//----------------------------------------------------------------------------- // Purpose: Activate any nearby bugbait targets // Returns true if the bugbait target wants to suppress the call. //----------------------------------------------------------------------------- bool CGrenadeBugBait::ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOrigin, bool bSqueezed ) { //Attempt to activate any spawners in a radius around the bugbait CBaseEntity* pList[100]; Vector delta( bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat() ); bool suppressCall = false; int count = UTIL_EntitiesInBox( pList, 100, vecOrigin - delta, vecOrigin + delta, 0 ); // If the bugbait's been thrown, look for nearby targets to affect if ( !bSqueezed ) { for ( int i = 0; i < count; i++ ) { // If close enough, make combine soldiers freak out when hit if ( UTIL_DistApprox( pList[i]->WorldSpaceCenter(), vecOrigin ) < bugbait_grenade_radius.GetFloat() ) { // Must be a soldier if ( FClassnameIs( pList[i], "npc_combine_s") ) { CAI_BaseNPC *pCombine = pList[i]->MyNPCPointer(); if ( pCombine != NULL ) { trace_t tr; UTIL_TraceLine( vecOrigin, pCombine->EyePosition(), MASK_ALL, pOwner, COLLISION_GROUP_NONE, &tr); if ( tr.fraction == 1.0 || tr.m_pEnt == pCombine ) { // Randomize the start time a little so multiple combine hit by // the same bugbait don't all dance in synch. g_EventQueue.AddEvent( pCombine, "HitByBugbait", RandomFloat(0, 0.5), pOwner, pOwner ); } } } } } } // Iterate over all sensors to see if they detected this impact for ( CBugBaitSensor *pSensor = GetBugBaitSensorList(); pSensor != NULL; pSensor = pSensor->m_pNext ) { if ( pSensor == NULL ) continue; if ( pSensor->IsDisabled() ) continue; if ( bSqueezed && pSensor->DetectsSqueeze() == false ) continue; if ( !bSqueezed && pSensor->DetectsThrown() == false ) 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 ) ) { //If we're suppressing the call to antlions, then don't make a bugbait sound if ( pSensor->SuppressCall() ) { suppressCall = true; } } } } return suppressCall; }