|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: static_prop - don't move, don't animate, don't do anything.
// physics_prop - move, take damage, but don't animate
//
//===========================================================================//
#include "cbase.h"
#include "tf_gamerules.h"
#include "tf_props.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar tf_soccer_ball_up_max( "tf_soccer_ball_up_max", "350", FCVAR_CHEAT ); ConVar tf_soccer_ball_multiplier( "tf_soccer_ball_multiplier", "4", FCVAR_CHEAT ); ConVar tf_soccer_ball_min_speed( "tf_soccer_ball_min_speed", "30", FCVAR_CHEAT );
// Ranges from ~ .3 (side swipe) to 1 (full head on hit). When it's >= this value,
// treat the hit as a full frontal 1.0 collision.
ConVar tf_soccer_front_hit_range( "tf_soccer_front_hit_range", ".95", FCVAR_CHEAT );
extern ConVar tf_halloween_kart_dash_speed; extern ConVar tf_halloween_kart_normal_speed;
LINK_ENTITY_TO_CLASS( prop_soccer_ball, CPropSoccerBall );
BEGIN_DATADESC( CPropSoccerBall ) DEFINE_KEYFIELD( m_iszTriggers, FIELD_STRING, "trigger_name" ), END_DATADESC()
void CPropSoccerBall::Precache() { PrecacheScriptSound( "BumperCar.HitBall" ); }
void CPropSoccerBall::Spawn() { BaseClass::Spawn();
SetSolid( SOLID_VPHYSICS ); // Use our vphys model for collision
SetSolidFlags( FSOLID_TRIGGER ); // Generate Touch functions, but dont collide
SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS ); // Need this one too so players dont get stopped
SetTouch( &CPropSoccerBall::BallTouch ); SetContextThink( &CPropSoccerBall::TriggerTouchThink, gpGlobals->curtime + 0.2f, "TriggerTouchThink" ); }
// Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this,
// we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to
// touch them. Our collision system is a vortex of insanity.
void CPropSoccerBall::TriggerTouchThink() { FOR_EACH_VEC( m_vecTriggers, i ) { if ( m_vecTriggers[i]->PointIsWithin( GetAbsOrigin() ) ) { m_vecTriggers[i]->StartTouch( this ); m_vecTriggers[i]->EndTouch( this ); } }
SetContextThink( &CPropSoccerBall::TriggerTouchThink, gpGlobals->curtime + 0.2f, "TriggerTouchThink" ); }
void CPropSoccerBall::Activate() { CBaseTrigger* pTrigger = NULL; do { pTrigger = dynamic_cast<CBaseTrigger *> ( gEntList.FindEntityByName( pTrigger, m_iszTriggers.ToCStr() ) ); if ( pTrigger ) { m_vecTriggers.AddToTail( pTrigger ); } } while ( pTrigger );
BaseClass::Activate(); }
bool CPropSoccerBall::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ) { TestHitboxes( ray, 0xFFFFFFFF, trace );
if ( trace.DidHit() ) { IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj ) pObj->Wake(); }
return false; }
void CPropSoccerBall::BallTouch( CBaseEntity *pOther ) { if ( gpGlobals->curtime < m_flNextAllowedImpactTime ) return;
CTFPlayer *pTFPlayer = ToTFPlayer( pOther ); if ( pTFPlayer ) { const float flSoccerBallMultiplier = tf_soccer_ball_multiplier.GetFloat();
// Get player direction and speed.
Vector vPlayer( pOther->GetAbsVelocity().x, pOther->GetAbsVelocity().y, 0.0f ); float flSpeed = vPlayer.Length2D(); vPlayer.NormalizeInPlace();
// Linearly scale up based on kart speed.
float fUp = tf_soccer_ball_up_max.GetFloat(); float fUpScale = flSpeed / tf_halloween_kart_dash_speed.GetFloat(); fUp = Clamp( fUp * fUpScale, 5.0f, fUp ) * flSoccerBallMultiplier;
// Get vector to ball from player.
Vector vToBall = GetAbsOrigin() - pOther->GetAbsOrigin(); vToBall.z = 0.0f; vToBall.NormalizeInPlace();
// cosTheta ranges from about .3 (side swipe) to 1 (full head on hit).
float cosTheta = Max( 0.1f, vToBall.Dot( vPlayer ) );
// Scale speed based on incident angle and soccer ball multiplier hack.
flSpeed = Max( flSpeed * cosTheta, tf_soccer_ball_min_speed.GetFloat() ); flSpeed *= flSoccerBallMultiplier;
Vector vecVelocity; if ( cosTheta >= tf_soccer_front_hit_range.GetFloat() ) { // Front hit - snag player velocity and direction and use that.
//DevMsg( "%s cosTheta: %.2f front hit\n", __FUNCTION__, cosTheta );
vecVelocity = vPlayer; } else { // Side swipe. Scale vector by player speed and hit angle.
//DevMsg( "%s cosTheta: %.2f side hit\n", __FUNCTION__, cosTheta );
vecVelocity = vToBall; }
vecVelocity *= flSpeed; vecVelocity.z = fUp;
IPhysicsObject *pObj = VPhysicsGetObject(); pObj->Wake(); pObj->AddVelocity( &vecVelocity, NULL ); m_flNextAllowedImpactTime = gpGlobals->curtime + 0.1f;
EmitSound( "BumperCar.HitBall" );
ChangeTeam( pTFPlayer->GetTeamNumber() ); m_hLastToucher = pTFPlayer; } }
|