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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF version of the stickybolt code.
// I broke off our own version because I didn't want to accidentally break HL2.
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "fx.h"
#include "decals.h"
#include "iefx.h"
#include "engine/IEngineSound.h"
#include "materialsystem/imaterialvar.h"
#include "IEffects.h"
#include "engine/IEngineTrace.h"
#include "vphysics/constraints.h"
#include "engine/ivmodelinfo.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "engine/ivdebugoverlay.h"
#include "c_te_effect_dispatch.h"
#include "c_tf_player.h"
#include "GameEventListener.h"
#include "tf_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsSurfaceProps *physprops; IPhysicsObject *GetWorldPhysObject( void );
//-----------------------------------------------------------------------------
// Purpose: Creates a Bolt in the world and Ragdolls
// For Attached Bolts on players look at hud_bowcharge "arrow_impact" which should be moved here
//-----------------------------------------------------------------------------
void CreateCrossbowBoltTF( const Vector &vecOrigin, const Vector &vecDirection, const int iFlags, unsigned char nColor ) { const char* pszModelName = NULL; float flDirOffset = 5.0f; float flScale = 1.0f; float flLifeTime = 30.0f; switch ( iFlags ) { case TF_PROJECTILE_STICKY_BALL: pszModelName = g_pszArrowModels[MODEL_SNOWBALL]; break; case TF_PROJECTILE_ARROW: pszModelName = g_pszArrowModels[MODEL_ARROW_REGULAR]; break; case TF_PROJECTILE_BUILDING_REPAIR_BOLT: pszModelName = g_pszArrowModels[MODEL_ARROW_BUILDING_REPAIR]; flDirOffset = -2.0f; break; case TF_PROJECTILE_FESTIVE_ARROW: pszModelName = g_pszArrowModels[MODEL_FESTIVE_ARROW_REGULAR]; break; case TF_PROJECTILE_HEALING_BOLT: #ifdef STAGING_ONLY
case TF_PROJECTILE_MILK_BOLT: #endif
pszModelName = g_pszArrowModels[MODEL_SYRINGE]; flDirOffset = 0.0f; flScale = 3.0f; break; case TF_PROJECTILE_FESTIVE_HEALING_BOLT: pszModelName = g_pszArrowModels[MODEL_FESTIVE_HEALING_BOLT]; flScale = 2.5f; break; case TF_PROJECTILE_BREAD_MONSTER: case TF_PROJECTILE_BREADMONSTER_JARATE: case TF_PROJECTILE_BREADMONSTER_MADMILK: pszModelName = g_pszArrowModels[MODEL_BREAD_MONSTER]; flLifeTime = 8.0f; flScale = 2.5f; break; case TF_PROJECTILE_GRAPPLINGHOOK: pszModelName = g_pszArrowModels[MODEL_GRAPPLINGHOOK]; flDirOffset = 0.0f; flLifeTime = 0.1f; break; #ifdef STAGING_ONLY
case TF_PROJECTILE_THROWING_KNIFE: pszModelName = g_pszArrowModels[MODEL_THROWING_KNIFE]; break; case TF_PROJECTILE_SNIPERBULLET: pszModelName = g_pszArrowModels[MODEL_SYRINGE]; break; #endif // STAGING_ONLY
default: // Unsupported Model
Assert( 0 ); pszModelName = g_pszArrowModels[MODEL_ARROW_REGULAR]; return; } model_t *pModel = (model_t *)engine->LoadModel( pszModelName );
QAngle vAngles; VectorAngles( vecDirection, vAngles ); C_LocalTempEntity *arrow = tempents->SpawnTempModel( pModel, vecOrigin - vecDirection * flDirOffset, vAngles, Vector(0, 0, 0 ), flLifeTime, FTENT_NONE );
if ( arrow ) { arrow->SetModelScale( flScale ); arrow->m_nSkin = nColor; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void StickRagdollNowTF( const Vector &vecOrigin, const Vector &vecDirection, const ClientEntityHandle_t &entHandle, const int boneIndexAttached, const int physicsBoneIndex, const int iShooterIndex, const int iHitGroup, const int iVictim, const int iFlags, unsigned char nColor ) { Ray_t shotRay; trace_t tr; UTIL_TraceLine( vecOrigin - vecDirection * 16, vecOrigin + vecDirection * 64, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr ); if ( tr.surface.flags & SURF_SKY ) return;
C_BaseAnimating *pModel = dynamic_cast< C_BaseAnimating * >( entHandle.Get() ); if ( pModel ) { IPhysicsObject *pPhysicsObject = NULL; ragdoll_t *pRagdollT = NULL; if ( pModel->m_pRagdoll ) { CRagdoll *pCRagdoll = dynamic_cast < CRagdoll * > ( pModel->m_pRagdoll ); if ( pCRagdoll ) { pRagdollT = pCRagdoll->GetRagdoll(); if ( physicsBoneIndex < pRagdollT->listCount ) { pPhysicsObject = pRagdollT->list[physicsBoneIndex].pObject; } } }
IPhysicsObject *pReference = GetWorldPhysObject();
if ( pReference == NULL || pPhysicsObject == NULL ) return;
float frand = (float) rand() / VALVE_RAND_MAX; Vector adjust = vecDirection*7 + vecDirection * frand * 7;
Vector vecBonePos; QAngle boneAngles; pPhysicsObject->GetPosition( &vecBonePos, &boneAngles );
QAngle angles; pPhysicsObject->SetPosition( vecOrigin-adjust, boneAngles, true );
pPhysicsObject->EnableMotion( false );
int nNodeIndex = pRagdollT->list[physicsBoneIndex].parentIndex;
// find largest mass bone
float flTargetMass = 0; for ( int i = 0; i < pRagdollT->listCount; i++ ) { flTargetMass = MAX(flTargetMass, pRagdollT->list[i].pObject->GetMass() ); }
// walk the chain of bones from the pinned bone to the root and set each to the max mass
// This helps transmit the impulses required to stabilize the constraint -- it keeps the body from
// leaving the constraint because of some high mass bone hanging at the other end of the chain
while ( nNodeIndex >= 0 ) { if ( pRagdollT->list[nNodeIndex].pConstraint ) { float flCurrentMass = pRagdollT->list[nNodeIndex].pObject->GetMass(); flCurrentMass = MAX(flCurrentMass, flTargetMass); pRagdollT->list[nNodeIndex].pObject->SetMass( flCurrentMass ); } nNodeIndex = pRagdollT->list[nNodeIndex].parentIndex; } }
UTIL_ImpactTrace( &tr, 0 );
CreateCrossbowBoltTF( vecOrigin, vecDirection, iFlags, nColor );
//Achievement stuff.
if ( iHitGroup == HITGROUP_HEAD ) { CTFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( pLocalPlayer && pLocalPlayer->entindex() == iShooterIndex ) { CTFPlayer *pVictim = ToTFPlayer( UTIL_PlayerByIndex( iVictim ) );
if ( pVictim && pVictim->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) ) { IGameEvent *event = gameeventmanager->CreateEvent( "player_pinned" );
if ( event ) { gameeventmanager->FireEventClientSide( event ); } } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void StickyBoltCallbackTF( const CEffectData &data ) { StickRagdollNowTF( data.m_vOrigin, data.m_vNormal, data.m_hEntity, data.m_nAttachmentIndex, data.m_nMaterial, data.m_nHitBox, data.m_nDamageType, data.m_nSurfaceProp, data.m_fFlags, data.m_nColor ); }
DECLARE_CLIENT_EFFECT( "TFBoltImpact", StickyBoltCallbackTF );
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