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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_bat.h"
#include "decals.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_basedoor.h"
#include "c_tf_player.h"
#include "IEffects.h"
#include "bone_setup.h"
#include "c_tf_gamestats.h"
// Server specific.
#else
#include "doors.h"
#include "tf_player.h"
#include "tf_ammo_pack.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#include "collisionutils.h"
#include "particle_parse.h"
#include "tf_projectile_base.h"
#include "tf_gamerules.h"
#endif
const float DEFAULT_ORNAMENT_EXPLODE_RADIUS = 50.0f; const float DEFAULT_ORNAMENT_EXPLODE_DAMAGE_MULT = 0.9f;
//=============================================================================
//
// Weapon Bat tables.
//
// TFBat --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat, DT_TFWeaponBat )
BEGIN_NETWORK_TABLE( CTFBat, DT_TFWeaponBat ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat, CTFBat ); PRECACHE_WEAPON_REGISTER( tf_weapon_bat ); // -- TFBat
// TFBat_Fish --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Fish, DT_TFWeaponBat_Fish )
BEGIN_NETWORK_TABLE( CTFBat_Fish, DT_TFWeaponBat_Fish ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat_Fish ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat_fish, CTFBat_Fish ); PRECACHE_WEAPON_REGISTER( tf_weapon_bat_fish ); // -- TFBat_Fish
// TFBat_Wood --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Wood, DT_TFWeaponBat_Wood )
BEGIN_NETWORK_TABLE( CTFBat_Wood, DT_TFWeaponBat_Wood ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat_Wood ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat_wood, CTFBat_Wood ); PRECACHE_WEAPON_REGISTER( tf_weapon_bat_wood ); // -- TFBat_Wood
// CTFBat_Giftwrap --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Giftwrap, DT_TFWeaponBat_Giftwrap )
BEGIN_NETWORK_TABLE( CTFBat_Giftwrap, DT_TFWeaponBat_Giftwrap ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat_Giftwrap ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat_giftwrap, CTFBat_Giftwrap ); PRECACHE_WEAPON_REGISTER( tf_weapon_bat_giftwrap ); // -- CTFBat_Giftwrap
// TFStunBall --
IMPLEMENT_NETWORKCLASS_ALIASED( TFStunBall, DT_TFProjectile_StunBall ) BEGIN_NETWORK_TABLE( CTFStunBall, DT_TFProjectile_StunBall ) END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( tf_projectile_stun_ball, CTFStunBall ); PRECACHE_WEAPON_REGISTER( tf_projectile_stun_ball );
#define TF_WEAPON_STUNBALL_VM_MODEL "models/weapons/v_models/v_baseball.mdl"
#define TF_WEAPON_STUNBALL_MODEL "models/weapons/w_models/w_baseball.mdl"
#if defined( GAME_DLL )
ConVar tf_scout_stunball_base_duration( "tf_scout_stunball_base_duration", "6.0", FCVAR_DEVELOPMENTONLY ); ConVar tf_scout_stunball_base_speed( "tf_scout_stunball_base_speed", "3000", FCVAR_DEVELOPMENTONLY ); ConVar sv_proj_stunball_damage( "sv_proj_stunball_damage", "15", FCVAR_DEVELOPMENTONLY ); #endif
// -- TFStunBall
// CTFBall_Ornament --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBall_Ornament, DT_TFProjectileBall_Ornament ) BEGIN_NETWORK_TABLE( CTFBall_Ornament, DT_TFProjectileBall_Ornament ) END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( tf_projectile_ball_ornament, CTFBall_Ornament ); PRECACHE_WEAPON_REGISTER( tf_projectile_ball_ornament );
#define TF_WEAPON_BALL_ORNAMENT_VM_MODEL "models/weapons/c_models/c_xms_festive_ornament.mdl"
#define TF_WEAPON_BALL_ORNAMENT_MODEL "models/weapons/c_models/c_xms_festive_ornament.mdl"
#if defined( GAME_DLL )
//ConVar tf_scout_stunball_base_duration( "tf_scout_stunball_base_duration", "6.0", FCVAR_DEVELOPMENTONLY );
#endif
// -- CTFBall_Ornament
static string_t s_iszTrainName;
//=============================================================================
#define STUNBALL_TRAIL_ALPHA 128
//=============================================================================
//
// CTFBat
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBat::CTFBat() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat::Smack( void ) { BaseClass::Smack();
#ifdef GAME_DLL
if ( BatDeflects() ) { #ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() ) { } else #endif // TF_RAID_MODE
{ DeflectProjectiles(); } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat::PlayDeflectionSound( bool bPlayer ) { WeaponSound( MELEE_HIT_WORLD ); }
//=============================================================================
//
// CTFBat_Wood
//
CTFBat_Wood::CTFBat_Wood() { m_iEnemyBallID = 0; #ifdef CLIENT_DLL
m_hStunBallVM = NULL; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConVar tf_scout_bat_launch_delay( "tf_scout_bat_launch_delay", "0.1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::LaunchBallThink( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return;
LaunchBall();
#ifdef GAME_DLL
pPlayer->SpeakWeaponFire( MP_CONCEPT_BAT_BALL ); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif
#ifdef CLIENT_DLL
C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::SecondaryAttackAnim( CTFPlayer *pPlayer ) { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY ); }
// SERVER ONLY --
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: Calculate the ball's initial position, angle, and velocity.
