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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Engineer's Sentrygun OMG
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_obj_sentrygun.h"
#include "engine/IEngineSound.h"
#include "tf_player.h"
#include "tf_team.h"
#include "world.h"
#include "tf_projectile_rocket.h"
#include "te_effect_dispatch.h"
#include "tf_gamerules.h"
#include "ammodef.h"
#include "tf_weapon_wrench.h"
#include "tf_weapon_laser_pointer.h"
#include "tf_weapon_shotgun.h"
#include "bot/map_entities/tf_bot_hint_sentrygun.h"
#include "bot/tf_bot.h"
#include "nav_mesh/tf_nav_mesh.h"
#include "nav_pathfind.h"
#include "tf_weapon_knife.h"
#include "tf_logic_robot_destruction.h"
#include "tf_target_dummy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern bool IsInCommentaryMode();
extern ConVar tf_nav_in_combat_range;
// Ground placed version
#define SENTRY_MODEL_PLACEMENT "models/buildables/sentry1_blueprint.mdl"
#define SENTRY_MODEL_LEVEL_1 "models/buildables/sentry1.mdl"
#define SENTRY_MODEL_LEVEL_1_UPGRADE "models/buildables/sentry1_heavy.mdl"
#define SENTRY_MODEL_LEVEL_2 "models/buildables/sentry2.mdl"
#define SENTRY_MODEL_LEVEL_2_UPGRADE "models/buildables/sentry2_heavy.mdl"
#define SENTRY_MODEL_LEVEL_3 "models/buildables/sentry3.mdl"
#define SENTRY_MODEL_LEVEL_3_UPGRADE "models/buildables/sentry3_heavy.mdl"
#define SENTRY_ROCKET_MODEL "models/buildables/sentry3_rockets.mdl"
#define SENTRYGUN_MINS Vector(-20, -20, 0)
#define SENTRYGUN_MAXS Vector( 20, 20, 66)
#define SENTRYGUN_ADD_SHELLS 40
#define SENTRYGUN_ADD_ROCKETS 8
#define SENTRY_THINK_DELAY 0.05
#define SENTRYGUN_CONTEXT "SentrygunContext"
#define SENTRYGUN_RECENTLY_ATTACKED_TIME 2.0
#define SENTRYGUN_MINIGUN_RESIST_LVL_1 0.0
#define SENTRYGUN_MINIGUN_RESIST_LVL_2 0.15
#define SENTRYGUN_MINIGUN_RESIST_LVL_3 0.20
#define SENTRYGUN_SAPPER_OWNER_DAMAGE_MODIFIER 0.66f
#define SENTRYGUN_MAX_LEVEL_MINI 1
#define MINI_SENTRY_SCALE 0.75f
#define DISPOSABLE_SCALE 0.65f
#define SMALL_SENTRY_SCALE 0.80f
#define WRANGLER_DISABLE_TIME 3.0f
enum { SENTRYGUN_ATTACHMENT_MUZZLE = 0, SENTRYGUN_ATTACHMENT_MUZZLE_ALT, SENTRYGUN_ATTACHMENT_ROCKET, };
enum target_ranges { RANGE_MELEE, RANGE_NEAR, RANGE_MID, RANGE_FAR, };
#define VECTOR_CONE_TF_SENTRY Vector( 0.1, 0.1, 0 )
//-----------------------------------------------------------------------------
// Purpose: Only send the LocalWeaponData to the player carrying the weapon
//-----------------------------------------------------------------------------
void* SendProxy_SendLocalObjectDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Get the weapon entity
CBaseObject *pObject = (CBaseObject*)pVarData; if ( pObject ) { // Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pObject->GetOwner() ); if ( pPlayer ) { pRecipients->SetOnly( pPlayer->GetClientIndex() ); return (void*)pVarData; } }
return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendLocalObjectDataTable );
BEGIN_NETWORK_TABLE_NOBASE( CObjectSentrygun, DT_SentrygunLocalData ) SendPropInt( SENDINFO(m_iKills), -1, SPROP_VARINT | SPROP_CHANGES_OFTEN ), SendPropInt( SENDINFO(m_iAssists), -1, SPROP_VARINT | SPROP_CHANGES_OFTEN ), END_NETWORK_TABLE()
IMPLEMENT_SERVERCLASS_ST( CObjectSentrygun, DT_ObjectSentrygun ) SendPropInt( SENDINFO(m_iAmmoShells), -1, SPROP_VARINT | SPROP_CHANGES_OFTEN ), SendPropInt( SENDINFO(m_iAmmoRockets), -1, SPROP_VARINT | SPROP_CHANGES_OFTEN ), SendPropInt( SENDINFO(m_iState), Q_log2( SENTRY_NUM_STATES ) + 1, SPROP_UNSIGNED ), SendPropBool( SENDINFO( m_bPlayerControlled ) ), SendPropInt( SENDINFO( m_nShieldLevel ), 4, SPROP_UNSIGNED ), SendPropEHandle( SENDINFO( m_hEnemy ) ), SendPropEHandle( SENDINFO( m_hAutoAimTarget ) ), SendPropDataTable( "SentrygunLocalData", 0, &REFERENCE_SEND_TABLE( DT_SentrygunLocalData ), SendProxy_SendLocalObjectDataTable ), END_SEND_TABLE()
BEGIN_DATADESC( CObjectSentrygun ) END_DATADESC()
LINK_ENTITY_TO_CLASS(obj_sentrygun, CObjectSentrygun); PRECACHE_REGISTER(obj_sentrygun);
ConVar tf_sentrygun_damage( "tf_sentrygun_damage", "16", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_sentrygun_mini_damage( "tf_sentrygun_mini_damage", "8", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_sentrygun_ammocheat( "tf_sentrygun_ammocheat", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); extern ConVar tf_obj_upgrade_per_hit; ConVar tf_sentrygun_newtarget_dist( "tf_sentrygun_newtarget_dist", "200", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_sentrygun_metal_per_shell( "tf_sentrygun_metal_per_shell", "1", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_sentrygun_metal_per_rocket( "tf_sentrygun_metal_per_rocket", "2", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_sentrygun_notarget( "tf_sentrygun_notarget", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_sentrygun_max_absorbed_damage_while_controlled_for_achievement( "tf_sentrygun_max_absorbed_damage_while_controlled_for_achievement", "500", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_sentrygun_kill_after_redeploy_time_achievement( "tf_sentrygun_kill_after_redeploy_time_achievement", "10", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); extern ConVar tf_cheapobjects;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectSentrygun::CObjectSentrygun() { // Don't bother with health modifying attributes here, because we don't have an owner yet, and it'll be stomped in FirstSpawn()
int iHealth = GetMaxHealthForCurrentLevel(); SetMaxHealth( iHealth ); SetHealth( iHealth ); SetType( OBJ_SENTRYGUN );
m_bFireNextFrame = false; m_bFireRocketNextFrame = false; m_flAutoAimStartTime = 0.f; m_bPlayerControlled = false; m_iLifetimeShieldedDamage = 0; m_flFireRate = 1.f; m_flSentryRange = SENTRY_MAX_RANGE; m_nShieldLevel.Set( SHIELD_NONE );
m_lastTeammateWrenchHit = NULL; m_lastTeammateWrenchHitTimer.Invalidate();
m_flScaledSentry = 1.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::Spawn() { m_iPitchPoseParameter = -1; m_iYawPoseParameter = -1;
SetModel( SENTRY_MODEL_PLACEMENT );
// Rotate Details
m_iRightBound = 45; m_iLeftBound = 315; m_iBaseTurnRate = 6; m_flFieldOfView = VIEW_FIELD_NARROW;
// Give the Gun some ammo
m_iAmmoShells = 0; m_iAmmoRockets = 0;
float flMaxAmmoMult = 1.f; if ( GetOwner() ) { CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), flMaxAmmoMult, mvm_sentry_ammo ); }
m_iMaxAmmoShells = SENTRYGUN_MAX_SHELLS_1 * flMaxAmmoMult; m_iMaxAmmoRockets = SENTRYGUN_MAX_ROCKETS * flMaxAmmoMult;
m_iAmmoType = GetAmmoDef()->Index( "TF_AMMO_PRIMARY" );
// Start searching for enemies
m_hEnemy = NULL;
m_flHeavyBulletResist = SENTRYGUN_MINIGUN_RESIST_LVL_1;
m_lastTeammateWrenchHit = NULL; m_lastTeammateWrenchHitTimer.Invalidate();
BaseClass::Spawn();
SetViewOffset( SENTRYGUN_EYE_OFFSET_LEVEL_1 );
SetBuildingSize();
m_iState.Set( SENTRY_STATE_INACTIVE );
SetContextThink( &CObjectSentrygun::SentryThink, gpGlobals->curtime + SENTRY_THINK_DELAY, SENTRYGUN_CONTEXT ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::FirstSpawn() { m_flLastAttackedTime = 0;
int iHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iHealth ); SetHealth( iHealth );
BaseClass::FirstSpawn(); }
Vector CObjectSentrygun::GetEnemyAimPosition( CBaseEntity* pEnemy ) const { // Default to pointing to the origin
Vector vecPos = pEnemy->WorldSpaceCenter();
CTFPlayer* pTFEnemy = ToTFPlayer( pEnemy );
// This is expensive, so only do it if our target is in a state that requires it
if ( pTFEnemy ) { bool bShouldUseAccurateMethod = false;
int playerFlags = pTFEnemy->GetFlags(); // Crouch jumping makes your box weird
bShouldUseAccurateMethod |= !( playerFlags & FL_ONGROUND ) && ( playerFlags & FL_DUCKING ); // Taunting can make your box weird
bShouldUseAccurateMethod |= pTFEnemy->m_Shared.InCond( TF_COND_TAUNTING );
