381 lines
12 KiB
C++
381 lines
12 KiB
C++
#include "cbase.h"
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#include "asw_entity_dissolve.h"
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#include "baseanimating.h"
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#include "physics_prop_ragdoll.h"
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#include "ai_basenpc.h"
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#include "particle_parse.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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static const char *s_pElectroThinkContext = "ElectroThinkContext";
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// ASW - Custom version of the entity dissolve effect, used by alien goo when it fades out (doesn't have sparks, etc.)
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//-----------------------------------------------------------------------------
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// Lifetime
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//-----------------------------------------------------------------------------
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#define ASW_DISSOLVE_FADE_IN_START_TIME 0.0f
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#define ASW_DISSOLVE_FADE_IN_END_TIME 1.0f
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#define ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME 1.0f
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#define ASW_DISSOLVE_FADE_OUT_MODEL_END_TIME 2.5f
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#define ASW_DISSOLVE_FADE_OUT_START_TIME 1.0f
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#define ASW_DISSOLVE_FADE_OUT_END_TIME 2.5f
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//-----------------------------------------------------------------------------
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// Model
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//-----------------------------------------------------------------------------
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#define DISSOLVE_SPRITE_NAME "sprites/blueglow1.vmt"
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CASW_Entity_Dissolve )
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DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_flFadeInStart, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFadeInLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFadeOutModelStart, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFadeOutModelLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFadeOutStart, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFadeOutLength, FIELD_FLOAT ),
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DEFINE_FIELD( m_nDissolveType, FIELD_INTEGER ),
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DEFINE_FUNCTION( DissolveThink ),
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DEFINE_FUNCTION( ElectrocuteThink ),
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DEFINE_INPUTFUNC( FIELD_STRING, "Dissolve", InputDissolve ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Networking
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST( CASW_Entity_Dissolve, DT_ASW_Entity_Dissolve )
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SendPropTime( SENDINFO( m_flStartTime ) ),
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SendPropFloat( SENDINFO( m_flFadeInStart ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flFadeInLength ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flFadeOutModelStart ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flFadeOutModelLength ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flFadeOutStart ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flFadeOutLength ), 0, SPROP_NOSCALE ),
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SendPropInt( SENDINFO( m_nDissolveType ), ENTITY_DISSOLVE_BITS, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( asw_entity_dissolve, CASW_Entity_Dissolve );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CASW_Entity_Dissolve::CASW_Entity_Dissolve( void )
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{
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m_flStartTime = 0.0f;
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}
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CASW_Entity_Dissolve::~CASW_Entity_Dissolve( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Precache
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//-----------------------------------------------------------------------------
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void CASW_Entity_Dissolve::Precache()
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{
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if ( NULL_STRING == GetModelName() )
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{
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PrecacheModel( DISSOLVE_SPRITE_NAME );
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}
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else
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{
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PrecacheModel( STRING( GetModelName() ) );
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}
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}
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CASW_Entity_Dissolve::Spawn()
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{
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BaseClass::Spawn();
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Precache();
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if ( NULL_STRING != GetModelName() )
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{
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UTIL_SetModel( this, STRING( GetModelName() ) );
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}
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if ( (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (m_nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
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{
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if ( dynamic_cast< CRagdollProp* >( GetMoveParent() ) )
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{
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SetContextThink( &CASW_Entity_Dissolve::ElectrocuteThink, gpGlobals->curtime + 0.01f, s_pElectroThinkContext );
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}
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}
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// Setup our times
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m_flFadeInStart = ASW_DISSOLVE_FADE_IN_START_TIME;
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m_flFadeInLength = ASW_DISSOLVE_FADE_IN_END_TIME - ASW_DISSOLVE_FADE_IN_START_TIME;
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m_flFadeOutModelStart = ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME;
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m_flFadeOutModelLength = ASW_DISSOLVE_FADE_OUT_MODEL_END_TIME - ASW_DISSOLVE_FADE_OUT_MODEL_START_TIME;
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m_flFadeOutStart = ASW_DISSOLVE_FADE_OUT_START_TIME;
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m_flFadeOutLength = ASW_DISSOLVE_FADE_OUT_END_TIME - ASW_DISSOLVE_FADE_OUT_START_TIME;
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m_nRenderMode = kRenderTransColor;
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SetRenderColor( 255, 255, 255 );
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SetRenderAlpha( 255 );
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m_nRenderFX = kRenderFxNone;
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// Turn them into debris
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CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL;
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if ( pTarget )
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{
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pTarget->SetCollisionGroup( COLLISION_GROUP_DISSOLVING );
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}
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SetThink( &CASW_Entity_Dissolve::DissolveThink );
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if ( gpGlobals->curtime > m_flStartTime )
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{
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// Necessary for server-side ragdolls
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DissolveThink();
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}
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else
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{
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SetNextThink( gpGlobals->curtime + 0.01f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : inputdata -
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//-----------------------------------------------------------------------------
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void CASW_Entity_Dissolve::InputDissolve( inputdata_t &inputdata )
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{
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string_t strTarget = inputdata.value.StringID();
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if (strTarget == NULL_STRING)
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{
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strTarget = m_target;
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}
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CBaseEntity *pTarget = NULL;
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while ((pTarget = gEntList.FindEntityGeneric(pTarget, STRING(strTarget), this, inputdata.pActivator)) != NULL)
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{
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// Combat characters know how to catch themselves on fire.