//-----------------------------------------------------------------------------
void CTFBat_Wood::GetBallDynamics( Vector& vecLoc, QAngle& vecAngles, Vector& vecVelocity, AngularImpulse& angImpulse, CTFPlayer* pPlayer ) { Vector vecForward, vecUp; AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp ); vecLoc = pPlayer->GetAbsOrigin() + pPlayer->GetModelScale() * ( Vector( 0, 0, 50 ) + vecForward * 32.f ); vecAngles = pPlayer->GetAbsAngles();
// Calculate the initial impulse on the item.
vecVelocity = Vector( 0.0f, 0.0f, 0.0f ); vecVelocity += vecForward * 10; vecVelocity += vecUp * 1; VectorNormalize( vecVelocity ); vecVelocity *= tf_scout_stunball_base_speed.GetInt();
angImpulse = AngularImpulse( 0, random->RandomFloat( 0, 100 ), 0 ); }
// -- SERVER ONLY
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::SecondaryAttack( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return;
if ( !CanAttack() ) return;
if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return;
// Do we have any balls? If so, use them.
int iBallCount = pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ); if ( (iBallCount > 0) && CanCreateBall( pPlayer ) ) { SecondaryAttackAnim( pPlayer ); SendWeaponAnim( ACT_VM_PRIMARYATTACK );
SetContextThink( &CTFBat_Wood::LaunchBallThink, gpGlobals->curtime + tf_scout_bat_launch_delay.GetFloat(), "LAUNCH_BALL_THINK" );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.25;
#ifdef GAME_DLL
if ( pPlayer->m_Shared.IsStealthed() ) { pPlayer->RemoveInvisibility(); } #endif // GAME_DLL
} }
//-----------------------------------------------------------------------------
// Purpose: Client Only. Show the stunball view model if necessary.
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
void CTFBat_Wood::SetWeaponVisible( bool visible ) { BaseClass::SetWeaponVisible( visible );
if ( !m_hStunBallVM ) return;
if ( visible ) { m_hStunBallVM->RemoveEffects( EF_NODRAW ); } else { m_hStunBallVM->AddEffects( EF_NODRAW ); } } #endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
bool bLocalPlayerAmmo = true; if ( GetPlayerOwner() == C_BasePlayer::GetLocalPlayer() ) { bLocalPlayerAmmo = GetPlayerOwner()->GetAmmoCount( TF_AMMO_GRENADES1 ) > 0; }
if ( IsCarrierAlive() && ( WeaponState() == WEAPON_IS_ACTIVE ) && bLocalPlayerAmmo == true ) { AddBallChild(); } else { RemoveBallChild(); } }
//-----------------------------------------------------------------------------
// Purpose: Client Only. Show the stunball view model if necessary.
//-----------------------------------------------------------------------------
void CTFBat_Wood::AddBallChild( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return;
if ( !pPlayer->IsLocalPlayer() ) return;
if ( !pPlayer->GetViewModel() ) return;
if ( m_hStunBallVM ) return;
CTFViewModel* pBall = new class CTFViewModel(); if ( pBall != NULL ) { pBall->InitializeAsClientEntity( GetBallViewModelName(), RENDER_GROUP_OPAQUE_ENTITY ); pBall->SetAbsOrigin( pPlayer->GetViewModel()->GetAbsOrigin() ); pBall->SetModel( GetBallViewModelName() ); pBall->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
CStudioHdr *pStudioHdr = pPlayer->GetViewModel()->GetModelPtr(); if ( pStudioHdr ) { int iAttachment = Studio_FindAttachment( pStudioHdr, "weapon_bone_L" ) + 1; pBall->SetParent( pPlayer->GetViewModel(), iAttachment ); } pBall->AddEffects( EF_BONEMERGE ); pBall->SetMoveType( MOVETYPE_NONE ); pBall->AddSolidFlags( FSOLID_NOT_SOLID ); m_hStunBallVM.Set( pBall ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::Drop( const Vector &vecVelocity ) { BaseClass::Drop( vecVelocity );
RemoveBallChild(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::WeaponReset( void ) { RemoveBallChild();
BaseClass::WeaponReset(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::UpdateOnRemove( void ) { RemoveBallChild();
BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::RemoveBallChild() { if ( m_hStunBallVM ) { m_hStunBallVM->Remove(); m_hStunBallVM = NULL; } }
#endif
//-----------------------------------------------------------------------------
// Purpose: Determines if there is space to create a ball.
