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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "c_tf_projectile_arrow.h"
#include "particles_new.h"
#include "SpriteTrail.h"
#include "c_tf_player.h"
#include "collisionutils.h"
#include "util_shared.h"
#include "c_rope.h"
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_Arrow, DT_TFProjectile_Arrow )
BEGIN_NETWORK_TABLE( C_TFProjectile_Arrow, DT_TFProjectile_Arrow ) RecvPropBool( RECVINFO( m_bArrowAlight ) ), RecvPropBool( RECVINFO( m_bCritical ) ), RecvPropInt( RECVINFO( m_iProjectileType ) ), END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_HealingBolt, DT_TFProjectile_HealingBolt )
BEGIN_NETWORK_TABLE( C_TFProjectile_HealingBolt, DT_TFProjectile_HealingBolt ) END_NETWORK_TABLE()
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_GrapplingHook, DT_TFProjectile_GrapplingHook )
BEGIN_NETWORK_TABLE( C_TFProjectile_GrapplingHook, DT_TFProjectile_GrapplingHook ) END_NETWORK_TABLE()
#define NEAR_MISS_THRESHOLD 120
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TFProjectile_Arrow::C_TFProjectile_Arrow( void ) { m_fAttachTime = 0.f; m_nextNearMissCheck = 0.f; m_bNearMiss = false; m_bArrowAlight = false; m_bCritical = true; m_pCritEffect = NULL; m_iCachedDeflect = false; m_flLifeTime = 40.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TFProjectile_Arrow::~C_TFProjectile_Arrow( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::OnDataChanged( DataUpdateType_t updateType ) { if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS );
#ifdef STAGING_ONLY
if ( m_iProjectileType == TF_PROJECTILE_SNIPERBULLET ) { switch ( GetTeamNumber() ) { case TF_TEAM_BLUE: ParticleProp()->Create( "bullet_distortion_trail", PATTACH_ABSORIGIN_FOLLOW ); break; case TF_TEAM_RED: ParticleProp()->Create( "bullet_distortion_trail", PATTACH_ABSORIGIN_FOLLOW ); break; } } else if ( m_bArrowAlight ) #else
if ( m_bArrowAlight ) #endif // STAGING_ONLY
{ ParticleProp()->Create( "flying_flaming_arrow", PATTACH_POINT_FOLLOW, "muzzle" ); } } if ( m_bCritical ) { if ( updateType == DATA_UPDATE_CREATED || m_iCachedDeflect != GetDeflected() ) { CreateCritTrail(); } } m_iCachedDeflect = GetDeflected(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::NotifyBoneAttached( C_BaseAnimating* attachTarget ) { BaseClass::NotifyBoneAttached( attachTarget );
m_fAttachTime = gpGlobals->curtime; SetNextClientThink( CLIENT_THINK_ALWAYS ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::ClientThink( void ) { // Perform a near-miss check.
if ( !m_bNearMiss && (gpGlobals->curtime > m_nextNearMissCheck) ) { CheckNearMiss(); m_nextNearMissCheck = gpGlobals->curtime + 0.05f; }
// Remove crit effect if we hit a wall.
if ( GetMoveType() == MOVETYPE_NONE && m_pCritEffect ) { ParticleProp()->StopEmission( m_pCritEffect ); m_pCritEffect = NULL; }
BaseClass::ClientThink();
// DO THIS LAST: Destroy us automatically after a period of time.
if ( m_pAttachedTo ) { if ( gpGlobals->curtime - m_fAttachTime > m_flLifeTime ) { Release(); return; } else if ( m_pAttachedTo->IsEffectActive( EF_NODRAW ) && !IsEffectActive( EF_NODRAW ) ) { AddEffects( EF_NODRAW ); UpdateVisibility(); } else if ( !m_pAttachedTo->IsEffectActive( EF_NODRAW ) && IsEffectActive( EF_NODRAW ) && (m_pAttachedTo != C_BasePlayer::GetLocalPlayer()) ) { RemoveEffects( EF_NODRAW ); UpdateVisibility(); } }
if ( IsDormant() && !IsEffectActive( EF_NODRAW ) ) { AddEffects( EF_NODRAW ); UpdateVisibility(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::CheckNearMiss( void ) { // Check against the local player. If we're near him play a near miss sound.
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pLocalPlayer || !pLocalPlayer->IsAlive() ) return;
// If we are attached to something or stationary we don't want to do near miss checks.
if ( m_pAttachedTo || (GetMoveType() == MOVETYPE_NONE) ) { m_bNearMiss = true; return; }
// Can't hear near miss sounds from friendly arrows.
if ( pLocalPlayer->GetTeamNumber() == GetTeamNumber() ) return;
Vector vecPlayerPos = pLocalPlayer->GetAbsOrigin(); Vector vecArrowPos = GetAbsOrigin(), forward; AngleVectors( GetAbsAngles(), &forward ); Vector vecArrowDest = GetAbsOrigin() + forward * 200.f;
// If the arrow is moving away from the player just stop checking.
float dist1 = vecArrowPos.DistToSqr( vecPlayerPos ); float dist2 = vecArrowDest.DistToSqr( vecPlayerPos ); if ( dist2 > dist1 ) { m_bNearMiss = true; return; }
// Check to see if the arrow is passing near the player.
