413 lines
13 KiB
C++
413 lines
13 KiB
C++
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#include "cbase.h"
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#include "asw_flamer_projectile.h"
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#include "Sprite.h"
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#include "SpriteTrail.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 "asw_alien.h"
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#include "asw_util_shared.h"
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#include "asw_marine.h"
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#include "asw_marine_resource.h"
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#include "asw_equipment_list.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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extern ConVar sk_plr_dmg_asw_f;
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extern ConVar sk_npc_dmg_asw_f;
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#define PELLET_MODEL "models/swarm/Shotgun/ShotgunPellet.mdl"
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ConVar asw_flamer_force("asw_flamer_force", "0.7f", FCVAR_CHEAT, "Force imparted by the flamer projectiles");
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ConVar asw_flamer_size("asw_flamer_size", "40", FCVAR_CHEAT, "Radius at which flamer projectiles set aliens on fire");
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ConVar asw_flamer_debug("asw_flamer_debug", "0", FCVAR_CHEAT, "Visualize flamer projectile collision");
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#define ASW_FLAMER_HULL_MINS Vector(-asw_flamer_size.GetFloat(), -asw_flamer_size.GetFloat(), -asw_flamer_size.GetFloat() * 2.0f)
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#define ASW_FLAMER_HULL_MAXS Vector(asw_flamer_size.GetFloat(), asw_flamer_size.GetFloat(), asw_flamer_size.GetFloat() * 2.0f)
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LINK_ENTITY_TO_CLASS( asw_flamer_projectile, CASW_Flamer_Projectile );
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IMPLEMENT_SERVERCLASS_ST(CASW_Flamer_Projectile, DT_ASW_Flamer_Projectile)
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END_SEND_TABLE()
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BEGIN_DATADESC( CASW_Flamer_Projectile )
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DEFINE_FUNCTION( ProjectileTouch ),
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DEFINE_FUNCTION( CollideThink ),
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// Fields
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DEFINE_FIELD( m_pMainGlow, FIELD_EHANDLE ),
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DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
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DEFINE_FIELD( m_bHurtIgnited, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_inSolid, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fDieTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_vecOldPos, FIELD_VECTOR ),
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END_DATADESC()
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CASW_Flamer_Projectile::CASW_Flamer_Projectile()
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{
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m_pLastHitEnt = NULL;
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}
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CASW_Flamer_Projectile::~CASW_Flamer_Projectile( void )
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{
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KillEffects();
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}
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void CASW_Flamer_Projectile::Spawn( void )
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{
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Precache( );
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//SetModel( PELLET_MODEL );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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m_flDamage = sk_plr_dmg_asw_f.GetFloat();
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m_takedamage = DAMAGE_NO;
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SetSize( -Vector(1,1,1), Vector(1,1,1) );
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SetSolid( SOLID_BBOX );
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SetGravity( 0.05f );
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SetCollisionGroup( ASW_COLLISION_GROUP_FLAMER_PELLETS ); // ASW_COLLISION_GROUP_SHOTGUN_PELLET
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SetTouch( &CASW_Flamer_Projectile::ProjectileTouch );
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CreateEffects();
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m_vecOldPos = vec3_origin;
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m_fDieTime = gpGlobals->curtime + 1.0f; // will need to change size scale algos below if this changes
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SetThink( &CASW_Flamer_Projectile::CollideThink );
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SetNextThink( gpGlobals->curtime );
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// flamer projectile only lasts 1 second
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//SetThink( &CASW_Flamer_Projectile::SUB_Remove );
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//SetNextThink( gpGlobals->curtime + 1.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CASW_Flamer_Projectile::OnRestore( void )
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{
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CreateEffects();
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BaseClass::OnRestore();
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}
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void CASW_Flamer_Projectile::KillEffects()
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{
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//if (m_pMainGlow)
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//m_pMainGlow->FadeAndDie(0.05f);
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//if (m_pGlowTrail)
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//m_pGlowTrail->FadeAndDie(0.05f);
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}
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void CASW_Flamer_Projectile::CreateEffects( void )
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{
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// Start up the eye glow
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//m_pMainGlow = CSprite::SpriteCreate( "swarm/sprites/whiteglow1.vmt", GetLocalOrigin(), false );
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//int nAttachment = LookupAttachment( "fuse" ); // todo: make an attachment on the new model? is that even needed?
