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asw_grenade_cluster.cpp
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712 lines (602 loc) · 23 KB
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#include "cbase.h"
#include "asw_grenade_cluster.h"
#include "asw_gamerules.h"
#include "world.h"
#include "asw_util_shared.h"
#include "iasw_spawnable_npc.h"
#include "asw_marine.h"
#include "asw_marine_resource.h"
#include "asw_fx_shared.h"
#include "particle_parse.h"
#include "te_effect_dispatch.h"
#include "asw_achievements.h"
#include "asw_player.h"
#include "asw_weapon_grenade_launcher.h"
#include "asw_drone_advanced.h"
#include "asw_buzzer.h"
#include "func_asw_fade.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define CLUSTER_GRENADE_MODEL "models/swarm/grenades/HandGrenadeProjectile.mdl"
#define LAUNCHER_GRENADE_MODEL "models/swarm/grenades/GrenadeLauncherProjectile.mdl"
extern ConVar sk_plr_dmg_asw_r_g;
extern ConVar asw_grenade_vindicator_radius;
extern ConVar asw_vindicator_grenade_friction;
extern ConVar asw_vindicator_grenade_gravity;
extern ConVar asw_vindicator_grenade_elasticity;
extern ConVar rd_grenade_collision_fix;
extern ConVar asw_grenade_launcher_gravity;
extern ConVar rd_grenade_launcher_explode_on_contact;
extern ConVar rda_grenade_launcher_grenade_ricochet;
ConVar asw_cluster_grenade_min_detonation_time( "asw_cluster_grenade_min_detonation_time", "0.9f", FCVAR_CHEAT, "Min. time before cluster grenade can detonate" );
ConVar asw_cluster_grenade_fuse( "asw_cluster_grenade_fuse", "2.0f", FCVAR_CHEAT, "Fuse length of cluster grenade" );
ConVar asw_cluster_grenade_radius_check_interval( "asw_cluster_grenade_radius_check_interval", "0.5f", FCVAR_CHEAT, "How often the cluster grenade checks for nearby drones to explode against" );
ConVar asw_cluster_grenade_radius_check_scale( "asw_cluster_grenade_radius_check_scale", "0.6f", FCVAR_CHEAT, "What fraction of the grenade's damage radius is used for the early detonation check" );
ConVar asw_cluster_grenade_child_fuse_min( "asw_cluster_grenade_child_fuse_min", "0.5", FCVAR_CHEAT, "Cluster grenade child cluster's minimum fuse length" );
ConVar asw_cluster_grenade_child_fuse_max( "asw_cluster_grenade_child_fuse_max", "1.0", FCVAR_CHEAT, "Cluster grenade child cluster's maximum fuse length" );
ConVar rda_grenade_post_ricochet_velocity_multiplier( "rda_grenade_post_ricochet_velocity_multiplier", "2", FCVAR_CHEAT, "Set to change GL grenade post ricochet velocity.", true, 1.0f, true, 4.0f ); // Orange. Advanced grenade behaviour.
