|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Pipebomb Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_weapon_pipebomblauncher.h"
#include "tf_weapon_grenadelauncher.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "IEffects.h"
#include "materialsystem/imaterialvar.h"
#include "functionproxy.h"
// Server specific.
#else
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "IEffects.h"
#include "props.h"
#include "func_respawnroom.h"
#include "tf_ammo_pack.h"
#include "takedamageinfo.h"
#include "tf_team.h"
#include "physics_collisionevent.h"
#ifdef TF_RAID_MODE
#include "player_vs_environment/boss_alpha/boss_alpha.h"
#endif // TF_RAID_MODE
#include "tf_weapon_medigun.h"
#endif
#define TF_WEAPON_PIPEBOMB_TIMER 3.0f //Seconds
#define TF_WEAPON_PIPEBOMB_GRAVITY 0.5f
#define TF_WEAPON_PIPEBOMB_FRICTION 0.8f
#define TF_WEAPON_PIPEBOMB_ELASTICITY 0.45f
#define TF_WEAPON_PIPEBOMB_TIMER_DMG_REDUCTION 0.6
extern ConVar tf_grenadelauncher_max_chargetime; ConVar tf_grenadelauncher_chargescale( "tf_grenadelauncher_chargescale", "1.0", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); ConVar tf_grenadelauncher_livetime( "tf_grenadelauncher_livetime", "0.8", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); extern ConVar tf_sticky_radius_ramp_time; extern ConVar tf_sticky_airdet_radius;
#ifndef CLIENT_DLL
ConVar tf_grenadelauncher_min_contact_speed( "tf_grenadelauncher_min_contact_speed", "100", FCVAR_DEVELOPMENTONLY ); extern ConVar tf_obj_gib_velocity_min; extern ConVar tf_obj_gib_velocity_max; extern ConVar tf_obj_gib_maxspeed; #endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadePipebombProjectile, DT_TFProjectile_Pipebomb )
BEGIN_NETWORK_TABLE( CTFGrenadePipebombProjectile, DT_TFProjectile_Pipebomb ) #ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_bTouched ) ), RecvPropInt( RECVINFO( m_iType ) ), RecvPropEHandle( RECVINFO( m_hLauncher ) ), RecvPropBool( RECVINFO( m_bDefensiveBomb ) ), #else
SendPropBool( SENDINFO( m_bTouched ) ), SendPropInt( SENDINFO( m_iType ), 3 ), SendPropEHandle( SENDINFO( m_hLauncher ) ), SendPropBool( SENDINFO( m_bDefensiveBomb ) ), #endif
END_NETWORK_TABLE()
#ifdef GAME_DLL
static string_t s_iszTrainName; #endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFGrenadePipebombProjectile::CTFGrenadePipebombProjectile() { m_bTouched = false; m_flChargeTime = 0.0f; m_bDetonateOnPulse = false; #ifdef GAME_DLL
s_iszTrainName = AllocPooledString( "models/props_vehicles/train_enginecar.mdl" ); m_flDeflectedTime = 0.0f; m_bWallShatter = false; m_bDefensiveBomb = false; m_bSendPlayerDestroyedEvent = true; m_bCanTakeDamage = true; #else
pEffectTrail = NULL; pEffectCrit = NULL; m_iCachedDeflect = 0; m_bHighlight = false; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFGrenadePipebombProjectile::~CTFGrenadePipebombProjectile() { #ifdef CLIENT_DLL
if ( pEffectTrail ) { ParticleProp()->StopEmission( pEffectTrail ); } if ( pEffectCrit ) { ParticleProp()->StopEmission( pEffectCrit ); } if ( m_pGlowEffect ) { delete m_pGlowEffect; m_pGlowEffect = NULL; }
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::GetWeaponID( void ) const { if ( m_iType == TF_GL_MODE_CANNONBALL ) { return TF_WEAPON_CANNON; }
return ( HasStickyEffects() ? TF_WEAPON_GRENADE_PIPEBOMB : TF_WEAPON_GRENADE_DEMOMAN ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::GetDamageType( void ) { int iDmgType = BaseClass::GetDamageType();
// If we're a pipebomb, we do distance based damage falloff for just the first few seconds of our life
if ( m_iType == TF_GL_MODE_REMOTE_DETONATE ) { if ( gpGlobals->curtime - m_flCreationTime < 5.0 ) { iDmgType |= DMG_USEDISTANCEMOD; } }
return iDmgType; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrenadePipebombProjectile::ShouldMiniCritOnReflect() const { return GetType() == TF_GL_MODE_REGULAR; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::UpdateOnRemove( void ) { // Tell our launcher that we were removed
CTFPipebombLauncher *pLauncher = dynamic_cast<CTFPipebombLauncher*>( m_hLauncher.Get() );
if ( pLauncher ) { pLauncher->DeathNotice( this ); }
BaseClass::UpdateOnRemove(); }
#ifdef CLIENT_DLL
//=============================================================================
//
// TF Pipebomb Grenade Projectile functions (Client specific).
