167 lines
4.3 KiB
C
Raw Normal View History

2013-12-02 19:31:46 -08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "Color.h"
#ifndef COMBINE_MINE_H
#define COMBINE_MINE_H
#ifdef _WIN32
#pragma once
#endif
class CSoundPatch;
//---------------------------------------------------------
//---------------------------------------------------------
#define BOUNCEBOMB_HOOK_RANGE 64
#define BOUNCEBOMB_WARN_RADIUS 245.0 // Must be slightly less than physcannon!
#define BOUNCEBOMB_DETONATE_RADIUS 100.0
#define BOUNCEBOMB_EXPLODE_RADIUS 125.0
#define BOUNCEBOMB_EXPLODE_DAMAGE 150.0
#include "player_pickup.h"
Merged dev changes 9/28/2019 - Experimental RPC stuff for the future - Fixed players running over allies with vehicles (kind of) - Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists) - Fixed SDK_EyeRefract - Fixed env_beam SetStart/EndEntity - New "OnStateChange" output on NPCs - scripted_face removed (use generic facing VCDs instead) - Fixed RPC - View ID nodraw keyvalue + reflective glass view ID fix - CopyAnimationDataFrom expansion (more variables copied) - Fixed pre-Mapbase env_projectedtextures not updating after loading a save - Fixed(?) player companion grenade throwing being interrupted - Added convars for secondary and NPC shotgun pellet amounts - NPC fade distance/scale transfers to its ragdoll - Made node graph rebuild occur sooner after map load - Added option to disable "node graph out of date" message - Fixed ent_fire delay (decimals discarded before) - "SetFilter" on func_clip_vphysics - Fixed func_tank zero barrel (untested) - Fixed npc_turret_ground parenting fix - Added toggle-able weapon_crossbow experimental hit location code - Fixed ally grenades being considered Combine grenades - Added SDK_MonitorScreen and SDK_UnlitTwoTexture - Updated README - Added !activator/!caller support to logic_collision_pair - Fixed ortho not working in script_intro - Added Nbc66's closed captioning language fix - Applied fade fix to server ragdolls - Added combine_mine friend/foe filters - Fixed env_starfield pausing - Reworked PickupWeapon/Item inputs - Fixed context response system $ usage - Fixed env_break_shooter velocity/speed - Made func_breakable "Spawn on break" support other entities - Fixed OnThrowGrenade > point_entity_replace blip - Added mapname to logic_externaldata - Added "Random Template" to point_template - Added "Use LOS" to trigger_look - Added flags based on L4D(2) to trigger_playermovement - Added npc_combine_s "Alternate Capable" keyvalue that enables both grenades and alt-fire at the same time regardless of elite status - Fixed npc_combine_s DropGrenade input - Miscellaneous code and comment changes
2019-09-28 22:56:52 +00:00
#ifdef MAPBASE
#include "filters.h"
#endif
2013-12-02 19:31:46 -08:00
class CBounceBomb : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
{
DECLARE_CLASS( CBounceBomb, CBaseAnimating );
public:
#ifdef MAPBASE
CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; m_flExplosionDelay = 0.5f; }
#else
2013-12-02 19:31:46 -08:00
CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; }
#endif
2013-12-02 19:31:46 -08:00
void Precache();
void Spawn();
void OnRestore();
int DrawDebugTextOverlays(void);
void SetMineState( int iState );
int GetMineState() { return m_iMineState; }
bool IsValidLocation();
void Flip( const Vector &vecForce, const AngularImpulse &torque );
void SearchThink();
void BounceThink();
void SettleThink();
void CaptiveThink();
void ExplodeThink();
void ExplodeTouch( CBaseEntity *pOther );
void CavernBounceThink(); ///< an alternative style of bouncing used for the citizen modded bouncers
bool IsAwake() { return m_bAwake; }
void Wake( bool bWake );
float FindNearestNPC();
void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); }
int OnTakeDamage( const CTakeDamageInfo &info );
bool IsFriend( CBaseEntity *pEntity );
void UpdateLight( bool bTurnOn, unsigned int r, unsigned int g, unsigned int b, unsigned int a );
bool IsLightOn() { return m_hSprite.Get() != NULL; }
void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason = PICKED_UP_BY_CANNON );
void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
bool ForcePhysgunOpen( CBasePlayer *pPlayer ) { return true; }
bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) { return true; }
virtual QAngle PreferredCarryAngles( void ) { return vec3_angle; }