if ( bShouldUseAccurateMethod ) { // Use this bone as the the aim target
int iSpineBone = pTFEnemy->LookupBone( "bip_spine_2" ); if ( iSpineBone != -1 ) { QAngle angles; pTFEnemy->GetBonePosition( iSpineBone, vecPos, angles ); } } }
return vecPos; }
void CObjectSentrygun::SentryThink( void ) { m_flSentryRange = SENTRY_MAX_RANGE; if ( !IsDisposableBuilding() ) { CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), m_flSentryRange, mult_sentry_range ); }
switch( m_iState ) { case SENTRY_STATE_INACTIVE: case SENTRY_STATE_UPGRADING: // Base class handles this
break;
case SENTRY_STATE_SEARCHING: SentryRotate(); break;
case SENTRY_STATE_ATTACKING: Attack(); break;
default: Assert( 0 ); break; }
SetContextThink( &CObjectSentrygun::SentryThink, gpGlobals->curtime + SENTRY_THINK_DELAY, SENTRYGUN_CONTEXT );
if ( m_nShieldLevel > 0 && (gpGlobals->curtime > m_flShieldFadeTime) ) { m_nShieldLevel.Set( SHIELD_NONE ); m_vecGoalAngles.x = 0; }
// infinite ammo for enemy team in MvM mode
if ( TFGameRules()->IsMannVsMachineMode() && GetTeamNumber() == TF_TEAM_PVE_INVADERS ) { m_iAmmoRockets = SENTRYGUN_MAX_ROCKETS; m_iMaxAmmoRockets = SENTRYGUN_MAX_ROCKETS; m_iAmmoShells = SENTRYGUN_MAX_SHELLS_3; m_iMaxAmmoShells = SENTRYGUN_MAX_SHELLS_3; } }
void CObjectSentrygun::StartPlacement( CTFPlayer *pPlayer ) { BaseClass::StartPlacement( pPlayer );
// Set my build size
m_vecBuildMins = SENTRYGUN_MINS; m_vecBuildMaxs = SENTRYGUN_MAXS; m_vecBuildMins -= Vector( 4,4,0 ); m_vecBuildMaxs += Vector( 4,4,0 );
MakeMiniBuilding( pPlayer ); MakeDisposableBuilding( pPlayer ); MakeScaledBuilding( GetBuilder() ); }
//-----------------------------------------------------------------------------
// Purpose: Start building the object
//-----------------------------------------------------------------------------
bool CObjectSentrygun::StartBuilding( CBaseEntity *pBuilder ) { SetStartBuildingModel();
// Have to re-call this in case the player changed their weapon
// between StartPlacement and StartBuilding.
MakeMiniBuilding( GetBuilder() ); MakeDisposableBuilding( GetBuilder() ); MakeScaledBuilding( GetBuilder() );
if ( IsMiniBuilding() ) { SetBodygroup( FindBodygroupByName( "mini_sentry_light" ), 1 ); }
CreateBuildPoints();
SetPoseParameter( m_iPitchPoseParameter, 0.0 ); SetPoseParameter( m_iYawPoseParameter, 0.0 );
SetObjectMode( IsDisposableBuilding() ? MODE_SENTRYGUN_DISPOSABLE : MODE_SENTRYGUN_NORMAL );
return BaseClass::StartBuilding( pBuilder ); }
void CObjectSentrygun::SetStartBuildingModel( void ) { SetModel( SENTRY_MODEL_LEVEL_1_UPGRADE ); m_iState.Set( SENTRY_STATE_INACTIVE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::MakeMiniBuilding( CTFPlayer* pPlayer ) { if ( !ShouldBeMiniBuilding( pPlayer ) || IsMiniBuilding() ) return;
BaseClass::MakeMiniBuilding( pPlayer ); SetModelScale( MINI_SENTRY_SCALE );
int iHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iHealth ); SetHealth( iHealth / 2.0f ); SetBuildingSize(); }
//-----------------------------------------------------------------------------
int CObjectSentrygun::GetMaxUpgradeLevel( ) { if ( IsDisposableBuilding() || IsMiniBuilding() ) return SENTRYGUN_MAX_LEVEL_MINI;
return BaseClass::GetMaxUpgradeLevel(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::OnGoActive( void ) { SetModel( SENTRY_MODEL_LEVEL_1 );
if ( IsMiniBuilding() ) { SetBodygroup( FindBodygroupByName( "mini_sentry_light" ), 1 ); }
m_iState.Set( SENTRY_STATE_SEARCHING );
// Orient it
QAngle angles = GetAbsAngles();
m_vecCurAngles.y = UTIL_AngleMod( angles.y ); m_iRightBound = UTIL_AngleMod( (int)angles.y - 50 ); m_iLeftBound = UTIL_AngleMod( (int)angles.y + 50 ); if ( m_iRightBound > m_iLeftBound ) { m_iRightBound = m_iLeftBound; m_iLeftBound = UTIL_AngleMod( (int)angles.y - 50); }
// Start it rotating
m_vecGoalAngles.y = m_iRightBound; m_vecGoalAngles.x = m_vecCurAngles.x = 0; m_bTurningRight = true;
EmitSound( "Building_Sentrygun.Built" );
// if our eye pos is underwater, we're waterlevel 3, else 0
bool bUnderwater = ( UTIL_PointContents( EyePosition() ) & MASK_WATER ) ? true : false; SetWaterLevel( ( bUnderwater ) ? 3 : 0 );
if ( m_bCarryDeploy ) { m_iAmmoShells = m_iOldAmmoShells; m_iAmmoRockets = m_iOldAmmoRockets; } else { m_iAmmoShells = m_iMaxAmmoShells; m_iAmmoRockets = m_iMaxAmmoRockets; }
// Init attachments for level 1 sentry gun
m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE] = LookupAttachment( "muzzle" ); m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE_ALT] = 0; m_iAttachments[SENTRYGUN_ATTACHMENT_ROCKET] = 0;
BaseClass::OnGoActive();
IGameEvent * event = gameeventmanager->CreateEvent( "sentry_on_go_active" ); if ( event ) { event->SetInt( "index", entindex() ); // object entity index
gameeventmanager->FireEvent( event, true ); // don't send to clients
} }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::Precache() { BaseClass::Precache();
int iModelIndex;
// Models
PrecacheModel( SENTRY_MODEL_PLACEMENT );
iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_1 ); PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_1_UPGRADE ); PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_2 ); PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_2_UPGRADE ); PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_3 ); PrecacheGibsForModel( iModelIndex );
iModelIndex = PrecacheModel( SENTRY_MODEL_LEVEL_3_UPGRADE ); PrecacheGibsForModel( iModelIndex );
PrecacheModel( SENTRY_ROCKET_MODEL ); PrecacheModel( "models/effects/sentry1_muzzle/sentry1_muzzle.mdl" );
PrecacheModel( "models/buildables/sentry_shield.mdl" );
// Sounds
PrecacheScriptSound( "Building_Sentrygun.Fire" ); PrecacheScriptSound( "Building_Sentrygun.Fire2" ); // level 2 sentry
PrecacheScriptSound( "Building_Sentrygun.Fire3" ); // level 3 sentry
PrecacheScriptSound( "Building_Sentrygun.FireRocket" ); PrecacheScriptSound( "Building_Sentrygun.Alert" ); PrecacheScriptSound( "Building_Sentrygun.AlertTarget" ); PrecacheScriptSound( "Building_Sentrygun.Idle" ); PrecacheScriptSound( "Building_Sentrygun.Idle2" ); // level 2 sentry
PrecacheScriptSound( "Building_Sentrygun.Idle3" ); // level 3 sentry
PrecacheScriptSound( "Building_Sentrygun.Built" ); PrecacheScriptSound( "Building_Sentrygun.Empty" ); PrecacheScriptSound( "Building_Sentrygun.ShaftFire" ); PrecacheScriptSound( "Building_Sentrygun.ShaftFire2" ); PrecacheScriptSound( "Building_Sentrygun.ShaftFire3" ); PrecacheScriptSound( "Building_Sentrygun.ShaftLaserPass" ); PrecacheScriptSound( "Building_MiniSentrygun.Fire" );
PrecacheParticleSystem( "sentrydamage_1" ); PrecacheParticleSystem( "sentrydamage_2" ); PrecacheParticleSystem( "sentrydamage_3" ); PrecacheParticleSystem( "sentrydamage_4" ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CObjectSentrygun::CanBeUpgraded( CTFPlayer *pPlayer ) { if ( m_bWasMapPlaced && !HasSpawnFlags(SF_SENTRY_UPGRADEABLE) ) { return false; }
return BaseClass::CanBeUpgraded( pPlayer ); }
//-----------------------------------------------------------------------------
// Purpose: Raises the Sentrygun one level
//-----------------------------------------------------------------------------
void CObjectSentrygun::StartUpgrading( void ) { BaseClass::StartUpgrading();
float flMaxAmmoMult = 1.f; if ( GetOwner() ) { CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), flMaxAmmoMult, mvm_sentry_ammo ); }
switch( m_iUpgradeLevel ) { case 2: SetModel( SENTRY_MODEL_LEVEL_2_UPGRADE ); m_flHeavyBulletResist = SENTRYGUN_MINIGUN_RESIST_LVL_2; SetViewOffset( SENTRYGUN_EYE_OFFSET_LEVEL_2 ); m_iMaxAmmoShells = SENTRYGUN_MAX_SHELLS_2 * flMaxAmmoMult; break; case 3: SetModel( SENTRY_MODEL_LEVEL_3_UPGRADE ); if ( !m_bCarryDeploy ) { m_iAmmoRockets = SENTRYGUN_MAX_ROCKETS; } m_flHeavyBulletResist = SENTRYGUN_MINIGUN_RESIST_LVL_3; SetViewOffset( SENTRYGUN_EYE_OFFSET_LEVEL_3 ); m_iMaxAmmoShells = SENTRYGUN_MAX_SHELLS_3 * flMaxAmmoMult; break; default: Assert(0); break; }