//-----------------------------------------------------------------------------
bool CTFBat_Wood::CanCreateBall( CTFPlayer* pPlayer ) { int iWeaponMod = 0; CALL_ATTRIB_HOOK_INT( iWeaponMod, set_weapon_mode ); if ( iWeaponMod == 0 ) return false;
if ( pPlayer->GetWaterLevel() == WL_Eyes ) return false;
Vector vecForward, vecUp; AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp ); Vector vecBallStart = pPlayer->GetAbsOrigin() + Vector( 0, 0, 50 ); Vector vecBallEnd = vecBallStart + vecForward * 32.f; // Trace out and see if we hit a wall.
trace_t trace; CTraceFilterSimple traceFilter( this, COLLISION_GROUP_NONE ); UTIL_TraceHull( vecBallStart, vecBallEnd, -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, &traceFilter, &trace ); if ( trace.DidHitWorld() || trace.startsolid ) return false; else { if ( trace.m_pEnt ) { // Don't let the player bat through doors.
CBaseDoor *pDoor = dynamic_cast<CBaseDoor*>( trace.m_pEnt ); if ( pDoor ) return false; } return true; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::LaunchBall( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return;
#if GAME_DLL
// Make a ball.
CBaseEntity* pBall = CreateBall(); if ( !pBall ) return;
if ( IsCurrentAttackACrit() ) { WeaponSound( BURST ); } WeaponSound( SPECIAL2 ); pPlayer->RemoveAmmo( 1, TF_AMMO_GRENADES1 ); #endif
StartEffectBarRegen(); }
// SERVER ONLY --
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: The wooden bat creates a baseball that stuns whomever it hits.
//-----------------------------------------------------------------------------
CBaseEntity* CTFBat_Wood::CreateBall( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return NULL;
// Do another check here, as the player may have moved to an invalid position
// since the first check (0.1 seconds ago). This fixes the ball sometimes
// going through thin geometry, such as windows and spawn blockers.
if ( !CanCreateBall( pPlayer ) ) return NULL;
// Determine the ball's initial location, angles, and velocity.
Vector vecLocation, vecVelocity; QAngle vecAngles; AngularImpulse angImpulse; GetBallDynamics( vecLocation, vecAngles, vecVelocity, angImpulse, pPlayer );
// Create a stun ball.
CTFStunBall* pBall = CTFStunBall::Create( vecLocation, vecAngles, pPlayer ); Assert( pBall ); if ( !pBall ) return NULL;
CalcIsAttackCritical();
pBall->m_iOriginalOwnerID = m_iEnemyBallID; m_iEnemyBallID = 0;
pBall->SetCritical( IsCurrentAttackACrit() ); pBall->InitGrenade( vecVelocity, angImpulse, pPlayer, GetTFWpnData() ); pBall->SetLauncher( this ); pBall->SetOwnerEntity( pPlayer ); pBall->SetInitialSpeed( tf_scout_stunball_base_speed.GetInt() );
return pBall; }
// -- SERVER ONLY
#endif
//-----------------------------------------------------------------------------
// Purpose: Play pickup anim when we grab a new ball.
//-----------------------------------------------------------------------------
void CTFBat_Wood::PickedUpBall( void ) { if ( WeaponState() == WEAPON_IS_ACTIVE ) { SendWeaponAnim( ACT_VM_PULLBACK_SPECIAL ); } }
//-----------------------------------------------------------------------------
// Purpose: Play animation appropriate to ball status.
