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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Nail
//
//=============================================================================
#include "cbase.h"
#include "tf_projectile_nail.h"
#include "tf_gamerules.h"
#ifdef CLIENT_DLL
#include "c_basetempentity.h"
#include "c_te_legacytempents.h"
#include "c_te_effect_dispatch.h"
#include "input.h"
#include "c_tf_player.h"
#include "cliententitylist.h"
#endif
#ifdef GAME_DLL
#include "tf_player.h"
#endif
//=============================================================================
//
// TF Syringe Projectile functions (Server specific).
//
#define SYRINGE_MODEL "models/weapons/w_models/w_syringe_proj.mdl"
#define SYRINGE_DISPATCH_EFFECT "ClientProjectile_Syringe"
LINK_ENTITY_TO_CLASS( tf_projectile_syringe, CTFProjectile_Syringe ); PRECACHE_REGISTER( tf_projectile_syringe );
#ifdef STAGING_ONLY
LINK_ENTITY_TO_CLASS( tf_projectile_tranq, CTFProjectile_Tranq ); PRECACHE_REGISTER( tf_projectile_tranq ); #endif // STAGING_ONLY
short g_sModelIndexSyringe; void PrecacheSyringe(void *pUser) { g_sModelIndexSyringe = modelinfo->GetModelIndex( SYRINGE_MODEL ); }
PRECACHE_REGISTER_FN(PrecacheSyringe);
//-----------------------------------------------------------------------------
// CTFProjectile_Syringe
//-----------------------------------------------------------------------------
#define SYRINGE_GRAVITY 0.3f
#define SYRINGE_VELOCITY 1000.0f
// Purpose:
//-----------------------------------------------------------------------------
CTFBaseProjectile *CTFProjectile_Syringe::Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher /*= NULL*/, CBaseEntity *pOwner /*= NULL*/, CBaseEntity *pScorer /*= NULL*/, bool bCritical /*= false */ ) { return CTFBaseProjectile::Create( "tf_projectile_syringe", vecOrigin, vecAngles, pOwner, SYRINGE_VELOCITY, g_sModelIndexSyringe, SYRINGE_DISPATCH_EFFECT, pScorer, bCritical ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
unsigned int CTFProjectile_Syringe::PhysicsSolidMaskForEntity( void ) const { return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_REDTEAM | CONTENTS_BLUETEAM; }
//-----------------------------------------------------------------------------
float CTFProjectile_Syringe::GetGravity( void ) { return SYRINGE_GRAVITY; }
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// CTFProjectile_Tranq
#define TRANQ_GRAVITY 0.1f
#define TRANQ_VELOCITY 2000.0f
#define TRANQ_STUN 0.50f
#define TRANQ_DURATION 1.5f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBaseProjectile *CTFProjectile_Tranq::Create( const Vector &vecOrigin, const QAngle &vecAngles, CTFWeaponBaseGun *pLauncher /*= NULL*/, CBaseEntity *pOwner /*= NULL*/, CBaseEntity *pScorer /*= NULL*/, bool bCritical /*= false */ ) { return CTFBaseProjectile::Create( "tf_projectile_tranq", vecOrigin, vecAngles, pOwner, TRANQ_VELOCITY, g_sModelIndexSyringe, SYRINGE_DISPATCH_EFFECT, pScorer, bCritical ); }
//-----------------------------------------------------------------------------
float CTFProjectile_Tranq::GetGravity( void ) { return TRANQ_GRAVITY; }
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
void CTFProjectile_Tranq::ProjectileTouch( CBaseEntity *pOther ) { // Verify a correct "other."
Assert( pOther ); if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) return;
// Handle hitting skybox (disappear).
const trace_t *pTrace = &CBaseEntity::GetTouchTrace(); trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
if( pTrace->surface.flags & SURF_SKY ) { UTIL_Remove( this ); return; }
// pass through ladders
if( pTrace->surface.flags & CONTENTS_LADDER ) return;
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() ) { // Projectile shields
if ( InSameTeam( pOther ) && pOther->IsCombatItem() ) return; }
if ( pOther->IsWorld() ) { SetAbsVelocity( vec3_origin ); AddSolidFlags( FSOLID_NOT_SOLID );
// Remove immediately. Clientside projectiles will stick in the wall for a bit.