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if ( m_pMainGlow != NULL )
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{
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m_pMainGlow->FollowEntity( this );
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//m_pMainGlow->SetAttachment( this, nAttachment );
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m_pMainGlow->SetTransparency( kRenderGlow, 255, 255, 255, 200, kRenderFxNoDissipation );
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m_pMainGlow->SetScale( 0.2f );
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m_pMainGlow->SetGlowProxySize( 4.0f );
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}
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// Start up the eye trail
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//m_pGlowTrail = CSpriteTrail::SpriteTrailCreate( "swarm/sprites/greylaser1.vmt", GetLocalOrigin(), false );
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if ( m_pGlowTrail != NULL )
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{
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m_pGlowTrail->FollowEntity( this );
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//m_pGlowTrail->SetAttachment( this, nAttachment );
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m_pGlowTrail->SetTransparency( kRenderTransAdd, 128, 128, 128, 255, kRenderFxNone );
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m_pGlowTrail->SetStartWidth( 8.0f );
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m_pGlowTrail->SetEndWidth( 1.0f );
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m_pGlowTrail->SetLifeTime( 0.5f );
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}
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}
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bool CASW_Flamer_Projectile::CreateVPhysics()
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{
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// Create the object in the physics system
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VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
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return true;
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}
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unsigned int CASW_Flamer_Projectile::PhysicsSolidMaskForEntity() const
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{
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return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
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}
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void CASW_Flamer_Projectile::Precache( void )
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{
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PrecacheModel( PELLET_MODEL );
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PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
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PrecacheModel( "swarm/sprites/greylaser1.vmt" );
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BaseClass::Precache();
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}
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void CASW_Flamer_Projectile::FlameHit( CBaseEntity *pOther, const Vector &vecHitPos, bool bOnlyHurtUnignited )
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{
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if (!pOther)
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return;
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bool bHurt = true;
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if ( pOther->m_takedamage != DAMAGE_NO)
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{
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if ( pOther == m_pLastHitEnt )
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return;
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if ( bOnlyHurtUnignited)
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{
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CBaseAnimating* pAnim = dynamic_cast<CBaseAnimating*>(pOther);
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if ( pAnim && pAnim->IsOnFire() )
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{
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bHurt = false;
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}
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}
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if ( bHurt )
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{
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Vector vecNormalizedVel = GetAbsVelocity();
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ClearMultiDamage();
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VectorNormalize( vecNormalizedVel );
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if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
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{
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CTakeDamageInfo dmgInfo( this, m_pGetsCreditedForDamage, m_flDamage, DMG_BURN );
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dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, vecHitPos, asw_flamer_force.GetFloat() );
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dmgInfo.SetDamagePosition( vecHitPos );
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dmgInfo.SetWeapon( m_hCreatorWeapon.Get() );
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pOther->TakeDamage(dmgInfo);
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}
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else
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{
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CTakeDamageInfo dmgInfo( this, m_pGetsCreditedForDamage, m_flDamage, DMG_BURN );
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, vecHitPos, asw_flamer_force.GetFloat() );
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dmgInfo.SetDamagePosition( vecHitPos );
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dmgInfo.SetWeapon( m_hCreatorWeapon.Get() );
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pOther->TakeDamage(dmgInfo);
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}
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ApplyMultiDamage();
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// keep going through normal entities?
