356 lines
10 KiB
C++
356 lines
10 KiB
C++
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements an explosion entity and a support spark shower entity.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "decals.h"
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#include "asw_env_explosion.h"
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#include "dlight.h"
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#include "vstdlib/random.h"
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#include "tier1/strtools.h"
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#include "shareddefs.h"
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#include "asw_gamerules.h"
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#include "asw_fx_shared.h"
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//#include "ieffects.h"
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//#include "fx.h"
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//#include "tempent.h"
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#include "iefx.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class CASWEnvExplosion : public CPointEntity
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{
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public:
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DECLARE_CLASS( CASWEnvExplosion, CPointEntity );
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CASWEnvExplosion( void )
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{
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};
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void Precache( void );
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void Spawn( );
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//void Smoke ( void );
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void SetCustomDamageType( int iType ) { m_iCustomDamageType = iType; }
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//bool KeyValue( const char *szKeyName, const char *szValue );
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int DrawDebugTextOverlays(void);
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// Input handlers
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void InputExplode( inputdata_t &inputdata );
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DECLARE_DATADESC();
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int m_iDamage;// how large is the fireball? how much damage?
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int m_iRadiusOverride;// For use when m_iDamage results in larger radius than designer desires.
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//int m_spriteScale; // what's the exact fireball sprite scale?
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float m_flDamageForce; // How much damage force should we use?
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string_t m_iszExplosionSound;
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EHANDLE m_hInflictor;
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int m_iCustomDamageType;
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// passed along to the RadiusDamage call
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int m_iClassIgnore;
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EHANDLE m_hEntityIgnore;
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};
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LINK_ENTITY_TO_CLASS( asw_env_explosion, CASWEnvExplosion );
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BEGIN_DATADESC( CASWEnvExplosion )
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DEFINE_KEYFIELD( m_iDamage, FIELD_INTEGER, "iDamage" ),
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DEFINE_KEYFIELD( m_iRadiusOverride, FIELD_INTEGER, "iRadiusOverride" ),
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//DEFINE_FIELD( m_spriteScale, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_flDamageForce, FIELD_FLOAT, "DamageForce" ),
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DEFINE_FIELD( m_hInflictor, FIELD_EHANDLE ),
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DEFINE_FIELD( m_iCustomDamageType, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_iClassIgnore, FIELD_INTEGER, "ignoredClass" ),
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DEFINE_KEYFIELD( m_hEntityIgnore, FIELD_EHANDLE, "ignoredEntity" ),
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DEFINE_KEYFIELD( m_iszExplosionSound, FIELD_SOUNDNAME, "ExplosionSound" ),
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// Function Pointers
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//DEFINE_THINKFUNC( Smoke ),
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// Inputs
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DEFINE_INPUTFUNC(FIELD_VOID, "Explode", InputExplode),
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END_DATADESC()
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/*
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bool CASWEnvExplosion::KeyValue( const char *szKeyName, const char *szValue )
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{
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return true;
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}
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*/
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void CASWEnvExplosion::Precache( void )
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{
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//PrecacheParticleSystem( "freeze_explosion" ) ;
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//PrecacheScriptSound( "explode_3" );
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PrecacheParticleSystem( "asw_env_explosion" );
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if( !( m_spawnflags & SF_ENVEXPLOSION_NOSOUND ) )
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{
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UTIL_ValidateSoundName( m_iszExplosionSound, "ASW_Explosion.Explosion_Default" );
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PrecacheScriptSound( (char *) STRING(m_iszExplosionSound) );
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}
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}
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void CASWEnvExplosion::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_NONE );
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AddEffects( EF_NODRAW );
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SetMoveType( MOVETYPE_NONE );
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//m_spriteScale = (int)flSpriteScale;
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m_iCustomDamageType = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Input handler for making the explosion explode.
