Blixibon af85131deb 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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4.3 KiB
C++

//========= 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"
#ifdef MAPBASE
#include "filters.h"
#endif
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
CBounceBomb() { m_pWarnSound = NULL; m_bPlacedByPlayer = false; }
#endif
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();
#ifdef MAPBASE
// Uses the new CBaseEntity interaction implementation and replaces the dynamic_casting from npc_barnacle
bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt );
void UpdateWarnSound( float flVolume, float flDelta );
void SilenceWarnSound( float flDelta );
#endif
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;
bool m_bCheapWarnSound;
#endif
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;
#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
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
};
#endif // COMBINE_MINE_H