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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Nail
//
//=============================================================================
#include "cbase.h"
#include "tf_projectile_flare.h"
#include "soundent.h"
#include "tf_fx.h"
#include "tf_player.h"
#include "tf_weapon_flaregun.h"
#include "tf_gamerules.h"
//=============================================================================
//
// TF Flare Projectile functions (Server specific).
//
#define FLARE_MODEL "models/weapons/w_models/w_flaregun_shell.mdl"
#define FLARE_GRAVITY 0.3f
#define FLARE_SPEED 2000.0f
#define FLARE_THINK_CONTEXT "CTFProjectile_FlareThink"
LINK_ENTITY_TO_CLASS( tf_projectile_flare, CTFProjectile_Flare ); PRECACHE_WEAPON_REGISTER( tf_projectile_flare );
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_Flare, DT_TFProjectile_Flare )
BEGIN_NETWORK_TABLE( CTFProjectile_Flare, DT_TFProjectile_Flare ) SendPropBool( SENDINFO( m_bCritical ) ), END_NETWORK_TABLE()
BEGIN_DATADESC( CTFProjectile_Flare ) DEFINE_THINKFUNC( ImpactThink ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Flare::CTFProjectile_Flare() { m_bIsFromTaunt = false; m_bCritical = false; m_bImpact = false; m_flImpactTime = 0.0f; m_flNextSeekUpdate = 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Flare::~CTFProjectile_Flare() {
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Flare *CTFProjectile_Flare::Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, CBaseEntity *pScorer ) { CTFProjectile_Flare *pFlare = static_cast<CTFProjectile_Flare*>( CBaseEntity::CreateNoSpawn( "tf_projectile_flare", vecOrigin, vecAngles, pOwner ) ); if ( !pFlare ) return NULL;
pFlare->SetLauncher( pLauncher );
// Initialize the owner.
pFlare->SetOwnerEntity( pOwner );
// Set team.
pFlare->ChangeTeam( pOwner->GetTeamNumber() );
// Save the scoring player.
pFlare->SetScorer( pScorer );
// Spawn.
DispatchSpawn( pFlare );
// Setup the initial velocity.
Vector vecForward, vecRight, vecUp; AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );
float flLaunchSpeed = pFlare->GetProjectileSpeed();
Vector vecVelocity = vecForward * flLaunchSpeed; pFlare->SetAbsVelocity( vecVelocity ); pFlare->SetupInitialTransmittedGrenadeVelocity( vecVelocity );
float flGravity = FLARE_GRAVITY; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pLauncher, flGravity, mult_projectile_speed ); pFlare->SetGravity( flGravity );
// Setup the initial angles.
QAngle angles; VectorAngles( vecVelocity, angles ); pFlare->SetAbsAngles( angles );
return pFlare; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Spawn() { SetModel( FLARE_MODEL ); BaseClass::Spawn();
float flHeatSeekPower = GetHeatSeekPower();
if ( flHeatSeekPower > 0.0f ) { SetMoveType( MOVETYPE_CUSTOM, MOVECOLLIDE_DEFAULT ); SetGravity( FLARE_GRAVITY ); } else { SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); SetGravity( FLARE_GRAVITY ); }
// Set team.