//
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CTFGrenadePipebombProjectile::GetTrailParticleName( void ) { int iTeamNumber = GetTeamNumber();
if ( GetDeflected() && m_iType != TF_GL_MODE_REMOTE_DETONATE ) { CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner ) { iTeamNumber = pOwner->GetTeamNumber(); } }
if ( HasStickyEffects() ) { if ( iTeamNumber == TF_TEAM_BLUE ) { return "stickybombtrail_blue"; } else { return "stickybombtrail_red"; } } else { if ( iTeamNumber == TF_TEAM_BLUE ) { return "pipebombtrail_blue"; } else { return "pipebombtrail_red"; } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::OnDataChanged(DataUpdateType_t updateType) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { m_flCreationTime = gpGlobals->curtime; m_bPulsed = false;
CTFPipebombLauncher *pLauncher = dynamic_cast<CTFPipebombLauncher*>( m_hLauncher.Get() );
if ( pLauncher ) { pLauncher->AddPipeBomb( this ); }
if ( m_bDefensiveBomb && C_BasePlayer::GetLocalPlayer() == GetThrower() ) { if ( GetTeamNumber() == TF_TEAM_RED ) { m_pGlowEffect = new CGlowObject( this, Vector( 150, 0, 0 ), 1.0, true ); } else { m_pGlowEffect = new CGlowObject( this, Vector( 0, 0, 150 ), 1.0, true ); } }
CreateTrailParticles(); } else if ( m_bTouched ) { //ParticleProp()->StopEmission();
}
if ( m_iCachedDeflect != GetDeflected() ) { CreateTrailParticles(); }
m_iCachedDeflect = GetDeflected(); }
void CTFGrenadePipebombProjectile::CreateTrailParticles( void ) { if ( pEffectTrail ) { ParticleProp()->StopEmission( pEffectTrail ); }
if ( pEffectCrit ) { ParticleProp()->StopEmission( pEffectCrit ); }
pEffectTrail = ParticleProp()->Create( GetTrailParticleName(), PATTACH_ABSORIGIN_FOLLOW );
int iTeamNumber = GetTeamNumber();
if ( GetDeflected() && m_iType != TF_GL_MODE_REMOTE_DETONATE ) { CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner ) { iTeamNumber = pOwner->GetTeamNumber(); } }
if ( m_bCritical ) { switch( iTeamNumber ) { case TF_TEAM_BLUE:
if ( HasStickyEffects() ) { pEffectCrit = ParticleProp()->Create( "critical_grenade_blue", PATTACH_ABSORIGIN_FOLLOW ); } else { pEffectCrit = ParticleProp()->Create( "critical_pipe_blue", PATTACH_ABSORIGIN_FOLLOW ); } break; case TF_TEAM_RED:
if ( HasStickyEffects() ) { pEffectCrit = ParticleProp()->Create( "critical_grenade_red", PATTACH_ABSORIGIN_FOLLOW ); } else { pEffectCrit = ParticleProp()->Create( "critical_pipe_red", PATTACH_ABSORIGIN_FOLLOW ); } break; default: break; } }
}
extern ConVar tf_grenadelauncher_livetime;
void CTFGrenadePipebombProjectile::Simulate( void ) { BaseClass::Simulate();
if ( !HasStickyEffects() ) return;
if ( m_bPulsed == false ) { if ( (gpGlobals->curtime - m_flCreationTime) >= GetLiveTime() ) { if ( GetTeamNumber() == TF_TEAM_RED ) { ParticleProp()->Create( "stickybomb_pulse_red", PATTACH_ABSORIGIN_FOLLOW ); } else { ParticleProp()->Create( "stickybomb_pulse_blue", PATTACH_ABSORIGIN_FOLLOW ); }
m_bPulsed = true;
if ( m_bDetonateOnPulse ) { Detonate(); } } } }
//------------------------------------------------------------------------------
// Purpose: Don't draw if we haven't yet gone past our original spawn point
// Input : flags -
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::DrawModel( int flags ) { if ( gpGlobals->curtime < ( m_flCreationTime + 0.1 ) ) return 0;
return BaseClass::DrawModel( flags ); }
#else
//=============================================================================
//
// TF Pipebomb Grenade Projectile functions (Server specific).