// more ammo capability
if ( !m_bCarryDeploy ) { m_iAmmoShells = m_iMaxAmmoShells; }
m_iState.Set( SENTRY_STATE_UPGRADING ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::FinishUpgrading( void ) { BaseClass::FinishUpgrading();
m_iState.Set( SENTRY_STATE_SEARCHING ); m_hEnemy = NULL;
switch( m_iUpgradeLevel ) { case 1: // This can happen when a saper downgrades a sentry
// No need to do anything here
break; case 2: SetModel( SENTRY_MODEL_LEVEL_2 ); break; case 3: SetModel( SENTRY_MODEL_LEVEL_3 ); break; default: Assert(0); break; }
// Look up the new attachments
m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE] = LookupAttachment( "muzzle_l" ); m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE_ALT] = LookupAttachment( "muzzle_r" ); m_iAttachments[SENTRYGUN_ATTACHMENT_ROCKET] = LookupAttachment( "rocket_l" ); }
//-----------------------------------------------------------------------------
// Hit by a friendly engineer's wrench
//-----------------------------------------------------------------------------
bool CObjectSentrygun::OnWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc ) { if ( IsDisposableBuilding() ) return false;
bool bDidWork = false;
// If the player repairs it at all, we're done
if ( GetHealth() < GetMaxHealth() ) { // STAGING_ENGY
// Mod repair value by shield value
float flRepairValue = pWrench->GetRepairValue(); if ( m_nShieldLevel == SHIELD_NORMAL ) { flRepairValue *= SHIELD_NORMAL_VALUE; } if ( Command_Repair( pPlayer, flRepairValue ) ) { DoWrenchHitEffect( hitLoc, true, false ); bDidWork = true; } }
// Don't put in upgrade metal until the sentry is fully healed
if ( !bDidWork ) { if ( CheckUpgradeOnHit( pPlayer ) ) { DoWrenchHitEffect( hitLoc, false, true ); bDidWork = true; } }
if ( !IsUpgrading() ) { // player ammo into rockets
// 1 ammo = 1 shell
// 2 ammo = 1 rocket
// only fill rockets if we have extra shells
int iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );
// If the sentry has less that 100% ammo, put some ammo in it
if ( m_iAmmoShells < m_iMaxAmmoShells && iPlayerMetal > 0 ) { int iMaxShellsPlayerCanAfford = (int)( (float)iPlayerMetal / tf_sentrygun_metal_per_shell.GetFloat() );
// cap the amount we can add
int iAmountToAdd = MIN( SENTRYGUN_ADD_SHELLS, iMaxShellsPlayerCanAfford ); iAmountToAdd = MIN( ( m_iMaxAmmoShells - m_iAmmoShells ), iAmountToAdd );
// STAGING_ENGY
// Mod Ammo if shielded
if ( m_nShieldLevel == SHIELD_NORMAL ) { iAmountToAdd *= SHIELD_NORMAL_VALUE; }
pPlayer->RemoveAmmo( iAmountToAdd * tf_sentrygun_metal_per_shell.GetInt(), TF_AMMO_METAL ); m_iAmmoShells += iAmountToAdd;
if ( iAmountToAdd > 0 ) { bDidWork = true; } }
// One rocket per two ammo
iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );
if ( m_iAmmoRockets < m_iMaxAmmoRockets && m_iUpgradeLevel == 3 && iPlayerMetal > 0 ) { int iMaxRocketsPlayerCanAfford = (int)( (float)iPlayerMetal / tf_sentrygun_metal_per_rocket.GetFloat() );
int iAmountToAdd = MIN( ( SENTRYGUN_ADD_ROCKETS ), iMaxRocketsPlayerCanAfford ); iAmountToAdd = MIN( ( m_iMaxAmmoRockets - m_iAmmoRockets ), iAmountToAdd );
// STAGING_ENGY
// Mod Ammo if shielded
if ( m_nShieldLevel == SHIELD_NORMAL ) { iAmountToAdd *= SHIELD_NORMAL_VALUE; }
pPlayer->RemoveAmmo( iAmountToAdd * tf_sentrygun_metal_per_rocket.GetFloat(), TF_AMMO_METAL ); m_iAmmoRockets += iAmountToAdd;
if ( iAmountToAdd > 0 ) { bDidWork = true; } } }
if ( GetOwner() != pPlayer ) { if ( bDidWork && m_bPlayerControlled ) { pPlayer->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_HELP_MANUAL_SENTRY, 1 ); }
// keep track of who last hit us with a wrench for kill assists
m_lastTeammateWrenchHit = pPlayer; m_lastTeammateWrenchHitTimer.Start(); }
return bDidWork; }
//-----------------------------------------------------------------------------
// Debug infos
//-----------------------------------------------------------------------------
int CObjectSentrygun::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512];
Q_snprintf( tempstr, sizeof( tempstr ), "Level: %d", m_iUpgradeLevel.Get() ); EntityText(text_offset,tempstr,0); text_offset++;
Q_snprintf( tempstr, sizeof( tempstr ), "Shells: %d / %d", m_iAmmoShells.Get(), m_iMaxAmmoShells.Get() ); EntityText(text_offset,tempstr,0); text_offset++;
if ( m_iUpgradeLevel == 3 ) { Q_snprintf( tempstr, sizeof( tempstr ), "Rockets: %d / %d", m_iAmmoRockets.Get(), m_iMaxAmmoRockets.Get() ); EntityText(text_offset,tempstr,0); text_offset++; }
Q_snprintf( tempstr, sizeof( tempstr ), "Upgrade metal %d", m_iUpgradeMetal.Get() ); EntityText(text_offset,tempstr,0); text_offset++;
Vector vecSrc = EyePosition(); Vector forward;
// m_vecCurAngles
AngleVectors( m_vecCurAngles, &forward ); NDebugOverlay::Line( vecSrc, vecSrc + forward * 200, 0, 255, 0, false, 0.1 );
// m_vecGoalAngles
AngleVectors( m_vecGoalAngles, &forward ); NDebugOverlay::Line( vecSrc, vecSrc + forward * 200, 0, 0, 255, false, 0.1 ); }
return text_offset; }
//-----------------------------------------------------------------------------
// Returns the sentry targeting range the target is in
//-----------------------------------------------------------------------------
int CObjectSentrygun::Range( CBaseEntity *pTarget ) { Vector vecOrg = EyePosition(); Vector vecTargetOrg = pTarget->EyePosition();
int iDist = ( vecTargetOrg - vecOrg ).Length();
if (iDist < 132) return RANGE_MELEE; if (iDist < 550) return RANGE_NEAR; if (iDist < m_flSentryRange) return RANGE_MID; return RANGE_FAR; }
//-----------------------------------------------------------------------------
// Look for a target
//-----------------------------------------------------------------------------
bool CObjectSentrygun::FindTarget() { if ( m_bPlayerControlled ) { m_flShieldFadeTime = gpGlobals->curtime + WRANGLER_DISABLE_TIME; } m_bPlayerControlled = false;
// Disable the sentry guns for ifm.
if ( tf_sentrygun_notarget.GetBool() ) return false;
if ( IsInCommentaryMode() ) return false;
// Sapper, etc.
if ( IsDisabled() ) return false;
// Loop through players within SENTRY_MAX_RANGE units (sentry range).
Vector vecSentryOrigin = EyePosition();
// find the enemy team
int iEnemyTeam = ( GetTeamNumber() == TF_TEAM_BLUE ) ? TF_TEAM_RED : TF_TEAM_BLUE; CTFTeam *pTeam = TFTeamMgr()->GetTeam( iEnemyTeam ); if ( !pTeam ) return false;
// If we have an enemy get his minimum distance to check against.
Vector vecSegment; Vector vecTargetCenter; float flMinDist2 = m_flSentryRange * m_flSentryRange; CBaseEntity *pTargetCurrent = NULL; CBaseEntity *pTargetOld = m_hEnemy.Get(); float flOldTargetDist2 = FLT_MAX; bool bDummyTarget = false;
// Sentry Decoy
// If we already have a sentry decoy target, keep shooting at it
// Otherwise look for a sentry decoy's first
if ( pTargetCurrent == NULL ) { CTFTargetDummy *pDummy = dynamic_cast<CTFTargetDummy*>( pTargetOld ); if ( pDummy ) { pTargetCurrent = pDummy; bDummyTarget = true; } else { // Search through all dummies and find one in range
for ( int i = 0; i < ITFTargetDummy::AutoList().Count(); ++i ) { pDummy = static_cast<CTFTargetDummy*>( ITFTargetDummy::AutoList()[i] ); if ( InSameTeam( pDummy ) ) continue;
vecTargetCenter = pDummy->GetAbsOrigin(); vecTargetCenter += pDummy->GetViewOffset(); VectorSubtract( vecTargetCenter, vecSentryOrigin, vecSegment ); float flDist2 = vecSegment.LengthSqr();
// Check to see if the target is closer than the already validated target.
if ( flDist2 > flMinDist2 ) continue;
// Ray trace!!!
if ( FVisible( pDummy, MASK_SHOT | CONTENTS_GRATE ) ) { pTargetCurrent = pDummy; bDummyTarget = true; } } } }
// If our builder has an active laser pointer we don't seek targets.
