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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_weapon_passtime_gun.h"
#include "passtime_convars.h"
#include "in_buttons.h"
#include "tf_gamerules.h"
#ifdef GAME_DLL
#include "tf_passtime_ball.h"
#include "tf_passtime_logic.h"
#include "tf_player.h"
#include "tf_playerclass.h"
#include "tf_team.h"
#include "tf_gamestats.h"
#else // !GAME_DLL
#include "c_tf_passtime_logic.h"
#include "c_tf_passtime_ball.h"
#include "tf_hud_passtime_reticle.h"
#include "tf_viewmodel.h"
#include "c_tf_player.h"
#include "prediction.h"
#endif
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( PasstimeGun, DT_PasstimeGun )
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE( CPasstimeGun, DT_PasstimeGun ) #ifdef GAME_DLL
SendPropInt( SENDINFO( m_eThrowState ) ), SendPropFloat( SENDINFO( m_fChargeBeginTime ) ) #else
RecvPropInt( RECVINFO( m_eThrowState ) ), RecvPropFloat( RECVINFO( m_fChargeBeginTime ) ) #endif
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
BEGIN_PREDICTION_DATA( CPasstimeGun ) END_PREDICTION_DATA() // this has to be here because the client's precache code uses it to get the classname of this entity...
//-----------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( tf_weapon_passtime_gun, CPasstimeGun ); PRECACHE_WEAPON_REGISTER( tf_weapon_passtime_gun );
//-----------------------------------------------------------------------------
namespace { static char const * const kChargeSound = "Passtime.GunCharge"; static char const * const kTargetHightlightSound = "Passtime.TargetLock"; static char const * const kShootOkSound = "Passtime.Throw"; static char const * const kPassOkSound = "Passtime.Throw"; static char const * const kHalloweenBallModel = "models/passtime/ball/passtime_ball_halloween.mdl"; }
//-----------------------------------------------------------------------------
CPasstimeGun::CPasstimeGun() : m_flTargetResetTime( 0 ) , m_attack( IN_ATTACK ) , m_attack2( IN_ATTACK2 ) { m_eThrowState = THROWSTATE_DISABLED; #ifdef CLIENT_DLL
m_pBounceReticle = 0; #endif
}
//-----------------------------------------------------------------------------
void CPasstimeGun::Spawn() { m_iClip1 = -1; m_flTargetResetTime = 0; BaseClass::Spawn();
#ifdef CLIENT_DLL
SetNextClientThink( CLIENT_THINK_ALWAYS ); if( !m_pBounceReticle ) m_pBounceReticle = new C_PasstimeBounceReticle(); #endif
}
//-----------------------------------------------------------------------------
CPasstimeGun::~CPasstimeGun() { #ifdef CLIENT_DLL
delete m_pBounceReticle; #endif
}
//-----------------------------------------------------------------------------
void CPasstimeGun::Equip( CBaseCombatCharacter *pOwner ) { // NOTE: This is not called on the client.
// IsMarkedForDeletion can happen if the gun deletes itself in Spawn
if ( IsMarkedForDeletion() ) { return; }
BaseClass::Equip( pOwner ); }
//-----------------------------------------------------------------------------
void CPasstimeGun::Precache() { PrecacheScriptSound( kTargetHightlightSound ); PrecacheScriptSound( kShootOkSound ); PrecacheScriptSound( kPassOkSound ); PrecacheScriptSound( kChargeSound ); m_iAttachmentIndex = PrecacheModel( tf_passtime_ball_model.GetString() ); if ( TFGameRules() && TFGameRules()->IsHolidayActive( kHoliday_Halloween ) ) { m_iHalloweenAttachmentIndex = PrecacheModel( kHalloweenBallModel ); } else { m_iHalloweenAttachmentIndex = -1; }
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
bool CPasstimeGun::CanHolster() const { return !GetTFPlayerOwner()->m_Shared.HasPasstimeBall(); }
//-----------------------------------------------------------------------------
bool CPasstimeGun::Holster( CBaseCombatWeapon *pSwitchingTo ) { // WeaponReset will always be called too
return BaseClass::Holster( pSwitchingTo ); }
//-----------------------------------------------------------------------------
void CPasstimeGun::WeaponReset() { // this can happen when the weapon is holstered or not
BaseClass::WeaponReset();
if ( (m_eThrowState != THROWSTATE_DISABLED) && (m_eThrowState != THROWSTATE_IDLE) ) { m_eThrowState = THROWSTATE_CANCELLED; m_attack2.LatchUp(); m_attack.LatchUp(); }
#ifdef CLIENT_DLL
if ( m_pBounceReticle ) m_pBounceReticle->Hide(); #endif
CTFPlayer* pOwner = GetTFPlayerOwner(); if ( pOwner ) pOwner->m_Shared.SetPasstimePassTarget( 0 );
}
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
void CPasstimeGun::UpdateAttachmentModels() { BaseClass::UpdateAttachmentModels();
auto *pTFPlayer = GetTFPlayerOwner(); if ( !pTFPlayer ) return;
if ( !pTFPlayer->IsLocalPlayer() ) return;
if ( !pTFPlayer->GetViewModel() ) return;
auto *pViewmodelBall = GetViewmodelAttachment(); if ( !pViewmodelBall ) return;