//
#define TF_WEAPON_PIPEGRENADE_MODEL "models/weapons/w_models/w_grenade_grenadelauncher.mdl"
#define TF_WEAPON_CANNONBALL_MODEL "models/weapons/w_models/w_cannonball.mdl"
#define TF_WEAPON_PIPEBOMB_MODEL "models/weapons/w_models/w_stickybomb.mdl"
#define TF_WEAPON_PIPEBOMB2_MODEL "models/weapons/w_models/w_stickybomb2.mdl"
#define TF_WEAPON_PIPEBOMBD_MODEL "models/weapons/w_models/w_stickybomb_d.mdl"
#define TF_WEAPON_PIPEBOMB_BOUNCE_SOUND "Weapon_Grenade_Pipebomb.Bounce"
#define TF_WEAPON_CANNON_IMPACT_SOUND "Weapon_LooseCannon.BallImpact"
#define TF_WEAPON_GRENADE_DETONATE_TIME 2.0f
#define TF_WEAPON_GRENADE_XBOX_DAMAGE 112
BEGIN_DATADESC( CTFGrenadePipebombProjectile ) END_DATADESC()
LINK_ENTITY_TO_CLASS( tf_projectile_pipe_remote, CTFGrenadePipebombProjectile ); PRECACHE_WEAPON_REGISTER( tf_projectile_pipe_remote );
LINK_ENTITY_TO_CLASS( tf_projectile_pipe, CTFGrenadePipebombProjectile ); PRECACHE_WEAPON_REGISTER( tf_projectile_pipe );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFGrenadePipebombProjectile::GetPipebombClass( int iPipeBombType ) { switch ( iPipeBombType ) { case TF_GL_MODE_REGULAR: return "tf_projectile_pipe"; case TF_GL_MODE_REMOTE_DETONATE: case TF_GL_MODE_REMOTE_DETONATE_PRACTICE: return "tf_projectile_pipe_remote"; default: return "tf_projectile_pipe"; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadePipebombProjectile* CTFGrenadePipebombProjectile::Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, int iPipeBombType, float flMultDmg ) { // Translate a projectile type into a pipebomb type.
int iPipeBombDetonateType; switch ( iPipeBombType ) { case TF_PROJECTILE_PIPEBOMB_REMOTE: { iPipeBombDetonateType = TF_GL_MODE_REMOTE_DETONATE; } break; case TF_PROJECTILE_PIPEBOMB_PRACTICE: { iPipeBombDetonateType = TF_GL_MODE_REMOTE_DETONATE_PRACTICE; } break; case TF_PROJECTILE_CANNONBALL: { iPipeBombDetonateType = TF_GL_MODE_CANNONBALL; } break; default: iPipeBombDetonateType = TF_GL_MODE_REGULAR; } const char* pszBombClass = GetPipebombClass( iPipeBombDetonateType ); CTFGrenadePipebombProjectile *pGrenade = static_cast<CTFGrenadePipebombProjectile*>( CBaseEntity::CreateNoSpawn( pszBombClass, position, angles, pOwner ) ); if ( pGrenade ) { // Set the pipebomb mode before calling spawn, so the model & associated vphysics get setup properly
pGrenade->SetPipebombMode( iPipeBombDetonateType ); DispatchSpawn( pGrenade );
pGrenade->InitGrenade( velocity, angVelocity, pOwner, weaponInfo ); pGrenade->SetDamage( pGrenade->GetDamage() * flMultDmg ); pGrenade->SetFullDamage( pGrenade->GetDamage() );
if ( pGrenade->m_iType != TF_GL_MODE_REMOTE_DETONATE ) { // Some hackery here. Reduce the damage, so that if we explode on timeout,
// we'll do less damage. If we explode on contact, we'll restore this to full damage.
pGrenade->SetDamage( pGrenade->GetDamage() * TF_WEAPON_PIPEBOMB_TIMER_DMG_REDUCTION ); }
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
if ( pOwner ) { pGrenade->SetTruceValidForEnt( pOwner->IsTruceValidForEnt() ); } }
return pGrenade; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Spawn() { if ( HasStickyEffects() ) { // Set this to max, so effectively they do not self-implode.
if ( m_iType == TF_GL_MODE_REMOTE_DETONATE_PRACTICE ) { SetModel( TF_WEAPON_PIPEBOMB2_MODEL ); } else { SetModel( TF_WEAPON_PIPEBOMB_MODEL ); } SetDetonateTimerLength( FLT_MAX ); SetContextThink( &CTFGrenadePipebombProjectile::PreArmThink, gpGlobals->curtime + 0.001f, "PRE_ARM_THINK" ); // Next frame.