CTFPlayer* pBuilder = GetBuilder(); if ( pBuilder ) { // CTFLaserPointer* pPointer = static_cast<CTFLaserPointer*>( pBuilder->Weapon_OwnsThisID( TF_WEAPON_LASER_POINTER ) );
// FIX ME: Temp fix until we find out why the pointer thinks its deployed after spawn
CTFLaserPointer* pPointer = dynamic_cast<CTFLaserPointer*>( pBuilder->GetActiveWeapon() ); if ( pPointer && pPointer->HasLaserDot() && !IsDisposableBuilding() ) { m_bPlayerControlled = true; m_nShieldLevel.Set( SHIELD_NORMAL ); m_flShieldFadeTime = gpGlobals->curtime + WRANGLER_DISABLE_TIME;
// If not target dummy, use laserdot, otherwise targetdummy overrides
if ( !bDummyTarget || !pTargetCurrent ) { pTargetCurrent = pPointer->GetLaserDot();
// Are we in our brief auto aim period?
float flAutoAimTime = gpGlobals->curtime - m_flAutoAimStartTime; if ( m_hAutoAimTarget && (flAutoAimTime < 0.2f) ) { // Only use the auto aim target if we can actually range to him.
Vector vecSrc; QAngle vecAng; GetAttachment( GetFireAttachment(), vecSrc, vecAng ); Vector vecEnemy = GetEnemyAimPosition( m_hAutoAimTarget ); trace_t trace; CTraceFilterIgnoreTeammatesAndTeamObjects filter( pBuilder, COLLISION_GROUP_NONE, pBuilder->GetTeamNumber() ); UTIL_TraceLine( vecSrc, vecEnemy, MASK_SOLID, &filter, &trace ); if ( trace.m_pEnt == m_hAutoAimTarget ) { pTargetCurrent = m_hAutoAimTarget; } else { m_hAutoAimTarget = NULL; } } else { m_hAutoAimTarget = NULL; } }
if ( pTargetCurrent->GetAbsOrigin().DistTo( vecSentryOrigin ) > 30.f ) { if ( pTargetCurrent != pTargetOld ) { FoundTarget( pTargetCurrent, vecSentryOrigin, true ); } return true; } else { pTargetCurrent = NULL; } } }
// Don't auto track to targets while under the effects of the player shield.
// The shield fades 3 seconds after we disengage from player control.
if ( m_nShieldLevel == SHIELD_NORMAL ) return false;
// is there an active truce?
bool bTruceActive = TFGameRules() && TFGameRules()->IsTruceActive(); if ( ( pTargetCurrent == NULL ) && !bTruceActive ) { // Sentries will try to target players first, then objects. However, if the enemy held was an object it will continue
// to try and attack it first.
int nTeamCount = pTeam->GetNumPlayers(); for ( int iPlayer = 0; iPlayer < nTeamCount; ++iPlayer ) { CTFPlayer *pTargetPlayer = static_cast<CTFPlayer*>( pTeam->GetPlayer( iPlayer ) ); if ( pTargetPlayer == NULL ) continue;
// Make sure the player is alive.
if ( !pTargetPlayer->IsAlive() ) continue;
if ( pTargetPlayer->GetFlags() & FL_NOTARGET ) continue;
vecTargetCenter = pTargetPlayer->GetAbsOrigin(); vecTargetCenter += pTargetPlayer->GetViewOffset(); VectorSubtract( vecTargetCenter, vecSentryOrigin, vecSegment ); float flDist2 = vecSegment.LengthSqr();
// Check to see if the target is closer than the already validated target.
if ( flDist2 > flMinDist2 ) continue;
// It is closer, check to see if the target is valid.
if ( ValidTargetPlayer( pTargetPlayer, vecSentryOrigin, vecTargetCenter ) ) { flMinDist2 = flDist2; pTargetCurrent = pTargetPlayer;
// Store the current target distance if we come across it
if ( pTargetPlayer == pTargetOld ) { flOldTargetDist2 = flDist2; } } } }
// If we already have a target, don't check objects.
if ( pTargetCurrent == NULL ) { // target non-player bots
CUtlVector< INextBot * > botVector; TheNextBots().CollectAllBots( &botVector );
float closeBotRangeSq = m_flSentryRange * m_flSentryRange;
for( int b=0; b<botVector.Count(); ++b ) { CBaseCombatCharacter *bot = botVector[b]->GetEntity();
Vector vecBotTarget = GetEnemyAimPosition( bot ); float rangeSq = ( vecBotTarget - vecSentryOrigin ).LengthSqr();
if ( rangeSq < closeBotRangeSq ) { if ( ValidTargetBot( bot, vecSentryOrigin, vecBotTarget ) ) { closeBotRangeSq = rangeSq; pTargetCurrent = bot; } } }
if ( ( pTargetCurrent == NULL ) && !bTruceActive ) { // target objects
int nTeamObjectCount = pTeam->GetNumObjects(); for ( int iObject = 0; iObject < nTeamObjectCount; ++iObject ) { CBaseObject *pTargetObject = pTeam->GetObject( iObject ); if ( !pTargetObject ) continue;
vecTargetCenter = pTargetObject->GetAbsOrigin(); vecTargetCenter += pTargetObject->GetViewOffset(); VectorSubtract( vecTargetCenter, vecSentryOrigin, vecSegment ); float flDist2 = vecSegment.LengthSqr();
// Store the current target distance if we come across it
if ( pTargetObject == pTargetOld ) { flOldTargetDist2 = flDist2; }
// Check to see if the target is closer than the already validated target.
if ( flDist2 > flMinDist2 ) continue;
// It is closer, check to see if the target is valid.
if ( ValidTargetObject( pTargetObject, vecSentryOrigin, vecTargetCenter ) ) { flMinDist2 = flDist2; pTargetCurrent = pTargetObject; } } } }
// We have a target.
if ( pTargetCurrent ) { if ( pTargetCurrent != pTargetOld ) { // Always target dummies
// flMinDist2 is the new target's distance
// flOldTargetDist2 is the old target's distance
// Don't switch unless the new target is closer by some percentage
if ( bDummyTarget || flMinDist2 < ( flOldTargetDist2 * 0.75f ) ) { FoundTarget( pTargetCurrent, vecSentryOrigin ); } } return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CObjectSentrygun::ValidTargetPlayer( CTFPlayer *pPlayer, const Vector &vecStart, const Vector &vecEnd ) { // Keep shooting at spies that go invisible after we acquire them as a target.
if ( pPlayer->m_Shared.GetPercentInvisible() > 0.5 ) return false;
// Keep shooting at spies that disguise after we acquire them as at a target.
if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pPlayer->m_Shared.GetDisguiseTeam() == GetTeamNumber() && pPlayer != m_hEnemy ) return false;
// Don't shoot spys that are pretending to be a dispenser
if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED_AS_DISPENSER ) ) return false;
// Don't target spies after they OnKill disguise with 'Your Eternal Reward'
if ( ( pPlayer->m_Shared.InCond( TF_COND_DISGUISING ) || pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) && pPlayer->m_Shared.GetDisguiseTeam() == GetTeamNumber() ) { CTFKnife *pKnife = dynamic_cast<CTFKnife *>( pPlayer->GetActiveTFWeapon() ); if ( pKnife && pKnife->GetKnifeType() == KNIFE_DISGUISE_ONKILL ) return false; }
// Not across water boundary.
if ( ( GetWaterLevel() == 0 && pPlayer->GetWaterLevel() >= 3 ) || ( GetWaterLevel() == 3 && pPlayer->GetWaterLevel() <= 0 ) ) return false;
// Ray trace!!!
return FVisible( pPlayer, MASK_SHOT | CONTENTS_GRATE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CObjectSentrygun::ValidTargetObject( CBaseObject *pObject, const Vector &vecStart, const Vector &vecEnd ) { // Ignore objects being placed, they are not real objects yet.
if ( pObject->IsPlacing() ) return false;
// Ignore sappers.
if ( pObject->MustBeBuiltOnAttachmentPoint() ) return false;
// Not across water boundary.
if ( ( GetWaterLevel() == 0 && pObject->GetWaterLevel() >= 3 ) || ( GetWaterLevel() == 3 && pObject->GetWaterLevel() <= 0 ) ) return false;
if ( pObject->GetObjectFlags() & OF_DOESNT_HAVE_A_MODEL ) return false;
// Ray trace.
return FVisible( pObject, MASK_SHOT | CONTENTS_GRATE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CObjectSentrygun::ValidTargetBot( CBaseCombatCharacter *pBot, const Vector &vecStart, const Vector &vecEnd ) { // Already collected all of the players in FindTarget()
if ( pBot->IsPlayer() ) return false;
// Don't want to shoot bots that are dead, on the same team, or aren't solid (they won't take damage anyway)
if ( !pBot->IsAlive() || pBot->InSameTeam( this ) || pBot->IsSolidFlagSet( FSOLID_NOT_SOLID ) ) return false;
// Not across water boundary.
if ( ( GetWaterLevel() == 0 && pBot->GetWaterLevel() >= 3 ) || ( GetWaterLevel() == 3 && pBot->GetWaterLevel() <= 0 ) ) return false;
if ( TFGameRules() && TFGameRules()->IsPlayingRobotDestructionMode() ) { CTFRobotDestruction_Robot *pRobot = dynamic_cast< CTFRobotDestruction_Robot* >( pBot ); if ( pRobot && pRobot->GetShieldedState() ) return false; }
// Ray trace.