m_nSkin = ( GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
m_flCreationTime = gpGlobals->curtime;
CTFPlayer *pScorer = ToTFPlayer( GetScorer() ); if ( pScorer && pScorer->IsTaunting() && m_flCreationTime >= pScorer->GetTauntAttackTime() ) { m_bIsFromTaunt = true; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Precache() { PrecacheModel( FLARE_MODEL ); PrecacheParticleSystem( "flaregun_trail_red" ); PrecacheParticleSystem( "flaregun_trail_crit_red" ); PrecacheParticleSystem( "flaregun_trail_blue" ); PrecacheParticleSystem( "flaregun_trail_crit_blue" ); PrecacheParticleSystem( "drg_manmelter_projectile" ); PrecacheParticleSystem( "scorchshot_trail_red" ); PrecacheParticleSystem( "scorchshot_trail_crit_red" ); PrecacheParticleSystem( "scorchshot_trail_blue" ); PrecacheParticleSystem( "scorchshot_trail_crit_blue" ); PrecacheParticleSystem( "Explosions_MA_FlyingEmbers" );
PrecacheParticleSystem( "pyrovision_flaregun_trail_blue" ); PrecacheParticleSystem( "pyrovision_flaregun_trail_red" ); PrecacheParticleSystem( "pyrovision_flaregun_trail_crit_blue" ); PrecacheParticleSystem( "pyrovision_flaregun_trail_crit_red" ); PrecacheParticleSystem( "pyrovision_scorchshot_trail_blue" ); PrecacheParticleSystem( "pyrovision_scorchshot_trail_red" ); PrecacheParticleSystem( "pyrovision_scorchshot_trail_crit_blue" ); PrecacheParticleSystem( "pyrovision_scorchshot_trail_crit_red" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::SetScorer( CBaseEntity *pScorer ) { m_Scorer = pScorer; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBasePlayer *CTFProjectile_Flare::GetScorer( void ) { return dynamic_cast<CBasePlayer *>( m_Scorer.Get() ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFProjectile_Flare::GetDamageType() { int iDmgType = BaseClass::GetDamageType(); if ( m_bCritical ) { iDmgType |= DMG_CRITICAL; }
return iDmgType; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Explode( trace_t *pTrace, CBaseEntity *pOther ) { Vector vecOrigin = GetAbsOrigin();
CBaseEntity *pAttacker = GetOwnerEntity(); IScorer *pScorerInterface = dynamic_cast<IScorer*>( pAttacker ); if ( pScorerInterface ) { pAttacker = pScorerInterface->GetScorer(); }
CTFPlayer *pTFVictim = ToTFPlayer( pOther );
CTFFlareGun *pFlareGun = dynamic_cast< CTFFlareGun* >( GetLauncher() ); if ( pFlareGun ) { if ( pFlareGun->GetFlareGunType() == FLAREGUN_SCORCHSHOT ) { // When the scorch shot hits a player...
if ( pTFVictim ) { // Now it only collides with the world
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
Vector vVelocity = GetAbsVelocity();
// Check if burning before damage
bool bIsBurningVictim = pTFVictim->m_Shared.InCond( TF_COND_BURNING ); int iDamageType = GetDamageType(); // Prevent the normal push force cause we are going to add it
iDamageType |= DMG_PREVENT_PHYSICS_FORCE;
// Damage the player to push them back
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), iDamageType, m_bIsFromTaunt ? TF_DMG_CUSTOM_FLARE_PELLET : 0 ); pTFVictim->TakeDamage( info );
bool bIsEnemy = pAttacker && pTFVictim->GetTeamNumber() != pAttacker->GetTeamNumber(); // Quick Fix Uber and teammates are immune to the force
if ( !pTFVictim->m_Shared.InCond( TF_COND_MEGAHEAL ) && bIsEnemy ) { Vector vecToTarget; vecToTarget = vVelocity; VectorNormalize( vecToTarget ); vecToTarget.z = 1.0;
// apply airblast - Apply stun if they are effectively grounded so we can knock them up
if ( !pTFVictim->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) ) { pTFVictim->m_Shared.StunPlayer( 0.5, 1.f, TF_STUN_MOVEMENT, ToTFPlayer( pAttacker ) ); } float flForce = bIsBurningVictim ? 400.0f : 100.0f; pTFVictim->ApplyAirBlastImpulse( vecToTarget * flForce ); }
// It loses almost all of its speed and pops into the air
vVelocity.x *= 0.07f; vVelocity.y *= 0.07f; vVelocity.z = 100.0f; SetAbsVelocity( vVelocity + RandomVector( -2.0f, 2.0f ) );
// Point the new direction and randomly flip
QAngle angForward; VectorAngles( vVelocity, angForward ); SetAbsAngles( angForward );
QAngle angRotation = RandomAngle( 180.0f, 720.0f ); angRotation.x *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 ); angRotation.y *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 ); angRotation.z *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 );
SetLocalAngularVelocity( angRotation );
CPVSFilter filter( vecOrigin ); EmitSound( filter, entindex(), "Rubber.BulletImpact" );
// Save this entity as enemy, they will take 100% damage.