//-----------------------------------------------------------------------------
bool CTFBat_Wood::SendWeaponAnim( int iActivity ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return BaseClass::SendWeaponAnim( iActivity );
if ( pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) > 0 ) { switch ( iActivity ) { case ACT_VM_DRAW: iActivity = ACT_VM_DRAW_SPECIAL; break; case ACT_VM_HOLSTER: iActivity = ACT_VM_HOLSTER_SPECIAL; break; case ACT_VM_IDLE: iActivity = ACT_VM_IDLE_SPECIAL; break; case ACT_VM_PULLBACK: iActivity = ACT_VM_PULLBACK_SPECIAL; break; case ACT_VM_PRIMARYATTACK: iActivity = ACT_VM_PRIMARYATTACK_SPECIAL; break; case ACT_VM_SECONDARYATTACK: iActivity = ACT_VM_PRIMARYATTACK_SPECIAL; break; case ACT_VM_HITCENTER: iActivity = ACT_VM_HITCENTER_SPECIAL; break; case ACT_VM_SWINGHARD: iActivity = ACT_VM_SWINGHARD_SPECIAL; break; case ACT_VM_IDLE_TO_LOWERED: iActivity = ACT_VM_IDLE_TO_LOWERED_SPECIAL; break; case ACT_VM_IDLE_LOWERED: iActivity = ACT_VM_IDLE_LOWERED_SPECIAL; break; case ACT_VM_LOWERED_TO_IDLE: iActivity = ACT_VM_LOWERED_TO_IDLE_SPECIAL; break; default: break; } }
return BaseClass::SendWeaponAnim( iActivity ); }
//=============================================================================
//
// CTFStunBall
//
// SERVER ONLY --
#ifdef GAME_DLL
CTFStunBall::CTFStunBall() { s_iszTrainName = AllocPooledString( "models/props_vehicles/train_enginecar.mdl" ); m_iOriginalOwnerID = 0; m_pBallTrail = NULL; m_flBallTrailLife = 1.0f; }
//-----------------------------------------------------------------------------
// Purpose: Static entity factory.
//-----------------------------------------------------------------------------
CTFStunBall* CTFStunBall::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner ) { CTFStunBall* pBall = static_cast<CTFStunBall*>( CBaseAnimating::CreateNoSpawn( "tf_projectile_stun_ball", vecOrigin, vecAngles, pOwner ) ); if ( pBall ) { DispatchSpawn( pBall ); }
return pBall; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFStunBall::Precache( void ) { PrecacheModel( GetBallModelName() ); PrecacheModel( GetBallViewModelName() ); PrecacheModel( "effects/baseballtrail_red.vmt" ); PrecacheModel( "effects/baseballtrail_blu.vmt" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
const char *CTFStunBall::GetBallModelName( void ) const { return TF_WEAPON_STUNBALL_MODEL; }
//-----------------------------------------------------------------------------
const char *CTFStunBall::GetBallViewModelName( void ) const { return TF_WEAPON_STUNBALL_VM_MODEL; }
//-----------------------------------------------------------------------------
// Purpose: Sets up initial properties.
//-----------------------------------------------------------------------------
void CTFStunBall::Spawn( void ) { BaseClass::Spawn();
SetModel( GetBallModelName() ); VPhysicsDestroyObject(); VPhysicsInitNormal( SOLID_BBOX, 0, false );
AddSolidFlags( FSOLID_TRIGGER ); AddFlag( FL_GRENADE );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); m_takedamage = DAMAGE_NO;
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 15, "DieContext" );
// Draw the trail for the Baseball on spawn
if ( !m_pBallTrail ) { const char *pTrailTeamName = ( GetTeamNumber() == TF_TEAM_RED ) ? "effects/baseballtrail_red.vmt" : "effects/baseballtrail_blu.vmt"; CSpriteTrail *pTempTrail = NULL;
pTempTrail = CSpriteTrail::SpriteTrailCreate( pTrailTeamName, GetAbsOrigin(), true ); pTempTrail->FollowEntity( this ); pTempTrail->SetTransparency( kRenderTransAlpha, 255, 255, 255, STUNBALL_TRAIL_ALPHA, kRenderFxNone ); pTempTrail->SetStartWidth( 9 ); pTempTrail->SetTextureResolution( 1.0f / ( 96.0f * 1.0f ) ); pTempTrail->SetLifeTime( 0.4 ); pTempTrail->TurnOn(); pTempTrail->SetAttachment( this, 0 ); m_pBallTrail = pTempTrail; SetContextThink( &CTFStunBall::RemoveBallTrail, gpGlobals->curtime + 3, "FadeBallTrail"); }
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFStunBall::Explode( trace_t *pTrace, int bitsDamageType ) { if ( !IsAllowedToExplode() ) return;
BaseClass::Explode( pTrace, bitsDamageType ); }
//-----------------------------------------------------------------------------
// Purpose: Stun the person we smashed into.