CBaseEntity *pBlocker; bool bVisible = FVisible( pBot, MASK_SHOT | CONTENTS_GRATE, &pBlocker );
if ( bVisible ) return true;
// Also valid if it's parented to the blocker
if ( pBlocker == pBot->GetParent() ) return true;
return false; }
//-----------------------------------------------------------------------------
// Found a Target
//-----------------------------------------------------------------------------
void CObjectSentrygun::FoundTarget( CBaseEntity *pTarget, const Vector &vecSoundCenter, bool bNoSound ) { m_hEnemy = pTarget;
if ( ( m_iAmmoShells > 0 ) || ( m_iAmmoRockets > 0 && m_iUpgradeLevel == 3 ) ) { // Play one sound to everyone but the target.
CPASFilter filter( vecSoundCenter );
if ( pTarget->IsPlayer() ) { CTFPlayer *pPlayer = ToTFPlayer( pTarget );
// Play a specific sound just to the target and remove it from the general recipient list.
if ( !bNoSound ) { CSingleUserRecipientFilter singleFilter( pPlayer ); EmitSentrySound( singleFilter, entindex(), "Building_Sentrygun.AlertTarget" ); filter.RemoveRecipient( pPlayer );
// if the target is a bot, alert it
CTFBot *bot = ToTFBot( pPlayer ); if ( bot ) { bot->GetVisionInterface()->AddKnownEntity( this ); bot->RememberEnemySentry( this, bot->GetAbsOrigin() ); } } }
if ( !bNoSound ) { EmitSentrySound( filter, entindex(), "Building_Sentrygun.Alert" ); } }
// Update timers, we are attacking now!
m_iState.Set( SENTRY_STATE_ATTACKING ); m_flNextAttack = gpGlobals->curtime + SENTRY_THINK_DELAY; if ( m_flNextRocketAttack < gpGlobals->curtime ) { m_flNextRocketAttack = gpGlobals->curtime;// + 0.5;
} }
//-----------------------------------------------------------------------------
// FInViewCone - returns true is the passed ent is in
// the caller's forward view cone. The dot product is performed
// in 2d, making the view cone infinitely tall.
//-----------------------------------------------------------------------------
bool CObjectSentrygun::FInViewCone ( CBaseEntity *pEntity ) { Vector forward; AngleVectors( m_vecCurAngles, &forward );
Vector2D vec2LOS = ( pEntity->GetAbsOrigin() - GetAbsOrigin() ).AsVector2D(); vec2LOS.NormalizeInPlace();
float flDot = vec2LOS.Dot( forward.AsVector2D() );
if ( flDot > m_flFieldOfView ) { return true; } else { return false; } }
//-----------------------------------------------------------------------------
// Make sure our target is still valid, and if so, fire at it
//-----------------------------------------------------------------------------
void CObjectSentrygun::Attack() { StudioFrameAdvance( );
if ( IsUsingReverseBuild() || !FindTarget() ) { m_iState.Set( SENTRY_STATE_SEARCHING ); m_hEnemy = NULL; return; }
// Track enemy
Vector vecMid = EyePosition(); Vector vecMidEnemy = GetEnemyAimPosition( m_hEnemy ); Vector vecDirToEnemy = vecMidEnemy - vecMid;
QAngle angToTarget; VectorAngles( vecDirToEnemy, angToTarget );
angToTarget.y = UTIL_AngleMod( angToTarget.y ); if (angToTarget.x < -180) angToTarget.x += 360; if (angToTarget.x > 180) angToTarget.x -= 360;
// now all numbers should be in [1...360]
// pin to turret limitations to [-50...50]
if (angToTarget.x > 50) angToTarget.x = 50; else if (angToTarget.x < -50) angToTarget.x = -50; m_vecGoalAngles.y = angToTarget.y; m_vecGoalAngles.x = angToTarget.x;
MoveTurret();
// Fire on the target if it's within 10 units of being aimed right at it
if ( m_flNextAttack <= gpGlobals->curtime && (m_vecGoalAngles - m_vecCurAngles).Length() <= 10 ) { if ( !m_bPlayerControlled || m_bFireNextFrame ) { m_bFireNextFrame = false; Fire(); }
m_flFireRate = 1.f; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), m_flFireRate, mult_sentry_firerate );
if ( m_bPlayerControlled ) { m_flFireRate *= 0.5f; } if ( IsMiniBuilding() && !IsDisposableBuilding() ) { m_flFireRate *= 0.75f; }
if ( GetBuilder() && GetBuilder()->m_Shared.InCond( TF_COND_CRITBOOSTED_USER_BUFF ) ) { m_flFireRate *= 0.4f; }
if ( m_iUpgradeLevel == 1 ) { // Level 1 sentries fire slower
m_flNextAttack = gpGlobals->curtime + (0.2*m_flFireRate); } else { m_flNextAttack = gpGlobals->curtime + (0.1*m_flFireRate); } } else { // SetSentryAnim( TFTURRET_ANIM_SPIN );
}
if ( m_bPlayerControlled && m_bFireRocketNextFrame ) { m_bFireRocketNextFrame = false; FireRocket(); } }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CObjectSentrygun::FireRocket() { if ( m_flNextRocketAttack >= gpGlobals->curtime || m_iAmmoRockets <= 0 ) return false;
if ( m_hEnemy.Get() == NULL ) return false;
Vector vecAimDir;
Vector vecSrc; QAngle vecAng;
GetAttachment( m_iAttachments[SENTRYGUN_ATTACHMENT_ROCKET], vecSrc, vecAng );
Vector vecEnemyPos = GetEnemyAimPosition( m_hEnemy ); vecAimDir = vecEnemyPos - vecSrc; vecAimDir.NormalizeInPlace();
// If we cannot see their WorldSpaceCenter ( possible, as we do our target finding based
// on the eye position of the target ) then fire at the eye position
trace_t tr;
CTraceFilterSimple traceFilter( this, COLLISION_GROUP_NONE ); ITraceFilter *pFilterChain = NULL;
CTraceFilterIgnoreFriendlyCombatItems traceFilterCombatItem( this, COLLISION_GROUP_NONE, GetTeamNumber() ); if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() ) { // Ignore teammates and their (physical) upgrade items in MvM
pFilterChain = &traceFilterCombatItem; }
CTraceFilterChain traceFilterChain( &traceFilter, pFilterChain ); UTIL_TraceLine( vecSrc, vecEnemyPos, MASK_SOLID, &traceFilterChain, &tr);
if ( m_bPlayerControlled || (tr.m_pEnt && !tr.m_pEnt->IsWorld()) ) { // NOTE: vecAng is not actually set by GetAttachment!!!
QAngle angDir; VectorAngles( vecAimDir, angDir );
EmitSentrySound( "Building_Sentrygun.FireRocket" );
QAngle angAimDir; VectorAngles( vecAimDir, angAimDir ); CTFProjectile_SentryRocket *pProjectile = CTFProjectile_SentryRocket::Create( vecSrc, angAimDir, this, GetBuilder() ); if ( pProjectile ) { int iDamage = 100; CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwner(), iDamage, mult_engy_sentry_damage ); pProjectile->SetDamage( iDamage ); }
// Setup next rocket shot
if ( m_bPlayerControlled ) { m_flNextRocketAttack = gpGlobals->curtime + 2.25; } else { AddGesture( ACT_RANGE_ATTACK2 ); m_flNextRocketAttack = gpGlobals->curtime + 3; }
if ( !tf_sentrygun_ammocheat.GetBool() && !HasSpawnFlags( SF_SENTRY_INFINITE_AMMO ) ) { m_iAmmoRockets--; } }
m_timeSinceLastFired.Start();
return true; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int CObjectSentrygun::GetFireAttachment() { int iAttachment;
if ( m_iUpgradeLevel > 1 && m_iLastMuzzleAttachmentFired == m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE] ) { // level 2 and 3 turrets alternate muzzles each time they fizzy fizzy fire.
