Files
HL2Overcharged/game/server/hl2/grenade_ar2.cpp
2025-05-21 21:20:08 +03:00

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7.7 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "grenade_ar2.h"
#include "weapon_ar2.h"
#include "soundent.h"
#include "decals.h"
#include "shake.h"
#include "smoke_trail.h"
#include "ar2_explosion.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "world.h"
#include "particle_parse.h"//OverCharged
//#include "te_effect_dispatch.h"
#ifdef PORTAL
#include "portal_util_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define AR2_GRENADE_MAX_DANGER_RADIUS 300
extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
// Moved to HL2_SharedGameRules because these are referenced by shared AmmoDef functions
extern ConVar sk_plr_dmg_smg1_grenade;
extern ConVar sk_npc_dmg_smg1_grenade;
extern ConVar sk_max_smg1_grenade;
/*// For our ring explosion
int s_nExplosionTexture1 = -1;
extern void CreateConcussiveBlast(const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude);
*/
ConVar sk_smg1_grenade_radius ( "sk_smg1_grenade_radius","0");
ConVar g_CV_SmokeTrail("smoke_trail", "1", 0); // temporary dust explosion switch
BEGIN_DATADESC( CGrenadeAR2 )
DEFINE_FIELD( m_hSmokeTrail, FIELD_EHANDLE ),
DEFINE_FIELD( m_fSpawnTime, FIELD_TIME ),
DEFINE_FIELD( m_fDangerRadius, FIELD_FLOAT ),
// Function pointers
DEFINE_ENTITYFUNC( GrenadeAR2Touch ),
DEFINE_THINKFUNC( GrenadeAR2Think ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( grenade_ar2, CGrenadeAR2 );
void CGrenadeAR2::Spawn( void )
{
Precache( );
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
// Hits everything but debris
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
SetModel( "models/Weapons/ar2_grenade.mdl");
UTIL_SetSize(this, Vector(-3, -3, -3), Vector(3, 3, 3));
// UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
SetUse( &CGrenadeAR2::DetonateUse );
SetTouch( &CGrenadeAR2::GrenadeAR2Touch );
SetThink( &CGrenadeAR2::GrenadeAR2Think );
SetNextThink( gpGlobals->curtime + 0.1f );
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() )
{
m_flDamage = sk_plr_dmg_smg1_grenade.GetFloat();
}
else
{
m_flDamage = sk_npc_dmg_smg1_grenade.GetFloat();
}
m_DmgRadius = sk_smg1_grenade_radius.GetFloat();
m_takedamage = DAMAGE_YES;
m_bIsLive = true;
m_iHealth = 1;
SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for grenades to make them easier to see
SetFriction( 0.8 );
SetSequence( 0 );
m_fDangerRadius = 100;
m_fSpawnTime = gpGlobals->curtime;
// -------------//OverCharged
// Smoke trail.
// -------------
if (g_CV_SmokeTrail.GetInt() && !IsXbox())
{
if (cvar->FindVar("oc_particle_other_weapons")->GetInt())
DispatchParticleEffect("shell_exhaust_smoke", PATTACH_ABSORIGIN_FOLLOW, this); //<2F><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
/////////////////////////////<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>//////////////////////////////
/* m_hSmokeTrail = SmokeTrail::CreateSmokeTrail();
if( m_hSmokeTrail )
{
m_hSmokeTrail->m_SpawnRate = 48;
m_hSmokeTrail->m_ParticleLifetime = 1;
m_hSmokeTrail->m_StartColor.Init(0.1f, 0.1f, 0.1f);
m_hSmokeTrail->m_EndColor.Init(0,0,0);
m_hSmokeTrail->m_StartSize = 12;
m_hSmokeTrail->m_EndSize = m_hSmokeTrail->m_StartSize * 4;
m_hSmokeTrail->m_SpawnRadius = 4;
m_hSmokeTrail->m_MinSpeed = 4;
m_hSmokeTrail->m_MaxSpeed = 24;
m_hSmokeTrail->m_Opacity = 0.2f;
m_hSmokeTrail->SetLifetime(10.0f);
m_hSmokeTrail->FollowEntity(this);
}*/
///////////////////////////////////////////////////////////////////////////////////////////////
}
}
//-----------------------------------------------------------------------------
// Purpose: The grenade has a slight delay before it goes live. That way the
// person firing it can bounce it off a nearby wall. However if it
// hits another character it blows up immediately
// Input :
// Output :
//-----------------------------------------------------------------------------
void CGrenadeAR2::GrenadeAR2Think( void )
{
SetNextThink( gpGlobals->curtime + 0.05f );
if (!m_bIsLive)
{
// Go live after a short delay
if (m_fSpawnTime + MAX_AR2_NO_COLLIDE_TIME < gpGlobals->curtime)
{
m_bIsLive = true;
}
}
// If I just went solid and my velocity is zero, it means I'm resting on
// the floor already when I went solid so blow up
if (m_bIsLive)
{
if (GetAbsVelocity().Length() == 0.0 ||
GetGroundEntity() != NULL )
{
Detonate();
}
}
// The old way of making danger sounds would scare the crap out of EVERYONE between you and where the grenade
// was going to hit. The radius of the danger sound now 'blossoms' over the grenade's lifetime, making it seem
// dangerous to a larger area downrange than it does from where it was fired.
