#define DISSOLVE_FADE_IN_START_TIME 0.0f
-#define DISSOLVE_FADE_IN_END_TIME 1.0f
-#define DISSOLVE_FADE_OUT_MODEL_START_TIME 1.9f
-#define DISSOLVE_FADE_OUT_MODEL_END_TIME 2.0f
-#define DISSOLVE_FADE_OUT_START_TIME 2.0f
-#define DISSOLVE_FADE_OUT_END_TIME 2.0f
-
-//-----------------------------------------------------------------------------
-// Model
-//-----------------------------------------------------------------------------
-#define DISSOLVE_SPRITE_NAME "sprites/blueglow1.vmt"
-
-//-----------------------------------------------------------------------------
-// Save/load
-//-----------------------------------------------------------------------------
-BEGIN_DATADESC( CEntityDissolve )
-
- DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
- DEFINE_FIELD( m_flFadeInStart, FIELD_FLOAT ),
- DEFINE_FIELD( m_flFadeInLength, FIELD_FLOAT ),
- DEFINE_FIELD( m_flFadeOutModelStart, FIELD_FLOAT ),
- DEFINE_FIELD( m_flFadeOutModelLength, FIELD_FLOAT ),
- DEFINE_FIELD( m_flFadeOutStart, FIELD_FLOAT ),
- DEFINE_FIELD( m_flFadeOutLength, FIELD_FLOAT ),
- DEFINE_KEYFIELD( m_nDissolveType, FIELD_INTEGER, "dissolvetype" ),
- DEFINE_FIELD( m_vDissolverOrigin, FIELD_VECTOR ),
- DEFINE_KEYFIELD( m_nMagnitude, FIELD_INTEGER, "magnitude" ),
-
- DEFINE_FUNCTION( DissolveThink ),
- DEFINE_FUNCTION( ElectrocuteThink ),
-
- DEFINE_INPUTFUNC( FIELD_STRING, "Dissolve", InputDissolve ),
-
-END_DATADESC()
-
-
-//-----------------------------------------------------------------------------
-// Networking
-//-----------------------------------------------------------------------------
-IMPLEMENT_SERVERCLASS_ST( CEntityDissolve, DT_EntityDissolve )
- SendPropTime( SENDINFO( m_flStartTime ) ),
- SendPropFloat( SENDINFO( m_flFadeInStart ), 0, SPROP_NOSCALE ),
- SendPropFloat( SENDINFO( m_flFadeInLength ), 0, SPROP_NOSCALE ),
- SendPropFloat( SENDINFO( m_flFadeOutModelStart ), 0, SPROP_NOSCALE ),
- SendPropFloat( SENDINFO( m_flFadeOutModelLength ), 0, SPROP_NOSCALE ),
- SendPropFloat( SENDINFO( m_flFadeOutStart ), 0, SPROP_NOSCALE ),
- SendPropFloat( SENDINFO( m_flFadeOutLength ), 0, SPROP_NOSCALE ),
- SendPropInt( SENDINFO( m_nDissolveType ), ENTITY_DISSOLVE_BITS, SPROP_UNSIGNED ),
- SendPropVector (SENDINFO(m_vDissolverOrigin), 0, SPROP_NOSCALE ),
- SendPropInt( SENDINFO( m_nMagnitude ), 8, SPROP_UNSIGNED ),
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( env_entity_dissolver, CEntityDissolve );
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CEntityDissolve::CEntityDissolve( void )
-{
- m_flStartTime = 0.0f;
- m_nMagnitude = 250;
-}
-
-CEntityDissolve::~CEntityDissolve( void )
-{
-}
-
-
-//-----------------------------------------------------------------------------
-// Precache
-//-----------------------------------------------------------------------------
-void CEntityDissolve::Precache()
-{
- if ( NULL_STRING == GetModelName() )
- {
- PrecacheModel( DISSOLVE_SPRITE_NAME );
- }
- else
- {
- PrecacheModel( STRING( GetModelName() ) );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Spawn
-//-----------------------------------------------------------------------------
-void CEntityDissolve::Spawn()
-{
- BaseClass::Spawn();
- Precache();
- UTIL_SetModel( this, STRING( GetModelName() ) );
-
- if ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
- {
- if ( dynamic_cast< CRagdollProp* >( GetMoveParent() ) )
- {
- SetContextThink( &CEntityDissolve::ElectrocuteThink, gpGlobals->curtime + 0.01f, s_pElectroThinkContext );
- }
- }
-
- // Setup our times
- m_flFadeInStart = DISSOLVE_FADE_IN_START_TIME;
- m_flFadeInLength = DISSOLVE_FADE_IN_END_TIME - DISSOLVE_FADE_IN_START_TIME;
-
- m_flFadeOutModelStart = DISSOLVE_FADE_OUT_MODEL_START_TIME;
- m_flFadeOutModelLength = DISSOLVE_FADE_OUT_MODEL_END_TIME - DISSOLVE_FADE_OUT_MODEL_START_TIME;
-