//-----------------------------------------------------------------------------
#define FLIGHT_TIME_TO_MAX_STUN 1.f
void CTFStunBall::ApplyBallImpactEffectOnVictim( CBaseEntity *pOther ) { if ( !pOther || !pOther->IsPlayer() ) return;
CTFPlayer* pPlayer = ToTFPlayer( pOther ); if ( !pPlayer ) return;
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return;
if ( m_bTouched ) return;
// Can't stun an invul player.
if ( pPlayer->m_Shared.IsInvulnerable() || pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) ) return;
// We have a more intense stun based on our travel time.
float flLifeTime = MIN( gpGlobals->curtime - m_flCreationTime, FLIGHT_TIME_TO_MAX_STUN ); float flLifeTimeRatio = flLifeTime / FLIGHT_TIME_TO_MAX_STUN; if ( flLifeTimeRatio > 0.1f ) {
float flStun = 0.5f; float flStunDuration = tf_scout_stunball_base_duration.GetFloat() * flLifeTimeRatio; if ( IsCritical() ) flStunDuration += 2.0; // Extra two seconds of effect time if we're a critical hit.
int iStunFlags = TF_STUN_LOSER_STATE | TF_STUN_MOVEMENT; if ( flLifeTimeRatio >= 1.f ) { flStunDuration += 1.0; iStunFlags = TF_STUN_CONTROLS; iStunFlags |= TF_STUN_SPECIAL_SOUND; CTF_GameStats.Event_PlayerStunBall( pOwner, true ); } else { CTF_GameStats.Event_PlayerStunBall( pOwner, false ); }
// Adjust stun amount and flags if we're hitting a boss or scaled enemy
if ( TFGameRules() && TFGameRules()->GameModeUsesMiniBosses() && ( pPlayer->IsMiniBoss() || pPlayer->GetModelScale() > 1.0f ) ) { // If max range, freeze them in place - otherwise adjust it based on distance
flStun = flLifeTimeRatio >= 1.f ? 1.f : RemapValClamped( flLifeTimeRatio, 0.1f, 0.99f, 0.5f, 0.75 ); iStunFlags = flLifeTimeRatio >= 1.f ? ( TF_STUN_SPECIAL_SOUND | TF_STUN_MOVEMENT ) : TF_STUN_MOVEMENT; }
if ( pPlayer->GetWaterLevel() != WL_Eyes ) { pPlayer->m_Shared.StunPlayer( flStunDuration, flStun, iStunFlags, pOwner ); if ( pPlayer->GetUserID() == m_iOriginalOwnerID ) { // Holy crap! We just stunned a scout with their own ball.
// Give the player an achievement for this.
if ( pOwner->IsPlayerClass( TF_CLASS_SCOUT ) ) { pOwner->AwardAchievement( ACHIEVEMENT_TF_SCOUT_STUN_SCOUT_WITH_THEIR_BALL ); } } } }
// Give 'em a love tap.
const trace_t *pTrace = &CBaseEntity::GetTouchTrace(); trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
CBaseEntity *pInflictor = GetLauncher(); CTakeDamageInfo info; info.SetAttacker( GetOwnerEntity() ); info.SetInflictor( pInflictor ); info.SetWeapon( pInflictor ); info.SetDamage( GetDamage() ); info.SetDamageCustom( TF_DMG_CUSTOM_BASEBALL ); info.SetDamageForce( GetDamageForce() ); info.SetDamagePosition( GetAbsOrigin() ); int iDamageType = GetDamageType(); if ( IsCritical() ) iDamageType |= DMG_CRITICAL; info.SetDamageType( iDamageType );
// Hurt 'em.
Vector dir; AngleVectors( GetAbsAngles(), &dir ); pPlayer->DispatchTraceAttack( info, dir, pNewTrace ); ApplyMultiDamage();
// Make this ball fade faster now that it's hit something.
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 4, "DieContext" );
m_bTouched = true; }
float CTFStunBall::GetDamage( void ) { return sv_proj_stunball_damage.GetFloat(); }
Vector CTFStunBall::GetDamageForce( void ) { Vector vecVelocity = GetAbsVelocity(); IPhysicsObject *pPhysicsObject = VPhysicsGetObject(); if ( pPhysicsObject ) { pPhysicsObject->GetVelocity( &vecVelocity, NULL ); VectorNormalize( vecVelocity ); }
return (vecVelocity * GetDamage()); }
//-----------------------------------------------------------------------------
// Purpose: We hit something.