if( m_fDangerRadius <= AR2_GRENADE_MAX_DANGER_RADIUS )
{
m_fDangerRadius += ( AR2_GRENADE_MAX_DANGER_RADIUS * 0.05 );
}
CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * 0.5, m_fDangerRadius, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
}
void CGrenadeAR2::Event_Killed( const CTakeDamageInfo &info )
{
Detonate( );
}
void CGrenadeAR2::GrenadeAR2Touch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
// If I'm live go ahead and blow up
if (m_bIsLive)
{
Detonate();
}
else
{
// If I'm not live, only blow up if I'm hitting an chacter that
// is not the owner of the weapon
CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pOther );
if (pBCC && GetThrower() != pBCC)
{
m_bIsLive = true;
Detonate();
}
}
}
void CGrenadeAR2::Detonate(void)
{
if (!m_bIsLive)
{
return;
}
m_bIsLive = false;
m_takedamage = DAMAGE_NO;
if(m_hSmokeTrail)
{
UTIL_Remove(m_hSmokeTrail);
m_hSmokeTrail = NULL;
}
CPASFilter filter( GetAbsOrigin() );
te->Explosion( filter, 0.0,
&GetAbsOrigin(),
g_sModelIndexFireball,
2.0,
15,
TE_EXPLFLAG_NONE,
m_DmgRadius,
m_flDamage );
//if (cvar->FindVar("oc_particle_explosions")->GetInt())
//DispatchParticleEffect("explosion_turret_break", GetAbsOrigin(), GetAbsAngles());//OverCharged
/*//Shockring
CBroadcastRecipientFilter filter2;
//Shockring
te->BeamRingPoint(filter2, 0.1, GetAbsOrigin(), //origin
m_DmgRadius/2, //start radius
512, //end radius
s_nExplosionTexture1, //texture
0, //halo index
0, //start frame
2, //framerate
0.5f, //life
512, //width
100, //spread
0, //amplitude
255, //r
255, //g
225, //b
64, //a
0, //speed
FBEAM_FADEOUT
);
trace_t tr;
CreateConcussiveBlast(GetAbsOrigin(), tr.plane.normal, this, 10.0);
*/
Vector vecForward = GetAbsVelocity();
VectorNormalize(vecForward);
trace_t tr;
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT,
this, COLLISION_GROUP_NONE, &tr);
if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0))
{
// non-world needs smaller decals
if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
{
UTIL_DecalTrace( &tr, "SmallScorch" );
}
}
else
{
UTIL_DecalTrace( &tr, "Scorch" );
}
UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
data.m_nEntIndex = GetThrower() ? GetThrower()->entindex() : 0;
DispatchEffect("ExplosionLight", data);
RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
UTIL_Remove( this );
}
void CGrenadeAR2::Precache( void )
{
PrecacheModel("models/Weapons/ar2_grenade.mdl");
//s_nExplosionTexture1 = PrecacheModel("sprites/lgtning.vmt");
}
CGrenadeAR2::CGrenadeAR2(void)
{
m_hSmokeTrail = NULL;
}