ConVar rda_grenade_max_ricochets( "rda_grenade_max_ricochets", "1", FCVAR_CHEAT, "Set to change how many times GL grenade can bouncy, 0 = unlim till timer" );
ConVar rda_grenade_allow_electro_amped( "rda_grenade_allow_electro_amped", "0", FCVAR_CHEAT, "Make grenades benefit from tesla additions" );
ConVar rda_grenade_electrostun_duration( "rda_grenade_electrostun_duration", "0.5", FCVAR_CHEAT, "Electrostun duration time of amped grenades.", true, 0.0f, true, 5.0f );
ConVar rda_grenade_electrostun_range_multiplier( "rda_grenade_electrostun_range_multiplier", "1", FCVAR_CHEAT, "Electrostun range of amped grenades. (Multiple of the damage range.)", true, 0.2f, true, 1.5f );
ConVar rda_grenade_reflector_radius( "rda_grenade_reflector_radius", "72", FCVAR_CHEAT, "If grenade hit something while reflector alien is this nearby grenade will be reflected", true, 1.0f, true, 500.0f );
LINK_ENTITY_TO_CLASS( asw_grenade_cluster, CASW_Grenade_Cluster );
PRECACHE_REGISTER( asw_grenade_cluster );
BEGIN_DATADESC( CASW_Grenade_Cluster )
DEFINE_THINKFUNC( CheckNearbyDrones ),
DEFINE_THINKFUNC( Detonate ),
DEFINE_FIELD( m_fDetonateTime, FIELD_TIME ),
DEFINE_FIELD( m_fEarliestAOEDetonationTime, FIELD_TIME ),
DEFINE_FIELD( m_bAdvancedRicochet, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iMaxRicochets, FIELD_INTEGER ),
DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputDisable),
DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputEnable),
DEFINE_INPUTFUNC(FIELD_VOID, "EnableWithReset", InputEnableWithReset),
DEFINE_INPUTFUNC(FIELD_VOID, "ReflectBack", InputReflectBack),
DEFINE_INPUTFUNC(FIELD_VOID, "ReflectBackSimple", InputReflectBack),
DEFINE_INPUTFUNC(FIELD_VOID, "ReflectRandomly", InputReflectRandomly),
END_DATADESC()
BEGIN_ENT_SCRIPTDESC(CASW_Grenade_Cluster, CBaseCombatCharacter, "Cluster grenade")
DEFINE_SCRIPTFUNC(Disable, "Disable the grenade")
DEFINE_SCRIPTFUNC(Enable, "Enable the grenade, different time setting like explosion time correctly adjusted after disable state")
DEFINE_SCRIPTFUNC(EnableWithReset, "Enable the grenade, different time setting like explosion time reset like grenade is newly created")
DEFINE_SCRIPTFUNC(ReflectBack, "Reflect grenade preciselly to firer marine position if marine is alive, ReflectBackSimple used otherwise")
DEFINE_SCRIPTFUNC(ReflectBackSimple, "Reflect grenade near to initial fire position")
DEFINE_SCRIPTFUNC(ReflectRandomly, "Reflect grenade to random porition")
END_SCRIPTDESC();
IMPLEMENT_SERVERCLASS_ST( CASW_Grenade_Cluster, DT_ASW_Grenade_Cluster )
END_SEND_TABLE();
void CASW_Grenade_Cluster::Spawn( void )
{
Precache();
SetModel( m_CreatorWeaponClass == CLASS_ASW_GRENADE_LAUNCHER ? LAUNCHER_GRENADE_MODEL : CLUSTER_GRENADE_MODEL );
m_nSkin = 0;
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
m_flDamage = sk_plr_dmg_asw_r_g.GetFloat();
m_DmgRadius = 220.0f;
m_takedamage = DAMAGE_YES;
m_iHealth = 1;
SetSize( -Vector(4,4,4), Vector(4,4,4) );
SetSolid( SOLID_BBOX );
SetGravity( asw_vindicator_grenade_gravity.GetFloat() );
SetFriction( asw_vindicator_grenade_friction.GetFloat() );
SetElasticity( asw_vindicator_grenade_elasticity.GetFloat() );
SetCollisionGroup( ASW_COLLISION_GROUP_GRENADES );
CFunc_ASW_Fade::ApplyGrenadeCollisionRules( this );
SetTouch( &CASW_Grenade_Cluster::VGrenadeTouch );
CreateEffects();
m_hFirer = NULL;
// Tumble in air
QAngle vecAngVelocity( random->RandomFloat ( -100, -500 ), 0, 0 );
SetLocalAngularVelocity( vecAngVelocity );
m_fEarliestAOEDetonationTime = GetEarliestAOEDetonationTime();
m_fEarliestTouchDetonationTime = GetEarliestTouchDetonationTime();
m_iClusters = 0;
m_bMaster = true;
//EmitSound( "ASWGrenade.Alarm" );
SetFuseLength(asw_cluster_grenade_fuse.GetFloat());