auto iActiveIndex = pViewmodelBall->GetModelIndex(); if ( m_iHalloweenAttachmentIndex != -1 ) { if ( iActiveIndex != m_iHalloweenAttachmentIndex ) { pViewmodelBall->SetModelIndex( m_iHalloweenAttachmentIndex ); m_bAttachmentDirty = true; } } else if ( iActiveIndex != m_iAttachmentIndex ) { pViewmodelBall->SetModelIndex( m_iAttachmentIndex ); m_bAttachmentDirty = true; } } #endif
//-----------------------------------------------------------------------------
bool CPasstimeGun::CanCharge() // const
{ return tf_passtime_experiment_instapass.GetBool() && tf_passtime_experiment_instapass_charge.GetBool(); }
//-----------------------------------------------------------------------------
float CPasstimeGun::GetChargeBeginTime() { return m_fChargeBeginTime; }
//-----------------------------------------------------------------------------
float CPasstimeGun::GetChargeMaxTime() { return (tf_passtime_experiment_instapass.GetBool() && tf_passtime_experiment_instapass_charge.GetBool()) ? 3.0f : 0.0f; }
//-----------------------------------------------------------------------------
float CPasstimeGun::GetCurrentCharge() { if ( (m_eThrowState == THROWSTATE_CHARGING) || (m_eThrowState == THROWSTATE_CHARGED) ) return clamp((gpGlobals->curtime - GetChargeBeginTime()) / GetChargeMaxTime(), 0.0f, 1.0f); return 0; }
//-----------------------------------------------------------------------------
void CPasstimeGun::UpdateOnRemove() { #ifdef CLIENT_DLL
delete m_pBounceReticle; m_pBounceReticle = 0; #endif
BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
bool CPasstimeGun::VisibleInWeaponSelection() { return false; }
static acttable_t s_acttablePasstime[] = { { ACT_MP_STAND_IDLE, ACT_MP_STAND_PASSTIME, false }, { ACT_MP_RUN, ACT_MP_RUN_PASSTIME, false }, { ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_PASSTIME, false },
// the previous are the only actual unique ones
// following is a copy from tf_weaponbase.cpp
//acttable_t s_acttableMeleeAllclass[] =
//{
//{ ACT_MP_STAND_IDLE, ACT_MP_STAND_MELEE_ALLCLASS, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_MELEE_ALLCLASS, false }, //{ ACT_MP_RUN, ACT_MP_RUN_MELEE_ALLCLASS, false },
{ ACT_MP_WALK, ACT_MP_WALK_MELEE_ALLCLASS, false }, { ACT_MP_AIRWALK, ACT_MP_AIRWALK_MELEE_ALLCLASS, false }, //{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_MELEE_ALLCLASS, false }, { ACT_MP_JUMP_START, ACT_MP_JUMP_START_MELEE_ALLCLASS, false }, { ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS, false }, { ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_MELEE_ALLCLASS, false }, { ACT_MP_SWIM, ACT_MP_SWIM_MELEE_ALLCLASS, false }, { ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_MELEE, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_MELEE_ALLCLASS, false }, { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS, false }, { ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false }, { ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, false },
{ ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_MELEE_SECONDARY, false }, { ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,false }, { ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false }, { ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_MELEE, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_MELEE_GRENADE1_DRAW, false }, { ACT_MP_GRENADE1_IDLE, ACT_MP_MELEE_GRENADE1_IDLE, false }, { ACT_MP_GRENADE1_ATTACK, ACT_MP_MELEE_GRENADE1_ATTACK, false }, { ACT_MP_GRENADE2_DRAW, ACT_MP_MELEE_GRENADE2_DRAW, false }, { ACT_MP_GRENADE2_IDLE, ACT_MP_MELEE_GRENADE2_IDLE, false }, { ACT_MP_GRENADE2_ATTACK, ACT_MP_MELEE_GRENADE2_ATTACK, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, false }, { ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, false }, { ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_MELEE, false }, { ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_MELEE, false }, { ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_MELEE, false }, { ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_MELEE, false }, };
//-----------------------------------------------------------------------------
acttable_t* CPasstimeGun::ActivityList(int &iActivityCount) { iActivityCount = ARRAYSIZE(s_acttablePasstime); return GetTFPlayerOwner() ? s_acttablePasstime : BaseClass::ActivityList(iActivityCount); }
//-----------------------------------------------------------------------------
void CPasstimeGun::AttackInputState::Update( int held, int pressed, int released ) { if ( eButtonState == BUTTONSTATE_DISABLED ) { return; }
// this exists so i don't have to do lots of confusing "if button pressed and my
// charge timer is < curtime and some other bullshit then do this thing unless some
// other variable says do something else".
