//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "BloodDrips.h" #include "soundent.h" #include "decals.h" #include "smoke_trail.h" #include "hl2_shareddefs.h" #include "vstdlib/random.h" #include "engine/IEngineSound.h" #include "particle_parse.h" #include "particle_system.h" #include "soundenvelope.h" #include "ai_utils.h" #include "te_effect_dispatch.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //ConVar sk_BloodDrips_dmg("sk_BloodDrips_dmg", "20", FCVAR_NONE, "Total damage done by an individual antlion worker loogie."); ConVar sk_BloodDrips_radius("sk_BloodDrips_radius", "40", FCVAR_NONE, "Radius of effect for an antlion worker spit grenade."); ConVar sk_BloodDrips_ratio("sk_BloodDrips_ratio", "0.3", FCVAR_NONE, "Percentage of an antlion worker's spit damage done as poison (which regenerates)"); LINK_ENTITY_TO_CLASS(BloodDrips, CBloodDrips); BEGIN_DATADESC(CBloodDrips) DEFINE_FIELD(m_bPlaySound, FIELD_BOOLEAN), // Function pointers DEFINE_ENTITYFUNC(BloodDripsTouch), END_DATADESC() CBloodDrips::CBloodDrips(void) : m_bPlaySound(true), m_pHissSound(NULL) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBloodDrips::Spawn(void) { Precache(); SetSolid(SOLID_BBOX); SetMoveType(MOVETYPE_FLYGRAVITY); SetSolidFlags(FSOLID_NOT_STANDABLE); Vector SizeMin(0.2, 0.2, 0.2), SizeMax(1, 1, 1); //SetModel("models/weapons/flare.mdl"); SetModel("models/ballsphere.mdl"); SetModelScale(0);//0.01f, 0.0f); UTIL_SetSize(this, SizeMin, SizeMax); SetModelScale(0.2f); SetUse(&CBaseGrenade::DetonateUse); SetTouch(&CBloodDrips::BloodDripsTouch); SetNextThink(gpGlobals->curtime + 0.1f); //m_flDamage = sk_BloodDrips_dmg.GetFloat(); m_DmgRadius = sk_BloodDrips_radius.GetFloat(); m_takedamage = DAMAGE_NO; m_iHealth = 1; SetGravity(UTIL_ScaleForGravity(DRIPS_GRAVITY)); SetFriction(0.8f); SetCollisionGroup(HL2COLLISION_GROUP_SPIT); AddEFlags(EFL_FORCE_CHECK_TRANSMIT); // We're self-illuminating, so we don't take or give shadows AddEffects(EF_NOSHADOW | EF_NORECEIVESHADOW); DispatchParticleEffect("blood_trail", PATTACH_ABSORIGIN_FOLLOW, this); } void CBloodDrips::SetBloodDripsSize(int nSize) { switch (nSize) { case REDSPIT_LARGE: { m_bPlaySound = true; SetModel("models/spitball_large.mdl"); break; } case REDSPIT_MEDIUM: { m_bPlaySound = true; //m_flDamage *= 0.5f; SetModel("models/spitball_medium.mdl"); break; } case REDSPIT_SMALL: { m_bPlaySound = false; //m_flDamage *= 0.25f; SetModel("models/spitball_small.mdl"); break; } } } void CBloodDrips::Event_Killed(const CTakeDamageInfo &info) { Detonate(); } //----------------------------------------------------------------------------- // Purpose: Handle spitting //----------------------------------------------------------------------------- void CBloodDrips::BloodDripsTouch(CBaseEntity *pOther) { if (pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS | FSOLID_TRIGGER)) { // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them. if ((pOther->m_takedamage == DAMAGE_NO) || (pOther->m_takedamage == DAMAGE_EVENTS_ONLY)) return; } // Don't hit other spit if (pOther->GetCollisionGroup() == HL2COLLISION_GROUP_SPIT) return; // We want to collide with water const trace_t *pTrace = &CBaseEntity::GetTouchTrace(); if (pOther == this->GetParent()) return; // copy out some important things about this trace, because the first TakeDamage // call below may cause another trace that overwrites the one global pTrace points // at. bool bHitWater = ((pTrace->contents & CONTENTS_WATER) != 0); // CBaseEntity *const pTraceEnt = pTrace->m_pEnt; const Vector tracePlaneNormal = pTrace->plane.normal; if (bHitWater) { // Splash! CEffectData data; data.m_fFlags = 0; data.m_vOrigin = pTrace->endpos; data.m_vNormal = Vector(0, 0, 1); data.m_flScale = 8.0f; DispatchEffect("watersplash", data); } else { // Make a splat decal trace_t *pNewTrace = const_cast(pTrace); UTIL_DecalTrace(pNewTrace, "Blood"); } // Part normal damage, part poison damage //float poisonratio = sk_BloodDrips_ratio.GetFloat(); // Take direct damage if hit // NOTE: assume that pTrace is invalidated from this line forward! /*if (pTraceEnt) { pTraceEnt->TakeDamage(CTakeDamageInfo(this, GetThrower(), m_flDamage * (1.0f - poisonratio), DMG_ACID)); pTraceEnt->TakeDamage(CTakeDamageInfo(this, GetThrower(), m_flDamage * poisonratio, DMG_POISON)); }*/ //CSoundEnt::InsertSound(SOUND_DANGER, GetAbsOrigin(), m_DmgRadius * 2.0f, 0.5f, GetThrower()); QAngle vecAngles; VectorAngles(tracePlaneNormal, vecAngles); if (pOther->IsPlayer() || bHitWater) { // Do a lighter-weight effect if we just hit a player DispatchParticleEffect("blood_impact_red_01", GetAbsOrigin(), vecAngles); } else { DispatchParticleEffect("blood_impact_red_01", GetAbsOrigin(), vecAngles); } StopParticleEffects(this); Detonate(); } void CBloodDrips::Detonate(void) { m_takedamage = DAMAGE_NO; EmitSound("BloodDrips.Hit"); // Stop our hissing sound if (m_pHissSound != NULL) { CSoundEnvelopeController::GetController().SoundDestroy(m_pHissSound); m_pHissSound = NULL; } if (m_hSpitEffect) { UTIL_Remove(m_hSpitEffect); } StopParticleEffects(this); UTIL_Remove(this); } void CBloodDrips::InitHissSound(void) { if (m_bPlaySound == false) return; //CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); if (m_pHissSound == NULL) { /*CPASAttenuationFilter filter(this); m_pHissSound = controller.SoundCreate(filter, entindex(), "NPC_Antlion.PoisonBall"); controller.Play(m_pHissSound, 1.0f, 100);*/ } } void CBloodDrips::Think(void) { InitHissSound(); if (m_pHissSound == NULL) return; SetModelScale(0.01f, 0.0f); // Add a doppler effect to the balls as they travel CBaseEntity *pPlayer = AI_GetSinglePlayer(); if (pPlayer != NULL) { Vector dir; VectorSubtract(pPlayer->GetAbsOrigin(), GetAbsOrigin(), dir); VectorNormalize(dir); float velReceiver = DotProduct(pPlayer->GetAbsVelocity(), dir); float velTransmitter = -DotProduct(GetAbsVelocity(), dir); // speed of sound == 13049in/s int iPitch = 100 * ((1 - velReceiver / 13049) / (1 + velTransmitter / 13049)); // clamp pitch shifts if (iPitch > 250) { iPitch = 250; } if (iPitch < 50) { iPitch = 50; } // Set the pitch we've calculated //CSoundEnvelopeController::GetController().SoundChangePitch(m_pHissSound, iPitch, 0.1f); } DispatchParticleEffect("blood_spit_trail", PATTACH_ABSORIGIN_FOLLOW, this); // Set us up to think again shortly SetNextThink(gpGlobals->curtime + 0.05f); } void CBloodDrips::Precache(void) { // m_nSquidSpitSprite = PrecacheModel("sprites/greenglow1.vmt");// client side spittle. PrecacheModel("models/props_hive/larval_essence.mdl"); PrecacheModel("models/spitball_large.mdl"); PrecacheModel("models/spitball_medium.mdl"); PrecacheModel("models/spitball_small.mdl"); PrecacheModel("models/weapons/flare.mdl"); PrecacheScriptSound("BloodDrips.Hit"); PrecacheModel("models/ballsphere.mdl"); PrecacheParticleSystem("blood_trail"); PrecacheParticleSystem("grenade_spit"); PrecacheParticleSystem("grenade_spit_trail"); PrecacheParticleSystem("blood_spit_trail"); }