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//-----------------------------------------------------------------------------
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void CASWEnvExplosion::InputExplode( inputdata_t &inputdata )
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{
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trace_t tr;
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SetModelName( NULL_STRING );//invisible
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SetSolid( SOLID_NONE );// intangible
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Vector vecSpot = GetAbsOrigin() + Vector( 0 , 0 , 8 );
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), (MASK_SOLID_BRUSHONLY | MASK_WATER), this, COLLISION_GROUP_NONE, &tr );
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// Pull out of the wall a bit. We used to move the explosion origin itself, but that seems unnecessary, not to mention a
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// little weird when you consider that it might be in hierarchy. Instead we just calculate a new virtual position at
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// which to place the explosion. We don't use that new position to calculate radius damage because according to Steve's
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// comment, that adversely affects the force vector imparted on explosion victims when they ragdoll.
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Vector vecExplodeOrigin = GetAbsOrigin();
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if ( tr.fraction != 1.0 )
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{
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vecExplodeOrigin = tr.endpos + (tr.plane.normal * 24 );
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}
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// draw decal
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if (! ( m_spawnflags & SF_ENVEXPLOSION_NODECAL ))
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{
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if ( ! ( m_spawnflags & SF_ENVEXPLOSION_ICE ))
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UTIL_DecalTrace( &tr, "Scorch" );
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else
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UTIL_DecalTrace( &tr, "Ice_Explosion_Decal" );
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}
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//Get the damage override if specified
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float flRadius = ( m_iRadiusOverride > 0 ) ? ((float)m_iRadiusOverride/100.0f) : ( (float)m_iDamage / 100.0f );
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// do damage
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if ( !( m_spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
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{
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CBaseEntity *pAttacker = GetOwnerEntity() ? GetOwnerEntity() : this;
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// Only calculate damage type if we didn't get a custom one passed in
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int iDamageType = m_iCustomDamageType;
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if ( iDamageType == -1 )
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{
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iDamageType = HasSpawnFlags( SF_ENVEXPLOSION_GENERIC_DAMAGE ) ? DMG_GENERIC : DMG_BLAST;
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}
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CTakeDamageInfo info( m_hInflictor ? m_hInflictor : this, pAttacker, m_iDamage, iDamageType );
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if( HasSpawnFlags( SF_ENVEXPLOSION_SURFACEONLY ) )
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{
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info.AddDamageType( DMG_BLAST_SURFACE );
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}
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if ( m_flDamageForce )
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{
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// Not the right direction, but it'll be fixed up by RadiusDamage.
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info.SetDamagePosition( GetAbsOrigin() );
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info.SetDamageForce( Vector( m_flDamageForce, 0, 0 ) );
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}
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ASWGameRules()->RadiusDamage( info, GetAbsOrigin(), flRadius, m_iClassIgnore, m_hEntityIgnore.Get() );
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}
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// emit the sound
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if( !(m_spawnflags & SF_ENVEXPLOSION_NOSOUND) )
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{
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EmitSound( STRING(m_iszExplosionSound) );
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}
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// do the particle effect
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if( !(m_spawnflags & SF_ENVEXPLOSION_NOFIREBALL) )
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{
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bool bOnGround = false;
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if ( tr.fraction != 1.0 )
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bOnGround = true;
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UTIL_ASW_EnvExplosionFX( vecExplodeOrigin, flRadius, bOnGround );
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}
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/*
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// do a dlight
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if ( !( m_spawnflags & SF_ENVEXPLOSION_NODLIGHTS ) )
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{
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// Make an elight
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dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_TE_DYNAMIC + entindex() );
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el->origin = vecExplodeOrigin;
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el->radius = random->RandomFloat( flRadius + 54.0f, flRadius + 74.0f );
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el->decay = el->radius / 0.05f;
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el->die = gpGlobals->curtime + 0.05f;
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Color c = Color( 255, 192, 64, 6 );
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el->color.r = c.r();
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el->color.g = c.g();
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el->color.b = c.b();
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el->color.exponent = c.a();
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}
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*/
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if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
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{
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SetThink( &CASWEnvExplosion::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 1.0f );
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}
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}
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/*
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void CASWEnvExplosion::Smoke( void )
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{
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if ( !(m_spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
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{
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UTIL_Remove( this );
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}
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}