if ( m_hEnemy.Get() == NULL ) { m_hEnemy = pTFVictim; }
return; } } }
// If we've already got an impact time, don't impact again.
if ( m_flImpactTime > 0.0 ) return;
// Save this entity as enemy, they will take 100% damage.
if ( m_hEnemy.Get() == NULL ) { m_hEnemy = pOther; }
if ( !pTFVictim ) { m_bImpact = true; }
// Invisible.
AddSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_NO;
bool bDetonate = false; bool bNoRandomCrit = false; if ( pFlareGun ) { switch ( pFlareGun->GetFlareGunType() ) { case FLAREGUN_DETONATE: bDetonate = true; break;
case FLAREGUN_GRORDBORT: bNoRandomCrit = true; break;
case FLAREGUN_SCORCHSHOT: bDetonate = true; bNoRandomCrit = true; break; } }
// Flares that hit a burning player crit, unless it's a detonate flare - they mini-crit
if ( pTFVictim && pTFVictim->m_Shared.InCond( TF_COND_BURNING ) && !bDetonate && !bNoRandomCrit ) { m_bCritical = true; }
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), GetDamageType(), TF_DMG_CUSTOM_BURNING_FLARE ); pOther->TakeDamage( info );
// Remove the flare.
if ( m_bImpact ) { SetMoveType( MOVETYPE_FLY ); SetAbsVelocity( vec3_origin );
m_vecImpactNormal = pTrace->plane.normal; m_flImpactTime = gpGlobals->curtime + 0.1f;
// Stick into and object and fizzle a little while.
SetContextThink( &CTFProjectile_Flare::ImpactThink, gpGlobals->curtime, FLARE_THINK_CONTEXT );
// Only do this for the Detonator
if ( bDetonate ) { // Scorch Shot can still light others in this case
Detonate( pFlareGun->GetFlareGunType() != FLAREGUN_SCORCHSHOT ); } } else { // Impact player sound.
CPVSFilter filter( vecOrigin ); EmitSound( filter, pOther->entindex(), "TFPlayer.FlareImpact" );
SendDeathNotice(); UTIL_Remove( this ); } }
//-----------------------------------------------------------------------------
// Purpose: Custom explode for air burst flare
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Explode_Air( trace_t *pTrace, int bitsDamageType, bool bSelfOnly ) { // Invisible.
AddSolidFlags( FSOLID_NOT_SOLID ); m_takedamage = DAMAGE_NO;
// Play explosion sound and effect.
Vector vecOrigin = GetAbsOrigin(); CPVSFilter filter( vecOrigin );
CBaseEntity *pAttacker = GetOwnerEntity(); int nDefID = -1; WeaponSound_t nSound = SPECIAL1; if ( pAttacker ) { CTFFlareGun *pFlareGun = dynamic_cast<CTFFlareGun*>( ToTFPlayer( pAttacker )->GetActiveWeapon() ); if ( pFlareGun ) { CEconItemView *pItem = pFlareGun->GetAttributeContainer()->GetItem(); nDefID = pItem->GetItemDefIndex(); }
// Damage.
