sqwarmed/sdk_src/game/server/swarm/asw_entityflame.cpp

133 lines
3.8 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Flame 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 "asw_entityflame.h"
#include "asw_fire.h"
#include "shareddefs.h"
#include "ai_basenpc.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DATADESC( CASW_EntityFlame )
DEFINE_FUNCTION( ASWFlameThink ),
DEFINE_FIELD( m_fDamageInterval, FIELD_FLOAT ),
DEFINE_FIELD( m_flDamagePerInterval, FIELD_FLOAT ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( entityflame, CASW_EntityFlame );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CASW_EntityFlame::CASW_EntityFlame( void )
{
m_fDamageInterval = FLAME_DAMAGE_INTERVAL;
m_flDamagePerInterval = FLAME_DIRECT_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL;
}
void CASW_EntityFlame::Spawn( void )
{
BaseClass::Spawn();
SetThink( &CASW_EntityFlame::ASWFlameThink );
}
void CASW_EntityFlame::ASWFlameThink( void )
{
if ( m_hEntAttached )
{
if ( m_hEntAttached->GetFlags() & FL_TRANSRAGDOLL )
{
SetRenderAlpha( 0 );
return;
}
CAI_BaseNPC *pNPC = m_hEntAttached->MyNPCPointer();
if ( pNPC && !pNPC->IsAlive() )
{
return;
}
if( m_hEntAttached->GetWaterLevel() > 0 )
{
Vector mins, maxs;
mins = m_hEntAttached->WorldSpaceCenter();
maxs = mins;
maxs.z = m_hEntAttached->WorldSpaceCenter().z;
maxs.x += 32;
maxs.y += 32;
mins.z -= 32;
mins.x -= 32;
mins.y -= 32;
UTIL_Bubbles( mins, maxs, 12 );
}
}
else
{
UTIL_Remove( this );
return;
}
// See if we're done burning, or our attached ent has vanished
if ( m_flLifetime < gpGlobals->curtime || m_hEntAttached == NULL )
{
EmitSound( "General.StopBurning" );
m_bPlayingSound = false;
SetThink( &CEntityFlame::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.5f );
// Notify anything we're attached to
if ( m_hEntAttached )
{
CBaseCombatCharacter *pAttachedCC = m_hEntAttached->MyCombatCharacterPointer();
if( pAttachedCC )
{
// Notify the NPC that it's no longer burning!
pAttachedCC->Extinguish();
}
}
return;
}
if ( m_hEntAttached )
{
// Directly harm the entity I'm attached to. This is so we can precisely control how much damage the entity
// that is on fire takes without worrying about the flame's position relative to the bodytarget (which is the
// distance that the radius damage code uses to determine how much damage to inflict)
m_hEntAttached->TakeDamage( CTakeDamageInfo( GetOwnerEntity() ? GetOwnerEntity() : this, this, m_flDamagePerInterval, DMG_BURN | DMG_DIRECT ) );
if( !m_hEntAttached->IsNPC() && hl2_episodic.GetBool() )
{
const float ENTITYFLAME_MOVE_AWAY_DIST = 24.0f;
// Make a sound near my origin, and up a little higher (in case I'm on the ground, so NPC's still hear it)
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 48.0f ), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATING );
}
}
else
{
RadiusDamage( CTakeDamageInfo( GetOwnerEntity() ? GetOwnerEntity() : this, this, FLAME_RADIUS_DAMAGE, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, NULL );
}
SetNextThink( gpGlobals->curtime + m_fDamageInterval );
}