SetTouch( &CTFGrenadePipebombProjectile::StickybombTouch ); } else { if ( m_iType == TF_GL_MODE_CANNONBALL ) { SetModel( TF_WEAPON_CANNONBALL_MODEL ); } else { SetModel( TF_WEAPON_PIPEGRENADE_MODEL ); } SetDetonateTimerLength( TF_WEAPON_GRENADE_DETONATE_TIME ); SetTouch( &CTFGrenadePipebombProjectile::PipebombTouch ); }
SetCustomPipebombModel();
BaseClass::Spawn();
m_bTouched = false; m_flCreationTime = gpGlobals->curtime;
// We want to get touch functions called so we can damage enemy players
AddSolidFlags( FSOLID_TRIGGER );
m_flMinSleepTime = 0; AddFlag( FL_GRENADE ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Precache() { int iModel = PrecacheModel( TF_WEAPON_PIPEBOMB_MODEL ); PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_PIPEBOMB2_MODEL ); PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_PIPEBOMBD_MODEL ); PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_PIPEGRENADE_MODEL ); PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_CANNONBALL_MODEL ); PrecacheGibsForModel( iModel );
// Must add All custom Models here
iModel = PrecacheModel( "models/workshop/weapons/c_models/c_kingmaker_sticky/w_kingmaker_stickybomb.mdl" ); iModel = PrecacheModel( "models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl" );
PrecacheParticleSystem( "stickybombtrail_blue" ); PrecacheParticleSystem( "stickybombtrail_red" );
PrecacheScriptSound( TF_WEAPON_PIPEBOMB_BOUNCE_SOUND ); PrecacheScriptSound( TF_WEAPON_CANNON_IMPACT_SOUND );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::SetPipebombMode( int iPipebombMode /* = TF_GL_MODE_REGULAR */ ) { m_iType.Set( iPipebombMode ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::BounceSound( void ) { EmitSound( TF_WEAPON_PIPEBOMB_BOUNCE_SOUND ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Detonate() { if ( gpGlobals->curtime > m_flDetonateTime ) { if ( GetLauncher() ) { float flFizzle = 0; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(), flFizzle, stickybomb_fizzle_time ); if ( flFizzle ) { Fizzle(); } } }
if ( m_bFizzle ) { g_pEffects->Sparks( GetAbsOrigin(), 1, 2 ); Destroy( false );
if ( HasStickyEffects() ) { CreatePipebombGibs(); }
return; }
BaseClass::Detonate(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrenadePipebombProjectile::DetonateStickies() { if ( !GetLauncher() ) return false;
bool bDetonateSticky = false;
Vector vecOrigin = GetAbsOrigin(); const int maxEntities = 64; CBaseEntity *pObjects[ maxEntities ]; int count = UTIL_EntitiesInSphere( pObjects, maxEntities, vecOrigin, GetDamageRadius(), FL_GRENADE );
int iStickiesRemoved = 0;
trace_t tr; for ( int i = 0; i < count; i++ ) { if ( pObjects[i]->GetTeamNumber() == GetLauncher()->GetTeamNumber() ) continue;
CTFGrenadePipebombProjectile *pGrenade = dynamic_cast < CTFGrenadePipebombProjectile*> ( pObjects[i] ); if ( !pGrenade ) continue;
if ( pGrenade->m_iType != TF_GL_MODE_REMOTE_DETONATE ) continue;
if ( pGrenade->m_bFizzle ) continue;
UTIL_TraceLine( vecOrigin, pGrenade->GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0 ) continue; // No line of sight to the bomb.
pGrenade->Fizzle(); pGrenade->Detonate();
iStickiesRemoved++;
bDetonateSticky = true; }
CTFPlayer *pOwner = ToTFPlayer( GetThrower() ); if ( iStickiesRemoved && pOwner ) { pOwner->AwardAchievement( ACHIEVEMENT_TF_DEMOMAN_DESTROY_X_STICKYBOMBS, iStickiesRemoved ); }
return bDetonateSticky; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::CreatePipebombGibs( void ) { CPVSFilter filter( GetAbsOrigin() ); UserMessageBegin( filter, "CheapBreakModel" ); WRITE_SHORT( GetModelIndex() ); WRITE_VEC3COORD( GetAbsOrigin() ); MessageEnd(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Fizzle( void ) { m_bFizzle = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::StickybombTouch( CBaseEntity *pOther ) { #ifdef GAME_DLL
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() ) { if ( dynamic_cast< CBossAlpha * >( pOther ) != NULL ) { // stickies stick to the boss
m_bTouched = true; VPhysicsGetObject()->EnableMotion( false );
SetParent( pOther ); } } #endif
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::PipebombTouch( CBaseEntity *pOther ) { if ( pOther == GetThrower() ) return;
// Verify a correct "other."
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) return;
// Handle hitting skybox (disappear).
trace_t pTrace; Vector velDir = GetAbsVelocity(); VectorNormalize( velDir ); Vector vOrigin = GetAbsOrigin(); Vector vecSpot = vOrigin - velDir * 32; UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY ) { UTIL_Remove( this ); return; }
// PASSTIME always explode when it hits the ball
// fixme find a non-strcmp way to do this
if ( !V_strcmp( pOther->GetClassname(), "passtime_ball" ) ) { Explode( &pTrace, GetDamageType() ); return; }
//If we already touched a surface then we're not exploding on contact anymore.
if ( m_bTouched == true ) return;
bool bExploded = false;
// Blow up if we hit an enemy we can damage
if ( pOther->GetTeamNumber() && pOther->GetTeamNumber() != GetTeamNumber() && pOther->m_takedamage != DAMAGE_NO ) { // Check to see if this is a respawn room.