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CBaseAnimating *pBaseAnim = dynamic_cast<CBaseAnimating*>(pTarget);
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if (pBaseAnim)
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{
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pBaseAnim->Dissolve( NULL, gpGlobals->curtime, false );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates a flame and attaches it to a target entity.
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// Input : pTarget -
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//-----------------------------------------------------------------------------
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CASW_Entity_Dissolve *CASW_Entity_Dissolve::Create( CBaseEntity *pTarget, const char *pMaterialName,
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float flStartTime, int nDissolveType, bool *pRagdollCreated )
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{
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if ( pRagdollCreated )
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{
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*pRagdollCreated = false;
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}
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if ( !pMaterialName )
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{
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pMaterialName = DISSOLVE_SPRITE_NAME;
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}
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if ( pTarget->IsPlayer() )
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{
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// Simply immediately kill the player.
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CBasePlayer *pPlayer = assert_cast< CBasePlayer* >( pTarget );
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pPlayer->SetArmorValue( 0 );
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CTakeDamageInfo info( pPlayer, pPlayer, pPlayer->GetHealth(), DMG_GENERIC | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
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pPlayer->TakeDamage( info );
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return NULL;
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}
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CASW_Entity_Dissolve *pDissolve = (CASW_Entity_Dissolve *) CreateEntityByName( "asw_entity_dissolve" );
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if ( pDissolve == NULL )
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return NULL;
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pDissolve->m_nDissolveType = nDissolveType;
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if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
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{
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if ( pTarget->IsNPC() && pTarget->MyNPCPointer()->CanBecomeRagdoll() )
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{
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CTakeDamageInfo info;
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CBaseEntity *pRagdoll = CreateServerRagdoll( pTarget->MyNPCPointer(), 0, info, COLLISION_GROUP_DEBRIS, true );
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pRagdoll->SetCollisionBounds( pTarget->CollisionProp()->OBBMins(), pTarget->CollisionProp()->OBBMaxs() );
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// Necessary to cause it to do the appropriate death cleanup
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if ( pTarget->m_lifeState == LIFE_ALIVE )
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{
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
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CTakeDamageInfo ragdollInfo( pPlayer, pPlayer, 10000.0, DMG_SHOCK | DMG_REMOVENORAGDOLL | DMG_PREVENT_PHYSICS_FORCE );
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pTarget->TakeDamage( ragdollInfo );
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}
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if ( pRagdollCreated )
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{
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*pRagdollCreated = true;
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}
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UTIL_Remove( pTarget );
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pTarget = pRagdoll;
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}
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}
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if ( nDissolveType == ENTITY_DISSOLVE_NORMAL ) // this is used by the biomass
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{
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DispatchParticleEffect( "biomass_dissolve", PATTACH_ABSORIGIN, pTarget );
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}
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//pDissolve->SetModelName( AllocPooledString(pMaterialName) );
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pDissolve->AttachToEntity( pTarget );
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pDissolve->SetStartTime( flStartTime );
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pDissolve->Spawn();
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// Send to the client even though we don't have a model
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pDissolve->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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// Play any appropriate noises when we start to dissolve
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if ( (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL) || (nDissolveType == ENTITY_DISSOLVE_ELECTRICAL_LIGHT) )
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{
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pTarget->DispatchResponse( "TLK_ELECTROCUTESCREAM" );
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}
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else
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{
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pTarget->DispatchResponse( "TLK_DISSOLVESCREAM" );
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}
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return pDissolve;
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}
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//-----------------------------------------------------------------------------
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// What type of dissolve?