//-----------------------------------------------------------------------------
void CTFStunBall::PipebombTouch( CBaseEntity *pOther ) { CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return;
if ( !pOther || !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) ) { pOwner->SpeakConceptIfAllowed( MP_CONCEPT_BALL_MISSED ); return; }
// Go away if we're hit by a moving train.
if ( pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) ) { UTIL_Remove( this ); return; }
// Go away if we hit the skybox.
trace_t pTrace; Vector velDir = GetAbsVelocity(); VectorNormalize( velDir ); Vector vecSpot = GetAbsOrigin() - velDir * 32; UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace ); if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY ) { UTIL_Remove( this ); return; }
// Ignore things that aren't players.
if ( !pOther->IsPlayer() ) return;
// If we hit a scout, pickup as ammo
if ( m_bTouched ) { CTFPlayer* pPlayer = ToTFPlayer( pOther ); if ( pPlayer && pPlayer->IsPlayerClass( TF_CLASS_SCOUT ) && (pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) < pPlayer->GetMaxAmmo( TF_AMMO_GRENADES1 )) ) { pPlayer->GiveAmmo( 1, TF_AMMO_GRENADES1 ); RemoveBallTrail(); UTIL_Remove( this );
CTFBat_Wood *pBat = (CTFBat_Wood *) pPlayer->Weapon_OwnsThisID( TF_WEAPON_BAT_WOOD ); if ( pBat ) { // If this ball came from an enemy scout, remember who they were...
if ( pPlayer->GetTeamNumber() != GetTeamNumber() ) { if ( pOwner ) { pBat->m_iEnemyBallID = pOwner->GetUserID(); } }
// If we have the bat up, we need to play the correct anim.
pBat->PickedUpBall(); }
// Say something.
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_GRAB_BALL, (pOther->GetTeamNumber() == GetTeamNumber()) ? "my_team:1" : "my_team:0" ); } return; }
if ( pOther == GetThrower() ) return;
if ( !InSameTeam( pOther ) && pOther->m_takedamage != DAMAGE_NO ) { ApplyBallImpactEffectOnVictim( pOther ); } }
//-----------------------------------------------------------------------------
// Purpose: We hit something.
//-----------------------------------------------------------------------------
void CTFStunBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() ); bool bWasTouched = m_bTouched; BaseClass::VPhysicsCollision( index, pEvent ); if ( pOwner && !bWasTouched && m_bTouched ) { pOwner->SpeakConceptIfAllowed( MP_CONCEPT_BALL_MISSED ); } }
//-----------------------------------------------------------------------------
// Purpose: Fade and kill the trail
//-----------------------------------------------------------------------------
void CTFStunBall::RemoveBallTrail( void ) { if (!m_pBallTrail) return;
if (m_pBallTrail) { if (m_flBallTrailLife <= 0) { UTIL_Remove( m_pBallTrail); m_flBallTrailLife = 1.0f; } else { float fAlpha = STUNBALL_TRAIL_ALPHA * m_flBallTrailLife;
CSpriteTrail *pTempTrail = dynamic_cast< CSpriteTrail*>( m_pBallTrail.Get() );
if ( pTempTrail ) { pTempTrail->SetBrightness( int(fAlpha) ); }
m_flBallTrailLife = m_flBallTrailLife - 0.1f; SetContextThink( &CTFStunBall::RemoveBallTrail, gpGlobals->curtime + 0.05, "FadeBallTrail"); } } }
// -- SERVER ONLY
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFStunBall::GetTrailParticleName( void ) { int iTeamNumber = GetTeamNumber();
if ( GetDeflected() ) { CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner ) { iTeamNumber = pOwner->GetTeamNumber(); } } if ( iTeamNumber == TF_TEAM_BLUE ) { return "stunballtrail_blue"; } else { return "stunballtrail_red"; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFStunBall::CreateTrailParticles( void ) { if ( pEffectTrail ) { ParticleProp()->StopEmission( pEffectTrail ); } if ( pEffectCrit ) { ParticleProp()->StopEmission( pEffectCrit ); } pEffectTrail = ParticleProp()->Create( GetTrailParticleName(), PATTACH_ABSORIGIN_FOLLOW ); int iTeamNumber = GetTeamNumber();
if ( GetDeflected() ) { CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner ) { iTeamNumber = pOwner->GetTeamNumber(); } } if ( m_bCritical ) { if ( iTeamNumber == TF_TEAM_BLUE ) { pEffectCrit = ParticleProp()->Create( "stunballtrail_blue_crit", PATTACH_ABSORIGIN_FOLLOW ); } else { pEffectCrit = ParticleProp()->Create( "stunballtrail_red_crit", PATTACH_ABSORIGIN_FOLLOW ); } } } #endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Giftwrap::Spawn( void ) { BaseClass::Spawn();
m_nSkin = ( GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0; }
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CTFBat_Giftwrap::CreateBall( void ) { CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return NULL;
// Do another check here, as the player may have moved to an invalid position
// since the first check (0.1 seconds ago). This fixes the ball sometimes
// going through thin geometry, such as windows and spawn blockers.
