mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-04 02:10:18 +03:00
302 lines
7.7 KiB
C++
302 lines
7.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "grenade_ar2.h"
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#include "weapon_ar2.h"
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#include "soundent.h"
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#include "decals.h"
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#include "shake.h"
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#include "smoke_trail.h"
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#include "ar2_explosion.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "world.h"
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#include "particle_parse.h"//OverCharged
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//#include "te_effect_dispatch.h"
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#ifdef PORTAL
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#include "portal_util_shared.h"
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#endif
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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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#define AR2_GRENADE_MAX_DANGER_RADIUS 300
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extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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// Moved to HL2_SharedGameRules because these are referenced by shared AmmoDef functions
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extern ConVar sk_plr_dmg_smg1_grenade;
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extern ConVar sk_npc_dmg_smg1_grenade;
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extern ConVar sk_max_smg1_grenade;
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/*// For our ring explosion
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int s_nExplosionTexture1 = -1;
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extern void CreateConcussiveBlast(const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude);
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*/
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ConVar sk_smg1_grenade_radius ( "sk_smg1_grenade_radius","0");
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ConVar g_CV_SmokeTrail("smoke_trail", "1", 0); // temporary dust explosion switch
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BEGIN_DATADESC( CGrenadeAR2 )
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DEFINE_FIELD( m_hSmokeTrail, FIELD_EHANDLE ),
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DEFINE_FIELD( m_fSpawnTime, FIELD_TIME ),
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DEFINE_FIELD( m_fDangerRadius, FIELD_FLOAT ),
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// Function pointers
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DEFINE_ENTITYFUNC( GrenadeAR2Touch ),
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DEFINE_THINKFUNC( GrenadeAR2Think ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( grenade_ar2, CGrenadeAR2 );
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void CGrenadeAR2::Spawn( void )
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{
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Precache( );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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// Hits everything but debris
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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SetModel( "models/Weapons/ar2_grenade.mdl");
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UTIL_SetSize(this, Vector(-3, -3, -3), Vector(3, 3, 3));
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// UTIL_SetSize(this, Vector(0, 0, 0), Vector(0, 0, 0));
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SetUse( &CGrenadeAR2::DetonateUse );
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SetTouch( &CGrenadeAR2::GrenadeAR2Touch );
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SetThink( &CGrenadeAR2::GrenadeAR2Think );
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SetNextThink( gpGlobals->curtime + 0.1f );
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if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() )
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{
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m_flDamage = sk_plr_dmg_smg1_grenade.GetFloat();
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}
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else
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{
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m_flDamage = sk_npc_dmg_smg1_grenade.GetFloat();
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}
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m_DmgRadius = sk_smg1_grenade_radius.GetFloat();
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m_takedamage = DAMAGE_YES;
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m_bIsLive = true;
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m_iHealth = 1;
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SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for grenades to make them easier to see
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SetFriction( 0.8 );
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SetSequence( 0 );
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m_fDangerRadius = 100;
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m_fSpawnTime = gpGlobals->curtime;
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// -------------//OverCharged
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// Smoke trail.
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// -------------
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if (g_CV_SmokeTrail.GetInt() && !IsXbox())
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{
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if (cvar->FindVar("oc_particle_other_weapons")->GetInt())
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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>
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/////////////////////////////<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>//////////////////////////////
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/* m_hSmokeTrail = SmokeTrail::CreateSmokeTrail();
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if( m_hSmokeTrail )
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{
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m_hSmokeTrail->m_SpawnRate = 48;
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m_hSmokeTrail->m_ParticleLifetime = 1;
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m_hSmokeTrail->m_StartColor.Init(0.1f, 0.1f, 0.1f);
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m_hSmokeTrail->m_EndColor.Init(0,0,0);
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m_hSmokeTrail->m_StartSize = 12;
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m_hSmokeTrail->m_EndSize = m_hSmokeTrail->m_StartSize * 4;
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m_hSmokeTrail->m_SpawnRadius = 4;
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m_hSmokeTrail->m_MinSpeed = 4;
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m_hSmokeTrail->m_MaxSpeed = 24;
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m_hSmokeTrail->m_Opacity = 0.2f;
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m_hSmokeTrail->SetLifetime(10.0f);
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m_hSmokeTrail->FollowEntity(this);
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}*/
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///////////////////////////////////////////////////////////////////////////////////////////////
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: The grenade has a slight delay before it goes live. That way the
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// person firing it can bounce it off a nearby wall. However if it
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// hits another character it blows up immediately
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CGrenadeAR2::GrenadeAR2Think( void )
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{
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SetNextThink( gpGlobals->curtime + 0.05f );
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if (!m_bIsLive)
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{
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// Go live after a short delay
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if (m_fSpawnTime + MAX_AR2_NO_COLLIDE_TIME < gpGlobals->curtime)
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{
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m_bIsLive = true;
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}
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}
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// If I just went solid and my velocity is zero, it means I'm resting on
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// the floor already when I went solid so blow up
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if (m_bIsLive)
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{
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if (GetAbsVelocity().Length() == 0.0 ||
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GetGroundEntity() != NULL )
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{
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Detonate();
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}
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}
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// The old way of making danger sounds would scare the crap out of EVERYONE between you and where the grenade
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// was going to hit. The radius of the danger sound now 'blossoms' over the grenade's lifetime, making it seem
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// dangerous to a larger area downrange than it does from where it was fired.