- m_flFadeOutStart = DISSOLVE_FADE_OUT_START_TIME;
- m_flFadeOutLength = DISSOLVE_FADE_OUT_END_TIME - DISSOLVE_FADE_OUT_START_TIME;
-
- if ( m_nDissolveType == ENTITY_DISSOLVE_CORE )
- {
- m_flFadeInStart = 0.0f;
- m_flFadeOutStart = CORE_DISSOLVE_FADE_START;
- m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START;
- m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH;
- m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH;
- }
-
- m_nRenderMode = kRenderTransColor;
- SetRenderColor( 255, 255, 255, 255 );
- m_nRenderFX = kRenderFxNone;
-
- SetThink( &CEntityDissolve::DissolveThink );
- if ( gpGlobals->curtime > m_flStartTime )
- {
- // Necessary for server-side ragdolls
- DissolveThink();
- }
- else
- {
- SetNextThink( gpGlobals->curtime + 0.01f );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : inputdata -
-//-----------------------------------------------------------------------------
-void CEntityDissolve::InputDissolve( inputdata_t &inputdata )
-{
- string_t strTarget = inputdata.value.StringID();
-
- if (strTarget == NULL_STRING)
- {
- strTarget = m_target;
- }
-
- CBaseEntity *pTarget = NULL;
- while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL)
- {
- CBaseAnimating *pBaseAnim = pTarget->GetBaseAnimating();
- if (pBaseAnim)
- {
- pBaseAnim->Dissolve( NULL, gpGlobals->curtime, false, m_nDissolveType, GetAbsOrigin(), m_nMagnitude );
- }
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Creates a flame and attaches it to a target entity.
-// Input : pTarget -
-//-----------------------------------------------------------------------------
-CEntityDissolve *CEntityDissolve::Create( CBaseEntity *pTarget, const char *pMaterialName,
- float flStartTime, int nDissolveType, bool *pRagdollCreated )
-{
- if ( pRagdollCreated )
- {
- *pRagdollCreated = false;
- }
-
- if ( !pMaterialName )
- {
- pMaterialName = DISSOLVE_SPRITE_NAME;
- }
-
- if ( pTarget->IsPlayer() )
- {
- // Simply immediately kill the player.
- CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget );
- pPlayer->SetArmorValue( 0 );
- CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
- pPlayer->TakeDamage( info );
- return NULL;
- }
-
- CEntityDissolve *pDissolve = (CEntityDissolve *) CreateEntityByName( "env_entity_dissolver" );
-
- if ( pDissolve == NULL )
- return NULL;
-
- pDissolve->m_nDissolveType = nDissolveType;
- if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
- {
- if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() )
- {
- CTakeDamageInfo info;
- CBaseEntity *pRagdoll = CreateServerRagdoll( pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true );
- pRagdoll->SetCollisionBounds( pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs() );
-
- // Necessary to cause it to do the appropriate death cleanup
- if ( pTarget->m_lifeState == LIFE_ALIVE )
- {
- CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
- CTakeDamageInfo ragdollInfo( pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
- pTarget->TakeDamage( ragdollInfo );
- }
-
- if ( pRagdollCreated )
- {
- *pRagdollCreated = true;
- }
-
- UTIL_Remove( pTarget );
- pTarget = pRagdoll;
- }
- }
-
- pDissolve->SetModelName( AllocPooledString(pMaterialName) );
- pDissolve->AttachToEntity( pTarget );
- pDissolve->SetStartTime( flStartTime );
- pDissolve->Spawn();
-
- // Send to the client even though we don't have a model
- pDissolve->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
-
- // Play any appropriate noises when we start to dissolve
- if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
- {
- pTarget->DispatchResponse( "TLK_ELECTROCUTESCREAM" );
- }
- else
- {
- pTarget->DispatchResponse( "TLK_DISSOLVESCREAM" );
- }
- return pDissolve;
-}
-
-
-//-----------------------------------------------------------------------------
-// What type of dissolve?