if ( !CanCreateBall( pPlayer ) ) return NULL;
// Determine the ball's initial location, angles, and velocity.
Vector vecLocation, vecVelocity; QAngle vecAngles; AngularImpulse angImpulse; GetBallDynamics( vecLocation, vecAngles, vecVelocity, angImpulse, pPlayer );
// Create the ornament ball.
CTFBall_Ornament *pBall = CTFBall_Ornament::Create( vecLocation, vecAngles, pPlayer ); Assert( pBall ); if ( !pBall ) return NULL;
CalcIsAttackCritical();
pBall->m_iOriginalOwnerID = m_iEnemyBallID; m_iEnemyBallID = 0;
pBall->SetCritical( IsCurrentAttackACrit() ); pBall->InitGrenade( vecVelocity, angImpulse, pPlayer, GetTFWpnData() ); pBall->SetLauncher( this ); pBall->SetOwnerEntity( pPlayer ); pBall->SetInitialSpeed( tf_scout_stunball_base_speed.GetInt() ); pBall->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
return pBall; }
//-----------------------------------------------------------------------------
void CTFBall_Ornament::Precache( void ) { PrecacheScriptSound( "BallBuster.OrnamentImpactRange" ); PrecacheScriptSound( "BallBuster.OrnamentImpact" ); PrecacheScriptSound( "BallBuster.HitBall" ); PrecacheScriptSound( "BallBuster.HitFlesh" ); PrecacheScriptSound( "BallBuster.HitWorld" ); PrecacheScriptSound( "BallBuster.DrawCatch" ); PrecacheScriptSound( "BallBuster.Ornament_DrawCatch" ); PrecacheScriptSound( "BallBuster.Ball_HitWorld" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
CTFBall_Ornament *CTFBall_Ornament::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner ) { CTFBall_Ornament* pBall = static_cast< CTFBall_Ornament * >( CBaseAnimating::CreateNoSpawn( "tf_projectile_ball_ornament", vecOrigin, vecAngles, pOwner ) ); if ( pBall ) { DispatchSpawn( pBall ); }
return pBall; }
//-----------------------------------------------------------------------------
const char *CTFBall_Ornament::GetBallModelName( void ) const { return TF_WEAPON_BALL_ORNAMENT_MODEL; }
//-----------------------------------------------------------------------------
const char *CTFBall_Ornament::GetBallViewModelName( void ) const { return TF_WEAPON_BALL_ORNAMENT_VM_MODEL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBall_Ornament::ApplyBallImpactEffectOnVictim( CBaseEntity *pOther ) { if ( !pOther || !pOther->IsPlayer() ) return;
CTFPlayer* pPlayer = ToTFPlayer( pOther ); if ( !pPlayer ) return;
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return;
if ( m_bTouched ) return;
// Can't bleed an invul player.
if ( pPlayer->m_Shared.IsInvulnerable() || pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) ) return;
bool bIsCriticalHit = IsCritical(); float flBleedTime = 5.0f; bool bIsLongRangeHit = false;
// long distance hit is always a crit
float flLifeTime = gpGlobals->curtime - m_flCreationTime; if ( flLifeTime >= FLIGHT_TIME_TO_MAX_STUN ) { bIsCriticalHit = true; bIsLongRangeHit = true; }
// just do the bleed effect directly since the bleed
// attribute comes from the inflictor, which is the bat.
pPlayer->m_Shared.MakeBleed( pOwner, (CTFBat_Giftwrap *)GetLauncher(), flBleedTime );
// Apply particle effect to victim (the remaining effects happen inside Explode)
DispatchParticleEffect( "xms_ornament_glitter", PATTACH_POINT_FOLLOW, pPlayer, "head" );
// Give 'em a love tap.