CBasePlayer *HasPhysicsAttacker( float dt );
bool IsPlayerPlaced() { return m_bPlacedByPlayer; }
bool CreateVPhysics()
{
VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
return true;
}
void Pickup();
void OpenHooks( bool bSilent = false );
void CloseHooks();
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
#ifdef MAPBASE
// Uses the new CBaseEntity interaction implementation and replaces the dynamic_casting from npc_barnacle
bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
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
void UpdateWarnSound( float flVolume, float flDelta );
void SilenceWarnSound( float flDelta );
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
#endif
2013-12-02 19:31:46 -08:00
DECLARE_DATADESC();
static string_t gm_iszFloorTurretClassname;
static string_t gm_iszGroundTurretClassname;
private:
float m_flExplosionDelay;
bool m_bAwake;
bool m_bBounce;
EHANDLE m_hNearestNPC;
EHANDLE m_hSprite;
Color m_LastSpriteColor;
float m_flHookPositions;
int m_iHookN;
int m_iHookE;
int m_iHookS;
int m_iAllHooks;
CSoundPatch *m_pWarnSound;
bool m_bLockSilently;
bool m_bFoeNearest;
float m_flIgnoreWorldTime;
bool m_bDisarmed;
#ifdef MAPBASE
int m_iInitialState;
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
bool m_bCheapWarnSound;
#endif
2013-12-02 19:31:46 -08:00
bool m_bPlacedByPlayer;
bool m_bHeldByPhysgun;
int m_iFlipAttempts;
int m_iModification;
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
float m_flTimeGrabbed;
IPhysicsConstraint *m_pConstraint;
int m_iMineState;
Merged dev changes 9/28/2019 - Experimental RPC stuff for the future - Fixed players running over allies with vehicles (kind of) - Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists) - Fixed SDK_EyeRefract - Fixed env_beam SetStart/EndEntity - New "OnStateChange" output on NPCs - scripted_face removed (use generic facing VCDs instead) - Fixed RPC - View ID nodraw keyvalue + reflective glass view ID fix - CopyAnimationDataFrom expansion (more variables copied) - Fixed pre-Mapbase env_projectedtextures not updating after loading a save - Fixed(?) player companion grenade throwing being interrupted - Added convars for secondary and NPC shotgun pellet amounts - NPC fade distance/scale transfers to its ragdoll - Made node graph rebuild occur sooner after map load - Added option to disable "node graph out of date" message - Fixed ent_fire delay (decimals discarded before) - "SetFilter" on func_clip_vphysics - Fixed func_tank zero barrel (untested) - Fixed npc_turret_ground parenting fix - Added toggle-able weapon_crossbow experimental hit location code - Fixed ally grenades being considered Combine grenades - Added SDK_MonitorScreen and SDK_UnlitTwoTexture - Updated README - Added !activator/!caller support to logic_collision_pair - Fixed ortho not working in script_intro - Added Nbc66's closed captioning language fix - Applied fade fix to server ragdolls - Added combine_mine friend/foe filters - Fixed env_starfield pausing - Reworked PickupWeapon/Item inputs - Fixed context response system $ usage - Fixed env_break_shooter velocity/speed - Made func_breakable "Spawn on break" support other entities - Fixed OnThrowGrenade > point_entity_replace blip - Added mapname to logic_externaldata - Added "Random Template" to point_template - Added "Use LOS" to trigger_look - Added flags based on L4D(2) to trigger_playermovement - Added npc_combine_s "Alternate Capable" keyvalue that enables both grenades and alt-fire at the same time regardless of elite status - Fixed npc_combine_s DropGrenade input - Miscellaneous code and comment changes
2019-09-28 22:56:52 +00:00
#ifdef MAPBASE
// Makes the filters the exclusive factor in determining friend/foe
bool m_bFilterExclusive;
string_t m_iszEnemyFilter;
CHandle<CBaseFilter> m_hEnemyFilter;
void InputSetEnemyFilter( inputdata_t &inputdata );
string_t m_iszFriendFilter;
CHandle<CBaseFilter> m_hFriendFilter;
void InputSetFriendFilter( inputdata_t &inputdata );
#endif
2013-12-02 19:31:46 -08:00
COutputEvent m_OnPulledUp;
void InputDisarm( inputdata_t &inputdata );
#ifdef MAPBASE
void InputBounce( inputdata_t &inputdata );
void InputBounceAtTarget( inputdata_t &inputdata );
COutputEvent m_OnTriggered;
COutputEvent m_OnExplode;
#endif
2013-12-02 19:31:46 -08:00
};
#endif // COMBINE_MINE_H