Files
HL2Overcharged/game/server/RagdollEgonBoogie.cpp
2025-05-21 21:20:08 +03:00

269 lines
7.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dissolve entity to be attached to target entity. Serves two purposes:
//
// 1) An entity that can be placed by a level designer and triggered
// to ignite a target entity.
//
// 2) An entity that can be created at runtime to ignite a target entity.
//
//=============================================================================//
#include "cbase.h"
#include "RagdollEgonBoogie.h"
#include "physics_prop_ragdoll.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "IEffects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Make electriciy every so often
//-----------------------------------------------------------------------------
static const char *s_pZapContext = "ZapContext";
//-----------------------------------------------------------------------------
// Save/load
//-----------------------------------------------------------------------------
BEGIN_DATADESC(CRagdollEgonBoogie)
DEFINE_FIELD(m_flStartTime, FIELD_TIME),
DEFINE_FIELD(m_flBoogieLength, FIELD_FLOAT),
DEFINE_FIELD(m_flMagnitude, FIELD_FLOAT),
// Think this should be handled by StartTouch/etc.
// DEFINE_FIELD( m_nSuppressionCount, FIELD_INTEGER ),
DEFINE_FUNCTION(BoogieThink),
DEFINE_FUNCTION(ZapThink),
END_DATADESC()
LINK_ENTITY_TO_CLASS(env_ragdoll_egon_boogie, CRagdollEgonBoogie);
//-----------------------------------------------------------------------------
// Purpose: Creates a flame and attaches it to a target entity.
// Input : pTarget -
//-----------------------------------------------------------------------------
CRagdollEgonBoogie *CRagdollEgonBoogie::Create(CBaseEntity *pTarget, float flMagnitude,
float flStartTime, float flLengthTime, int nSpawnFlags)
{
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >(pTarget);
if (!pRagdoll)
return NULL;
CRagdollEgonBoogie *pBoogie = (CRagdollEgonBoogie *)CreateEntityByName("env_ragdoll_egon_boogie");
if (pBoogie == NULL)
return NULL;
pBoogie->AddSpawnFlags(nSpawnFlags);
pBoogie->AttachToEntity(pTarget);
pBoogie->SetBoogieTime(flStartTime, flLengthTime);
pBoogie->SetMagnitude(flMagnitude);
pBoogie->Spawn();
return pBoogie;
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CRagdollEgonBoogie::Spawn()
{
BaseClass::Spawn();
SetThink(&CRagdollEgonBoogie::BoogieThink);
SetNextThink(gpGlobals->curtime + 0.01f);
if (HasSpawnFlags(SF_RAGDOLL_EGON_BOOGIE_ELECTRICAL))
{
SetContextThink(&CRagdollEgonBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat(0.1f, 0.3f), s_pZapContext);
}
}
//-----------------------------------------------------------------------------
// Zap!
