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