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*/
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// HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup
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void ASWExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int magnitude, int radius, int nSpawnFlags, float flExplosionForce, CBaseEntity *pInflictor, int iCustomDamageType,
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const EHANDLE *ignoredEntity , Class_T ignoredClass )
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{
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char buf[128];
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CASWEnvExplosion *pExplosion = (CASWEnvExplosion*)CBaseEntity::Create( "asw_env_explosion", center, angles, pOwner );
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Q_snprintf( buf,sizeof(buf), "%3d", magnitude );
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char *szKeyName = "iDamage";
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char *szValue = buf;
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pExplosion->KeyValue( szKeyName, szValue );
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pExplosion->AddSpawnFlags( nSpawnFlags );
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if ( radius )
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{
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Q_snprintf( buf,sizeof(buf), "%d", radius );
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pExplosion->KeyValue( "iRadiusOverride", buf );
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}
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if ( flExplosionForce != 0.0f )
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{
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Q_snprintf( buf,sizeof(buf), "%.3f", flExplosionForce );
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pExplosion->KeyValue( "DamageForce", buf );
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}
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variant_t emptyVariant;
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pExplosion->m_nRenderMode = kRenderTransAdd;
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pExplosion->SetOwnerEntity( pOwner );
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pExplosion->Spawn();
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pExplosion->m_hInflictor = pInflictor;
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pExplosion->SetCustomDamageType( iCustomDamageType );
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if (ignoredEntity)
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{
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pExplosion->m_hEntityIgnore = *ignoredEntity;
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}
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pExplosion->m_iClassIgnore = ignoredClass;
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pExplosion->AcceptInput( "Explode", NULL, NULL, emptyVariant, 0 );
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}
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void ASWExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int iDamage, int radius, bool doDamage, float flExplosionForce, bool bSurfaceOnly, bool bSilent, int iCustomDamageType, bool bNoDlight )
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{
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int nFlags = 0;
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if ( !bNoDlight )
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{
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nFlags |= SF_ENVEXPLOSION_NODLIGHTS;
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}
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if ( !doDamage )
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{
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nFlags |= SF_ENVEXPLOSION_NODAMAGE;
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}
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if( bSurfaceOnly )
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{
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nFlags |= SF_ENVEXPLOSION_SURFACEONLY;
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}
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if( bSilent )
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{
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nFlags |= SF_ENVEXPLOSION_NOSOUND;
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}
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ASWExplosionCreate( center, angles, pOwner, iDamage, radius, nFlags, flExplosionForce, NULL, iCustomDamageType );
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}
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// this version lets you specify classes or entities to be ignored
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void ASWExplosionCreate( const Vector ¢er, const QAngle &angles,
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CBaseEntity *pOwner, int magnitude, int radius, bool doDamage,
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const EHANDLE *ignoredEntity, Class_T ignoredClass,
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float flExplosionForce , bool bSurfaceOnly , bool bSilent , int iCustomDamageType, bool bNoDlight )
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{
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// For E3, no sparks
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int nFlags = 0;
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if ( !bNoDlight )
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{
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nFlags |= SF_ENVEXPLOSION_NODLIGHTS;
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}
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if ( !doDamage )
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{
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nFlags |= SF_ENVEXPLOSION_NODAMAGE;
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}
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if( bSurfaceOnly )
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{
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nFlags |= SF_ENVEXPLOSION_SURFACEONLY;
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}
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if( bSilent )
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{
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nFlags |= SF_ENVEXPLOSION_NOSOUND;
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}
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ASWExplosionCreate( center, angles, pOwner, magnitude, radius, nFlags, flExplosionForce, NULL, iCustomDamageType, ignoredEntity, ignoredClass );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw any debug text overlays
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// Output : Current text offset from the top
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//-----------------------------------------------------------------------------
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int CASWEnvExplosion::DrawDebugTextOverlays( void )
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{
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int text_offset = BaseClass::DrawDebugTextOverlays();
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if (m_debugOverlays & OVERLAY_TEXT_BIT)
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{
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char tempstr[512];
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Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %i", m_iDamage);
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EntityText(text_offset,tempstr,0);
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text_offset++;
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}
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return text_offset;
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}
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