// note: can go directly from RELEASED to PRESSED without visiting UP along the way
const bool bPressed = (pressed & iButton) == iButton; const bool bReleased = (released & iButton) == iButton; const bool bHeld = (held & iButton) == iButton;
// if it's latched up, just keep reporting UP until the player releases the button
if ( bLatchedUp ) { if ( !bReleased ) { eButtonState = BUTTONSTATE_UP; return; } else { bLatchedUp = false; } }
if ( bPressed ) { eButtonState = BUTTONSTATE_PRESSED; } else if ( bReleased ) { eButtonState = BUTTONSTATE_RELEASED; } else if ( bHeld ) { eButtonState = BUTTONSTATE_DOWN; } else { eButtonState = BUTTONSTATE_UP; } }
//-----------------------------------------------------------------------------
void CPasstimeGun::AttackInputState::LatchUp() { // can't use input->ClearButton here because we need this to apply on the server
bLatchedUp = true; if ( eButtonState != BUTTONSTATE_UP ) eButtonState = BUTTONSTATE_RELEASED; }
//-----------------------------------------------------------------------------
void CPasstimeGun::AttackInputState::UnlatchUp() { bLatchedUp = false; }
//-----------------------------------------------------------------------------
bool CPasstimeGun::SendWeaponAnim( int actBase ) { switch ( actBase ) { case ACT_VM_IDLE: actBase = ACT_BALL_VM_IDLE; break; }
return BaseClass::SendWeaponAnim( actBase ); }
//-----------------------------------------------------------------------------
void CPasstimeGun::ItemPostFrame() { CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( !pOwner ) { return; }
bool bCanAttack2Cancel = !tf_passtime_experiment_autopass.GetBool();
#ifdef GAME_DLL
//
// Update pass target
//
if ( pOwner->m_Shared.HasPasstimeBall() ) { VMatrix mWorldToView( SetupMatrixIdentity() ); Vector vecEyePos; { Vector vecEyeDir; pOwner->EyePositionAndVectors( &vecEyePos, &vecEyeDir, 0, 0 ); const QAngle &angEye = pOwner->EyeAngles(); const VMatrix mTemp( SetupMatrixOrgAngles( vecEyePos, angEye ) ); MatrixInverseTR( mTemp, mWorldToView ); }
//
// If the current target is behind me, forget it immediately
//
auto *pCurrentTarget = ToTFPlayer( pOwner->m_Shared.GetPasstimePassTarget() ); if ( pCurrentTarget ) { Vector vLocalCurrentTarget( 0, 0, 0 ); // current target in local space
Vector3DMultiplyPosition( mWorldToView, pCurrentTarget->WorldSpaceCenter(), vLocalCurrentTarget ); if ( vLocalCurrentTarget.x < 0 ) // behind me
{ // clear the target
pOwner->m_Shared.SetPasstimePassTarget( 0 ); m_flTargetResetTime = 0; } }
//
// Look for a pass target
//
auto bAutoPassing = tf_passtime_experiment_autopass.GetBool() && m_attack2.Is( EButtonState::BUTTONSTATE_DOWN ); auto flBestTargetDist = bAutoPassing ? FLT_MAX : 0.1f; CTFPlayer *pNewTarget = nullptr; auto flMaxPassDistSqr = g_pPasstimeLogic->GetMaxPassRange(); flMaxPassDistSqr *= flMaxPassDistSqr; if ( !bCanAttack2Cancel || !m_attack2.Is( BUTTONSTATE_DOWN ) ) // right click prevents pass lock
{ //
// Find a valid pass target that's close to the center of the screen
// When autopassing is happening, it's just world distance instead of viewspace distance
//
for( int i = 1; i <= MAX_PLAYERS; i++ ) { auto *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer == pOwner ) continue; // skip self
