//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Flaming bottle thrown from the hand // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "player.h" #include "ammodef.h" #include "gamerules.h" #include "grenade_molotov.h" #include "weapon_brickbat.h" #include "soundent.h" #include "decals.h" #include "fire.h" #include "shake.h" #include "ndebugoverlay.h" #include "vstdlib/random.h" #include "engine/IEngineSound.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern short g_sModelIndexFireball; extern ConVar sk_plr_dmg_molotov; extern ConVar sk_npc_dmg_molotov; ConVar sk_molotov_radius ( "sk_molotov_radius","0"); #define MOLOTOV_EXPLOSION_VOLUME 1024 BEGIN_DATADESC( CGrenade_Molotov ) DEFINE_FIELD( m_pFireTrail, FIELD_CLASSPTR ), // Function Pointers DEFINE_FUNCTION( MolotovTouch ), DEFINE_FUNCTION( MolotovThink ), END_DATADESC() LINK_ENTITY_TO_CLASS( grenade_molotov, CGrenade_Molotov ); void CGrenade_Molotov::Spawn( void ) { SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetSolid( SOLID_BBOX ); SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); RemoveEffects( EF_NOINTERP ); SetModel( "models/weapons/w_molotov.mdl"); UTIL_SetSize(this, Vector( -6, -6, -2), Vector(6, 6, 2)); SetTouch( MolotovTouch ); SetThink( MolotovThink ); SetNextThink( gpGlobals->curtime + 0.1f ); m_flDamage = sk_plr_dmg_molotov.GetFloat(); m_DmgRadius = sk_molotov_radius.GetFloat(); m_takedamage = DAMAGE_YES; m_iHealth = 1; SetGravity( 1.0 ); SetFriction( 0.8 ); // Give a little bounce so can flatten SetSequence( 1 ); m_pFireTrail = SmokeTrail::CreateSmokeTrail(); if( m_pFireTrail ) { m_pFireTrail->m_SpawnRate = 48; m_pFireTrail->m_ParticleLifetime = 1.0f; m_pFireTrail->m_StartColor.Init( 0.2f, 0.2f, 0.2f ); m_pFireTrail->m_EndColor.Init( 0.0, 0.0, 0.0 ); m_pFireTrail->m_StartSize = 8; m_pFireTrail->m_EndSize = 32; m_pFireTrail->m_SpawnRadius = 4; m_pFireTrail->m_MinSpeed = 8; m_pFireTrail->m_MaxSpeed = 16; m_pFireTrail->m_Opacity = 0.25f; m_pFireTrail->SetLifetime( 20.0f ); m_pFireTrail->FollowEntity( this, "0" ); } } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CGrenade_Molotov::MolotovTouch( CBaseEntity *pOther ) { Detonate(); } //----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CGrenade_Molotov::Detonate( void ) { SetModelName( NULL_STRING ); //invisible AddSolidFlags( FSOLID_NOT_SOLID ); // intangible m_takedamage = DAMAGE_NO; trace_t trace; UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + Vector ( 0, 0, -128 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace); // Pull out of the wall a bit if ( trace.fraction != 1.0 ) { SetLocalOrigin( trace.endpos + (trace.plane.normal * (m_flDamage - 24) * 0.6) ); } int contents = UTIL_PointContents ( GetAbsOrigin() ); if ( (contents & MASK_WATER) ) { UTIL_Remove( this ); return; } EmitSound( "Grenade_Molotov.Detonate"); // Start some fires int i; QAngle vecTraceAngles; Vector vecTraceDir; trace_t firetrace; for( i = 0 ; i < 16 ; i++ ) { // build a little ray vecTraceAngles[PITCH] = random->RandomFloat(45, 135); vecTraceAngles[YAW] = random->RandomFloat(0, 360); vecTraceAngles[ROLL] = 0.0f; AngleVectors( vecTraceAngles, &vecTraceDir ); Vector vecStart, vecEnd; vecStart = GetAbsOrigin() + ( trace.plane.normal * 128 ); vecEnd = vecStart + vecTraceDir * 512; UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &firetrace ); Vector ofsDir = ( firetrace.endpos - GetAbsOrigin() ); float offset = VectorNormalize( ofsDir ); if ( offset > 128 ) offset = 128; //Get our scale based on distance float scale = 0.1f + ( 0.75f * ( 1.0f - ( offset / 128.0f ) ) ); float growth = 0.1f + ( 0.75f * ( offset / 128.0f ) ); if( firetrace.fraction != 1.0 ) { FireSystem_StartFire( firetrace.endpos, scale, growth, 30.0f, (SF_FIRE_START_ON|SF_FIRE_SMOKELESS|SF_FIRE_NO_GLOW), (CBaseEntity*) this, FIRE_NATURAL ); } } // End Start some fires CPASFilter filter2( trace.endpos ); te->Explosion( filter2, 0.0, &trace.endpos, g_sModelIndexFireball, 2.0, 15, TE_EXPLFLAG_NOPARTICLES, m_DmgRadius, m_flDamage ); CBaseEntity *pOwner; pOwner = GetOwnerEntity(); SetOwnerEntity( NULL ); // can't traceline attack owner if this is set UTIL_DecalTrace( &trace, "Scorch" ); UTIL_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START ); CSoundEnt::InsertSound ( SOUND_DANGER, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 ); RadiusDamage( CTakeDamageInfo( this, pOwner, m_flDamage, DMG_BLAST ), GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL ); AddEffects( EF_NODRAW ); SetAbsVelocity( vec3_origin ); SetNextThink( gpGlobals->curtime + 0.2 ); if ( m_pFireTrail ) { UTIL_Remove( m_pFireTrail ); } UTIL_Remove(this); } //------------------------------------------------------------------------------ // Purpose : // Input : // Output : //------------------------------------------------------------------------------ void CGrenade_Molotov::MolotovThink( void ) { // See if I can lose my owner (has dropper moved out of way?) // Want do this so owner can throw the brickbat 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 ); } } SetNextThink( gpGlobals->curtime + 0.1f ); } void CGrenade_Molotov::Precache( void ) { BaseClass::Precache(); PrecacheModel("models/weapons/w_bb_bottle.mdl"); UTIL_PrecacheOther("_firesmoke"); PrecacheScriptSound( "Grenade_Molotov.Detonate" ); }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |