109 lines
2.8 KiB
C++
109 lines
2.8 KiB
C++
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#include "cbase.h"
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#include "asw_radiation_volume.h"
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#include "asw_shareddefs.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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LINK_ENTITY_TO_CLASS( asw_radiation_volume, CASW_Radiation_Volume );
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#define RAD_DAMAGE_INTERVAL 1.0f
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#define ASW_RAD_DAMAGE 20
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BEGIN_DATADESC( CASW_Radiation_Volume )
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DEFINE_FUNCTION(RadTouch),
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DEFINE_THINKFUNC(RadThink),
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DEFINE_FIELD(m_hCreator, FIELD_EHANDLE),
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END_DATADESC()
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CASW_Radiation_Volume::CASW_Radiation_Volume()
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{
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}
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void CASW_Radiation_Volume::Spawn( void )
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{
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BaseClass::Spawn();
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// make us invisible, a cube, non solid, but still firing touch triggers
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AddEffects(EF_NODRAW);
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SetSolid( SOLID_BBOX );
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float boxWidth = 100.0f;
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UTIL_SetSize(this, Vector(-boxWidth,-boxWidth,0),Vector(boxWidth,boxWidth,boxWidth * 2));
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SetCollisionGroup(ASW_COLLISION_GROUP_PASSABLE);
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AddSolidFlags(FSOLID_TRIGGER);
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SetTouch( &CASW_Radiation_Volume::RadTouch );
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SetThink( &CASW_Radiation_Volume::RadThink );
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SetNextThink( TICK_NEVER_THINK );
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}
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bool CASW_Radiation_Volume::IsValidRadTarget( CBaseEntity *pOther )
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{
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if (!pOther)
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return false;
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return pOther->IsNPC();
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}
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void CASW_Radiation_Volume::RadTouch( CBaseEntity *pOther )
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{
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// if other is a valid entity to radiate, add it to our list
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if (IsValidRadTarget(pOther) && m_hRadTouching.Find(pOther) == m_hRadTouching.InvalidIndex())
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{
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m_hRadTouching.AddToTail(pOther);
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if (GetNextThink() == TICK_NEVER_THINK)
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SetNextThink( gpGlobals->curtime );
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}
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}
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bool CASW_Radiation_Volume::RadTouching(CBaseEntity *pEnt)
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{
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if (!pEnt || !pEnt->CollisionProp() || !CollisionProp())
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return false;
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Vector vecNearest;
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pEnt->CollisionProp()->CalcNearestPoint( GetAbsOrigin(), &vecNearest );
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return CollisionProp()->IsPointInBounds(vecNearest);
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}
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void CASW_Radiation_Volume::RadHurt(CBaseEntity *pEnt)
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{
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if (!pEnt)
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return;
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CBaseEntity *pAttacker = this;
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if (m_hCreator.Get() && pEnt->Classify() != CLASS_ASW_MARINE) // don't deal friendly fire damage from rad barrels
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pAttacker = m_hCreator.Get();
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float fDamage = ASW_RAD_DAMAGE;
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if (pEnt->Classify() == CLASS_ASW_MARINE)
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fDamage *= 0.5f;
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pEnt->TakeDamage( CTakeDamageInfo( this, pAttacker, fDamage, DMG_RADIATION ) );
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}
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void CASW_Radiation_Volume::RadThink()
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{
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// remove people who aren't in our volume
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for (int i = 0; i < m_hRadTouching.Count();)
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{
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if (!m_hRadTouching[i] || m_hRadTouching[i]->GetHealth()<=0
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|| !RadTouching(m_hRadTouching[i]))
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{
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m_hRadTouching.Remove( i );
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}
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else
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{
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i++;
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}
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}
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// go through our list, hurting people
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for (int i = 0; i < m_hRadTouching.Count(); i++)
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{
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RadHurt(m_hRadTouching[i]);
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}
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if (m_hRadTouching.Count() > 0)
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{
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SetNextThink( gpGlobals->curtime + RAD_DAMAGE_INTERVAL );
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}
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}
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