-//-----------------------------------------------------------------------------
-CEntityDissolve *CEntityDissolve::Create( CBaseEntity *pTarget, CBaseEntity *pSource )
-{
- // Look for other boogies on the ragdoll + kill them
- for ( CBaseEntity *pChild = pSource->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
- {
- CEntityDissolve *pDissolve = dynamic_cast<CEntityDissolve*>(pChild);
- if ( !pDissolve )
- continue;
-
- return Create( pTarget, STRING( pDissolve->GetModelName() ), pDissolve->m_flStartTime, pDissolve->m_nDissolveType );
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Attaches the flame to an entity and moves with it
-// Input : pTarget - target entity to attach to
-//-----------------------------------------------------------------------------
-void CEntityDissolve::AttachToEntity( CBaseEntity *pTarget )
-{
- // So our dissolver follows the entity around on the server.
- SetParent( pTarget );
- SetLocalOrigin( vec3_origin );
- SetLocalAngles( vec3_angle );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : lifetime -
-//-----------------------------------------------------------------------------
-void CEntityDissolve::SetStartTime( float flStartTime )
-{
- m_flStartTime = flStartTime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Burn targets around us
-//-----------------------------------------------------------------------------
-void CEntityDissolve::DissolveThink( void )
-{
- CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL;
-
- if ( GetModelName() == NULL_STRING && pTarget == NULL )
- return;
-
- if ( pTarget == NULL )
- {
- UTIL_Remove( this );
- return;
- }
-
- // Turn them into debris
- pTarget->SetCollisionGroup( COLLISION_GROUP_DISSOLVING );
-
- if ( pTarget && pTarget->GetFlags() & FL_TRANSRAGDOLL )
- {
- SetRenderColorA( 0 );
- }
-
- float dt = gpGlobals->curtime - m_flStartTime;
-
- if ( dt < m_flFadeInStart )
- {
- SetNextThink( m_flStartTime + m_flFadeInStart );
- return;
- }
-
- // If we're done fading, then kill our target entity and us
- if ( dt >= m_flFadeOutStart + m_flFadeOutLength )
- {
- // Necessary to cause it to do the appropriate death cleanup
- // Yeah, the player may have nothing to do with it, but
- // passing NULL to TakeDamage causes bad things to happen
- CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
- int iNoPhysicsDamage = g_pGameRules->Damage_GetNoPhysicsForce();
- CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | iNoPhysicsDamage );
- pTarget->TakeDamage( info );
-
- if ( pTarget != pPlayer )
- {
- UTIL_Remove( pTarget );
- }
-
- UTIL_Remove( this );
-
- return;
- }
-
- SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Burn targets around us
-//-----------------------------------------------------------------------------
-void CEntityDissolve::ElectrocuteThink( void )
-{
- CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() );
- if ( !pRagdoll )
- return;
-
- ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
- for ( int j = 0; j < pRagdollPhys->listCount; ++j )
- {
- Vector vecForce;
- vecForce = RandomVector( -2400.0f, 2400.0f );
- pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce );
- }
-
- SetContextThink( &CEntityDissolve::ElectrocuteThink, gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ),
- s_pElectroThinkContext );