m_iMaxRicochets = 0;
if (m_fDetonateTime <= gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat())
{
SetThink( &CASW_Grenade_Cluster::Detonate );
SetNextThink( m_fDetonateTime );
}
else
{
SetThink( &CASW_Grenade_Cluster::CheckNearbyDrones );
SetNextThink( gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat() );
}
m_CreatorWeaponClass = (Class_T)CLASS_ASW_UNKNOWN;
m_bTeslaAmped = false;
m_bDisabled = false;
}
void CASW_Grenade_Cluster::Precache()
{
BaseClass::Precache();
PrecacheModel( CLUSTER_GRENADE_MODEL );
PrecacheModel( LAUNCHER_GRENADE_MODEL );
PrecacheScriptSound( "ASWGrenade.Alarm" );
PrecacheParticleSystem( "explosion_grenade" );
}
void CASW_Grenade_Cluster::SetFuseLength(float fSeconds)
{
m_fDetonateTime = gpGlobals->curtime + fSeconds;
}
void CASW_Grenade_Cluster::CheckNearbyDrones()
{
// see if an alien is nearby
if (gpGlobals->curtime >= m_fEarliestAOEDetonationTime)
{
if ( !GetOwnerEntity() || !GetOwnerEntity()->IsAlien() )
{
float flRadius = asw_cluster_grenade_radius_check_scale.GetFloat() * m_DmgRadius;
Vector vecSrc = GetAbsOrigin();
CBaseEntity *pEntity = NULL;
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pEntity->IsAlien() )
continue;
Detonate();
return;
}
}
if (gpGlobals->curtime >= m_fDetonateTime)
{
Detonate();
return;
}
}
if (m_fDetonateTime <= gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat())
{
SetThink( &CASW_Grenade_Cluster::Detonate );
SetNextThink( m_fDetonateTime );
}
else
{
SetThink( &CASW_Grenade_Cluster::CheckNearbyDrones );
SetNextThink( gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat() );
}
}
static const char* s_pReflectContext = "ReflectContext";
void CASW_Grenade_Cluster::ReflectBackThink()
{
ReflectBack();
SetContextThink(NULL, gpGlobals->curtime, s_pReflectContext);
}
bool CASW_Grenade_Cluster::IsReflectorNearby()
{
float flRadius = rda_grenade_reflector_radius.GetFloat();
Vector vecSrc = GetAbsOrigin();
CBaseEntity *pEntity = NULL;
for ( CEntitySphereQuery sphere( vecSrc, flRadius ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pEntity->IsInhabitableNPC() )
continue;
// Note: since this called from inside touch function, we have to delay our reflect a little bit
CASW_Inhabitable_NPC *pNPC = assert_cast< CASW_Inhabitable_NPC * >( pEntity );
if ( pNPC->m_bGrenadeReflector && pNPC->GetHealth() > 0 )
{
SetContextThink( &CASW_Grenade_Cluster::ReflectBack, gpGlobals->curtime + 0.01f, s_pReflectContext );
return true;
}
}
return false;
}
CASW_Grenade_Cluster* CASW_Grenade_Cluster::Cluster_Grenade_Create( float flDamage, float fRadius, int iClusters, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon )
{
CASW_Grenade_Cluster *pGrenade = (CASW_Grenade_Cluster *)CreateEntityByName( "asw_grenade_cluster" );
pGrenade->SetAbsAngles( angles );
UTIL_SetOrigin( pGrenade, position );
pGrenade->m_vecInitPos = position;
pGrenade->Spawn();
pGrenade->m_flDamage = flDamage;
pGrenade->m_DmgRadius = fRadius;
pGrenade->m_hFirer = pOwner;
pGrenade->SetOwnerEntity( pOwner );
pGrenade->SetAbsVelocity( velocity );
pGrenade->SetClusters(iClusters, true);
pGrenade->m_hCreatorWeapon = pCreatorWeapon;
if ( pCreatorWeapon )
{
pGrenade->m_CreatorWeaponClass = pCreatorWeapon->Classify();
pGrenade->m_ProjectileData.GetForModify().SetFromWeapon( pCreatorWeapon );
}
IGameEvent* event = gameeventmanager->CreateEvent("cluster_grenade_create");
if (event)
{
event->SetInt("entindex", pGrenade->entindex());
event->SetInt("marine", pOwner ? pOwner->entindex() : 0);
event->SetInt("weapon", pCreatorWeapon ? pCreatorWeapon->entindex() : 0);
gameeventmanager->FireEvent(event);
}
// hack attack! for some reason, grenades refuse to be affect by damage forces until they're actually dead
// so we kill it immediately.