IScorer *pScorerInterface = dynamic_cast<IScorer*>( pAttacker ); if ( pScorerInterface ) { pAttacker = pScorerInterface->GetScorer(); }
float flRadius = bSelfOnly ? 0.f : GetRadius();
if ( bSelfOnly ) { bitsDamageType |= DMG_BLAST; nSound = SPECIAL2; }
#if defined( _DEBUG ) && defined( STAGING_ONLY )
// Debug!
ConVarRef tf_rocket_show_radius( "tf_rocket_show_radius" ); if ( tf_rocket_show_radius.GetBool() ) { DrawRadius( flRadius ); } #endif
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), bitsDamageType | DMG_HALF_FALLOFF, TF_DMG_CUSTOM_FLARE_EXPLOSION ); CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, flRadius, NULL, TF_FLARE_RADIUS_FOR_FJS ); TFGameRules()->RadiusDamage( radiusinfo ); }
const char *pszParticle = bSelfOnly ? "Explosions_MA_FlyingEmbers" : "ExplosionCore_MidAir_Flare"; TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), entindex(), nDefID, nSound ); TE_TFParticleEffect( filter, 0.0f, pszParticle, vecOrigin, pTrace->plane.normal, vec3_angle ); CSoundEnt::InsertSound ( SOUND_COMBAT, vecOrigin, 1024, 3.0 );
SendDeathNotice(); UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose: Alt-fire air burst flare
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Detonate( bool bSelfOnly ) { trace_t tr; Vector vecSpot;
SetThink( NULL );
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 ); UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -32 ), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, & tr);
Explode_Air( &tr, GetDamageType(), bSelfOnly ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFProjectile_Flare::GetRadius( void ) { float flRadius = TF_FLARE_DET_RADIUS; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher, flRadius, mult_explosion_radius ); return flRadius; }
//-----------------------------------------------------------------------------
// Purpose: Let the flaregun know we're gone
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::SendDeathNotice( void ) { CBaseEntity *pAttacker = GetOwnerEntity(); if ( !pAttacker ) return;
CTFFlareGun *pFlareGun = dynamic_cast<CTFFlareGun*>( ToTFPlayer( pAttacker )->GetActiveWeapon() ); if ( pFlareGun && pFlareGun->GetFlareGunType() == FLAREGUN_DETONATE ) { pFlareGun->DeathNotice( this ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::ImpactThink( void ) { if ( gpGlobals->curtime > m_flImpactTime ) { // If we hit anything other than the player create an impact - effect, sound, etc.
if ( m_hEnemy.Get() ) { Vector vecOrigin = GetAbsOrigin(); CPVSFilter filter( vecOrigin ); TE_TFExplosion( filter, 0.0f, vecOrigin, m_vecImpactNormal, GetWeaponID(), m_hEnemy.Get()->entindex() ); }
SendDeathNotice(); UTIL_Remove( this ); SetContextThink( NULL, 0, FLARE_THINK_CONTEXT ); } else { SetContextThink( &CTFProjectile_Flare::ImpactThink, gpGlobals->curtime + 0.1f, FLARE_THINK_CONTEXT ); } }
void CTFProjectile_Flare::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity ) { if ( m_flNextSeekUpdate < gpGlobals->curtime ) { CTFPlayer *pBestTarget = NULL; const float flMaxSeekDistanceSqr = ( 1024.0f * 1024.0f ); float flBestDistance = flMaxSeekDistanceSqr;
// Loop through players and attempt to find a seek target
int i; for ( i = 1; i <= gpGlobals->maxClients; i++ ) { CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) ); if ( !pPlayer ) continue;
bool bBurning = pPlayer->m_Shared.InCond( TF_COND_BURNING );