const trace_t *pTrace = &CBaseEntity::GetTouchTrace(); trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
CBaseEntity *pInflictor = GetLauncher(); CTakeDamageInfo info; info.SetAttacker( GetOwnerEntity() ); info.SetInflictor( pInflictor ); info.SetWeapon( pInflictor ); info.SetDamage( GetDamage() ); info.SetDamageCustom( TF_DMG_CUSTOM_BASEBALL ); info.SetDamageForce( GetDamageForce() ); info.SetDamagePosition( GetAbsOrigin() ); int iDamageType = GetDamageType(); if ( bIsCriticalHit ) iDamageType |= DMG_CRITICAL; info.SetDamageType( iDamageType );
// Hurt 'em.
Vector dir; AngleVectors( GetAbsAngles(), &dir ); pPlayer->DispatchTraceAttack( info, dir, pNewTrace ); ApplyMultiDamage();
// the ball shatters
UTIL_Remove( this );
m_bTouched = true; }
void CTFBall_Ornament::PipebombTouch( CBaseEntity *pOther ) { CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return;
// Go away if we're hit by a moving train.
if ( pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) ) { UTIL_Remove( this ); return; }
// Go away if we hit the skybox.
trace_t pTrace; Vector velDir = GetAbsVelocity(); VectorNormalize( velDir ); Vector vecSpot = GetAbsOrigin() - velDir * 32; UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace ); if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY ) { UTIL_Remove( this ); return; }
if ( pOther == GetThrower() ) return;
// Explode (does radius damage, triggers particles and sound effects).
Explode( &pTrace, DMG_BLAST|DMG_PREVENT_PHYSICS_FORCE );
if ( !InSameTeam( pOther ) && pOther->m_takedamage != DAMAGE_NO ) { ApplyBallImpactEffectOnVictim( pOther ); } }
void CTFBall_Ornament::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) { BaseClass::VPhysicsCollision( index, pEvent );
int otherIndex = !index; CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( !pHitEntity ) return;
// Break if we hit the world.
if ( pHitEntity->IsWorld() ) { // Explode immediately next frame. (Can't explode in the collision callback.)
m_vCollisionVelocity = pEvent->preVelocity[index]; SetContextThink( &CTFBall_Ornament::VPhysicsCollisionThink, gpGlobals->curtime, "OrnamentCollisionThink" ); } }
void CTFBall_Ornament::VPhysicsCollisionThink( void ) { trace_t pTrace; Vector velDir = m_vCollisionVelocity; VectorNormalize( velDir ); Vector vecSpot = GetAbsOrigin() - velDir * 16; UTIL_TraceLine( vecSpot, vecSpot + velDir * 32, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
Explode( &pTrace, DMG_BLAST|DMG_PREVENT_PHYSICS_FORCE ); }
void CTFBall_Ornament::Explode( trace_t *pTrace, int bitsDamageType ) { // Create smashed glass particles when we explode
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() ); if ( pOwner && pOwner->GetTeamNumber() == TF_TEAM_RED ) { DispatchParticleEffect( "xms_ornament_smash_red", GetAbsOrigin(), GetAbsAngles() ); } else { DispatchParticleEffect( "xms_ornament_smash_blue", GetAbsOrigin(), GetAbsAngles() ); }
Vector vecOrigin = GetAbsOrigin();
// sound effects
EmitSound_t params; params.m_flSoundTime = 0; params.m_pflSoundDuration = 0; params.m_pSoundName = "BallBuster.OrnamentImpact"; CPASFilter filter( vecOrigin ); filter.RemoveRecipient( pOwner ); EmitSound( filter, entindex(), params ); CSingleUserRecipientFilter attackerFilter( pOwner ); EmitSound( attackerFilter, pOwner->entindex(), params );
// Explosion damage is some fraction of our base damage
float flExplodeDamage = GetDamage() * DEFAULT_ORNAMENT_EXPLODE_DAMAGE_MULT;
// Do radius damage
Vector vecBlastForce(0.0f, 0.0f, 0.0f); CTakeDamageInfo info( this, GetThrower(), m_hLauncher, vecBlastForce, GetAbsOrigin(), flExplodeDamage, bitsDamageType, TF_DMG_CUSTOM_BASEBALL, &vecOrigin ); CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, DEFAULT_ORNAMENT_EXPLODE_RADIUS, nullptr, 0.0f, 0.0f ); TFGameRules()->RadiusDamage( radiusinfo );
UTIL_Remove( this ); }
#endif
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