//pGrenade->TakeDamage(CTakeDamageInfo(pGrenade, pGrenade, Vector(0, 0, 1), position, 10, DMG_SLASH));
return pGrenade;
}
void CASW_Grenade_Cluster::DoExplosion()
{
// scorch decals
//if (m_bMaster)
{
Vector vecForward = GetAbsVelocity();
float flTraceDist = 80.0f;
if ( vecForward.LengthSqr() < 0.001f )
vecForward = Vector( 0, 0, -1 );
VectorNormalize( vecForward );
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + flTraceDist * vecForward, MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, &tr );
if ( ( tr.m_pEnt != GetWorldEntity() ) || ( tr.hitbox != 0 ) )
{
// non-world needs smaller decals
if ( tr.m_pEnt )
{
UTIL_DecalTrace( &tr, "SmallScorch" );
}
}
else
{
UTIL_DecalTrace( &tr, "Scorch" );
}
UTIL_ASW_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START );
}
UTIL_ASW_GrenadeExplosion( GetAbsOrigin(), m_DmgRadius );
if ( !m_bSilent )
{
EmitSound( "ASWGrenade.Explode" );
}
// damage to nearby things
CTakeDamageInfo info( this, m_hFirer.Get(), m_flDamage, DMG_BLAST );
info.SetWeapon( m_hCreatorWeapon );
ASWGameRules()->RadiusDamage( info, GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL );
if (m_bTeslaAmped)
{
DispatchParticleEffect("Blink", GetAbsOrigin(), vec3_angle);
int nNumPicked = 3;
CUtlVector<CASW_Alien*> candidates;
CUtlVector<CASW_Alien*> picked;
float range = rda_grenade_electrostun_range_multiplier.GetFloat() * m_DmgRadius;
CBaseEntity* pEntity = NULL;
for (CEntitySphereQuery sphere(GetAbsOrigin(), range); (pEntity = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity())
{
if (!pEntity->IsAlienClassType()) //ignore buzzers
continue;
if (pEntity->m_iHealth < 0)
continue;
CASW_Alien* pAlien = static_cast<CASW_Alien*>(pEntity);
if (!pAlien->m_bTeslable)
continue;
//ToDo. Perhaps better to mod RadiusDamage() with corresponding code than do more traces.
if (FVisible(pEntity, MASK_SOLID_BRUSHONLY))
candidates.AddToTail(pAlien);
}
for (int i = 0; ( (i < nNumPicked) && (candidates.Count() > 0) ); i++)
{
int nChosen = RandomInt(0, candidates.Count() - 1);
picked.AddToTail(candidates[nChosen]);
candidates.Remove(nChosen);
}
float duration = rda_grenade_electrostun_duration.GetFloat();
for (int i = 0; i < picked.Count(); i++)
{
picked[i]->ElectroStun(duration);
}
}
}
extern ConVar asw_medal_explosive_kills;
void CASW_Grenade_Cluster::Detonate()
{
m_takedamage = DAMAGE_NO;
int iPreExplosionKills = 0;
CASW_Marine* pMarine = NULL;
CASW_Marine_Resource* pPMR = NULL;
CBaseEntity* pFirer = m_hFirer.Get();
if ( pFirer && pFirer->Classify() == CLASS_ASW_MARINE )
{
pMarine = assert_cast<CASW_Marine*>( pFirer );
pPMR = pMarine->GetMarineResource();
}
if ( pMarine && pPMR )
iPreExplosionKills = pPMR->m_iAliensKilled;
DoExplosion();
if ( pMarine && pPMR )
{
int iKilledByExplosion = pPMR->m_iAliensKilled - iPreExplosionKills;
if ( iKilledByExplosion > pPMR->m_iSingleGrenadeKills )
{
pPMR->m_iSingleGrenadeKills = iKilledByExplosion;
if ( iKilledByExplosion > asw_medal_explosive_kills.GetInt() && pMarine->GetCommander() && pMarine->IsInhabited() )
{
pMarine->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_GRENADE_MULTI_KILL );
}
}
if (m_bKicked)
pPMR->m_iKickedGrenadeKills += iKilledByExplosion;
// primary cluster counts as a shot fired
if (m_iClusters > 0)
{
pPMR->UsedWeapon(NULL, 1);
}
}
while (m_iClusters > 0)
{
float fYaw = random->RandomFloat(0, 360);
QAngle ang(0, fYaw, 0);
Vector newVel;
AngleVectors(ang, &newVel);
newVel *= random->RandomFloat(150, 200);
