2013-12-02 19:31:46 -08:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "Color.h"
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#ifndef COMBINE_MINE_H
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#define COMBINE_MINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CSoundPatch;
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define BOUNCEBOMB_HOOK_RANGE 64
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#define BOUNCEBOMB_WARN_RADIUS 245.0 // Must be slightly less than physcannon!
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#define BOUNCEBOMB_DETONATE_RADIUS 100.0
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#define BOUNCEBOMB_EXPLODE_RADIUS 125.0
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#define BOUNCEBOMB_EXPLODE_DAMAGE 150.0
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#include "player_pickup.h"
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2019-09-28 22:56:52 +00:00
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#ifdef MAPBASE
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#include "filters.h"
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#endif
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2013-12-02 19:31:46 -08:00
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class CBounceBomb : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
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{
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DECLARE_CLASS( CBounceBomb, CBaseAnimating );
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public:
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; m_flExplosionDelay = 0.5f; }
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#else
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2013-12-02 19:31:46 -08:00
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CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; }
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2019-08-31 19:28:20 +00:00
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#endif
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2013-12-02 19:31:46 -08:00
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void Precache();
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void Spawn();
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void OnRestore();
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int DrawDebugTextOverlays(void);
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void SetMineState( int iState );
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int GetMineState() { return m_iMineState; }
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bool IsValidLocation();
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void Flip( const Vector &vecForce, const AngularImpulse &torque );
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void SearchThink();
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void BounceThink();
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void SettleThink();
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void CaptiveThink();
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void ExplodeThink();
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void ExplodeTouch( CBaseEntity *pOther );
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void CavernBounceThink(); ///< an alternative style of bouncing used for the citizen modded bouncers
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bool IsAwake() { return m_bAwake; }
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void Wake( bool bWake );
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float FindNearestNPC();
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void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); }
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int OnTakeDamage( const CTakeDamageInfo &info );
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bool IsFriend( CBaseEntity *pEntity );
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void UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a );
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bool IsLightOn() { return m_hSprite.Get() != NULL; }
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void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
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void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
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bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return true; }
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bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; }
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virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
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CBasePlayer *HasPhysicsAttacker( float dt );
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bool IsPlayerPlaced() { return m_bPlacedByPlayer; }
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bool CreateVPhysics()
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{
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VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
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return true;
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}
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void Pickup();
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void OpenHooks( bool bSilent = false );
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void CloseHooks();
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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#ifdef MAPBASE
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// Uses the new CBaseEntity interaction implementation and replaces the dynamic_casting from npc_barnacle
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bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
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Mapbase v3.1
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes
2020-05-02 02:06:02 +00:00
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void UpdateWarnSound( float flVolume, float flDelta );
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void SilenceWarnSound( float flDelta );
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Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00
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#endif
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2013-12-02 19:31:46 -08:00
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DECLARE_DATADESC();
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static string_t gm_iszFloorTurretClassname;
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static string_t gm_iszGroundTurretClassname;
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private:
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float m_flExplosionDelay;
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bool m_bAwake;
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bool m_bBounce;
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EHANDLE m_hNearestNPC;
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EHANDLE m_hSprite;
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Color m_LastSpriteColor;
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float m_flHookPositions;
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int m_iHookN;
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int m_iHookE;
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int m_iHookS;
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int m_iAllHooks;
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CSoundPatch *m_pWarnSound;
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bool m_bLockSilently;
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bool m_bFoeNearest;
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float m_flIgnoreWorldTime;
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bool m_bDisarmed;
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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int m_iInitialState;
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Mapbase v3.1
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes
2020-05-02 02:06:02 +00:00
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bool m_bCheapWarnSound;
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2019-08-31 19:28:20 +00:00
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#endif
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2013-12-02 19:31:46 -08:00
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bool m_bPlacedByPlayer;
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bool m_bHeldByPhysgun;
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int m_iFlipAttempts;
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int m_iModification;
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CHandle<CBasePlayer> m_hPhysicsAttacker;
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float m_flLastPhysicsInfluenceTime;
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float m_flTimeGrabbed;
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IPhysicsConstraint *m_pConstraint;
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int m_iMineState;
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2019-09-28 22:56:52 +00:00
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#ifdef MAPBASE
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// Makes the filters the exclusive factor in determining friend/foe
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bool m_bFilterExclusive;
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string_t m_iszEnemyFilter;
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CHandle<CBaseFilter> m_hEnemyFilter;
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void InputSetEnemyFilter( inputdata_t &inputdata );
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string_t m_iszFriendFilter;
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CHandle<CBaseFilter> m_hFriendFilter;
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void InputSetFriendFilter( inputdata_t &inputdata );
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#endif
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2013-12-02 19:31:46 -08:00
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COutputEvent m_OnPulledUp;
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void InputDisarm( inputdata_t &inputdata );
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2019-08-31 19:28:20 +00:00
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#ifdef MAPBASE
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void InputBounce( inputdata_t &inputdata );
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void InputBounceAtTarget( inputdata_t &inputdata );
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COutputEvent m_OnTriggered;
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COutputEvent m_OnExplode;
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#endif
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2013-12-02 19:31:46 -08:00
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};
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#endif // COMBINE_MINE_H
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