//-----------------------------------------------------------------------------
void CRagdollEgonBoogie::ZapThink()
{
if (!GetMoveParent())
return;
CBaseAnimating *pRagdoll = GetMoveParent()->GetBaseAnimating();
if (!pRagdoll)
return;
// Make electricity on the client
CStudioHdr *pStudioHdr = pRagdoll->GetModelPtr();
if (!pStudioHdr)
return;
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet(pRagdoll->GetHitboxSet());
if (set->numhitboxes == 0)
return;
if (m_nSuppressionCount == 0)
{
CEffectData data;
data.m_nEntIndex = GetMoveParent()->entindex();
data.m_flMagnitude = 4;
data.m_flScale = HasSpawnFlags(SF_RAGDOLL_EGON_BOOGIE_ELECTRICAL_NARROW_BEAM) ? 1.0f : 2.0f;
DispatchEffect("TeslaHitboxes", data);
}
#ifdef HL2_EPISODIC
EmitSound("RagdollBoogie.Zap");
#endif
SetContextThink(&CRagdollEgonBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat(0.1f, 0.3f), s_pZapContext);
}
//-----------------------------------------------------------------------------
// Suppression count
//-----------------------------------------------------------------------------
void CRagdollEgonBoogie::IncrementSuppressionCount(CBaseEntity *pTarget)
{
// Look for other boogies on the ragdoll + kill them
for (CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
{
CRagdollEgonBoogie *pBoogie = dynamic_cast<CRagdollEgonBoogie*>(pChild);
if (!pBoogie)
continue;
++pBoogie->m_nSuppressionCount;
}
}
void CRagdollEgonBoogie::DecrementSuppressionCount(CBaseEntity *pTarget)
{
// Look for other boogies on the ragdoll + kill them
CBaseEntity *pNext;
for (CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext)
{
pNext = pChild->NextMovePeer();
CRagdollEgonBoogie *pBoogie = dynamic_cast<CRagdollEgonBoogie*>(pChild);
if (!pBoogie)
continue;
if (--pBoogie->m_nSuppressionCount <= 0)
{
pBoogie->m_nSuppressionCount = 0;
float dt = gpGlobals->curtime - pBoogie->m_flStartTime;
if (dt >= pBoogie->m_flBoogieLength)
{
PhysCallbackRemove(pBoogie->NetworkProp());
}
}
}
}
//-----------------------------------------------------------------------------
// Attach to an entity
//-----------------------------------------------------------------------------
void CRagdollEgonBoogie::AttachToEntity(CBaseEntity *pTarget)
{
m_nSuppressionCount = 0;
// Look for other boogies on the ragdoll + kill them
CBaseEntity *pNext;
for (CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pNext)
{
pNext = pChild->NextMovePeer();
CRagdollEgonBoogie *pBoogie = dynamic_cast<CRagdollEgonBoogie*>(pChild);
if (!pBoogie)
continue;
m_nSuppressionCount = pBoogie->m_nSuppressionCount;
UTIL_Remove(pChild);
}
FollowEntity(pTarget);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : lifetime -
//-----------------------------------------------------------------------------
void CRagdollEgonBoogie::SetBoogieTime(float flStartTime, float flLengthTime)
{
m_flStartTime = flStartTime;
m_flBoogieLength = flLengthTime;
}
//-----------------------------------------------------------------------------
// Purpose: Burn targets around us
//-----------------------------------------------------------------------------
void CRagdollEgonBoogie::SetMagnitude(float flMagnitude)
{
m_flMagnitude = flMagnitude;
}
//-----------------------------------------------------------------------------
// Purpose: Burn targets around us
//-----------------------------------------------------------------------------
void CRagdollEgonBoogie::BoogieThink(void)
{
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >(GetMoveParent());
if (!pRagdoll)
{
UTIL_Remove(this);
return;
}
float flMagnitude = m_flMagnitude;
if (m_flBoogieLength != 0)
{
float dt = gpGlobals->curtime - m_flStartTime;
if (dt >= m_flBoogieLength)
{
// Don't remove while suppressed... this helps if we try to start another boogie
if (m_nSuppressionCount == 0)
{
UTIL_Remove(this);
}
SetThink(NULL);
return;
}
if (dt < 0)
{
SetNextThink(gpGlobals->curtime + random->RandomFloat(0.1, 0.2f));
return;
}
flMagnitude = SimpleSplineRemapVal(dt, 0.0f, m_flBoogieLength, m_flMagnitude, 0.0f);
}
#ifndef _XBOX
if (m_nSuppressionCount == 0)
{
ragdoll_t *pRagdollPhys = pRagdoll->GetRagdoll();
for (int j = 0; j < pRagdollPhys->listCount; ++j)
{
float flMass = pRagdollPhys->list[j].pObject->GetMass();
float flForce = m_flMagnitude * flMass;
Vector vecForce;
vecForce = RandomVector(-flForce, flForce);
pRagdollPhys->list[j].pObject->ApplyForceCenter(vecForce);
}
}
#endif // !_XBOX
SetNextThink(gpGlobals->curtime + random->RandomFloat(0.1, 0.2f));
}