1
This commit is contained in:
268
game/server/RagdollBoogie.cpp
Normal file
268
game/server/RagdollBoogie.cpp
Normal file
@ -0,0 +1,268 @@
|
||||
//========= 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 "RagdollBoogie.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( CRagdollBoogie )
|
||||
|
||||
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_boogie, CRagdollBoogie );
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Creates a flame and attaches it to a target entity.
|
||||
// Input : pTarget -
|
||||
//-----------------------------------------------------------------------------
|
||||
CRagdollBoogie *CRagdollBoogie::Create( CBaseEntity *pTarget, float flMagnitude,
|
||||
float flStartTime, float flLengthTime, int nSpawnFlags )
|
||||
{
|
||||
CRagdollProp *pRagdoll = dynamic_cast< CRagdollProp* >( pTarget );
|
||||
if ( !pRagdoll )
|
||||
return NULL;
|
||||
|
||||
CRagdollBoogie *pBoogie = (CRagdollBoogie *)CreateEntityByName( "env_ragdoll_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 CRagdollBoogie::Spawn()
|
||||
{
|
||||
BaseClass::Spawn();
|
||||
|
||||
SetThink( &CRagdollBoogie::BoogieThink );
|
||||
SetNextThink( gpGlobals->curtime + 0.01f );
|
||||
|
||||
if ( HasSpawnFlags( SF_RAGDOLL_BOOGIE_ELECTRICAL ) )
|
||||
{
|
||||
SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Zap!
|
||||
//-----------------------------------------------------------------------------
|
||||
void CRagdollBoogie::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_BOOGIE_ELECTRICAL_NARROW_BEAM) ? 1.0f : 2.0f;
|
||||
|
||||
DispatchEffect( "TeslaHitboxes", data );
|
||||
}
|
||||
|
||||
#ifdef HL2_EPISODIC
|
||||
EmitSound( "RagdollBoogie.Zap" );
|
||||
#endif
|
||||
|
||||
SetContextThink( &CRagdollBoogie::ZapThink, gpGlobals->curtime + random->RandomFloat( 0.1f, 0.3f ), s_pZapContext );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Suppression count
|
||||
//-----------------------------------------------------------------------------
|
||||
void CRagdollBoogie::IncrementSuppressionCount( CBaseEntity *pTarget )
|
||||
{
|
||||
// Look for other boogies on the ragdoll + kill them
|
||||
for ( CBaseEntity *pChild = pTarget->FirstMoveChild(); pChild; pChild = pChild->NextMovePeer() )
|
||||
{
|
||||
CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
|
||||
if ( !pBoogie )
|
||||
continue;
|
||||
|
||||
++pBoogie->m_nSuppressionCount;
|
||||
}
|
||||
}
|
||||
|
||||
void CRagdollBoogie::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();
|
||||
CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(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 CRagdollBoogie::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();
|
||||
CRagdollBoogie *pBoogie = dynamic_cast<CRagdollBoogie*>(pChild);
|
||||
if ( !pBoogie )
|
||||
continue;
|
||||
|
||||
m_nSuppressionCount = pBoogie->m_nSuppressionCount;
|
||||
UTIL_Remove( pChild );
|
||||
}
|
||||
|
||||
FollowEntity( pTarget );
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : lifetime -
|
||||
//-----------------------------------------------------------------------------
|
||||
void CRagdollBoogie::SetBoogieTime( float flStartTime, float flLengthTime )
|
||||
{
|
||||
m_flStartTime = flStartTime;
|
||||
m_flBoogieLength = flLengthTime;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Burn targets around us
|
||||
//-----------------------------------------------------------------------------
|
||||
void CRagdollBoogie::SetMagnitude( float flMagnitude )
|
||||
{
|
||||
m_flMagnitude = flMagnitude;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Burn targets around us
|
||||
//-----------------------------------------------------------------------------
|
||||
void CRagdollBoogie::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 ) );
|
||||
}
|
Reference in New Issue
Block a user