Vector vecClosestPoint; float dist; CalcClosestPointOnLineSegment( vecPlayerPos, vecArrowPos, vecArrowDest, vecClosestPoint, &dist ); dist = vecPlayerPos.DistTo( vecClosestPoint ); if ( dist > NEAR_MISS_THRESHOLD ) return;
// The arrow is passing close to the local player.
m_bNearMiss = true; SetNextClientThink( CLIENT_THINK_NEVER );
// If the arrow is about to hit something, don't play the sound and stop this check.
trace_t tr; UTIL_TraceLine( vecArrowPos, vecArrowPos + forward * 400.f, CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.DidHit() ) return;
// We're good for a near miss!
float soundlen = 0; EmitSound_t params; params.m_flSoundTime = 0; params.m_pSoundName = "Weapon_Arrow.Nearmiss"; params.m_pflSoundDuration = &soundlen; CSingleUserRecipientFilter localFilter( pLocalPlayer ); EmitSound( localFilter, pLocalPlayer->entindex(), params ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::CreateCritTrail( void ) { if ( IsDormant() ) return;
if ( m_pCritEffect ) { ParticleProp()->StopEmission( m_pCritEffect ); m_pCritEffect = NULL; }
if ( m_bCritical ) { switch( GetTeamNumber() ) { case TF_TEAM_BLUE: m_pCritEffect = ParticleProp()->Create( "critical_rocket_blue", PATTACH_ABSORIGIN_FOLLOW ); break; case TF_TEAM_RED: m_pCritEffect = ParticleProp()->Create( "critical_rocket_red", PATTACH_ABSORIGIN_FOLLOW ); break; default: break; } } }
//-----------------------------------------------------------------------------
void C_TFProjectile_HealingBolt::OnDataChanged( DataUpdateType_t updateType ) { if ( updateType == DATA_UPDATE_CREATED ) { switch( GetTeamNumber() ) { case TF_TEAM_BLUE: ParticleProp()->Create( "healshot_trail_blue", PATTACH_ABSORIGIN_FOLLOW ); break; case TF_TEAM_RED: ParticleProp()->Create( "healshot_trail_red", PATTACH_ABSORIGIN_FOLLOW ); break; } }
BaseClass::OnDataChanged( updateType ); }
void C_TFProjectile_GrapplingHook::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { int nTeam = GetTeamNumber(); C_TFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() ); if ( pTFPlayer && pTFPlayer->IsPlayerClass( TF_CLASS_SPY ) && pTFPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pTFPlayer->GetTeamNumber() != GetLocalPlayerTeam() ) { nTeam = pTFPlayer->m_Shared.GetDisguiseTeam(); }
const char *pszMaterialName = "cable/cable"; switch ( nTeam ) { case TF_TEAM_BLUE: pszMaterialName = "cable/cable_blue"; break; case TF_TEAM_RED: pszMaterialName = "cable/cable_red"; break; }
C_BaseEntity *pStartEnt = GetOwnerEntity(); int iAttachment = 0;
if ( pTFPlayer ) { CTFWeaponBase *pWeapon = assert_cast< CTFWeaponBase* >( pTFPlayer->GetActiveWeapon() ); if ( pWeapon ) { pStartEnt = pWeapon; int iMuzzle = pWeapon->LookupAttachment( "muzzle" ); if ( iMuzzle != -1 ) { iAttachment = iMuzzle; } } }
int iHookAttachment = LookupAttachment( "rope_locator" ); if ( iHookAttachment == -1 ) iHookAttachment = 0;
m_hRope = C_RopeKeyframe::Create( pStartEnt, this, iAttachment, iHookAttachment, 2, pszMaterialName );
SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
void C_TFProjectile_GrapplingHook::UpdateOnRemove() { RemoveRope();
BaseClass::UpdateOnRemove(); }
void C_TFProjectile_GrapplingHook::ClientThink() { UpdateRope(); }
void C_TFProjectile_GrapplingHook::UpdateRope() { C_TFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() ); if ( !pTFPlayer || !pTFPlayer->IsAlive() ) { RemoveRope(); return; }
Vector vecStart = pTFPlayer->WorldSpaceCenter(); if ( pTFPlayer->GetActiveWeapon() ) { int iAttachment = pTFPlayer->GetActiveWeapon()->LookupAttachment( "muzzle" ); if ( iAttachment != -1 ) { GetAttachment( iAttachment, vecStart ); } }
float flDist = vecStart.DistTo( WorldSpaceCenter() );
if ( m_hRope ) { float flHangDist = pTFPlayer->GetGrapplingHookTarget() ? 0.1f * flDist : 1.5f * flDist; assert_cast< C_RopeKeyframe* >( m_hRope.Get() )->SetupHangDistance( flHangDist ); } }
void C_TFProjectile_GrapplingHook::RemoveRope() { if ( m_hRope ) { m_hRope->Release(); m_hRope = NULL; } }
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