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

218 lines
5.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "soundenvelope.h"
#include "engine/IEngineSound.h"
#include "explode.h"
#include "Sprite.h"
#include "grenade_slam.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SLAM_SPRITE "sprites/redglow1.vmt"
ConVar sk_plr_dmg_satchel("sk_plr_dmg_satchel", "0");
ConVar sk_npc_dmg_satchel("sk_npc_dmg_satchel", "0");
ConVar sk_satchel_radius("sk_satchel_radius", "0");
BEGIN_DATADESC(CSatchelCharge)
DEFINE_FIELD(m_flNextBounceSoundTime, FIELD_TIME),
DEFINE_FIELD(m_bInAir, FIELD_BOOLEAN),
DEFINE_FIELD(m_vLastPosition, FIELD_POSITION_VECTOR),
DEFINE_FIELD(m_pMyWeaponSLAM, FIELD_CLASSPTR),
DEFINE_FIELD(m_bIsAttached, FIELD_BOOLEAN),
// Function Pointers
DEFINE_THINKFUNC(SatchelThink),
// Inputs
DEFINE_INPUTFUNC(FIELD_VOID, "Explode", InputExplode),
END_DATADESC()
LINK_ENTITY_TO_CLASS(npc_satchel, CSatchelCharge);
//=========================================================
// Deactivate - do whatever it is we do to an orphaned
// satchel when we don't want it in the world anymore.
//=========================================================
void CSatchelCharge::Deactivate(void)
{
AddSolidFlags(FSOLID_NOT_SOLID);
UTIL_Remove(this);
if (m_hGlowSprite != NULL)
{
UTIL_Remove(m_hGlowSprite);
m_hGlowSprite = NULL;
}
}
void CSatchelCharge::Spawn(void)
{
Precache();
SetModel("models/Weapons/w_slam.mdl");
VPhysicsInitNormal(SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false);
SetMoveType(MOVETYPE_VPHYSICS);
SetCollisionGroup(COLLISION_GROUP_WEAPON);
UTIL_SetSize(this, Vector(-6, -6, -2), Vector(6, 6, 2));
SetThink(&CSatchelCharge::SatchelThink);
SetNextThink(gpGlobals->curtime + 0.1f);
m_flDamage = sk_plr_dmg_satchel.GetFloat();
m_DmgRadius = sk_satchel_radius.GetFloat();
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
SetGravity(UTIL_ScaleForGravity(560)); // slightly lower gravity
SetFriction(1.0);
SetSequence(1);
SetDamage(150);
m_bIsAttached = false;
m_bInAir = true;
m_flNextBounceSoundTime = 0;
m_vLastPosition = vec3_origin;
m_hGlowSprite = NULL;
CreateEffects();
}
//-----------------------------------------------------------------------------
// Purpose: Start up any effects for us
//-----------------------------------------------------------------------------
void CSatchelCharge::CreateEffects(void)
{
// Only do this once
if (m_hGlowSprite != NULL)
return;
// Create a blinking light to show we're an active SLAM
m_hGlowSprite = CSprite::SpriteCreate(SLAM_SPRITE, GetAbsOrigin(), false);
m_hGlowSprite->SetAttachment(this, 0);
m_hGlowSprite->SetTransparency(kRenderTransAdd, 255, 255, 255, 255, kRenderFxStrobeFast);
m_hGlowSprite->SetBrightness(255, 1.0f);
m_hGlowSprite->SetScale(0.2f, 0.5f);
m_hGlowSprite->TurnOn();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CSatchelCharge::InputExplode(inputdata_t &inputdata)
{
ExplosionCreate(GetAbsOrigin() + Vector(0, 0, 16), GetAbsAngles(), GetThrower(), GetDamage(), 200,
SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, true, 0.0f, this);
UTIL_Remove(this);
}
void CSatchelCharge::SatchelThink(void)
{
// If attached resize so player can pick up off wall
if (m_bIsAttached)
{
UTIL_SetSize(this, Vector(-2, -2, -6), Vector(2, 2, 6));
}
// See if I can lose my owner (has dropper moved out of way?)
// Want do this so owner can shoot the satchel charge
if (GetOwnerEntity())
{
trace_t tr;
Vector vUpABit = GetAbsOrigin();
vUpABit.z += 5.0;
CBaseEntity* saveOwner = GetOwnerEntity();
SetOwnerEntity(NULL);
UTIL_TraceEntity(this, GetAbsOrigin(), vUpABit, MASK_SOLID, &tr);
if (tr.startsolid || tr.fraction != 1.0)
{
SetOwnerEntity(saveOwner);
}
}
// Bounce movement code gets this think stuck occasionally so check if I've
// succeeded in moving, otherwise kill my motions.
else if ((GetAbsOrigin() - m_vLastPosition).LengthSqr()<1)
{
SetAbsVelocity(vec3_origin);
QAngle angVel = GetLocalAngularVelocity();
angVel.y = 0;
SetLocalAngularVelocity(angVel);
// Clear think function
SetThink(NULL);
return;
}
m_vLastPosition = GetAbsOrigin();
StudioFrameAdvance();
SetNextThink(gpGlobals->curtime + 0.1f);
if (!IsInWorld())
{
UTIL_Remove(this);
return;
}
// Is it attached to a wall?
if (m_bIsAttached)
{
return;
}
}
void CSatchelCharge::Precache(void)
{
PrecacheModel("models/Weapons/w_slam.mdl");
PrecacheModel(SLAM_SPRITE);
}
void CSatchelCharge::BounceSound(void)
{
if (gpGlobals->curtime > m_flNextBounceSoundTime)
{
m_flNextBounceSoundTime = gpGlobals->curtime + 0.1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Input :
// Output :
//-----------------------------------------------------------------------------
CSatchelCharge::CSatchelCharge(void)
{
m_vLastPosition.Init();
m_pMyWeaponSLAM = NULL;
}
CSatchelCharge::~CSatchelCharge(void)
{
if (m_hGlowSprite != NULL)
{
UTIL_Remove(m_hGlowSprite);
m_hGlowSprite = NULL;
}
}