newVel.z = random->RandomFloat(200, 400);
CASW_Grenade_Cluster *pGrenade = CASW_Grenade_Cluster::Cluster_Grenade_Create(
m_flDamage,
m_DmgRadius,
0,
GetAbsOrigin(), ang, newVel, AngularImpulse(0,0,0), pFirer, m_hCreatorWeapon);
if (pGrenade)
{
pGrenade->m_fEarliestAOEDetonationTime = 0; // children can go whenever they want
pGrenade->m_fEarliestTouchDetonationTime = 0;
pGrenade->m_takedamage = DAMAGE_NO;
pGrenade->SetFuseLength(random->RandomFloat(asw_cluster_grenade_child_fuse_min.GetFloat(), asw_cluster_grenade_child_fuse_max.GetFloat()));
pGrenade->SetClusters(0, false);
pGrenade->m_bKicked = m_bKicked;
}
m_iClusters--;
}
UTIL_Remove( this );
}
float CASW_Grenade_Cluster::GetEarliestAOEDetonationTime()
{
return gpGlobals->curtime + asw_cluster_grenade_min_detonation_time.GetFloat();
}
void CASW_Grenade_Cluster::SetClusters(int iClusters, bool bMaster)
{
BaseClass::SetClusters(iClusters, bMaster);
if (!bMaster)
{
SetThink( &CASW_Grenade_Cluster::Detonate );
SetNextThink( m_fDetonateTime );
}
}
float CASW_Grenade_Cluster::GetEarliestTouchDetonationTime()
{
extern ConVar rd_grenade_launcher_arm_time;
return gpGlobals->curtime + rd_grenade_launcher_arm_time.GetFloat();
}
void CASW_Grenade_Cluster::VGrenadeTouch(CBaseEntity* pOther)
{
if ( !pOther || pOther == GetOwnerEntity() )
return;
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
return;
// reactivedrop: added ASW_COLLISION_GROUP_PASSABLE because
// grenades from Grenade Launcher detonate on fire mines while
// all other grenades pass it
if ( pOther->GetCollisionGroup() == ASW_COLLISION_GROUP_PASSABLE )
return;
if ( rd_grenade_collision_fix.GetBool() && pOther->GetCollisionGroup() == COLLISION_GROUP_WEAPON ) //DRAVEN ~FIXGLITEMCOLLISION~ Added check to exclude item drops
return;
// make sure we don't die on things we shouldn't
if ( !ASWGameRules() || !ASWGameRules()->ShouldCollide( GetCollisionGroup(), pOther->GetCollisionGroup() ) )
return;
if ( IsReflectorNearby() )
return;
//fix for situation when drone attacks through marine from behind and touches grenade launcher's grenade firing opposite direction
if ( pOther->IsNPC() && pOther->Classify() == CLASS_ASW_DRONE )
{
if ( m_hCreatorWeapon.Get() && m_hCreatorWeapon.Get()->Classify() == CLASS_ASW_GRENADE_LAUNCHER ) //filter out grenades not related to grenade laucher
{
if ( m_hFirer.Get() && m_hFirer.Get()->Classify() == CLASS_ASW_MARINE )
{
CASW_Marine* pMarine = assert_cast<CASW_Marine*>(m_hFirer.Get());
Vector vecDist = pOther->GetAbsOrigin() - pMarine->GetAbsOrigin();
if (vecDist.LengthSqr() <= 3200) //some small enough delta squared. may have to increase for drone long ranged attack //around 41^2 in test when drone stays close
{
Vector vecNadeDir = UTIL_YawToVector(GetAbsAngles().y); //direction of nade, normalized
vecDist.z = 0;
vecDist.NormalizeInPlace();
float dotpr = DotProduct(vecDist, vecNadeDir); //cos of angle between our vectors, -1 gives us drone right opposite direction
if (dotpr < -0.05) //around 90 degree and more, so back-sided and back drones but not front
{
CASW_Drone_Advanced* pDrone = assert_cast<CASW_Drone_Advanced*>(pOther);
if ((m_vecInitPos - GetAbsOrigin()).LengthSqr() < 36)//check if we dont fire through marine head, some small delta squared //nade through head gives us around 60^2
{
pDrone->CollisionSaveAndRestore(0.2f); // calls think func //TODO: calculate time based on grenade speed through drone model?