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Dissolve entity to be attached to target entity. Serves two purposes: +// +// 1) An entity that can be placed by a level designer and triggered +// to ignite a target entity. +// +// 2) An entity that can be created at runtime to ignite a target entity. +// +//=============================================================================// + +#include "cbase.h" +#include "EntityDissolve.h" +#include "baseanimating.h" +#include "physics_prop_ragdoll.h" +#include "ai_basenpc.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +static const char *s_pElectroThinkContext = "ElectroThinkContext"; + + +//----------------------------------------------------------------------------- +// Lifetime +//----------------------------------------------------------------------------- +#define DISSOLVE_FADE_IN_START_TIME 0.0f +#define DISSOLVE_FADE_IN_END_TIME 1.0f +#define DISSOLVE_FADE_OUT_MODEL_START_TIME 1.9f +#define DISSOLVE_FADE_OUT_MODEL_END_TIME 2.0f +#define DISSOLVE_FADE_OUT_START_TIME 2.0f +#define DISSOLVE_FADE_OUT_END_TIME 2.0f + +//----------------------------------------------------------------------------- +// Model +//----------------------------------------------------------------------------- +#define DISSOLVE_SPRITE_NAME "sprites/blueglow1.vmt" + +//----------------------------------------------------------------------------- +// Save/load +//----------------------------------------------------------------------------- +BEGIN_DATADESC( CEntityDissolve ) + + DEFINE_FIELD( m_flStartTime, FIELD_TIME ), + DEFINE_FIELD( m_flFadeInStart, FIELD_FLOAT ), + DEFINE_FIELD( m_flFadeInLength, FIELD_FLOAT ), + DEFINE_FIELD( m_flFadeOutModelStart, FIELD_FLOAT ), + DEFINE_FIELD( m_flFadeOutModelLength, FIELD_FLOAT ), + DEFINE_FIELD( m_flFadeOutStart, FIELD_FLOAT ), + DEFINE_FIELD( m_flFadeOutLength, FIELD_FLOAT ), + DEFINE_KEYFIELD( m_nDissolveType, FIELD_INTEGER, "dissolvetype" ), + DEFINE_FIELD( m_vDissolverOrigin, FIELD_VECTOR ), + DEFINE_KEYFIELD( m_nMagnitude, FIELD_INTEGER, "magnitude" ), + + DEFINE_FUNCTION( DissolveThink ), + DEFINE_FUNCTION( ElectrocuteThink ), + + DEFINE_INPUTFUNC( FIELD_STRING, "Dissolve", InputDissolve ), + +END_DATADESC() + + +//----------------------------------------------------------------------------- +// Networking +//----------------------------------------------------------------------------- +IMPLEMENT_SERVERCLASS_ST( CEntityDissolve, DT_EntityDissolve ) + SendPropTime( SENDINFO( m_flStartTime ) ), + SendPropFloat( SENDINFO( m_flFadeInStart ), 0, SPROP_NOSCALE ), + SendPropFloat( SENDINFO( m_flFadeInLength ), 0, SPROP_NOSCALE ), + SendPropFloat( SENDINFO( m_flFadeOutModelStart ), 0, SPROP_NOSCALE ), + SendPropFloat( SENDINFO( m_flFadeOutModelLength ), 0, SPROP_NOSCALE ), + SendPropFloat( SENDINFO( m_flFadeOutStart ), 0, SPROP_NOSCALE ), + SendPropFloat( SENDINFO( m_flFadeOutLength ), 0, SPROP_NOSCALE ), + SendPropInt( SENDINFO( m_nDissolveType ), ENTITY_DISSOLVE_BITS, SPROP_UNSIGNED ), + SendPropVector (SENDINFO(m_vDissolverOrigin), 0, SPROP_NOSCALE ), + SendPropInt( SENDINFO( m_nMagnitude ), 8, SPROP_UNSIGNED ), +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( env_entity_dissolver, CEntityDissolve ); + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CEntityDissolve::CEntityDissolve( void ) +{ + m_flStartTime = 0.0f; + m_nMagnitude = 250; +} + +CEntityDissolve::~CEntityDissolve( void ) +{ +} + + +//----------------------------------------------------------------------------- +// Precache +//----------------------------------------------------------------------------- +void CEntityDissolve::Precache() +{ + if ( NULL_STRING == GetModelName() ) + { + PrecacheModel( DISSOLVE_SPRITE_NAME ); + } + else + { + PrecacheModel( STRING( GetModelName() ) ); + } +} + + +//----------------------------------------------------------------------------- +// Spawn +//----------------------------------------------------------------------------- +void CEntityDissolve::Spawn() +{ + BaseClass::Spawn(); + Precache(); + UTIL_SetModel( this, STRING( GetModelName() ) ); + + if ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) + { + if ( dynamic_cast< CRagdollProp* >( GetMoveParent() ) ) + { + SetContextThink( &CEntityDissolve::ElectrocuteThink, gpGlobals->curtime + 0.01f, s_pElectroThinkContext ); + } + } + + // Setup