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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "soundenvelope.h"
#include "engine/IEngineSound.h"
#include "explode.h"
#include "Sprite.h"
#include "grenade_satchel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SLAM_SPRITE "sprites/redglow1.vmt"
ConVar sk_plr_dmg_satchel ( "sk_plr_dmg_satchel","0");
ConVar sk_npc_dmg_satchel ( "sk_npc_dmg_satchel","0");
ConVar sk_satchel_radius ( "sk_satchel_radius","0");
BEGIN_DATADESC( CSatchelCharge )
DEFINE_FIELD( m_flNextBounceSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_bInAir, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vLastPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_pMyWeaponSLAM, FIELD_CLASSPTR ),
DEFINE_FIELD( m_bIsAttached, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_THINKFUNC( SatchelThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode),
END_DATADESC()
LINK_ENTITY_TO_CLASS( npc_satchel, CSatchelCharge );
//=========================================================
// Deactivate - do whatever it is we do to an orphaned
// satchel when we don't want it in the world anymore.
//=========================================================
void CSatchelCharge::Deactivate( void )
{
AddSolidFlags( FSOLID_NOT_SOLID );
UTIL_Remove( this );
if ( m_hGlowSprite != NULL )
{
UTIL_Remove( m_hGlowSprite );
m_hGlowSprite = NULL;
}
}
void CSatchelCharge::Spawn( void )
{
Precache( );
SetModel( "models/Weapons/w_slam.mdl" );
VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
SetMoveType( MOVETYPE_VPHYSICS );
SetCollisionGroup( COLLISION_GROUP_WEAPON );
UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2));
SetThink( &CSatchelCharge::SatchelThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_flDamage = sk_plr_dmg_satchel.GetFloat();
m_DmgRadius = sk_satchel_radius.GetFloat();
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
SetGravity( UTIL_ScaleForGravity( 560 ) ); // slightly lower gravity
SetFriction( 1.0 );
SetSequence( 1 );
SetDamage( 150 );
m_bIsAttached = false;
m_bInAir = true;
m_flNextBounceSoundTime = 0;
m_vLastPosition = vec3_origin;
m_hGlowSprite = NULL;
CreateEffects();
}
//-----------------------------------------------------------------------------
// Purpose: Start up any effects for us
//-----------------------------------------------------------------------------
void CSatchelCharge::CreateEffects( void )
{
// Only do this once
if ( m_hGlowSprite != NULL )
return;
// Create a blinking light to show we're an active SLAM
m_hGlowSprite = CSprite::SpriteCreate( SLAM_SPRITE, GetAbsOrigin(), false );
m_hGlowSprite->SetAttachment( this, 0 );
m_hGlowSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxStrobeFast );
m_hGlowSprite->SetBrightness( 255, 1.0f );
m_hGlowSprite->SetScale( 0.2f, 0.5f );
m_hGlowSprite->TurnOn();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::InputExplode( inputdata_t &inputdata )
{
ExplosionCreate( GetAbsOrigin() + Vector( 0, 0, 16 ), GetAbsAngles(), GetThrower(), GetDamage(), 200,
SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
UTIL_Remove( this );
}
void CSatchelCharge::SatchelThink( void )
{
// If attached resize so player can pick up off wall
if (m_bIsAttached)
{
UTIL_SetSize(this, Vector( -2, -2, -6), Vector(2, 2, 6));
}
// See if I can lose my owner (has dropper moved out of way?)
// Want do this so owner can shoot the satchel charge
if (GetOwnerEntity())
{
trace_t tr;
Vector vUpABit = GetAbsOrigin();
vUpABit.z += 5.0;
CBaseEntity* saveOwner = GetOwnerEntity();
SetOwnerEntity( NULL );
UTIL_TraceEntity( this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr );
if ( tr.startsolid || tr.fraction != 1.0 )
{
SetOwnerEntity( saveOwner );
}
}
// Bounce movement code gets this think stuck occasionally so check if I've
// succeeded in moving, otherwise kill my motions.
else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1)
{
SetAbsVelocity( vec3_origin );
QAngle angVel = GetLocalAngularVelocity();
angVel.y = 0;
SetLocalAngularVelocity( angVel );
// Clear think function
SetThink(NULL);
return;
}
m_vLastPosition= GetAbsOrigin();
StudioFrameAdvance( );
SetNextThink( gpGlobals->curtime + 0.1f );
if (!IsInWorld())
{
UTIL_Remove( this );
return;
}
// Is it attached to a wall?
if (m_bIsAttached)
{
return;
}
}
void CSatchelCharge::Precache( void )
{
PrecacheModel("models/Weapons/w_slam.mdl");
PrecacheModel(SLAM_SPRITE);
}
void CSatchelCharge::BounceSound( void )
{
if (gpGlobals->curtime > m_flNextBounceSoundTime)
{
m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CSatchelCharge::CSatchelCharge(void)
{
m_vLastPosition.Init();
m_pMyWeaponSLAM = NULL;
}
CSatchelCharge::~CSatchelCharge(void)
{
if ( m_hGlowSprite != NULL )
{
UTIL_Remove( m_hGlowSprite );
m_hGlowSprite = NULL;
}
}
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