pDrone->SetCollisionGroup(ASW_COLLISION_GROUP_PASSABLE); //make this drone notsolid to grenade
//for some reason we unable to change current grenade behaviour, so we create new instead with same data
//copy from void CASW_Weapon_Grenade_Launcher::PrimaryAttack( void )
CASW_Grenade_Cluster* pGrenade = CASW_Grenade_Cluster::Cluster_Grenade_Create(
m_flDamage,
m_DmgRadius,
m_iClusters,
GetAbsOrigin(), GetAbsAngles(), GetAbsVelocity(), AngularImpulse(0, 0, 0), m_hFirer.Get(), m_hCreatorWeapon.Get());
pGrenade->m_ProjectileData.GetForModify() = m_ProjectileData;
UTIL_Remove(this);
if (pGrenade)
{
pGrenade->SetGravity(asw_grenade_launcher_gravity.GetFloat());
if (rda_grenade_launcher_grenade_ricochet.GetBool())
pGrenade->SetAdvancedRicochet(true);
else
pGrenade->SetExplodeOnWorldContact(rd_grenade_launcher_explode_on_contact.GetBool());
//pMarine->OnWeaponFired(this, 1); Do not fire stats since replacement
}
return;
}
}
}
}
}
}
if ( pOther->m_takedamage == DAMAGE_NO )
{
if ( GetAbsVelocity().Length2D() > 60 )
{
if ( !m_bSilent )
{
EmitSound( "Grenade.ImpactHard" );
}
}
}
if ( m_bExplodeOnWorldContact )
{
if ( pOther->m_takedamage != DAMAGE_NO && pOther->IsNPC() )
{
m_flDamage *= m_flDirectHitDamageMultiplier;
m_flDirectHitDamageMultiplier = 1.0f;
}
Detonate();
return;
}
//Orange. Ricochet stuff
if ( m_bAdvancedRicochet )
{
float multip = rda_grenade_post_ricochet_velocity_multiplier.GetFloat();
if ( rda_grenade_max_ricochets.GetInt() > 0 )
{
if ( rda_grenade_max_ricochets.GetInt() >= ++m_iMaxRicochets )
{
SetAbsVelocity( multip * GetAbsVelocity() );
}
else
{
Detonate();
return;
}
}
else
{
SetAbsVelocity( multip * GetAbsVelocity() );
}
}
// can't detonate yet?