if ( !pOther->IsPlayer() ) { CFuncRespawnRoom *pRespawnRoom = dynamic_cast<CFuncRespawnRoom*>( pOther ); if ( pRespawnRoom ) { if ( !pRespawnRoom->PointIsWithin( vOrigin ) ) return; } } if ( m_iType == TF_GL_MODE_CANNONBALL ) { // Damage the player to push them back
CBaseEntity *pAttacker = GetThrower(); if ( pAttacker && ( pOther->IsPlayer() || pOther->IsBaseObject() ) ) { // check if we already penetrate through this victim
if ( !m_penetratedEntities.HasElement( pOther ) ) { // Impact damage scales with distance
float flDistanceSq = (pOther->GetAbsOrigin() - pAttacker->GetAbsOrigin()).LengthSqr(); float flImpactDamage = RemapValClamped( flDistanceSq, 512 * 512, 1024 * 1024, 50, 25 );
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vOrigin, flImpactDamage, GetDamageType(), TF_DMG_CUSTOM_CANNONBALL_PUSH ); pOther->TakeDamage( info );
CTFPlayer *pVictim = ToTFPlayer( pOther ); if ( pVictim ) { // apply airblast - Apply stun if they are effectively grounded so we can knock them up
if ( !pVictim->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) ) { pVictim->m_Shared.StunPlayer( 0.5, 1.f, TF_STUN_MOVEMENT, ToTFPlayer( pAttacker ) ); }
Vector vecToTarget = pVictim->WorldSpaceCenter() - pAttacker->WorldSpaceCenter(); VectorNormalize( vecToTarget ); vecToTarget *= 400; vecToTarget.z += 350; // Mimic Flamethrower AirBlast
pVictim->ApplyAirBlastImpulse( vecToTarget ); }
m_penetratedEntities.AddToTail( pOther );
EmitSound( TF_WEAPON_CANNON_IMPACT_SOUND );
// Add this guy to our donk list. If this grenade explodes and hits anyone on our launcher's
// donk list, they get minicrit
CTFGrenadeLauncher* pLauncher = dynamic_cast<CTFGrenadeLauncher*>( GetLauncher() ); if( pLauncher ) { pLauncher->AddDonkVictim( pOther ); } } return; } }
// Save this entity as enemy, they will take 100% damage.
m_hEnemy = pOther;
// Restore damage. See comment in CTFGrenadePipebombProjectile::Create() above to understand this.
m_flDamage = m_flFullDamage; Explode( &pTrace, GetDamageType() ); bExploded = true; }
// Train hack!
if ( !bExploded && pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) ) { Explode( &pTrace, GetDamageType() ); bExploded = true; }
// Explode on contact with a Boss, too
if ( !bExploded && TFGameRules()->GetActiveBoss() && pOther == TFGameRules()->GetActiveBoss() ) { Explode( &pTrace, GetDamageType() ); bExploded = true; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
extern bool PropDynamic_CollidesWithGrenades( CBaseEntity* pBaseEntity );
void CTFGrenadePipebombProjectile::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { BaseClass::VPhysicsCollision( index, pEvent );
int otherIndex = !index; CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( !pHitEntity ) return;
if ( m_bWallShatter ) { Fizzle(); Detonate(); return; }
if ( m_iType == TF_GL_MODE_REGULAR || m_iType == TF_GL_MODE_CANNONBALL ) { if ( PropDynamic_CollidesWithGrenades( pHitEntity) ) { if ( m_bTouched == false ) { SetThink( &CTFGrenadePipebombProjectile::Detonate ); SetNextThink( gpGlobals->curtime ); } } // Blow up if we hit an enemy we can damage
else if ( pHitEntity->GetTeamNumber() && pHitEntity->GetTeamNumber() != GetTeamNumber() && pHitEntity->m_takedamage != DAMAGE_NO ) { SetThink( &CTFGrenadePipebombProjectile::Detonate ); SetNextThink( gpGlobals->curtime ); }
if ( m_bTouched == false ) { SetDamage( GetDamageScaleOnWorldContact() * GetDamage() );
int iNoBounce = 0; if ( GetLauncher() ) { CALL_ATTRIB_HOOK_INT_ON_OTHER( GetLauncher(), iNoBounce, grenade_no_bounce ) if ( iNoBounce ) { Vector velocity; AngularImpulse angularVelocity; VPhysicsGetObject()->GetVelocity( &velocity, &angularVelocity ); velocity *= 0.1f; VPhysicsGetObject()->SetVelocity( &velocity, &angularVelocity ); } } } m_bTouched = true; return; }
// Handle hitting skybox (disappear).
surfacedata_t *pprops = physprops->GetSurfaceData( pEvent->surfaceProps[otherIndex] ); if ( pprops->game.material == 'X' ) { // uncomment to destroy grenade upon hitting sky brush
//SetThink( &CTFGrenadePipebombProjectile::SUB_Remove );
//SetNextThink( gpGlobals->curtime );
return; }
bool bIsDynamicProp = ( NULL != dynamic_cast<CDynamicProp *>( pHitEntity ) );
// Temp: Don't stick to the saw blades in sawmill.