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m_pLastHitEnt = pOther;
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}
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if ( pOther->Classify() == CLASS_ASW_SHIELDBUG ) // We also want to bounce off shield bugs
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{
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Vector vel = GetAbsVelocity();
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Vector dir = vel;
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VectorNormalize( dir );
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// reflect velocity around normal
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vel = -2.0f * dir + vel;
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vel *= 0.4f;
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// absorb 80% in impact
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SetAbsVelocity( vel );
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}
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return;
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}
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if ( pOther->GetCollisionGroup() == ASW_COLLISION_GROUP_PASSABLE )
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return;
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trace_t tr;
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tr = BaseClass::GetTouchTrace();
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// See if we struck the world
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if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
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{
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Vector vel = GetAbsVelocity();
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if ( tr.startsolid )
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{
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if ( !m_inSolid )
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{
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// UNDONE: Do a better contact solution that uses relative velocity?
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vel *= -1.0f; // bounce backwards
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SetAbsVelocity(vel);
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}
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m_inSolid = true;
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return;
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}
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m_inSolid = false;
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if ( tr.DidHit() )
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{
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Vector dir = vel;
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VectorNormalize(dir);
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// reflect velocity around normal
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vel = -2.0f * tr.plane.normal * DotProduct(vel,tr.plane.normal) + vel;
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vel *= 0.4f;
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// absorb 80% in impact
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//vel *= GRENADE_COEFFICIENT_OF_RESTITUTION;
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SetAbsVelocity( vel );
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}
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return;
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}
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else
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{
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// Put a mark unless we've hit the sky
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if ( ( tr.surface.flags & SURF_SKY ) == false )
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{
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UTIL_ImpactTrace( &tr, DMG_BURN );
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}
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KillEffects();
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UTIL_Remove( this );
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}
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}
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void CASW_Flamer_Projectile::ProjectileTouch( CBaseEntity *pOther )
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{
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
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return;
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//if (pOther)
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//Msg("Flamer projectile touched %s\n", pOther->GetClassname());
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FlameHit(pOther, GetAbsOrigin(), false);
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//NDebugOverlay::Cross3D(GetAbsOrigin(), 10, 255, 255, 0, true, 10.0f);
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}
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CASW_Flamer_Projectile * CASW_Flamer_Projectile::Flamer_Projectile_Create( float flDamage, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pEntityToCreditForTheDamage /*= NULL*/, CBaseEntity *pCreatorWeapon /*= NULL */ )
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{
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CASW_Flamer_Projectile *pPellet = (CASW_Flamer_Projectile *)CreateEntityByName( "asw_flamer_projectile" );
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pPellet->SetAbsAngles( angles );
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pPellet->Spawn();
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pPellet->SetOwnerEntity( pOwner );
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pPellet->m_flDamage = flDamage;
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pPellet->m_pGetsCreditedForDamage = pEntityToCreditForTheDamage ? pEntityToCreditForTheDamage : pOwner;
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UTIL_SetOrigin( pPellet, position );
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pPellet->SetAbsVelocity( velocity );
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pPellet->m_hCreatorWeapon.Set( pCreatorWeapon );
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if (asw_flamer_debug.GetBool())
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pPellet->m_debugOverlays |= OVERLAY_BBOX_BIT;
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return pPellet;
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}
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#define ASW_FLAMER_PROJECTILE_ACCN 650.0f
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void CASW_Flamer_Projectile::PhysicsSimulate()
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{
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// Make sure not to simulate this guy twice per frame
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if (m_nSimulationTick == gpGlobals->tickcount)
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return;
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// slow down the projectile's velocity
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Vector dir = GetAbsVelocity();
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VectorNormalize(dir);
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SetAbsVelocity(GetAbsVelocity() - (dir * gpGlobals->frametime * ASW_FLAMER_PROJECTILE_ACCN));