if ( gpGlobals->curtime < m_fEarliestTouchDetonationTime )
return;
if ( pOther->m_takedamage != DAMAGE_NO )
{
if ( pOther->IsNPC() && pOther->Classify() != CLASS_ASW_MARINE )
Detonate();
}
}
int CASW_Grenade_Cluster::OnTakeDamage(const CTakeDamageInfo& info)
{
if (rda_grenade_allow_electro_amped.GetBool() && info.GetDamageType() & DMG_SHOCK)
{
if (info.GetWeapon() && info.GetWeapon()->Classify() == CLASS_ASW_TESLA_GUN)
{
m_bTeslaAmped = true;
}
}
return BaseClass::OnTakeDamage(info);
}
void CASW_Grenade_Cluster::Disable()
{
if (m_bDisabled)
return;
m_bDisabled = true;
SetMoveType( MOVETYPE_NONE );
m_takedamage = DAMAGE_NO;
SetCollisionGroup(COLLISION_GROUP_DEBRIS_TRIGGER);
SetThink(NULL);
SetTouch(NULL);
m_fSavedDisableTime = gpGlobals->curtime;
}
void CASW_Grenade_Cluster::Enable()
{
if (!m_bDisabled)
return;
SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
m_takedamage = DAMAGE_YES;
SetCollisionGroup(ASW_COLLISION_GROUP_GRENADES);
SetTouch(&CASW_Grenade_Cluster::VGrenadeTouch);
//shift our times by our disable delay
m_fDetonateTime += gpGlobals->curtime - m_fSavedDisableTime;
m_fEarliestAOEDetonationTime += gpGlobals->curtime - m_fSavedDisableTime;
m_fEarliestTouchDetonationTime += gpGlobals->curtime - m_fSavedDisableTime;
if (m_fDetonateTime <= gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat())
{
SetThink(&CASW_Grenade_Cluster::Detonate);
SetNextThink(m_fDetonateTime);
}
else
{
SetThink(&CASW_Grenade_Cluster::CheckNearbyDrones);
SetNextThink(gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat());
}
}
void CASW_Grenade_Cluster::EnableWithReset()
{
if (!m_bDisabled)
return;
SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
m_takedamage = DAMAGE_YES;
SetCollisionGroup(ASW_COLLISION_GROUP_GRENADES);
SetTouch(&CASW_Grenade_Cluster::VGrenadeTouch);
//reset times like if grenade is newly created
SetFuseLength(asw_cluster_grenade_fuse.GetFloat());
m_fEarliestAOEDetonationTime = GetEarliestAOEDetonationTime();
m_fEarliestTouchDetonationTime = GetEarliestTouchDetonationTime();
if (m_fDetonateTime <= gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat())
{
SetThink(&CASW_Grenade_Cluster::Detonate);
SetNextThink(m_fDetonateTime);
}
else
{
SetThink(&CASW_Grenade_Cluster::CheckNearbyDrones);
SetNextThink(gpGlobals->curtime + asw_cluster_grenade_radius_check_interval.GetFloat());
}
}
void CASW_Grenade_Cluster::ReflectBack()
{
CBaseEntity* pFirer = m_hFirer.Get();
if (pFirer && pFirer->Classify() == CLASS_ASW_MARINE)
{
//NDebugOverlay::Box(GetAbsOrigin(), Vector(2, 2, 2), Vector(-2, -2, -2), 0, 0, 0, 255, 6);
//NDebugOverlay::Box(pFirer->GetAbsOrigin(), Vector(2, 2, 2), Vector(-2, -2, -2), 255, 255, 255, 255, 6);
Vector newVel = UTIL_LaunchVector(GetAbsOrigin(), pFirer->GetAbsOrigin(), GetGravity()) * 28.0f;
SetAbsVelocity(newVel);
}
else
{
ReflectBackSimple();
}
}
void CASW_Grenade_Cluster::ReflectBackSimple()
{
Vector vec = GetAbsVelocity();
SetAbsVelocity(Vector(-vec.x, -vec.y, vec.z));
}
void CASW_Grenade_Cluster::ReflectRandomly()
{
Vector vec = GetAbsVelocity();
float len = vec.Length2D();
//construct random vector with same 2d length
float rad = RandomFloat(0, 2 * M_PI);
float sin, cos;
FastSinCos(rad, &sin, &cos);
SetAbsVelocity(Vector(cos * len, sin * len, vec.z));
}
void CASW_Grenade_Cluster::InputDisable(inputdata_t& inputdata)
{
Disable();
}
void CASW_Grenade_Cluster::InputEnable(inputdata_t& inputdata)
{
Enable();
}
void CASW_Grenade_Cluster::InputEnableWithReset(inputdata_t& inputdata)
{
EnableWithReset();
}
void CASW_Grenade_Cluster::InputReflectBack(inputdata_t& inputdata)
{
ReflectBack();
}
void CASW_Grenade_Cluster::InputReflectBackSimple(inputdata_t& inputdata)
{
ReflectBackSimple();
}
void CASW_Grenade_Cluster::InputReflectRandomly(inputdata_t& inputdata)
{
ReflectRandomly();
}