if ( !BValidPassTarget( pOwner, pPlayer ) ) continue;
// Check world distance
const auto &vTargetPos = pPlayer->WorldSpaceCenter(); auto flThisTargetDist = vTargetPos.DistToSqr(vecEyePos); if ( flThisTargetDist > flMaxPassDistSqr ) continue;
// Check viewspace distance from crosshair when not autopassing
if ( !bAutoPassing ) { Vector vLocalTarget; Vector3DMultiplyPosition( mWorldToView, vTargetPos, vLocalTarget );
if ( vLocalTarget.x < 0 ) continue; // behind me
flThisTargetDist = Vector( -vLocalTarget.y / vLocalTarget.x, -vLocalTarget.z / vLocalTarget.x, 0 ).Length(); // not aspect-correct
}
// check if closer than best
if ( flThisTargetDist >= flBestTargetDist ) continue; // too far
// pretend that people who are asking for the ball are closer, so they get priority
// do this after the distance check
if ( pPlayer->m_Shared.AskForBallTime() > gpGlobals->curtime ) flThisTargetDist /= 50.0f;
// check for line of sight
trace_t tr; UTIL_TraceLine( vecEyePos, vTargetPos, MASK_PLAYERSOLID, pOwner, COLLISION_GROUP_PROJECTILE, &tr ); if ( tr.m_pEnt != pPlayer ) continue; // obstructed
// success - new target
flBestTargetDist = flThisTargetDist; pNewTarget = pPlayer; } }
//
// Replace the current pass target with a better one
//
if ( pNewTarget ) { // Always bump the target reset time when the target is valid.
// When the target isn't under the cursor anymore, the reset time will try to
// keep the lock for a short amount of time.
m_flTargetResetTime = gpGlobals->curtime + tf_passtime_mode_homing_lock_sec.GetFloat();
if ( pNewTarget != pCurrentTarget ) { pOwner->m_Shared.SetPasstimePassTarget( pNewTarget ); pCurrentTarget = pNewTarget;
// play the lock-on sound for the player
CRecipientFilter filter; filter.AddRecipient( pOwner ); EmitSound( filter, pOwner->entindex(), kTargetHightlightSound );
// now play it for the target
filter.RemoveAllRecipients(); filter.AddRecipient( pCurrentTarget ); EmitSound( filter, pCurrentTarget->entindex(), kTargetHightlightSound ); } } //
// See if the current pass target is still valid
//
else if ( pCurrentTarget && (!BValidPassTarget( pOwner, pCurrentTarget ) || (bCanAttack2Cancel && m_attack2.Is( BUTTONSTATE_DOWN )) // right click prevents pass lock
|| ((m_flTargetResetTime > 0 ) && (m_flTargetResetTime < gpGlobals->curtime)) || (pCurrentTarget->WorldSpaceCenter().DistToSqr( vecEyePos ) >= flMaxPassDistSqr) ) && !m_attack.Is( BUTTONSTATE_DOWN ) ) // left click prevents pass unlock
{ pOwner->m_Shared.SetPasstimePassTarget( 0 ); m_flTargetResetTime = 0; }
// autopass
if ( tf_passtime_experiment_autopass.GetBool() && m_attack2.Is( EButtonState::BUTTONSTATE_DOWN ) && pOwner->m_Shared.GetPasstimePassTarget() ) { // NOTE: change state after calling Throw
Throw( pOwner ); m_eThrowState = THROWSTATE_THROWN; m_attack2.LatchUp(); m_attack.LatchUp(); } } else { //
// Not carrying the ball
//
pOwner->m_Shared.SetPasstimePassTarget( 0 ); m_flTargetResetTime = 0; } #endif
//
// Update throw state
// Client and server both run this code; client predicts everything ideally, but there are some
// sketchy bits in here that probably don't predict right.