// We should make the saws their own entity type for networking.
if ( FStrEq( pHitEntity->m_iParent.ToCStr(), "sawmovelinear01" ) || FStrEq( pHitEntity->m_iParent.ToCStr(), "sawmovelinear02" ) || PropDynamic_CollidesWithGrenades( pHitEntity) ) { bIsDynamicProp = false; }
// Pipebombs stick to the world when they touch it
if ( pHitEntity && ( pHitEntity->IsWorld() || bIsDynamicProp ) && gpGlobals->curtime > m_flMinSleepTime ) { m_bTouched = true;
g_PostSimulationQueue.QueueCall( VPhysicsGetObject(), &IPhysicsObject::EnableMotion, false );
// Save impact data for explosions.
m_bUseImpactNormal = true; pEvent->pInternalData->GetSurfaceNormal( m_vecImpactNormal ); m_vecImpactNormal.Negate(); m_flTouchedTime = gpGlobals->curtime;
float flFizzle = 0; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(), flFizzle, stickybomb_fizzle_time ); if ( flFizzle > 0 ) { SetDetonateTimerLength( flFizzle ); } } }
ConVar tf_grenade_forcefrom_bullet( "tf_grenade_forcefrom_bullet", "2.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_grenade_forcefrom_buckshot( "tf_grenade_forcefrom_buckshot", "0.75", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_grenade_forcefrom_blast( "tf_grenade_forcefrom_blast", "0.15", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_grenade_force_sleeptime( "tf_grenade_force_sleeptime", "1.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); // How long after being shot will we re-stick to the world.
ConVar tf_pipebomb_force_to_move( "tf_pipebomb_force_to_move", "1500.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); ConVar tf_pipebomb_deflect_reset_time( "tf_pipebomb_deflect_reset_time", "10.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose: If we are shot after being stuck to the world, move a bit
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::OnTakeDamage( const CTakeDamageInfo &info ) { if ( !info.GetAttacker() ) { Assert( !info.GetAttacker() ); return 0; }
bool bSameTeam = ( info.GetAttacker()->GetTeamNumber() == GetTeamNumber() ); if ( !bSameTeam && CanTakeDamage() ) { if ( m_bTouched && HasStickyEffects() && ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BLAST|DMG_SONIC|DMG_MELEE) ) ) { Vector vecForce = info.GetDamageForce();
bool bBreakPipes = false;
if ( info.GetDamageType() & (DMG_BULLET|DMG_MELEE) ) { vecForce *= tf_grenade_forcefrom_bullet.GetFloat(); bBreakPipes = true; } if ( info.GetDamageType() & DMG_SONIC ) { vecForce *= tf_grenade_forcefrom_bullet.GetFloat(); } else if ( info.GetDamageType() & DMG_BUCKSHOT ) { vecForce *= tf_grenade_forcefrom_buckshot.GetFloat(); bBreakPipes = true; } else if ( info.GetDamageType() & DMG_BLAST ) { vecForce *= tf_grenade_forcefrom_blast.GetFloat(); }
if ( bBreakPipes == true ) { // we might get multiple calls for the same pipe when shooting it with a shotgun,
// so make sure it only sends the player_destroyed_pipebomb event once
if ( m_bSendPlayerDestroyedEvent ) { if ( info.GetAttacker()->IsPlayer() ) { CTFPlayer *pPlayer = ToTFPlayer( info.GetAttacker() ); if ( pPlayer ) { IGameEvent * event = gameeventmanager->CreateEvent( "player_destroyed_pipebomb" ); if ( event ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); }
if ( pPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) ) { // If we are near a building, award achievement progress.
CTFTeam *pTeam = pPlayer->GetTFTeam(); if ( pTeam ) { for ( int i=0; i<pTeam->GetNumObjects(); i++ ) { CBaseObject *pObject = pTeam->GetObject(i); if ( pObject && pObject->GetAbsOrigin().DistTo( GetAbsOrigin() ) < 100 && pObject->ObjectType() != OBJ_ATTACHMENT_SAPPER ) { pPlayer->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_DESTROY_STICKIES, 1 ); break; // Only one award per sticky.
} } } } }
m_bSendPlayerDestroyedEvent = false; } }
Fizzle(); Detonate(); }
// If the force is sufficient, detach & move the pipebomb
float flForce = tf_pipebomb_force_to_move.GetFloat(); if ( vecForce.LengthSqr() > (flForce*flForce) ) { if ( VPhysicsGetObject() ) { VPhysicsGetObject()->EnableMotion( true ); }
CTakeDamageInfo newInfo = info; newInfo.SetDamageForce( vecForce );
VPhysicsTakeDamage( newInfo );
// The pipebomb will re-stick to the ground after this time expires
m_flMinSleepTime = gpGlobals->curtime + tf_grenade_force_sleeptime.GetFloat(); m_bTouched = false;
// It has moved the data is no longer valid.