our times + m_flFadeInStart = DISSOLVE_FADE_IN_START_TIME; + m_flFadeInLength = DISSOLVE_FADE_IN_END_TIME - DISSOLVE_FADE_IN_START_TIME; + + m_flFadeOutModelStart = DISSOLVE_FADE_OUT_MODEL_START_TIME; + m_flFadeOutModelLength = DISSOLVE_FADE_OUT_MODEL_END_TIME - DISSOLVE_FADE_OUT_MODEL_START_TIME; + + m_flFadeOutStart = DISSOLVE_FADE_OUT_START_TIME; + m_flFadeOutLength = DISSOLVE_FADE_OUT_END_TIME - DISSOLVE_FADE_OUT_START_TIME; + + if ( m_nDissolveType == ENTITY_DISSOLVE_CORE ) + { + m_flFadeInStart = 0.0f; + m_flFadeOutStart = CORE_DISSOLVE_FADE_START; + m_flFadeOutModelStart = CORE_DISSOLVE_MODEL_FADE_START; + m_flFadeOutModelLength = CORE_DISSOLVE_MODEL_FADE_LENGTH; + m_flFadeInLength = CORE_DISSOLVE_FADEIN_LENGTH; + } + + m_nRenderMode = kRenderTransColor; + SetRenderColor( 255, 255, 255, 255 ); + m_nRenderFX = kRenderFxNone; + + SetThink( &CEntityDissolve::DissolveThink ); + if ( gpGlobals->curtime > m_flStartTime ) + { + // Necessary for server-side ragdolls + DissolveThink(); + } + else + { + SetNextThink( gpGlobals->curtime + 0.01f ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : inputdata - +//----------------------------------------------------------------------------- +void CEntityDissolve::InputDissolve( inputdata_t &inputdata ) +{ + string_t strTarget = inputdata.value.StringID(); + + if (strTarget == NULL_STRING) + { + strTarget = m_target; + } + + CBaseEntity *pTarget = NULL; + while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL) + { + CBaseAnimating *pBaseAnim = pTarget->GetBaseAnimating(); + if (pBaseAnim) + { + pBaseAnim->Dissolve( NULL, gpGlobals->curtime, false, m_nDissolveType, GetAbsOrigin(), m_nMagnitude ); + } + } +} + + + +//----------------------------------------------------------------------------- +// Purpose: Creates a flame and attaches it to a target entity. +// Input : pTarget - +//----------------------------------------------------------------------------- +CEntityDissolve *CEntityDissolve::Create( CBaseEntity *pTarget, const char *pMaterialName, + float flStartTime, int nDissolveType, bool *pRagdollCreated ) +{ + if ( pRagdollCreated ) + { + *pRagdollCreated = false; + } + + if ( !pMaterialName ) + { + pMaterialName = DISSOLVE_SPRITE_NAME; + } + + if ( pTarget->IsPlayer() ) + { + // Simply immediately kill the player. + CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget ); + pPlayer->SetArmorValue( 0 ); + CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ); + pPlayer->TakeDamage( info ); + return NULL; + } + + CEntityDissolve *pDissolve = (CEntityDissolve *) CreateEntityByName( "env_entity_dissolver" ); + + if ( pDissolve == NULL ) + return NULL; + + pDissolve->m_nDissolveType = nDissolveType; + if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) + { + if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() ) + { + CTakeDamageInfo info; + CBaseEntity *pRagdoll = CreateServerRagdoll( pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true ); + pRagdoll->SetCollisionBounds( pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs() ); + + // Necessary to cause it to do the appropriate death cleanup + if ( pTarget->m_lifeState == LIFE_ALIVE ) + { + CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); + CTakeDamageInfo ragdollInfo( pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE ); + pTarget->TakeDamage( ragdollInfo ); + } + + if ( pRagdollCreated ) + { + *pRagdollCreated = true; + } + + UTIL_Remove( pTarget ); + pTarget = pRagdoll; + } + } + + pDissolve->SetModelName( AllocPooledString(pMaterialName) ); + pDissolve->AttachToEntity( pTarget ); + pDissolve->SetStartTime( flStartTime ); + pDissolve->Spawn(); + + // Send to the client even though we don't have a model + pDissolve->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); + + // Play any appropriate noises when we