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dir = GetAbsVelocity();
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BaseClass::PhysicsSimulate();
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}
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// need to force send as it has no model
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int CASW_Flamer_Projectile::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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return FL_EDICT_ALWAYS;
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}
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void CASW_Flamer_Projectile::CollideThink()
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{
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if (gpGlobals->curtime >= m_fDieTime)
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{
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SUB_Remove();
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return;
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}
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SetNextThink( gpGlobals->curtime + 0.1f );
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if (m_vecOldPos == vec3_origin)
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m_vecOldPos = GetAbsOrigin();
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trace_t tr;
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UTIL_TraceLine(GetAbsOrigin(), m_vecOldPos, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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bool bHit = false;
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if (tr.fraction != 1.0)
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{
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if (tr.m_pEnt && !dynamic_cast<CASW_Flamer_Projectile*>(tr.m_pEnt))
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{
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//Msg("Flamer projectile CollideThinked %s\n", tr.m_pEnt->GetClassname());
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FlameHit(tr.m_pEnt, tr.endpos, false);
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bHit = true;
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if (asw_flamer_debug.GetBool())
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NDebugOverlay::Cross3D(tr.endpos, 10, 0, 0, 255, true, 10.0f);
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}
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}
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// scan for setting on fire nearby NPCs
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if (!bHit)
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{
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trace_t tr;
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Ray_t ray;
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CTraceFilterAliensEggsGoo filter( this, COLLISION_GROUP_NONE );
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//UTIL_TraceHull(GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,1), ASW_FLAMER_HULL_MINS, ASW_FLAMER_HULL_MAXS, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr);
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float size_scale = 0.5f + 0.5f * (1.0f - clamp<float>(m_fDieTime - gpGlobals->curtime, 0.0f, 1.0f)); // NOTE: assumes 1.0 lifetime
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ray.Init( GetAbsOrigin(), m_vecOldPos, ASW_FLAMER_HULL_MINS * size_scale, ASW_FLAMER_HULL_MAXS * size_scale );
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enginetrace->TraceRay( ray, MASK_SOLID, &filter, &tr );
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if ( tr.m_pEnt )
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{
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FlameHit(tr.m_pEnt, tr.endpos, !m_bHurtIgnited);
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//NDebugOverlay::Cross3D(tr.endpos, 10, 255, 0, 0, true, 10.0f);
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if (asw_flamer_debug.GetBool())
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{
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Msg("Flame hit %d %s\n", tr.m_pEnt->entindex(), tr.m_pEnt->GetClassname());
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NDebugOverlay::SweptBox(GetAbsOrigin(), m_vecOldPos, ASW_FLAMER_HULL_MINS * size_scale, ASW_FLAMER_HULL_MAXS * size_scale, vec3_angle, 255, 255, 0, 0 ,0.1f);
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NDebugOverlay::Line(GetAbsOrigin(), tr.m_pEnt->GetAbsOrigin(), 255, 255, 0, false, 0.1f );
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}
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}
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else if (tr.allsolid || tr.startsolid)
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{
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if (asw_flamer_debug.GetBool())
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NDebugOverlay::Box(GetAbsOrigin(), ASW_FLAMER_HULL_MINS * size_scale, ASW_FLAMER_HULL_MAXS * size_scale, 0, 0, 255, 0 ,0.1f);
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}
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else
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{
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if (asw_flamer_debug.GetBool())
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NDebugOverlay::Box(GetAbsOrigin(), ASW_FLAMER_HULL_MINS * size_scale, ASW_FLAMER_HULL_MAXS * size_scale, 255, 0, 0, 0 ,0.1f);
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}
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}
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m_vecOldPos = GetAbsOrigin();
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}
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void CASW_Flamer_Projectile::UpdateOnRemove()
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{
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CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(GetOwnerEntity());
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if (pMarine && pMarine->GetMarineResource())
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{
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// count as a shot fired
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if (pMarine->GetMarineResource()->m_iOnlyWeaponEquipIndex == -1 && ASWEquipmentList()) // check if marine hasn't used any weapon yet
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{
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// marine hasn't used any weapon, we need to pass the index of the flamethrower in, so it can be set
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// (we could do this everytime, but we only do it if no weapon is set to save doing this search needlessly every time you fire)
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pMarine->GetMarineResource()->UsedWeapon(ASWEquipmentList()->GetRegularIndex("asw_weapon_flamer"), false, 1);
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}
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else
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{
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pMarine->GetMarineResource()->UsedWeapon(NULL, 1);
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}
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}
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BaseClass::UpdateOnRemove();
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} |