m_bUseImpactNormal = false; m_vecImpactNormal.Init();
return 1; } } }
return 0; }
void CTFGrenadePipebombProjectile::IncrementDeflected( void ) { BaseClass::IncrementDeflected();
if ( GetDeflected() && HasStickyEffects() ) { m_flDeflectedTime = gpGlobals->curtime + tf_pipebomb_deflect_reset_time.GetFloat(); }
int iTeamNumber = GetTeamNumber();
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner ) { iTeamNumber = pOwner->GetTeamNumber(); }
if ( !HasStickyEffects() ) { m_nSkin = ( iTeamNumber == TF_TEAM_BLUE ) ? 1 : 0; } }
void CTFGrenadePipebombProjectile::DetonateThink( void ) { BaseClass::DetonateThink();
if ( m_flDeflectedTime <= gpGlobals->curtime && HasStickyEffects() ) { ResetDeflected(); SetDeflectOwner( NULL ); }
// If we received our crit via a medic, make sure they still exist.
if ( m_CritMedics.Count() ) { if ( TFGameRules() && ( TFGameRules()->InSetup() || TFGameRules()->State_Get() == GR_STATE_BETWEEN_RNDS ) ) { bool bRemove = true;
FOR_EACH_VEC( m_CritMedics, i ) { if ( m_CritMedics[i] && m_CritMedics[i]->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC ) { bRemove = false; break; } }
// No medic(s)
if ( bRemove ) { Fizzle(); Detonate(); return; } } else { // Clear the vector when the game starts
m_CritMedics.RemoveAll(); } } }
void CTFGrenadePipebombProjectile::PreArmThink( void ) { SetContextThink( &CTFGrenadePipebombProjectile::ArmThink, gpGlobals->curtime + GetLiveTime(), "ARM_THINK" ); }
void CTFGrenadePipebombProjectile::ArmThink( void ) { // When between waves in MvM, players sometimes switch to medic just so demos can place crit stickies,
// and then switch back. This code removes the sticky if the medic switches ( in DetonateThink() )
if ( IsCritical() && HasStickyEffects() && TFGameRules() && ( TFGameRules()->InSetup() || TFGameRules()->State_Get() == GR_STATE_BETWEEN_RNDS ) ) { CTFPlayer *pOwner = ToTFPlayer( GetThrower() ); if ( pOwner && pOwner->m_Shared.InCond( TF_COND_CRITBOOSTED ) && !pOwner->m_Shared.InCond( TF_COND_CRITBOOSTED_USER_BUFF ) ) { // Find the medic(s)
for ( int i = 0; i < pOwner->m_Shared.GetNumHealers(); i++ ) { CTFPlayer *pMedic = ToTFPlayer( pOwner->m_Shared.GetHealerByIndex( i ) ); if ( !pMedic ) continue;
CWeaponMedigun *pMedigun = dynamic_cast <CWeaponMedigun*>( pMedic->GetActiveTFWeapon() ); if ( pMedigun && pMedigun->IsReleasingCharge() && pMedigun->GetChargeType() == MEDIGUN_CHARGE_CRITICALBOOST ) { m_CritMedics.AddToTail( pMedic ); } }
// We didn't find the medic. What provided TF_COND_CRITBOOSTED?
Assert( m_CritMedics.Count() ); } }
if ( m_bDetonateOnPulse ) { Detonate(); } }
#endif
//------------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFGrenadePipebombProjectile::GetLiveTime( void ) { float flLiveTime = tf_grenadelauncher_livetime.GetFloat();
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(), flLiveTime, sticky_arm_time );
if ( TFGameRules() && TFGameRules()->IsPowerupMode() ) { CTFPlayer *pOwner = ToTFPlayer( GetThrower() );
if ( pOwner ) { if ( pOwner->m_Shared.GetCarryingRuneType() == RUNE_HASTE ) { flLiveTime *= 0.5f; } else if ( pOwner->m_Shared.GetCarryingRuneType() == RUNE_KING || pOwner->m_Shared.InCond( TF_COND_KING_BUFFED ) ) { flLiveTime *= 0.75f; } } }
return flLiveTime; }
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: Grenade was deflected.