iAttachment = m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE_ALT]; } else { iAttachment = m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE]; } m_iLastMuzzleAttachmentFired = iAttachment;
return iAttachment; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CObjectSentrygun::OnKilledEnemy(CBasePlayer* pVictim) { if ( !pVictim ) return;
CTFPlayer *pOwner = GetOwner(); if ( !pOwner ) return;
if ( m_bPlayerControlled && pVictim->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) > ( m_flSentryRange * m_flSentryRange ) ) { pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_MANUAL_SENTRY_KILLS_BEYOND_RANGE ); }
CTFPlayer *pCTFVictim = static_cast<CTFPlayer *>( pVictim ); if ( pCTFVictim->GetControlPointStandingOn() != NULL ) { pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_SENTRY_KILL_CAPS, 1 ); }
if ( (gpGlobals->curtime - GetCarryDeployTime() < tf_sentrygun_kill_after_redeploy_time_achievement.GetInt()) && GetUpgradeLevel() == 3 ) { pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_MOVE_SENTRY_GET_KILL ); } }
//-----------------------------------------------------------------------------
// Fire on our target
//-----------------------------------------------------------------------------
bool CObjectSentrygun::Fire() { //NDebugOverlay::Cross3D( m_hEnemy->WorldSpaceCenter(), 10, 255, 0, 0, false, 0.1 );
Vector vecAimDir;
// Level 3 Turrets fire rockets every 3 seconds
if ( m_iUpgradeLevel == 3 && m_iAmmoRockets > 0 && m_flNextRocketAttack < gpGlobals->curtime && !m_bPlayerControlled ) { FireRocket(); }
// All turrets fire shells
if ( m_iAmmoShells > 0 ) { if ( !IsPlayingGesture( ACT_RANGE_ATTACK1 ) ) { RemoveGesture( ACT_RANGE_ATTACK1_LOW ); AddGesture( ACT_RANGE_ATTACK1 ); }
if ( m_hEnemy.Get() == NULL ) return false;
Vector vecSrc; QAngle vecAng;
int iAttachment = GetFireAttachment(); GetAttachment( iAttachment, vecSrc, vecAng );
Vector vecMidEnemy = GetEnemyAimPosition( m_hEnemy );
// If we cannot see their WorldSpaceCenter ( possible, as we do our target finding based
// on the eye position of the target ) then fire at the eye position
trace_t tr; CTraceFilterSimple traceFilter( this, COLLISION_GROUP_NONE ); ITraceFilter *pFilterChain = NULL;
CTraceFilterIgnoreFriendlyCombatItems traceFilterCombatItem( this, COLLISION_GROUP_NONE, GetTeamNumber() ); if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() ) { // Ignore teammates and their (physical) upgrade items in MvM
pFilterChain = &traceFilterCombatItem; }
CTraceFilterChain traceFilterChain( &traceFilter, pFilterChain ); UTIL_TraceLine( vecSrc, vecMidEnemy, MASK_SOLID, &traceFilterChain, &tr);
if ( !tr.m_pEnt || tr.m_pEnt->IsWorld() ) { // Hack it lower a little bit..
// The eye position is not always within the hitboxes for a standing TF Player
vecMidEnemy = m_hEnemy->EyePosition() + Vector(0,0,-5); }
vecAimDir = vecMidEnemy - vecSrc;
float flDistToTarget = vecAimDir.Length();
vecAimDir.NormalizeInPlace();
//NDebugOverlay::Cross3D( vecSrc, 10, 255, 0, 0, false, 0.1 );
FireBulletsInfo_t info;
info.m_vecSrc = vecSrc; info.m_vecDirShooting = vecAimDir; info.m_iTracerFreq = 1; info.m_iShots = 1; info.m_pAttacker = GetBuilder(); if ( info.m_pAttacker == NULL ) { info.m_pAttacker = this; } if ( m_bPlayerControlled ) { info.m_vecSpread = VECTOR_CONE_3DEGREES; } else { info.m_vecSpread = vec3_origin; } info.m_flDistance = flDistToTarget + 100; info.m_iAmmoType = m_iAmmoType;
if ( IsMiniBuilding() ) { info.m_flDamage = tf_sentrygun_mini_damage.GetFloat(); info.m_flDamageForceScale = 0.0f; } else { info.m_flDamage = tf_sentrygun_damage.GetFloat(); }
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), info.m_flDamage, mult_engy_sentry_damage );
FireBullets( info );
// sentry gun fire 'heats up' the nav mesh around it
UpdateNavMeshCombatStatus();
//NDebugOverlay::Line( vecSrc, vecSrc + vecAimDir * 1000, 255, 0, 0, false, 0.1 );
CEffectData data; data.m_nEntIndex = entindex(); data.m_nAttachmentIndex = iAttachment; data.m_fFlags = m_iUpgradeLevel; data.m_vOrigin = vecSrc; DispatchEffect( "TF_3rdPersonMuzzleFlash_SentryGun", data );
if ( IsMiniBuilding() ) { EmitSound_t params; params.m_pSoundName = "Building_MiniSentrygun.Fire"; params.m_flSoundTime = 0; params.m_pflSoundDuration = 0; params.m_bWarnOnDirectWaveReference = true; CPASAttenuationFilter filter( this, "Building_MiniSentrygun.Fire" ); EmitSound( filter, entindex(), params ); } else { if ( !m_bPlayerControlled ) { switch( m_iUpgradeLevel ) { case 1: default: EmitSentrySound( "Building_Sentrygun.Fire" ); break; case 2: EmitSentrySound( "Building_Sentrygun.Fire2" ); break; case 3: EmitSentrySound( "Building_Sentrygun.Fire3" ); break; } } else { switch ( m_iUpgradeLevel ) { case 1: EmitSentrySound( "Building_Sentrygun.ShaftFire" ); break; case 2: EmitSentrySound( "Building_Sentrygun.ShaftFire2" ); break; case 3: EmitSentrySound( "Building_Sentrygun.ShaftFire3" ); break; } } }
if ( !tf_sentrygun_ammocheat.GetBool() && !HasSpawnFlags( SF_SENTRY_INFINITE_AMMO ) ) { m_iAmmoShells--; } } else { if ( m_iUpgradeLevel > 1 ) { if ( !IsPlayingGesture( ACT_RANGE_ATTACK1_LOW ) ) { RemoveGesture( ACT_RANGE_ATTACK1 ); AddGesture( ACT_RANGE_ATTACK1_LOW ); } }
// Out of ammo, play a click
EmitSound( "Building_Sentrygun.Empty" );
// Disposable sentries blow up when their ammo runs out
if ( IsDisposableBuilding() ) { DetonateObject(); }
m_flNextAttack = gpGlobals->curtime + 0.2; }
// note when we last fired at en enemy (or tried to)
m_timeSinceLastFired.Start();
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::ModifyFireBulletsDamage( CTakeDamageInfo* dmgInfo ) { if ( m_bPlayerControlled && dmgInfo ) { dmgInfo->SetDamageCustom( TF_DMG_CUSTOM_PLAYER_SENTRY ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CObjectSentrygun::GetPushMultiplier() { if ( IsMiniBuilding() ) return 8.f; else return 16.f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) { trace_t tmptrace; tmptrace.endpos = tr.endpos + RandomVector(-10,10);
// Sentryguns are perfectly accurate, but this doesn't look good for tracers.
// Add a little noise to them, but not enough so that it looks like they're missing.
BaseClass::MakeTracer( vecTracerSrc, tmptrace, iTracerType ); }
//-----------------------------------------------------------------------------
// Purpose: MakeTracer asks back for the attachment index
//-----------------------------------------------------------------------------
int CObjectSentrygun::GetTracerAttachment( void ) { return m_iAttachments[SENTRYGUN_ATTACHMENT_MUZZLE]; }
//-----------------------------------------------------------------------------
// Rotate and scan for targets
//-----------------------------------------------------------------------------
void CObjectSentrygun::SentryRotate( void ) { if ( GetReversesBuildingConstructionSpeed() ) { m_iState.Set( SENTRY_STATE_INACTIVE ); return; }
// if we're playing a fire gesture, stop it
if ( IsPlayingGesture( ACT_RANGE_ATTACK1 ) ) { RemoveGesture( ACT_RANGE_ATTACK1 ); }
if ( IsPlayingGesture( ACT_RANGE_ATTACK1_LOW ) ) { RemoveGesture( ACT_RANGE_ATTACK1_LOW ); }
// animate
StudioFrameAdvance();
// Look for a target
if ( FindTarget() ) return; // Rotate
if ( !MoveTurret() ) { // Change direction
if ( IsDisabled() || m_nShieldLevel == SHIELD_NORMAL ) { EmitSound( "Building_Sentrygun.Disabled" ); m_vecGoalAngles.x = 30; } else { switch( m_iUpgradeLevel ) { case 1: default: EmitSentrySound( "Building_Sentrygun.Idle" ); break; case 2: EmitSound( "Building_Sentrygun.Idle2" ); break; case 3: EmitSound( "Building_Sentrygun.Idle3" ); break; }
// Switch rotation direction
if ( m_bTurningRight ) { m_bTurningRight = false; m_vecGoalAngles.y = m_iLeftBound; } else { m_bTurningRight = true; m_vecGoalAngles.y = m_iRightBound; }
// Randomly look up and down a bit
if (random->RandomFloat(0, 1) < 0.3) { m_vecGoalAngles.x = (int)random->RandomFloat(-10,10); } } } }
//-----------------------------------------------------------------------------
// Purpose: Add the EMP effect
//-----------------------------------------------------------------------------
void CObjectSentrygun::OnStartDisabled( void ) { // stay at current rotation, angle down
m_vecGoalAngles.x = m_vecCurAngles.x; m_vecGoalAngles.y = m_vecCurAngles.y;
// target = nULL
BaseClass::OnStartDisabled(); }
//-----------------------------------------------------------------------------
// Purpose: Remove the EMP effect
//-----------------------------------------------------------------------------
void CObjectSentrygun::OnEndDisabled( void ) { // return to normal rotations
if ( m_bTurningRight ) { m_bTurningRight = false; m_vecGoalAngles.y = m_iLeftBound; } else { m_bTurningRight = true; m_vecGoalAngles.y = m_iRightBound; }
m_vecGoalAngles.x = 0;
BaseClass::OnEndDisabled(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CObjectSentrygun::GetBaseTurnRate( void ) { if ( m_bPlayerControlled ) { return m_iBaseTurnRate * 100; } else { return m_iBaseTurnRate; } }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CObjectSentrygun::MoveTurret( void ) { bool bMoved = false;
int iBaseTurnRate = GetBaseTurnRate(); if ( IsMiniBuilding() ) { iBaseTurnRate *= 1.35f; }
// any x movement?
