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Extend point_bugbait functionality #229

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Oct 25, 2023
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55 changes: 48 additions & 7 deletions sp/src/game/server/hl2/grenade_bugbait.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -35,6 +35,9 @@ CBugBaitSensor* GetBugBaitSensorList()
CBugBaitSensor::CBugBaitSensor( void )
{
g_BugBaitSensorList.Insert( this );
#ifdef MAPBASE
m_bUseRadius = true;
#endif
}

CBugBaitSensor::~CBugBaitSensor( void )
Expand All @@ -50,10 +53,24 @@ BEGIN_DATADESC( CBugBaitSensor )
DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "Enabled" ),
DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),

#ifdef MAPBASE
DEFINE_KEYFIELD( m_bUseRadius, FIELD_BOOLEAN, "useradius" ),
DEFINE_KEYFIELD( m_vecMins, FIELD_VECTOR, "bmins" ),
DEFINE_KEYFIELD( m_vecMaxs, FIELD_VECTOR, "bmaxs" ),
#endif

DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),

#ifdef MAPBASE
DEFINE_INPUTFUNC( FIELD_VOID, "EnableRadius", InputEnableRadius ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableRadius", InputDisableRadius ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetRadius", InputSetRadius ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetMins", InputSetMins ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetMaxs", InputSetMaxs ),
#endif

// Function Pointers
DEFINE_OUTPUT( m_OnBaited, "OnBaited" ),

Expand Down Expand Up @@ -267,18 +284,42 @@ bool CGrenadeBugBait::ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOri
continue;

//Make sure we're within range of the sensor
if ( pSensor->GetRadius() > ( pSensor->GetAbsOrigin() - vecOrigin ).Length() )
{
//Tell the sensor it's been hit
if ( pSensor->Baited( pOwner ) )
#ifdef MAPBASE
if ( pSensor->UsesRadius() ){
#endif
if ( pSensor->GetRadius() > (pSensor->GetAbsOrigin() - vecOrigin).Length() )
{
//If we're suppressing the call to antlions, then don't make a bugbait sound
if ( pSensor->SuppressCall() )
//Tell the sensor it's been hit
if ( pSensor->Baited( pOwner ) )
{
suppressCall = true;
//If we're suppressing the call to antlions, then don't make a bugbait sound
if ( pSensor->SuppressCall() )
{
suppressCall = true;
}
}
}
#ifdef MAPBASE
}
else{
Vector vMins = pSensor->GetAbsMins();
Vector vMaxs = pSensor->GetAbsMaxs();
bool inBox = ((vecOrigin.x >= vMins.x && vecOrigin.x <= vMaxs.x) &&
(vecOrigin.y >= vMins.y && vecOrigin.y <= vMaxs.y) &&
(vecOrigin.z >= vMins.z && vecOrigin.z <= vMaxs.z));
if ( inBox ){
//Tell the sensor it's been hit
if ( pSensor->Baited( pOwner ) )
{
//If we're suppressing the call to antlions, then don't make a bugbait sound
if ( pSensor->SuppressCall() )
{
suppressCall = true;
}
}
}
}
#endif
}

return suppressCall;
Expand Down
40 changes: 40 additions & 0 deletions sp/src/game/server/hl2/grenade_bugbait.h
Original file line number Diff line number Diff line change
Expand Up @@ -63,6 +63,28 @@ class CBugBaitSensor : public CPointEntity
m_bEnabled = !m_bEnabled;
}

#ifdef MAPBASE
void InputEnableRadius( inputdata_t &data ){
m_bUseRadius = true;
}

void InputDisableRadius( inputdata_t &data ){
m_bUseRadius = false;
}

void InputSetRadius( inputdata_t &data ){
m_flRadius = data.value.Int();
}

void InputSetMins( inputdata_t &data ){
data.value.Vector3D( m_vecMins );
}

void InputSetMaxs( inputdata_t &data ){
data.value.Vector3D( m_vecMaxs );
}
#endif

bool SuppressCall( void )
{
return ( HasSpawnFlags( SF_BUGBAIT_SUPPRESS_CALL ) );
Expand Down Expand Up @@ -91,10 +113,28 @@ class CBugBaitSensor : public CPointEntity
return !m_bEnabled;
}

#ifdef MAPBASE
bool UsesRadius( void ) const {
return m_bUseRadius;
}

Vector GetAbsMins( void ) const {
return GetAbsOrigin() + m_vecMins;
}
Vector GetAbsMaxs( void ) const {
return GetAbsOrigin() + m_vecMaxs;
}
#endif

protected:

float m_flRadius;
bool m_bEnabled;
#ifdef MAPBASE
bool m_bUseRadius;
Vector m_vecMins;
Vector m_vecMaxs;
#endif
COutputEvent m_OnBaited;

public:
Expand Down
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