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Deflected( CBaseEntity *pDeflectedBy, Vector& vecDir ) { CTFPlayer *pTFDeflector = ToTFPlayer( pDeflectedBy ); if ( !pTFDeflector ) return;
CTFPlayer* pOldOwner = NULL; if ( HasStickyEffects() ) { CTakeDamageInfo info;
float flForceMultiplier = 1.0f; ITFChargeUpWeapon *pWeapon = dynamic_cast<ITFChargeUpWeapon*>( pTFDeflector->GetActiveWeapon() ); if ( pWeapon ) { flForceMultiplier = RemapValClamped( ( gpGlobals->curtime - pWeapon->GetChargeBeginTime() ), 0.0f, pWeapon->GetChargeMaxTime(), 1.0f, 2.0f ); } Vector vecForce = vecDir * flForceMultiplier * -CTFWeaponBase::DeflectionForce( WorldAlignSize(), 90, 12.0f ); pOldOwner = ToTFPlayer( GetThrower() ); info.SetAttacker( pDeflectedBy ); info.SetDamageForce( vecForce ); info.SetDamageType( DMG_SONIC ); info.SetWeapon( pTFDeflector->GetActiveTFWeapon() ); OnTakeDamage( info ); } else { ChangeTeam( pTFDeflector->GetTeamNumber() ); SetLauncher( pTFDeflector->GetActiveWeapon() ); pOldOwner = ToTFPlayer( GetThrower() ); SetThrower( pTFDeflector );
if ( pTFDeflector->m_Shared.IsCritBoosted() ) { SetCritical( true ); } }
if ( pOldOwner ) { pOldOwner->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:1,victim:1" ); }
CTFWeaponBase::SendObjectDeflectedEvent( pTFDeflector, pOldOwner, GetWeaponID(), this );
SetDeflectOwner( pTFDeflector ); IncrementDeflected(); } #endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Highlight FX
//-----------------------------------------------------------------------------
class CProxyStickybombGlowColor : public CResultProxy { public: void OnBind( void *pC_BaseEntity ) { Assert( m_pResult );
if ( !pC_BaseEntity ) { m_pResult->SetVecValue( 1, 1, 1 ); return; }
CTFGrenadePipebombProjectile *pGrenade = NULL; C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity ); if ( !pEntity ) { m_pResult->SetVecValue( 1, 1, 1 ); return; }
// default to [1 1 1]
Vector vResult = Vector( 1, 1, 1 );
pGrenade = dynamic_cast<CTFGrenadePipebombProjectile*>( pEntity ); if ( pGrenade ) { if ( pGrenade->IsHighlighted() ) { int iTeamNumber = pGrenade->GetTeamNumber(); if ( iTeamNumber == TF_TEAM_RED ) { vResult = Vector ( 100.f, 0.f, 0.f ); if ( pGrenade->m_pGlowEffect ) { pGrenade->m_pGlowEffect->SetColor( Vector( 250, 0, 0 ) ); } } else { vResult = Vector ( 0.f, 0.f, 100.f ); if ( pGrenade->m_pGlowEffect ) { pGrenade->m_pGlowEffect->SetColor( Vector( 0, 0, 250 ) ); } } } else { int iTeamNumber = pGrenade->GetTeamNumber(); if ( iTeamNumber == TF_TEAM_RED ) { if ( pGrenade->m_pGlowEffect ) { pGrenade->m_pGlowEffect->SetColor( Vector( 200, 100, 100 ) ); } } else { if ( pGrenade->m_pGlowEffect ) { pGrenade->m_pGlowEffect->SetColor( Vector( 100, 100, 200 ) ); } } } } m_pResult->SetVecValue( vResult.x, vResult.y, vResult.z ); } }; EXPOSE_INTERFACE( CProxyStickybombGlowColor, IMaterialProxy, "StickybombGlowColor" IMATERIAL_PROXY_INTERFACE_VERSION ); #endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#if GAME_DLL
int CTFGrenadePipebombProjectile::GetDamageCustom() { if ( m_iType == TF_GL_MODE_REMOTE_DETONATE ) { if ( !m_bTouched ) { return TF_DMG_CUSTOM_AIR_STICKY_BURST; } else if ( m_bDefensiveBomb ) { return TF_DMG_CUSTOM_DEFENSIVE_STICKY; } else { return TF_DMG_CUSTOM_STANDARD_STICKY; } } else if ( m_iType == TF_GL_MODE_REMOTE_DETONATE_PRACTICE ) { return TF_DMG_CUSTOM_PRACTICE_STICKY; }
return BaseClass::GetDamageCustom(); }
float CTFGrenadePipebombProjectile::GetDamageScaleOnWorldContact() { float flGrenadeDamageScaleOnWorldContact = 1.f; if ( GetLauncher() ) { CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(),flGrenadeDamageScaleOnWorldContact, grenade_damage_reduction_on_world_contact ); } return flGrenadeDamageScaleOnWorldContact; } #endif
//-----------------------------------------------------------------------------
float CTFGrenadePipebombProjectile::GetDamageRadius() { float flRadiusMod = 1.0f;
#ifdef GAME_DLL
// winbomb prevention.
// Air Det
if ( m_iType == TF_GL_MODE_REMOTE_DETONATE ) { if ( m_bTouched == false ) { float flArmTime = tf_grenadelauncher_livetime.GetFloat(); flRadiusMod *= RemapValClamped( gpGlobals->curtime - m_flCreationTime, flArmTime, flArmTime + tf_sticky_radius_ramp_time.GetFloat(), tf_sticky_airdet_radius.GetFloat(), 1.0 ); } } #endif // GAME_DLL
return BaseClass::GetDamageRadius() * flRadiusMod; }
|