216 lines
5.1 KiB
C++
216 lines
5.1 KiB
C++
#include "cbase.h"
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#include "asw_bait.h"
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#include "soundent.h"
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#include "te_effect_dispatch.h"
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#include "IEffects.h"
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#include "decals.h"
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#include "asw_shareddefs.h"
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#include "ai_senses.h"
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#include "asw_gamerules.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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#define BAIT_MODEL "models/swarm/Flare/flareweapon.mdl"
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#define ASW_BAIT_LIFETIME 30.0f
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LINK_ENTITY_TO_CLASS( asw_bait, CASW_Bait );
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BEGIN_DATADESC( CASW_Bait )
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DEFINE_FUNCTION( BaitTouch ),
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DEFINE_FUNCTION( BaitThink ),
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DEFINE_FIELD( m_flTimeBurnOut, FIELD_TIME ),
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END_DATADESC()
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// flares maintain a linked list of themselves, for quick checking for autoaim
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CASW_Bait* g_pHeadFlare = NULL;
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CASW_Bait::CASW_Bait()
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{
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m_lifeState = LIFE_ALIVE;
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m_iHealth = 100;
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m_nBounces = 0;
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}
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CASW_Bait::~CASW_Bait( void )
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{
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}
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void CASW_Bait::Spawn( void )
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{
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Precache( );
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SetModel( BAIT_MODEL );
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UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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m_takedamage = DAMAGE_NO;
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SetFriction( 0.6f );
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m_flTimeBurnOut = gpGlobals->curtime + 30;
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AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
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AddFlag( FL_OBJECT );
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SetCollisionGroup( ASW_COLLISION_GROUP_IGNORE_NPCS );
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//CreateVPhysics();
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// Tumble in air
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QAngle vecAngVelocity( 0, random->RandomFloat ( -100, -500 ), 0 );
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SetLocalAngularVelocity( vecAngVelocity );
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SetTouch( &CASW_Bait::BaitTouch );
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SetThink( &CASW_Bait::BaitThink );
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// join the flares team so that aliens will hate us
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ChangeFaction( FACTION_BAIT );
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if ( ASW_BAIT_LIFETIME > 0 )
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{
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m_flTimeBurnOut = gpGlobals->curtime + ASW_BAIT_LIFETIME;
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}
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else
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{
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m_flTimeBurnOut = -1.0f;
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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g_AI_SensedObjectsManager.AddEntity( this );
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}
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void CASW_Bait::BaitThink( void )
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{
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if ( m_flTimeBurnOut != -1.0f )
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{
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//Burned out
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if ( m_flTimeBurnOut < gpGlobals->curtime )
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{
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UTIL_Remove( this );
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return;
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}
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}
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//Next update
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CASW_Bait::Precache( void )
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{
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PrecacheModel( BAIT_MODEL );
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BaseClass::Precache();
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}
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CASW_Bait* CASW_Bait::Bait_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner )
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{
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CASW_Bait *pEnt = (CASW_Bait *)CreateEntityByName( "asw_bait" );
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pEnt->SetAbsAngles( angles );
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pEnt->Spawn();
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pEnt->SetOwnerEntity( pOwner );
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UTIL_SetOrigin( pEnt, position );
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pEnt->SetAbsVelocity( velocity );
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return pEnt;
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}
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void CASW_Bait::BaitTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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if ( pOther && pOther->m_takedamage )
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{
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Vector vecNewVelocity = GetAbsVelocity();
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vecNewVelocity *= 0.1f;
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SetAbsVelocity( vecNewVelocity );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetGravity(1.0f);
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return;
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}
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else
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{
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// hit the world, check the material type here, see if the flare should stick.
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trace_t tr;
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tr = CBaseEntity::GetTouchTrace();
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//Only do this on the first bounce
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if ( m_nBounces == 0 )
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{
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surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
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if ( pdata != NULL )
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{
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//Only embed into concrete and wood (jdw: too obscure for players?)
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//if ( ( pdata->gameMaterial == 'C' ) || ( pdata->gameMaterial == 'W' ) )
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{
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Vector impactDir = ( tr.endpos - tr.startpos );
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VectorNormalize( impactDir );
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float surfDot = tr.plane.normal.Dot( impactDir );
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//Do not stick to ceilings or on shallow impacts
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if ( ( tr.plane.normal.z > -0.5f ) && ( surfDot < -0.9f ) )
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{
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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AddSolidFlags( FSOLID_TRIGGER );
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LayFlat();
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UTIL_SetOrigin( this, tr.endpos + ( tr.plane.normal * 2.0f ) );
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SetAbsVelocity( vec3_origin );
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SetMoveType( MOVETYPE_NONE );
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SetTouch( NULL );
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return;
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}
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}
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}
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}
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// Change our flight characteristics
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetGravity( UTIL_ScaleForGravity( 640 ) );
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m_nBounces++;
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//After the first bounce, smacking into whoever fired the flare is fair game
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SetOwnerEntity( NULL );
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// Slow down
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Vector vecNewVelocity = GetAbsVelocity();
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vecNewVelocity.x *= 0.8f;
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vecNewVelocity.y *= 0.8f;
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SetAbsVelocity( vecNewVelocity );
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//Stopped?
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if ( GetAbsVelocity().Length() < 64.0f )
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{
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LayFlat();
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SetAbsVelocity( vec3_origin );
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SetMoveType( MOVETYPE_NONE );
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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AddSolidFlags( FSOLID_TRIGGER );
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SetTouch( NULL );
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}
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}
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}
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void CASW_Bait::LayFlat()
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{
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return;
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QAngle angFacing = GetAbsAngles();
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if (angFacing[PITCH] > 0 && angFacing[PITCH] < 180.0f)
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angFacing[PITCH] = 90;
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else
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angFacing[PITCH] = 270;
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SetAbsAngles(angFacing);
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//Msg("Laying flat to %f, %f, %f\n", angFacing[PITCH], angFacing[YAW], angFacing[ROLL]);
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} |