if ( m_vecCurAngles.x != m_vecGoalAngles.x ) { float flDir = m_vecGoalAngles.x > m_vecCurAngles.x ? 1 : -1 ;
m_vecCurAngles.x += SENTRY_THINK_DELAY * ( iBaseTurnRate * 5 ) * flDir;
// if we started below the goal, and now we're past, peg to goal
if ( flDir == 1 ) { if (m_vecCurAngles.x > m_vecGoalAngles.x) m_vecCurAngles.x = m_vecGoalAngles.x; } else { if (m_vecCurAngles.x < m_vecGoalAngles.x) m_vecCurAngles.x = m_vecGoalAngles.x; }
SetPoseParameter( m_iPitchPoseParameter, -m_vecCurAngles.x );
bMoved = true; }
if ( m_vecCurAngles.y != m_vecGoalAngles.y ) { float flDir = m_vecGoalAngles.y > m_vecCurAngles.y ? 1 : -1 ; float flDist = fabs( m_vecGoalAngles.y - m_vecCurAngles.y ); bool bReversed = false;
if ( flDist > 180 ) { flDist = 360 - flDist; flDir = -flDir; bReversed = true; }
if ( m_hEnemy.Get() == NULL ) { if ( flDist > 30 ) { if ( m_flTurnRate < iBaseTurnRate * 10 ) { m_flTurnRate += iBaseTurnRate; } } else { // Slow down
if ( m_flTurnRate > (iBaseTurnRate * 5) ) m_flTurnRate -= iBaseTurnRate; } } else { // When tracking enemies, move faster and don't slow
if ( flDist > 30 ) { if (m_flTurnRate < iBaseTurnRate * 30) { m_flTurnRate += iBaseTurnRate * 3; } } }
m_vecCurAngles.y += SENTRY_THINK_DELAY * m_flTurnRate * flDir;
// if we passed over the goal, peg right to it now
if (flDir == -1) { if ( (bReversed == false && m_vecGoalAngles.y > m_vecCurAngles.y) || (bReversed == true && m_vecGoalAngles.y < m_vecCurAngles.y) ) { m_vecCurAngles.y = m_vecGoalAngles.y; } } else { if ( (bReversed == false && m_vecGoalAngles.y < m_vecCurAngles.y) || (bReversed == true && m_vecGoalAngles.y > m_vecCurAngles.y) ) { m_vecCurAngles.y = m_vecGoalAngles.y; } }
if ( m_vecCurAngles.y < 0 ) { m_vecCurAngles.y += 360; } else if ( m_vecCurAngles.y >= 360 ) { m_vecCurAngles.y -= 360; }
if ( flDist < ( SENTRY_THINK_DELAY * 0.5 * iBaseTurnRate ) ) { m_vecCurAngles.y = m_vecGoalAngles.y; }
QAngle angles = GetAbsAngles();
float flYaw = m_vecCurAngles.y - angles.y;
SetPoseParameter( m_iYawPoseParameter, -flYaw );
InvalidatePhysicsRecursive( ANIMATION_CHANGED );
bMoved = true; }
if ( !bMoved || m_flTurnRate <= 0 ) { m_flTurnRate = iBaseTurnRate * 5; }
return bMoved; }
//-----------------------------------------------------------------------------
// Purpose: Note our last attacked time
//-----------------------------------------------------------------------------
int CObjectSentrygun::OnTakeDamage( const CTakeDamageInfo &info ) { CTakeDamageInfo newInfo = info;
// As we increase in level, we get more resistant to minigun bullets, to compensate for
// our increased surface area taking more minigun hits.
if ( ( info.GetDamageType() & DMG_BULLET ) && ( info.GetDamageCustom() == TF_DMG_CUSTOM_MINIGUN ) ) { float flDamage = newInfo.GetDamage(); flDamage *= ( 1.0 - m_flHeavyBulletResist ); newInfo.SetDamage( flDamage ); } // If we are shielded due to player control, we take less damage.
bool bFullyShielded = ( m_nShieldLevel > 0 ) && !HasSapper() && !IsPlasmaDisabled(); if ( bFullyShielded ) { float flDamage = newInfo.GetDamage(); flDamage *= ( m_nShieldLevel == SHIELD_NORMAL ) ? SHIELD_NORMAL_VALUE : SHIELD_MAX_VALUE; newInfo.SetDamage( flDamage ); }
// Check to see if we are being sapped.
if ( HasSapper() ) { // Get the sapper owner.
CBaseObject *pSapper = GetObjectOfTypeOnMe( OBJ_ATTACHMENT_SAPPER );
// Take less damage if the owner is causing additional damage.
if ( pSapper && ( info.GetAttacker() == pSapper->GetOwner() ) ) { float flDamage = newInfo.GetDamage() * SENTRYGUN_SAPPER_OWNER_DAMAGE_MODIFIER; newInfo.SetDamage( flDamage ); } }
int iDamageTaken = BaseClass::OnTakeDamage( newInfo );
if ( iDamageTaken > 0 ) { m_flLastAttackedTime = gpGlobals->curtime;
// check for achievement
if ( bFullyShielded ) { int iPrevLifetimeShieldedDamage = m_iLifetimeShieldedDamage; m_iLifetimeShieldedDamage += iDamageTaken; const int kMaxDamageForAchievement = tf_sentrygun_max_absorbed_damage_while_controlled_for_achievement.GetInt(); if ( iPrevLifetimeShieldedDamage <= kMaxDamageForAchievement && m_iLifetimeShieldedDamage > kMaxDamageForAchievement ) { CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( pOwner && pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) ) { pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_MANUAL_SENTRY_ABSORB_DMG ); } } } }
return iDamageTaken; }
//-----------------------------------------------------------------------------
// Purpose: Called when this object is destroyed
//-----------------------------------------------------------------------------
void CObjectSentrygun::Killed( const CTakeDamageInfo &info ) { CTFPlayer *pTFKiller = ToTFPlayer( info.GetAttacker() ); if ( pTFKiller && pTFKiller->IsPlayerClass( TF_CLASS_SOLDIER ) ) { if ( pTFKiller->GetAbsOrigin().DistTo( GetAbsOrigin() ) > SENTRY_MAX_RANGE ) { pTFKiller->AwardAchievement( ACHIEVEMENT_TF_SOLDIER_DESTROY_SENTRY_OUT_OF_RANGE ); } //If we are in the corridor map, then we check for the achievement for it.
else if ( m_hEnemy && !( pTFKiller->GetFlags() & FL_ONGROUND ) ) { CBaseEntity *pDamager = GetBuilder(); if ( NULL == pDamager ) { pDamager = this; }
static const float DAMAGE_INTERVAL = 2.0f; if ( pTFKiller->m_AchievementData.IsDamagerInHistory( pDamager, DAMAGE_INTERVAL ) ) { //Check the map.
if ( 0 == Q_stricmp( "tra_sol_corridor", STRING( gpGlobals->mapname ) ) ) { #ifdef TF_SOLDIER_TRAINING_ACHIEVEMENTS
//If the attacker was in the air when this sentry died, give him an achievement.
pTFKiller->AwardAchievement( ACHIEVEMENT_TF_SOLDIER_TRAINING_COR_SENTRY_FROM_AIR ); #endif // TF_SOLDIER_TRAINING_ACHIEVEMENTS
} } } }
// Tell our owner's shotgun the sentry died.
CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( pOwner ) { CTFShotgun_Revenge* pShotgun = dynamic_cast<CTFShotgun_Revenge*>( pOwner->Weapon_OwnsThisID( TF_WEAPON_SENTRY_REVENGE ) ); if ( pShotgun ) { pShotgun->SentryKilled( GetKills() * 2 + GetAssists() ); } }
// find nearby sentry hint
if ( TFGameRules() && TFGameRules()->IsInTraining() ) { CTFBotHintSentrygun *sentryHint; for( sentryHint = static_cast< CTFBotHintSentrygun * >( gEntList.FindEntityByClassname( NULL, "bot_hint_sentrygun" ) ); sentryHint; sentryHint = static_cast< CTFBotHintSentrygun * >( gEntList.FindEntityByClassname( sentryHint, "bot_hint_sentrygun" ) ) ) { if ( sentryHint->IsEnabled() && sentryHint->InSameTeam( this ) ) { Vector toMe = GetAbsOrigin() - sentryHint->GetAbsOrigin(); float dist2 = toMe.LengthSqr(); if ( dist2 < 1.0f ) { sentryHint->OnSentryGunDestroyed( this ); sentryHint->DecrementUseCount(); break; } } } }
// Engineers destroying their own sentry don't escape the buster.