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//-----------------------------------------------------------------------------
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CASW_Entity_Dissolve *CASW_Entity_Dissolve::Create( CBaseEntity *pTarget, CBaseEntity *pSource )
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{
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// Look for other boogies on the ragdoll + kill them
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for ( CBaseEntity *pChild = pSource->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
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{
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CASW_Entity_Dissolve *pDissolve = dynamic_cast<CASW_Entity_Dissolve*>(pChild);
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if ( !pDissolve )
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continue;
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return Create( pTarget, STRING( pDissolve->GetModelName() ), pDissolve->m_flStartTime, pDissolve->m_nDissolveType );
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Attaches the flame to an entity and moves with it
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// Input : pTarget - target entity to attach to
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//-----------------------------------------------------------------------------
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void CASW_Entity_Dissolve::AttachToEntity( CBaseEntity *pTarget )
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{
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// So our dissolver follows the entity around on the server.
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SetParent( pTarget );
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SetLocalOrigin( vec3_origin );
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SetLocalAngles( vec3_angle );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : lifetime -
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//-----------------------------------------------------------------------------
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void CASW_Entity_Dissolve::SetStartTime( float flStartTime )
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{
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m_flStartTime = flStartTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Burn targets around us
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//-----------------------------------------------------------------------------
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void CASW_Entity_Dissolve::DissolveThink( void )
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{
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CBaseAnimating *pTarget = ( GetMoveParent() ) ? GetMoveParent()->GetBaseAnimating() : NULL;
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if ( GetModelName() == NULL_STRING && pTarget == NULL )
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return;
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if ( pTarget == NULL )
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{
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UTIL_Remove( this );
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return;
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}
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if ( pTarget && pTarget->GetFlags() & FL_TRANSRAGDOLL )
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{
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SetRenderAlpha( 0 );
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}
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float dt = gpGlobals->curtime - m_flStartTime;
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if ( dt < m_flFadeInStart )
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{
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SetNextThink( m_flStartTime + m_flFadeInStart );
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return;
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}
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// If we're done fading, then kill our target entity and us
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if ( dt >= m_flFadeOutStart + m_flFadeOutLength )
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{
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// Necessary to cause it to do the appropriate death cleanup
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// Yeah, the player may have nothing to do with it, but
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// passing NULL to TakeDamage causes bad things to happen
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CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
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int iNoPhysicsDamage = g_pGameRules->Damage_GetNoPhysicsForce();
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CTakeDamageInfo info( pPlayer, pPlayer, 10000.0, DMG_GENERIC | DMG_REMOVENORAGDOLL | iNoPhysicsDamage );
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pTarget->TakeDamage( info );
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if ( pTarget != pPlayer )
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{
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UTIL_Remove( pTarget );
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}
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UTIL_Remove( this );
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return;
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}
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SetNextThink( gpGlobals->curtime + TICK_INTERVAL );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Burn targets around us
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//-----------------------------------------------------------------------------
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void CASW_Entity_Dissolve::ElectrocuteThink( void )
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{
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CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( GetMoveParent() );
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if ( !pRagdoll )
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return;
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ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll( );
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for ( int j = 0; j < pRagdollPhys->listCount; ++j )
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{
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Vector vecForce;
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vecForce = RandomVector( -2400.0f, 2400.0f );
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pRagdollPhys->list[j].pObject->ApplyForceCenter( vecForce );
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}
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SetContextThink( &CASW_Entity_Dissolve::ElectrocuteThink, gpGlobals->curtime + random->RandomFloat( 0.1, 0.2f ),
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s_pElectroThinkContext );
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}
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