sqwarmed/sdk_src/game/server/RagdollBoogie.cpp

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2024-08-29 19:18:30 -04:00
//===== Copyright <20> 1996-2005, 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 "RagdollBoogie.h"
#include "physics_prop_ragdoll.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "IEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Make electriciy every so often
//-----------------------------------------------------------------------------
static const char *s_pZapContext = "ZapContext";
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CRagdollBoogie )
DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
DEFINE_FIELD( m_flBoogieLength, FIELD_FLOAT ),
DEFINE_FIELD( m_flMagnitude, FIELD_FLOAT ),
// Think this should be handled by StartTouch/etc.
// DEFINE_FIELD( m_nSuppressionCount, FIELD_INTEGER ),
DEFINE_FUNCTION( BoogieThink ),
DEFINE_FUNCTION( ZapThink ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( env_ragdoll_boogie, CRagdollBoogie );
//-----------------------------------------------------------------------------
// Purpose: Creates a flame and attaches it to a target entity.
// Input : pTarget -
//-----------------------------------------------------------------------------
CRagdollBoogie *CRagdollBoogie::Create( CBaseEntity *pTarget, float flMagnitude,
float flStartTime, float flLengthTime, int nSpawnFlags )
{
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pTarget );
if ( !pRagdoll )
return NULL;
CRagdollBoogie *pBoogie = (CRagdollBoogie *)CreateEntityByName( "env_ragdoll_boogie" );
if ( pBoogie == NULL )
return NULL;
pBoogie->AddSpawnFlags( nSpawnFlags );
pBoogie->AttachToEntity( pTarget );
pBoogie->SetBoogieTime( flStartTime, flLengthTime );
pBoogie->SetMagnitude( flMagnitude );
pBoogie->Spawn();
return pBoogie;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CRagdollBoogie::Precache()
{
BaseClass::Precache();
PrecacheEffect( "TeslaHitboxes" );
#ifdef HL2_EPISODIC
PrecacheScriptSound( "RagdollBoogie.Zap" );
#endif
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CRagdollBoogie::Spawn()
{
Precache();
BaseClass::Spawn();
SetThink( &CRagdollBoogie::BoogieThink );
SetNextThink( gpGlobals->curtime + 0.01f );
if ( HasSpawnFlags( SF_RAGDOLL_BOOGIE_ELECTRICAL ) )
{
SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
}
}
//-----------------------------------------------------------------------------
// Zap!
//-----------------------------------------------------------------------------
void CRagdollBoogie::ZapThink()
{
if ( !GetMoveParent() )
return;
CBaseAnimating *pRagdoll = GetMoveParent()->GetBaseAnimating();
if ( !pRagdoll )
return;
// Make electricity on the client
CStudioHdr *pStudioHdr = pRagdoll->GetModelPtr( );
if (!pStudioHdr)
return;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( pRagdoll->GetHitboxSet() );
if ( set->numhitboxes == 0 )
return;
if ( m_nSuppressionCount == 0 )
{
CEffectData data;
data.m_nEntIndex = GetMoveParent()->entindex();
data.m_flMagnitude = 4;
data.m_flScale = HasSpawnFlags(SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM) ? 1.0f : 2.0f;
DispatchEffect( "TeslaHitboxes", data );
}
#ifdef HL2_EPISODIC
EmitSound( "RagdollBoogie.Zap" );
#endif
SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
}
//-----------------------------------------------------------------------------
// Suppression count
//-----------------------------------------------------------------------------
void CRagdollBoogie::IncrementSuppressionCount( CBaseEntity *pTarget )
{
// Look for other boogies on the ragdoll + kill them
for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
{
CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
if ( !pBoogie )
continue;
++pBoogie->m_nSuppressionCount;
}
}
void CRagdollBoogie::DecrementSuppressionCount( CBaseEntity *pTarget )
{
// Look for other boogies on the ragdoll + kill them
CBaseEntity *pNext;
for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
{
pNext = pChild->NextMovePeer();
CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
if ( !pBoogie )
continue;
if ( --pBoogie->m_nSuppressionCount <= 0 )
{
pBoogie->m_nSuppressionCount = 0;
float dt = gpGlobals->curtime - pBoogie->m_flStartTime;
if ( dt >= pBoogie->m_flBoogieLength )
{
PhysCallbackRemove( pBoogie->NetworkProp() );
}
}
}
}
//-----------------------------------------------------------------------------
// Attach to an entity
//-----------------------------------------------------------------------------
void CRagdollBoogie::AttachToEntity( CBaseEntity *pTarget )
{
m_nSuppressionCount = 0;
// Look for other boogies on the ragdoll + kill them
CBaseEntity *pNext;
for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext )
{
pNext = pChild->NextMovePeer();
CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
if ( !pBoogie )
continue;
m_nSuppressionCount = pBoogie->m_nSuppressionCount;
UTIL_Remove( pChild );
}
FollowEntity( pTarget );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : lifetime -
//-----------------------------------------------------------------------------
void CRagdollBoogie::SetBoogieTime( float flStartTime, float flLengthTime )
{
m_flStartTime = flStartTime;
m_flBoogieLength = flLengthTime;
}
//-----------------------------------------------------------------------------
// Purpose: Burn targets around us
//-----------------------------------------------------------------------------
void CRagdollBoogie::SetMagnitude( float flMagnitude )
{
m_flMagnitude = flMagnitude;
}
//-----------------------------------------------------------------------------
// Purpose: Burn targets around us
//-----------------------------------------------------------------------------
void CRagdollBoogie::BoogieThink( void )
{
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() );
if ( !pRagdoll )
{
UTIL_Remove( this );
return;
}
float flMagnitude = m_flMagnitude;
if ( m_flBoogieLength != 0 )
{
float dt = gpGlobals->curtime - m_flStartTime;
if ( dt >= m_flBoogieLength )
{
// Don't remove while suppressed... this helps if we try to start another boogie
if ( m_nSuppressionCount == 0 )
{
UTIL_Remove( this );
}
SetThink( NULL );
return;
}
if ( dt < 0 )
{
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) );
return;
}
flMagnitude = SimpleSplineRemapVal( dt, 0.0f, m_flBoogieLength, m_flMagnitude, 0.0f );
}
#ifndef _XBOX
if ( m_nSuppressionCount == 0 )
{
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
for ( int j = 0; j < pRagdollPhys->listCount; ++j )
{
float flMass = pRagdollPhys->list[j].pObject->GetMass();
float flForce = m_flMagnitude * flMass;
Vector vecForce;
vecForce = RandomVector( -flForce, flForce );
pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce );
}
}
#endif // !_XBOX
SetNextThink( gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ) );
}