//
if ( pOwner->m_Shared.HasPasstimeBall() ) { if ( (m_eThrowState == THROWSTATE_DISABLED) || (m_flNextPrimaryAttack > gpGlobals->curtime) || !CanAttack() ) { // disable the attack input so the state will be correct when
// throwstate changes to not disabled
m_attack.Disable(); m_attack2.Disable(); } else { // update input
m_attack.Enable(); m_attack.Update( pOwner->m_nButtons, pOwner->m_afButtonPressed, pOwner->m_afButtonReleased ); m_attack2.Enable(); m_attack2.Update( pOwner->m_nButtons, pOwner->m_afButtonPressed, pOwner->m_afButtonReleased );
if ( bCanAttack2Cancel && m_attack2.Is( BUTTONSTATE_PRESSED ) ) { // check for cancelling attack by pressing attack2
if ( (m_eThrowState == THROWSTATE_CHARGING) || (m_eThrowState == THROWSTATE_CHARGED) ) { #ifdef GAME_DLL
++CTF_GameStats.m_passtimeStats.summary.nTotalThrowCancels; #endif
m_eThrowState = THROWSTATE_CANCELLED; m_attack2.LatchUp(); m_attack.LatchUp(); } else { pOwner->DoClassSpecialSkill(); } }
switch( m_eThrowState ) { case THROWSTATE_IDLE: { if ( m_attack.Is( BUTTONSTATE_PRESSED ) ) { // note: should transition to CHARGING even if it will immediately finish charging
m_eThrowState = THROWSTATE_CHARGING; m_fChargeBeginTime = gpGlobals->curtime; if ( GetChargeMaxTime() != 0 ) { EmitSound( kChargeSound ); } SendWeaponAnim( ACT_BALL_VM_THROW_START ); m_flThrowLoopStartTime = gpGlobals->curtime + SequenceDuration(); } else { m_fChargeBeginTime = 0; WeaponIdle(); } break; }
case THROWSTATE_CHARGING: { if ( m_attack.Is( BUTTONSTATE_RELEASED ) ) { // NOTE: change state after calling Throw
Throw( pOwner ); m_eThrowState = THROWSTATE_THROWN; break; }
if ( m_flThrowLoopStartTime < gpGlobals->curtime ) { m_flThrowLoopStartTime = FLT_MAX; SendWeaponAnim( ACT_BALL_VM_THROW_LOOP ); }
if ( (m_fChargeBeginTime <= 0) || (GetCurrentCharge() >= 1) ) { m_eThrowState = THROWSTATE_CHARGED; } break; }
case THROWSTATE_CHARGED: { if ( m_attack.Is( BUTTONSTATE_RELEASED ) ) { // NOTE: change state after calling Throw
Throw( pOwner ); m_eThrowState = THROWSTATE_THROWN; }
if ( m_flThrowLoopStartTime < gpGlobals->curtime ) { m_flThrowLoopStartTime = FLT_MAX; SendWeaponAnim( ACT_BALL_VM_THROW_LOOP ); } break; }
case THROWSTATE_CANCELLED: { m_eThrowState = THROWSTATE_IDLE; SendWeaponAnim( ACT_BALL_VM_THROW_END ); m_flThrowLoopStartTime = FLT_MAX; StopSound( kChargeSound ); #ifdef GAME_DLL
CPASAttenuationFilter filter( pOwner ); pOwner->EmitSound( filter, pOwner->entindex(), kShootOkSound ); #endif
break; }
case THROWSTATE_THROWN: { // This means you got the ball between throwing it and holstering the gun.
// Just do what Deploy does, roughly.
m_eThrowState = THROWSTATE_IDLE; m_attack2.LatchUp(); m_attack.LatchUp(); break; }
case THROWSTATE_DISABLED: // should never get here
default: Warning( "Invalid EThrowState value" ); }; } }
//
// If the player doesn't have the ball, switch to the previous
// weapon at an appropriate time
// if the ball was thrown, wait a bit for animation to look better
//
if ( !pOwner->m_Shared.HasPasstimeBall() && ((m_eThrowState != THROWSTATE_THROWN) || (m_flNextPrimaryAttack <= gpGlobals->curtime)) ) { // Setting m_eThrowState here fixes players getting stuck in the throw
// anim when they lose the ball while charging to throw. See GetChargeBeginTime
// and CTFPlayerAnimState::CheckPasstimeThrowAnimation to see why.