start to dissolve + if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) ) + { + pTarget->DispatchResponse( "TLK_ELECTROCUTESCREAM" ); + } + else + { + pTarget->DispatchResponse( "TLK_DISSOLVESCREAM" ); + } + return pDissolve; +} + + +//----------------------------------------------------------------------------- +// What type of dissolve? +//----------------------------------------------------------------------------- +CEntityDissolve *CEntityDissolve::Create( CBaseEntity *pTarget, CBaseEntity *pSource ) +{ + // Look for other boogies on the ragdoll + kill them + for ( CBaseEntity *pChild = pSource->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() ) + { + CEntityDissolve *pDissolve = dynamic_cast<CEntityDissolve*>(pChild); + if ( !pDissolve ) + continue; + + return Create( pTarget, STRING( pDissolve->GetModelName() ), pDissolve->m_flStartTime, pDissolve->m_nDissolveType ); + } + + return NULL; +} + + +//----------------------------------------------------------------------------- +// Purpose: Attaches the flame to an entity and moves with it +// Input : pTarget - target entity to attach to +//----------------------------------------------------------------------------- +void CEntityDissolve::AttachToEntity( CBaseEntity *pTarget ) +{ + // So our dissolver follows the entity around on the server. + SetParent( pTarget ); + SetLocalOrigin( vec3_origin ); + SetLocalAngles( vec3_angle ); +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : lifetime - +//----------------------------------------------------------------------------- +void CEntityDissolve::SetStartTime( float flStartTime ) +{ + m_flStartTime = flStartTime; +} + +//----------------------------------------------------------------------------- +// Purpose: Burn targets around us +//----------------------------------------------------------------------------- +void CEntityDissolve::DissolveThink( void ) +{ + CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL; + + if ( GetModelName() == NULL_STRING && pTarget == NULL ) + return; + + if ( pTarget == NULL ) + { + UTIL_Remove( this ); + return; + } + + // Turn them into debris + pTarget->SetCollisionGroup( COLLISION_GROUP_DISSOLVING ); + + if ( pTarget && pTarget->GetFlags() & FL_TRANSRAGDOLL ) + { + SetRenderColorA( 0 ); + } + + float dt = gpGlobals->curtime - m_flStartTime; + + if ( dt < m_flFadeInStart ) + { + SetNextThink( m_flStartTime + m_flFadeInStart ); + return; + } + + // If we're done fading, then kill our target entity and us + if ( dt >= m_flFadeOutStart + m_flFadeOutLength ) + { + // Necessary to cause it to do the appropriate death cleanup + // Yeah, the player may have nothing to do with it, but + // passing NULL to TakeDamage causes bad things to happen + CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 ); + int iNoPhysicsDamage = g_pGameRules->Damage_GetNoPhysicsForce(); + CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | iNoPhysicsDamage ); + pTarget->TakeDamage( info ); + + if ( pTarget != pPlayer ) + { + UTIL_Remove( pTarget ); + } + + UTIL_Remove( this ); + + return; + } + + SetNextThink( gpGlobals->curtime + TICK_INTERVAL ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Burn targets around us +//----------------------------------------------------------------------------- +void CEntityDissolve::ElectrocuteThink( void ) +{ + CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() ); + if ( !pRagdoll ) + return; + + ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( ); + for ( int j = 0; j < pRagdollPhys->listCount; ++j ) + { + Vector vecForce; + vecForce = RandomVector( -2400.0f, 2400.0f ); + pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce ); + } + + SetContextThink( &CEntityDissolve::ElectrocuteThink, gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ), + s_pElectroThinkContext ); +} |