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if( m_fDangerRadius <= AR2_GRENADE_MAX_DANGER_RADIUS )
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{
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m_fDangerRadius += ( AR2_GRENADE_MAX_DANGER_RADIUS * 0.05 );
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}
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CSoundEnt::InsertSound( SOUND_DANGER, GetAbsOrigin() + GetAbsVelocity() * 0.5, m_fDangerRadius, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
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}
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void CGrenadeAR2::Event_Killed( const CTakeDamageInfo &info )
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{
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Detonate( );
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}
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void CGrenadeAR2::GrenadeAR2Touch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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// If I'm live go ahead and blow up
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if (m_bIsLive)
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{
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Detonate();
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}
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else
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{
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// If I'm not live, only blow up if I'm hitting an chacter that
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// is not the owner of the weapon
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CBaseCombatCharacter *pBCC = ToBaseCombatCharacter( pOther );
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if (pBCC && GetThrower() != pBCC)
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{
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m_bIsLive = true;
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Detonate();
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}
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}
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}
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void CGrenadeAR2::Detonate(void)
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{
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if (!m_bIsLive)
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{
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return;
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}
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m_bIsLive = false;
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m_takedamage = DAMAGE_NO;
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if(m_hSmokeTrail)
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{
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UTIL_Remove(m_hSmokeTrail);
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m_hSmokeTrail = NULL;
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}
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CPASFilter filter( GetAbsOrigin() );
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te->Explosion( filter, 0.0,
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&GetAbsOrigin(),
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g_sModelIndexFireball,
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2.0,
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15,
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TE_EXPLFLAG_NONE,
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m_DmgRadius,
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m_flDamage );
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//if (cvar->FindVar("oc_particle_explosions")->GetInt())
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//DispatchParticleEffect("explosion_turret_break", GetAbsOrigin(), GetAbsAngles());//OverCharged
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/*//Shockring
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CBroadcastRecipientFilter filter2;
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//Shockring
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te->BeamRingPoint(filter2, 0.1, GetAbsOrigin(), //origin
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m_DmgRadius/2, //start radius
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512, //end radius
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s_nExplosionTexture1, //texture
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0, //halo index
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0, //start frame
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2, //framerate
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0.5f, //life
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512, //width
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100, //spread
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0, //amplitude
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255, //r
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255, //g
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225, //b
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64, //a
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0, //speed
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FBEAM_FADEOUT
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);
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trace_t tr;
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CreateConcussiveBlast(GetAbsOrigin(), tr.plane.normal, this, 10.0);
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*/
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Vector vecForward = GetAbsVelocity();
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VectorNormalize(vecForward);
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trace_t tr;
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT,
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this, COLLISION_GROUP_NONE, &tr);
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if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0))
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{
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// non-world needs smaller decals
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if( tr.m_pEnt && !tr.m_pEnt->IsNPC() )
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{
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UTIL_DecalTrace( &tr, "SmallScorch" );
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}
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}
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else
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{
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UTIL_DecalTrace( &tr, "Scorch" );
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}
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UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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data.m_nEntIndex = GetThrower() ? GetThrower()->entindex() : 0;
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DispatchEffect("ExplosionLight", data);
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RadiusDamage ( CTakeDamageInfo( this, GetThrower(), m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
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UTIL_Remove( this );
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}
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void CGrenadeAR2::Precache( void )
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{
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PrecacheModel("models/Weapons/ar2_grenade.mdl");
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//s_nExplosionTexture1 = PrecacheModel("sprites/lgtning.vmt");
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}
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CGrenadeAR2::CGrenadeAR2(void)
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{
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m_hSmokeTrail = NULL;
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}
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