m_eThrowState = THROWSTATE_IDLE;
if ( !m_hStoredLastWpn || !pOwner->Weapon_Switch( m_hStoredLastWpn ) ) { pOwner->SwitchToNextBestWeapon( this ); } }
// this SetWeaponVisible should go away once we have real animations. if you remove this,
// update the EF_NODRAW hack in CTFWeaponBase::OnDataChanged too
SetWeaponVisible( pOwner->m_Shared.HasPasstimeBall() );
#ifdef CLIENT_DLL
if ( m_attack.Is( BUTTONSTATE_DOWN ) ) { pOwner->SetFiredWeapon( true ); // not sure what this does, exactly, but it seems important
} #endif
}
//-----------------------------------------------------------------------------
#ifdef GAME_DLL
static const char* IncomingSoundForClass( const CTFPlayerClass* pClass, char (&pszSound)[64] ) { // note: this will probably need to be replaced with response rules
pszSound[0] = 0; switch ( pClass->GetClassIndex() ) { case TF_CLASS_SCOUT: V_sprintf_safe( pszSound, "Scout.Incoming0%i", RandomInt(1,3) ); return pszSound;
case TF_CLASS_SNIPER: V_sprintf_safe( pszSound, "Sniper.Incoming0%i", RandomInt(1,4) ); return pszSound;
case TF_CLASS_SOLDIER: V_sprintf_safe( pszSound, "Soldier.Incoming01" ); return pszSound;
case TF_CLASS_DEMOMAN: V_sprintf_safe( pszSound, "Demoman.Incoming0%i", RandomInt(1,3) ); return pszSound;
case TF_CLASS_MEDIC: V_sprintf_safe( pszSound, "Medic.Incoming0%i", RandomInt(1,3) ); return pszSound;
case TF_CLASS_HEAVYWEAPONS: V_sprintf_safe( pszSound, "Heavy.Incoming0%i", RandomInt(1,3) ); return pszSound;
case TF_CLASS_PYRO: V_sprintf_safe( pszSound, "Pyro.Incoming01" ); return pszSound;
case TF_CLASS_SPY: V_sprintf_safe( pszSound, "Spy.Incoming0%i", RandomInt(1,3) ); return pszSound;
case TF_CLASS_ENGINEER: V_sprintf_safe( pszSound, "Engineer.Incoming0%i", RandomInt(1,3) ); return pszSound; };
return pszSound; } #endif
//-----------------------------------------------------------------------------
void CPasstimeGun::Throw( CTFPlayer *pOwner ) { StopSound( kChargeSound ); pOwner->SetAnimation( PLAYER_ATTACK1 ); pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); SendWeaponAnim( ACT_BALL_VM_THROW_END ); m_flThrowLoopStartTime = FLT_MAX;
m_flLastFireTime = gpGlobals->curtime; m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); // this prevents weapon switch until anim finishes
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
#ifdef GAME_DLL
pOwner->NoteWeaponFired(); // not sure what this does, exactly, but it seems important
CTFPlayer *pPassTarget = pOwner->m_Shared.GetPasstimePassTarget(); const LaunchParams& launch = CalcLaunch( pOwner, pPassTarget != 0 ); g_pPasstimeLogic->LaunchBall( pOwner, launch.startPos, launch.startVel );
CPASAttenuationFilter pasFilter( pOwner ); pOwner->EmitSound( pasFilter, pOwner->entindex(), kShootOkSound ); if ( pPassTarget ) { ++CTF_GameStats.m_passtimeStats.summary.nTotalPassesStarted; m_ballController.SetTargetSpeed( tf_passtime_mode_homing_speed.GetFloat() ); auto isCharged = (m_fChargeBeginTime > 0) && (GetCurrentCharge() >= 1); m_ballController.StartHoming( g_pPasstimeLogic->GetBall(), pPassTarget, isCharged ); if ( CTFPlayer *pPlayerPassTarget = ToTFPlayer( pPassTarget ) ) { char pszSound[64]; IncomingSoundForClass( pOwner->GetPlayerClass(), pszSound ); { // for the thrower
CRecipientFilter filter; filter.MakeReliable(); filter.AddRecipient( pOwner ); filter.AddRecipientsByTeam( TFTeamMgr()->GetTeam( TEAM_SPECTATOR ) ); pOwner->EmitSound( filter, pOwner->entindex(), pszSound ); } { // for the catcher
CRecipientFilter filter; filter.MakeReliable(); filter.AddRecipient( pPlayerPassTarget ); pPlayerPassTarget->EmitSound( filter, pPlayerPassTarget->entindex(), pszSound ); } } } else { ++CTF_GameStats.m_passtimeStats.summary.nTotalTosses; } #else
pOwner->m_Shared.SetHasPasstimeBall( 0 ); // predict throwing
#endif
pOwner->m_Shared.SetPasstimePassTarget( 0 ); }
//-----------------------------------------------------------------------------
void CPasstimeGun::ItemHolsterFrame() { CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( pOwner && pOwner->m_Shared.HasPasstimeBall() ) { m_hStoredLastWpn = GetTFPlayerOwner()->GetActiveWeapon(); pOwner->Weapon_Switch( this ); } }
//-----------------------------------------------------------------------------
const char *CPasstimeGun::GetWorldModel() const { if ( TFGameRules() && TFGameRules()->IsHolidayActive( kHoliday_Halloween ) ) { return kHalloweenBallModel; } return tf_passtime_ball_model.GetString(); }
//-----------------------------------------------------------------------------
bool CPasstimeGun::Deploy() { // This is not called on the client because the client can't predict it.