UTIL_Remove( this ); return; }
// determine the inflictor, which is the weapon which fired this projectile
CBaseEntity *pInflictor = GetLauncher();
CTakeDamageInfo info; info.SetAttacker( GetOwnerEntity() ); // the player who operated the thing that emitted nails
info.SetInflictor( pInflictor ); // the weapon that emitted this projectile
info.SetWeapon( pInflictor ); info.SetDamage( GetDamage() ); info.SetDamageForce( GetDamageForce() ); info.SetDamagePosition( GetAbsOrigin() ); info.SetDamageType( GetDamageType() );
Vector dir; AngleVectors( GetAbsAngles(), &dir );
pOther->DispatchTraceAttack( info, dir, pNewTrace ); ApplyMultiDamage();
CTFPlayer *pTFVictim = ToTFPlayer( pOther ); CTFPlayer *pTFOwner = ToTFPlayer( GetOwnerEntity() );
if ( pTFVictim && pTFOwner && !InSameTeam( pTFVictim ) ) { // Apply Slow Condition
pTFVictim->m_Shared.StunPlayer( TRANQ_DURATION, TRANQ_STUN, TF_STUN_MOVEMENT, pTFOwner ); pTFVictim->m_Shared.AddCond( TF_COND_TRANQ_MARKED, PERMANENT_CONDITION, pTFOwner ); // Tranq marked until you die
pTFVictim->ApplyPunchImpulseX( -2.0f ); // Apply a flinch
// Apply a boost to the attacker
//pTFOwner->m_Shared.AddCond( TF_COND_SPEED_BOOST, 3.0f );
pTFOwner->m_Shared.AddCond( TF_COND_TRANQ_SPY_BOOST, 3.0f ); }
UTIL_Remove( this ); } #endif // GAME_DLL
#endif // STAGING_ONLY
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void GetSyringeTrailParticleName( CTFPlayer *pPlayer, CAttribute_String *attrParticleName, bool bCritical ) { int iTeamNumber = TF_TEAM_RED; if ( pPlayer ) { iTeamNumber = pPlayer->GetTeamNumber(); CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon(); if ( pWeapon ) { static CSchemaAttributeDefHandle pAttrDef_ParticleName( "projectile particle name" ); CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem(); if ( pAttrDef_ParticleName && pItem ) { if ( pItem->FindAttribute( pAttrDef_ParticleName, attrParticleName ) ) { const char * pParticleName = attrParticleName->value().c_str(); if ( iTeamNumber == TF_TEAM_BLUE && V_stristr( pParticleName, "_teamcolor_red" )) { static char pBlue[256]; V_StrSubst( attrParticleName->value().c_str(), "_teamcolor_red", "_teamcolor_blue", pBlue, 256 ); attrParticleName->set_value( pBlue ); } return; } } } } if ( iTeamNumber == TF_TEAM_BLUE ) { attrParticleName->set_value( bCritical ? "nailtrails_medic_blue_crit" : "nailtrails_medic_blue" ); } else { attrParticleName->set_value( bCritical ? "nailtrails_medic_red_crit" : "nailtrails_medic_red" ); } return; }
//-----------------------------------------------------------------------------
// Purpose: For Synrgine Projectiles, Add effects
//-----------------------------------------------------------------------------
void ClientsideProjectileSyringeCallback( const CEffectData &data ) { // Get the syringe and add it to the client entity list, so we can attach a particle system to it.
C_TFPlayer *pPlayer = dynamic_cast<C_TFPlayer*>( ClientEntityList().GetBaseEntityFromHandle( data.m_hEntity ) ); if ( pPlayer ) { C_LocalTempEntity *pSyringe = ClientsideProjectileCallback( data, SYRINGE_GRAVITY ); if ( pSyringe ) { CAttribute_String attrParticleName; pSyringe->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1; bool bCritical = ( ( data.m_nDamageType & DMG_CRITICAL ) != 0 ); GetSyringeTrailParticleName( pPlayer, &attrParticleName, bCritical );
pSyringe->AddParticleEffect( attrParticleName.value().c_str() ); pSyringe->AddEffects( EF_NOSHADOW ); pSyringe->flags |= FTENT_USEFASTCOLLISIONS; } } }
DECLARE_CLIENT_EFFECT( SYRINGE_DISPATCH_EFFECT, ClientsideProjectileSyringeCallback );
#endif
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