// Destroying disposable sentries doesn't reset the buster.
if ( info.GetAttacker() != this && !IsDisposableBuilding() ) { // Sentry Buster mission accomplished
if ( pOwner ) { pOwner->ResetAccumulatedSentryGunDamageDealt(); pOwner->ResetAccumulatedSentryGunKillCount(); } }
// do normal handling
BaseClass::Killed( info ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::SetModel( const char *pModel ) { float flPoseParam0 = 0.0; float flPoseParam1 = 0.0;
// Save pose parameters across model change
if ( m_iPitchPoseParameter >= 0 ) { flPoseParam0 = GetPoseParameter( m_iPitchPoseParameter ); }
if ( m_iYawPoseParameter >= 0 ) { flPoseParam1 = GetPoseParameter( m_iYawPoseParameter ); }
BaseClass::SetModel( pModel );
// Reset this after model change
SetBuildingSize(); SetSolid( SOLID_BBOX );
// Restore pose parameters
m_iPitchPoseParameter = LookupPoseParameter( "aim_pitch" ); m_iYawPoseParameter = LookupPoseParameter( "aim_yaw" );
SetPoseParameter( m_iPitchPoseParameter, flPoseParam0 ); SetPoseParameter( m_iYawPoseParameter, flPoseParam1 );
CreateBuildPoints();
ReattachChildren();
ResetSequenceInfo(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::SetBuildingSize() { // Mini's do NOT need to have their size set here, SetModelScale already handles scaling for hulls (change from MvM)
UTIL_SetSize( this, SENTRYGUN_MINS, SENTRYGUN_MAXS ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::MakeCarriedObject( CTFPlayer *pCarrier ) { BaseClass::MakeCarriedObject( pCarrier );
m_iOldAmmoShells = m_iAmmoShells; m_iOldAmmoRockets = m_iAmmoRockets;
m_nShieldLevel.Set( SHIELD_NONE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::MakeDisposableBuilding( CTFPlayer* pPlayer ) { // We don't have our main gun
if ( !( pPlayer->GetNumObjects( OBJ_SENTRYGUN ) && pPlayer->CanBuild( OBJ_SENTRYGUN ) == CB_CAN_BUILD ) ) return;
// We're carrying our main gun
if ( pPlayer->m_Shared.IsCarryingObject() && pPlayer->m_Shared.GetCarriedObject() && !pPlayer->m_Shared.GetCarriedObject()->IsDisposableBuilding() ) return;
if ( IsDisposableBuilding() ) return;
SetMaxHealth( SENTRYGUN_MINI_MAX_HEALTH ); SetHealth( SENTRYGUN_MINI_MAX_HEALTH );
SetModelScale( DISPOSABLE_SCALE ); BaseClass::MakeDisposableBuilding( pPlayer ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::RemoveAllAmmo() { m_iOldAmmoShells = m_iAmmoShells; m_iOldAmmoRockets = m_iAmmoRockets;
m_iAmmoShells = 0; m_iAmmoRockets = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::EmitSentrySound( IRecipientFilter& filter, int iEntIndex, const char *soundname ) { EmitSound_t params; params.m_pSoundName = soundname; params.m_flSoundTime = 0; params.m_pflSoundDuration = 0; params.m_bWarnOnDirectWaveReference = true; if ( IsMiniBuilding() ) { StopSound( soundname ); params.m_nPitch = PITCH_HIGH; params.m_nFlags = SND_CHANGE_PITCH; }
EmitSound( filter, entindex(), params ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::EmitSentrySound( const char* soundname ) { CPASAttenuationFilter filter( this, soundname );
EmitSound_t params; params.m_pSoundName = soundname; params.m_flSoundTime = 0; params.m_pflSoundDuration = 0; params.m_bWarnOnDirectWaveReference = true; if ( IsMiniBuilding() || m_flFireRate != 1.f ) { StopSound( soundname ); params.m_nPitch = IsMiniBuilding() ? PITCH_HIGH : RemapValClamped( m_flFireRate, 1.0f, 0.5f, 100.f, 120.f ); params.m_nFlags = SND_CHANGE_PITCH; }
EmitSound( filter, entindex(), params ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPlayer *CObjectSentrygun::GetAssistingTeammate( float maxAssistDuration ) const { if ( maxAssistDuration > 0.0f && ( !m_lastTeammateWrenchHitTimer.HasStarted() || m_lastTeammateWrenchHitTimer.IsGreaterThen( maxAssistDuration ) ) ) return NULL;
return m_lastTeammateWrenchHit; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectSentrygun::SetAutoAimTarget( CTFPlayer* pPlayer ) { if ( !pPlayer ) return;
// No auto aim target if a dummy is found
CBaseEntity *pTargetOld = m_hEnemy.Get(); if ( pTargetOld ) { CTFTargetDummy *pDummy = dynamic_cast<CTFTargetDummy*>( pTargetOld ); if ( pDummy ) { m_hAutoAimTarget = NULL; return; } }
m_hAutoAimTarget = pPlayer; m_flAutoAimStartTime = gpGlobals->curtime; }
//-----------------------------------------------------------------------------
void CObjectSentrygun::UpdateNavMeshCombatStatus( void ) { // mark region as 'in combat'
if ( m_inCombatThrottleTimer.IsElapsed() ) { // important to keep this at one second, so rate cvars make sense (units/sec)
m_inCombatThrottleTimer.Start( 1.0f );
UpdateLastKnownArea();
// only search up/down StepHeight as a cheap substitute for line of sight
CUtlVector< CNavArea * > nearbyAreaVector; CollectSurroundingAreas( &nearbyAreaVector, GetLastKnownArea(), tf_nav_in_combat_range.GetFloat(), StepHeight, StepHeight );
for( int i=0; i<nearbyAreaVector.Count(); ++i ) { CTFNavArea *area = static_cast< CTFNavArea * >( nearbyAreaVector[i] );
// hacky - we want sentry gunfire to immediately heat the area since it is so dangerous
area->OnCombat(); area->OnCombat(); area->OnCombat(); area->OnCombat(); area->OnCombat(); } } } //-------------------------------------------------------------------------------------------------------------------------------
int CObjectSentrygun::GetUpgradeMetalRequired() { int iMetal = BaseClass::GetUpgradeMetalRequired(); int iSmallSentry = 0; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), iSmallSentry, build_small_sentries ); if ( iSmallSentry ) { iMetal *= 0.75f; } return iMetal; }
//-------------------------------------------------------------------------------------------------------------------------------
int CObjectSentrygun::GetMaxHealthForCurrentLevel( void ) { int iHealth = BaseClass::GetMaxHealthForCurrentLevel(); if ( IsScaledSentry() ) { iHealth *= 0.66f; } return iHealth; } //-------------------------------------------------------------------------------------------------------------------------------
void CObjectSentrygun::MakeScaledBuilding( CTFPlayer *pPlayer ) { int iSmallSentry = 0; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwner(), iSmallSentry, build_small_sentries ); if ( iSmallSentry ) { m_flScaledSentry = iSmallSentry ? SMALL_SENTRY_SCALE : 1.0f;
SetModelScale( m_flScaledSentry );
int iHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iHealth ); SetHealth( iHealth ); SetBuildingSize(); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( tf_projectile_sentryrocket, CTFProjectile_SentryRocket );
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_SentryRocket, DT_TFProjectile_SentryRocket )
BEGIN_NETWORK_TABLE( CTFProjectile_SentryRocket, DT_TFProjectile_SentryRocket ) END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Creation
//-----------------------------------------------------------------------------
CTFProjectile_SentryRocket *CTFProjectile_SentryRocket::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, CBaseEntity *pScorer ) { CTFProjectile_SentryRocket *pRocket = static_cast<CTFProjectile_SentryRocket*>( CTFBaseRocket::Create( NULL, "tf_projectile_sentryrocket", vecOrigin, vecAngles, pOwner ) );
if ( pRocket ) { pRocket->SetScorer( pScorer ); }
return pRocket; }
CTFProjectile_SentryRocket::CTFProjectile_SentryRocket() { UseClientSideAnimation(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_SentryRocket::Spawn() { BaseClass::Spawn();
SetModel( SENTRY_ROCKET_MODEL );
UTIL_SetSize( this, vec3_origin, vec3_origin );
ResetSequence( LookupSequence("idle") ); }
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// Purpose: Directly create a sentry gun at the precise position and orientation desired
//-----------------------------------------------------------------------------
void CC_SentrygunSpawn( const CCommand& args ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
CObjectSentrygun *sentry = (CObjectSentrygun *)CreateEntityByName( "obj_sentrygun" ); if ( sentry ) { CBasePlayer* pPlayer = UTIL_GetCommandClient(); trace_t tr; Vector forward; pPlayer->EyeVectors( &forward ); UTIL_TraceLine( pPlayer->EyePosition(), pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 ) { sentry->SetAbsOrigin( tr.endpos ); QAngle angles = pPlayer->BodyAngles(); angles.x = 0.0f; angles.z = 0.0f; sentry->SetAbsAngles( angles ); }
int iSentryLevel = 2; int iTeamNum = pPlayer->GetTeamNumber();
if ( args.ArgC() > 1 ) { int i = atoi(args[1]); if ( abs(i) >= 1 && abs(i) <= 3) { iSentryLevel = abs(i)-1; }
if ( i < 0) { iTeamNum = GetEnemyTeam( iTeamNum ); } }
sentry->m_nDefaultUpgradeLevel = iSentryLevel;
sentry->Spawn(); sentry->ChangeTeam( iTeamNum );
sentry->InitializeMapPlacedObject(); } } static ConCommand sentrygun_spawn( "sentrygun_spawn", CC_SentrygunSpawn, "Spawns a Sentrygun where the player is looking. Takes a parameter for level of sentry [1-3: default 3]. If the passed sentry level < 0, an enemy sentry is spawned.", FCVAR_GAMEDLL | FCVAR_CHEAT );
#endif // STAGING_ONLY
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