if ( !BaseClass::Deploy() ) { return false; } m_eThrowState = THROWSTATE_IDLE; m_attack2.UnlatchUp(); m_attack.UnlatchUp(); return true; }
//-----------------------------------------------------------------------------
bool CPasstimeGun::CanDeploy() { CTFPlayer *pOwner = GetTFPlayerOwner(); return pOwner && pOwner->m_Shared.HasPasstimeBall() && BaseClass::CanDeploy(); }
//-----------------------------------------------------------------------------
// static
bool CPasstimeGun::BValidPassTarget( CTFPlayer *pSource, CTFPlayer *pTarget, HudNotification_t *pReason ) { if ( pReason ) *pReason = (HudNotification_t) 0;
if ( !pTarget || (pTarget == pSource) ) { return false; }
bool bTargetDisguised = pTarget->m_Shared.InCond( TF_COND_DISGUISED ); int iTargetTeam = pTarget->GetTeamNumber(); int iSourceTeam = pSource ? pSource->GetTeamNumber() : iTargetTeam; bool bSameTeam = iTargetTeam == iSourceTeam; bool bTargetableEnemySpy = !bSameTeam && bTargetDisguised && (pTarget->m_Shared.GetDisguiseTeam() == iSourceTeam);
if ( !bSameTeam && !bTargetableEnemySpy ) { // can't pass to enemies
return false; } else if ( bSameTeam && bTargetDisguised ) { // can't pass to disguised friendly spies
if ( bTargetDisguised && pReason ) { *pReason = HUD_NOTIFY_PASSTIME_NO_DISGUISE; } return false; }
#ifdef CLIENT_DLL
return g_pPasstimeLogic->BCanPlayerPickUpBall( pTarget ); #else
return g_pPasstimeLogic->BCanPlayerPickUpBall( pTarget, pReason ); #endif
}
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
void CPasstimeGun::UpdateThrowArch() { C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) { return; }
if ( !m_pBounceReticle ) { m_pBounceReticle = new C_PasstimeBounceReticle(); }
if ( pOwner->m_Shared.GetPasstimePassTarget() ) { m_pBounceReticle->Hide(); return; }
const LaunchParams& launchParams = CalcLaunch( pOwner, false );
// Simple euler integration.
// This seems to approximate what havok does reasonably accurately as long as there's no impact.
Vector vecPos = launchParams.startPos; Vector vecVel = launchParams.startVel;
const int iNumSuperSamples = 8; const float flDt = 1.0f / 16.0f / iNumSuperSamples; const Vector vecGravity_dt = flDt * Vector( 0, 0, -800 ); const float flDamping_dt = flDt * tf_passtime_ball_damping_scale.GetFloat();
Vector vecStart, vecEnd; trace_t tr; CTraceFilterSimple traceFilter( pOwner, COLLISION_GROUP_NONE ); const int iMaxTraces = 100; // is this insane?