if ( !bBurning || pPlayer->InSameTeam( this ) || ( pPlayer->m_Shared.GetDisguiseTeam() == GetTeamNumber() && !bBurning ) || ( pPlayer->m_Shared.IsStealthed() && !bBurning ) || pPlayer->GetTeamNumber() == TEAM_SPECTATOR || !pPlayer->IsAlive() ) { continue; }
Vector vToTarget = pPlayer->WorldSpaceCenter() - GetAbsOrigin(); VectorNormalize( vToTarget );
Vector vForward = *pNewVelocity; VectorNormalize( vForward );
if ( vToTarget.Dot( vForward ) < -0.25f ) continue;
float flDistanceSqr = pPlayer->WorldSpaceCenter().DistToSqr( GetAbsOrigin() ); if ( flBestDistance > flDistanceSqr ) { trace_t tr; UTIL_TraceLine( pPlayer->WorldSpaceCenter(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( !tr.DidHit() || tr.m_pEnt == this ) { flBestDistance = flDistanceSqr; pBestTarget = pPlayer; } } }
float flHeatSeekPower = GetHeatSeekPower();
QAngle angToTarget = *pNewAngles;
if ( pBestTarget ) { Vector vToTarget = pBestTarget->WorldSpaceCenter() - GetAbsOrigin(); VectorAngles( vToTarget, angToTarget ); }
const float flUpdatesPerSecond = 4.0f;
if ( angToTarget != *pNewAngles ) { pNewAngVelocity->x = Approach( UTIL_AngleDiff( angToTarget.x, pNewAngles->x ) * flUpdatesPerSecond, pNewAngVelocity->x, flHeatSeekPower ); pNewAngVelocity->y = Approach( UTIL_AngleDiff( angToTarget.y, pNewAngles->y ) * flUpdatesPerSecond, pNewAngVelocity->y, flHeatSeekPower ); pNewAngVelocity->z = Approach( UTIL_AngleDiff( angToTarget.z, pNewAngles->z ) * flUpdatesPerSecond, pNewAngVelocity->z, flHeatSeekPower );
const float flMaxAngularVelocity = 360.0f; pNewAngVelocity->x = clamp( pNewAngVelocity->x, -flMaxAngularVelocity, flMaxAngularVelocity ); pNewAngVelocity->y = clamp( pNewAngVelocity->y, -flMaxAngularVelocity, flMaxAngularVelocity ); pNewAngVelocity->z = clamp( pNewAngVelocity->z, -flMaxAngularVelocity, flMaxAngularVelocity ); }
m_flNextSeekUpdate = gpGlobals->curtime + ( 1.0f / flUpdatesPerSecond ); }
*pNewAngles += *pNewAngVelocity * gpGlobals->frametime;
Vector vForward; AngleVectors( *pNewAngles, &vForward ); *pNewVelocity = vForward * GetProjectileSpeed();
*pNewPosition += *pNewVelocity * gpGlobals->frametime; }
//-----------------------------------------------------------------------------
// Purpose: Flare was deflected.
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir ) { CTFPlayer *pTFDeflector = ToTFPlayer( pDeflectedBy ); if ( !pTFDeflector ) return;
ChangeTeam( pTFDeflector->GetTeamNumber() ); SetLauncher( pTFDeflector->GetActiveWeapon() );
CTFPlayer* pOldOwner = ToTFPlayer( GetOwnerEntity() ); SetOwnerEntity( pTFDeflector );
if ( pOldOwner ) { pOldOwner->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:1,victim:1" ); }
if ( pTFDeflector->m_Shared.IsCritBoosted() ) { SetCritical( true ); }
CTFWeaponBase::SendObjectDeflectedEvent( pTFDeflector, pOldOwner, GetWeaponID(), this );
IncrementDeflected(); SetScorer( pTFDeflector ); }
float CTFProjectile_Flare::GetProjectileSpeed( void ) const { float flLaunchSpeed = FLARE_SPEED; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher, flLaunchSpeed, mult_projectile_speed );
return flLaunchSpeed; }
float CTFProjectile_Flare::GetHeatSeekPower( void ) const { float flHeatSeekPower = 0.0; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher, flHeatSeekPower, mod_projectile_heat_seek_power );
return flHeatSeekPower; }
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