133 lines
3.8 KiB
C++
133 lines
3.8 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Flame entity to be attached to target entity. Serves two purposes:
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//
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// 1) An entity that can be placed by a level designer and triggered
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// to ignite a target entity.
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//
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// 2) An entity that can be created at runtime to ignite a target entity.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "asw_entityflame.h"
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#include "asw_fire.h"
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#include "shareddefs.h"
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#include "ai_basenpc.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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BEGIN_DATADESC( CASW_EntityFlame )
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DEFINE_FUNCTION( ASWFlameThink ),
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DEFINE_FIELD( m_fDamageInterval, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDamagePerInterval, FIELD_FLOAT ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( entityflame, CASW_EntityFlame );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CASW_EntityFlame::CASW_EntityFlame( void )
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{
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m_fDamageInterval = FLAME_DAMAGE_INTERVAL;
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m_flDamagePerInterval = FLAME_DIRECT_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL;
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}
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void CASW_EntityFlame::Spawn( void )
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{
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BaseClass::Spawn();
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SetThink( &CASW_EntityFlame::ASWFlameThink );
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}
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void CASW_EntityFlame::ASWFlameThink( void )
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{
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if ( m_hEntAttached )
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{
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if ( m_hEntAttached->GetFlags() & FL_TRANSRAGDOLL )
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{
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SetRenderAlpha( 0 );
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return;
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}
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CAI_BaseNPC *pNPC = m_hEntAttached->MyNPCPointer();
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if ( pNPC && !pNPC->IsAlive() )
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{
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return;
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}
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if( m_hEntAttached->GetWaterLevel() > 0 )
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{
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Vector mins, maxs;
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mins = m_hEntAttached->WorldSpaceCenter();
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maxs = mins;
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maxs.z = m_hEntAttached->WorldSpaceCenter().z;
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maxs.x += 32;
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maxs.y += 32;
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mins.z -= 32;
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mins.x -= 32;
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mins.y -= 32;
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UTIL_Bubbles( mins, maxs, 12 );
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}
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}
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else
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{
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UTIL_Remove( this );
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return;
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}
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// See if we're done burning, or our attached ent has vanished
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if ( m_flLifetime < gpGlobals->curtime || m_hEntAttached == NULL )
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{
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EmitSound( "General.StopBurning" );
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m_bPlayingSound = false;
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SetThink( &CEntityFlame::SUB_Remove );
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SetNextThink( gpGlobals->curtime + 0.5f );
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// Notify anything we're attached to
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if ( m_hEntAttached )
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{
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CBaseCombatCharacter *pAttachedCC = m_hEntAttached->MyCombatCharacterPointer();
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if( pAttachedCC )
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{
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// Notify the NPC that it's no longer burning!
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pAttachedCC->Extinguish();
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}
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}
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return;
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}
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if ( m_hEntAttached )
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{
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// Directly harm the entity I'm attached to. This is so we can precisely control how much damage the entity
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// that is on fire takes without worrying about the flame's position relative to the bodytarget (which is the
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// distance that the radius damage code uses to determine how much damage to inflict)
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m_hEntAttached->TakeDamage( CTakeDamageInfo( GetOwnerEntity() ? GetOwnerEntity() : this, this, m_flDamagePerInterval, DMG_BURN | DMG_DIRECT ) );
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if( !m_hEntAttached->IsNPC() && hl2_episodic.GetBool() )
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{
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const float ENTITYFLAME_MOVE_AWAY_DIST = 24.0f;
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// Make a sound near my origin, and up a little higher (in case I'm on the ground, so NPC's still hear it)
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CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin(), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
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CSoundEnt::InsertSound( SOUND_MOVE_AWAY, GetAbsOrigin() + Vector( 0, 0, 48.0f ), ENTITYFLAME_MOVE_AWAY_DIST, 0.1f, this, SOUNDENT_CHANNEL_REPEATING );
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}
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}
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else
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{
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RadiusDamage( CTakeDamageInfo( GetOwnerEntity() ? GetOwnerEntity() : this, this, FLAME_RADIUS_DAMAGE, DMG_BURN ), GetAbsOrigin(), m_flSize/2, CLASS_NONE, NULL );
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}
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SetNextThink( gpGlobals->curtime + m_fDamageInterval );
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}
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