for ( int iPoint = 0; iPoint < iMaxTraces; ++iPoint ) { vecStart = vecPos; for ( int iSuperSample = 0; iSuperSample < iNumSuperSamples; ++iSuperSample ) { vecVel += vecGravity_dt; vecVel -= vecVel * flDamping_dt; vecPos += vecVel * flDt; } vecEnd = vecPos;
UTIL_TraceHull( vecStart, vecEnd, -launchParams.traceHullSize, launchParams.traceHullSize, MASK_PLAYERSOLID, &traceFilter, &tr );
if ( tr.DidHit() ) { m_pBounceReticle->Show( tr.endpos, tr.plane.normal ); break;
// commented out code trying to guess bounce
//vecVel = Lerp( tr.fraction, oldVel, vecVel ); // what vecVel was at point of impact, very roughly
//vecPos = tr.endpos + tr.plane.normal; // move away from wall a bit
//float speed = vecVel.NormalizeInPlace();
//vecVel = -2 * vecVel.Dot( tr.plane.normal ) * tr.plane.normal + vecVel;
//vecVel *= speed;
} }
if ( !tr.DidHit() ) { m_pBounceReticle->Hide(); } } #endif
//-----------------------------------------------------------------------------
//static
CPasstimeGun::LaunchParams CPasstimeGun::LaunchParams::Default( CTFPlayer *pPlayer ) { LaunchParams p; pPlayer->EyePositionAndVectors( &p.eyePos, &p.viewFwd, &p.viewRight, &p.viewUp ); const float size = tf_passtime_ball_sphere_radius.GetFloat() / 3.0f; p.traceHullSize = Vector( size, size, size ); p.traceHullDistance = 8; p.startPos = pPlayer->Weapon_ShootPosition(); p.startDir = p.viewFwd; p.startVel = p.startDir; return p; }
//-----------------------------------------------------------------------------
static ConVar *s_pThrowSpeedConvars[TF_LAST_NORMAL_CLASS] = { nullptr, // TF_CLASS_UNDEFINED
&tf_passtime_throwspeed_scout, &tf_passtime_throwspeed_sniper, &tf_passtime_throwspeed_soldier, &tf_passtime_throwspeed_demoman, &tf_passtime_throwspeed_medic, &tf_passtime_throwspeed_heavy, &tf_passtime_throwspeed_pyro, &tf_passtime_throwspeed_spy, &tf_passtime_throwspeed_engineer, };
//-----------------------------------------------------------------------------
static ConVar *s_pThrowArcConvars[TF_LAST_NORMAL_CLASS] = { nullptr, // TF_CLASS_UNDEFINED
&tf_passtime_throwarc_scout, &tf_passtime_throwarc_sniper, &tf_passtime_throwarc_soldier, &tf_passtime_throwarc_demoman, &tf_passtime_throwarc_medic, &tf_passtime_throwarc_heavy, &tf_passtime_throwarc_pyro, &tf_passtime_throwarc_spy, &tf_passtime_throwarc_engineer, };
//-----------------------------------------------------------------------------
static void GetThrowParams( CTFPlayer *pPlayer, float *speed, float *arc ) { Assert( pPlayer && speed && arc ); if ( !pPlayer ) return;
auto iClass = pPlayer->GetPlayerClass()->GetClassIndex(); if ( iClass <= TF_CLASS_UNDEFINED || iClass >= TF_LAST_NORMAL_CLASS ) { if ( speed ) *speed = 1000.0f; if ( arc ) *arc = 0.3f; } else { if ( speed ) *speed = s_pThrowSpeedConvars[iClass]->GetFloat(); if ( arc ) *arc = s_pThrowArcConvars[iClass]->GetFloat(); } }
//-----------------------------------------------------------------------------
// static
CPasstimeGun::LaunchParams CPasstimeGun::CalcLaunch( CTFPlayer *pPlayer, bool bHoming ) { auto params = LaunchParams::Default( pPlayer ); params.startPos = params.eyePos;
if ( !bHoming ) { float speed, arc; GetThrowParams( pPlayer, &speed, &arc ); params.startVel = VectorLerp( params.startDir, Vector(0,0,1), arc ); params.startVel.NormalizeInPlace(); params.startVel *= speed; } else if ( !tf_passtime_experiment_autopass.GetBool() ) { params.startVel = params.startDir * tf_passtime_mode_homing_speed.GetFloat(); } else { params.startVel = Vector(0,0,0); }
// mix in some amount of forward velocity
auto fwdspeed = tf_passtime_throwspeed_velocity_scale.GetFloat() * params.viewFwd.Dot( pPlayer->GetAbsVelocity() ); VectorMAInline( params.startVel, fwdspeed, params.viewFwd, params.startVel );
return params; }
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void CPasstimeGun::ClientThink() { if ( !IsActiveByLocalPlayer() && !IsLocalPlayerSpectator() ) { if ( m_pBounceReticle ) { m_pBounceReticle->Hide(); } return; }
// doing this in ItemPostFrame makes the position jittery for some reason,
// and doing it in ClientThink works better. Not entirely sure why, but I
// assume it's something to do with order of operations, or possibly prediction.
if ( !IsLocalPlayerSpectator() && ((m_eThrowState == THROWSTATE_CHARGING) || (m_eThrowState == THROWSTATE_CHARGED)) ) { UpdateThrowArch(); } else if ( (IsLocalPlayerSpectator() || (m_eThrowState != THROWSTATE_THROWN)) && m_pBounceReticle ) { m_pBounceReticle->Hide(); } }
#endif
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