Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "dod_baserocket.h"
#include "explode.h"
#include "dod_shareddefs.h"
#include "dod_gamerules.h"
#include "fx_dod_shared.h"
BEGIN_DATADESC( CDODBaseRocket )
// Function Pointers
DEFINE_FUNCTION( RocketTouch ),
DEFINE_THINKFUNC( FlyThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CDODBaseRocket, DT_DODBaseRocket )
SendPropVector( SENDINFO( m_vInitialVelocity ),
20, // nbits
0, // flags
-3000, // low value
3000 // high value
)
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( base_rocket, CDODBaseRocket );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CDODBaseRocket::CDODBaseRocket()
{
}
CDODBaseRocket::~CDODBaseRocket()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODBaseRocket::Precache( void )
{
PrecacheScriptSound( "Weapon_Bazooka.Shoot" );
PrecacheParticleSystem( "rockettrail" );
}
ConVar mp_rocketdamage( "mp_rocketdamage", "150", FCVAR_GAMEDLL | FCVAR_CHEAT );
ConVar mp_rocketradius( "mp_rocketradius", "200", FCVAR_GAMEDLL | FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODBaseRocket::Spawn( void )
{
Precache();
SetSolid( SOLID_BBOX );
Assert( GetModel() ); //derived classes must have set model
UTIL_SetSize( this, -Vector(2,2,2), Vector(2,2,2) );
SetTouch( &CDODBaseRocket::RocketTouch );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
m_takedamage = DAMAGE_NO;
SetGravity( 0.1 );
SetDamage( mp_rocketdamage.GetFloat() );
AddFlag( FL_OBJECT );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
EmitSound( "Weapon_Bazooka.Shoot" );
m_flCollideWithTeammatesTime = gpGlobals->curtime + 0.25;
m_bCollideWithTeammates = false;
SetThink( &CDODBaseRocket::FlyThink );
SetNextThink( gpGlobals->curtime );
}
unsigned int CDODBaseRocket::PhysicsSolidMaskForEntity( void ) const
{
int teamContents = 0;
if ( m_bCollideWithTeammates == false )
{
// Only collide with the other team
teamContents = ( GetTeamNumber() == TEAM_ALLIES ) ? CONTENTS_TEAM1 : CONTENTS_TEAM2;
}
else
{
// Collide with both teams
teamContents = CONTENTS_TEAM1 | CONTENTS_TEAM2;
}
return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX | teamContents;
}
//-----------------------------------------------------------------------------
// Purpose: Stops any kind of tracking and shoots dumb
//-----------------------------------------------------------------------------
void CDODBaseRocket::Fire( void )
{
SetThink( NULL );
SetMoveType( MOVETYPE_FLY );
SetModel("models/weapons/w_missile.mdl");
UTIL_SetSize( this, vec3_origin, vec3_origin );
EmitSound( "Weapon_Bazooka.Shoot" );
}
//-----------------------------------------------------------------------------
// The actual explosion
//-----------------------------------------------------------------------------
void CDODBaseRocket::DoExplosion( trace_t *pTrace )
{
/*
// Explode
ExplosionCreate(
GetAbsOrigin(), //DMG_ROCKET
GetAbsAngles(),
GetOwnerEntity(),
GetDamage(), //magnitude
mp_rocketradius.GetFloat(), //radius
SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE,
0.0f, //explosion force
this); //inflictor
*/
// Pull out of the wall a bit
if ( pTrace->fraction != 1.0 )
{
SetAbsOrigin( pTrace->endpos + (pTrace->plane.normal * 0.6) );
}
// Explosion effect on client
Vector vecOrigin = GetAbsOrigin();
CPVSFilter filter( vecOrigin );
TE_DODExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal );
CTakeDamageInfo info( this, GetOwnerEntity(), vec3_origin, GetAbsOrigin(), GetDamage(), DMG_BLAST, 0 );
RadiusDamage( info, vecOrigin, mp_rocketradius.GetFloat() /* GetDamageRadius() */, CLASS_NONE, NULL );
// stun players in a radius
const float flStunDamage = 75;
const float flRadius = 150;
CTakeDamageInfo stunInfo( this, GetOwnerEntity(), vec3_origin, GetAbsOrigin(), flStunDamage, DMG_STUN );
DODGameRules()->RadiusStun( stunInfo, GetAbsOrigin(), flRadius );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODBaseRocket::Explode( void )
{
// Don't explode against the skybox. Just pretend that
// the missile flies off into the distance.
const trace_t &tr = CBaseEntity::GetTouchTrace();
const trace_t *p = &tr;
trace_t *newTrace = const_cast<trace_t*>(p);
DoExplosion( newTrace );
if ( newTrace->m_pEnt && !newTrace->m_pEnt->IsPlayer() )
UTIL_DecalTrace( newTrace, "Scorch" );
StopSound( "Weapon_Bazooka.Shoot" );
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CDODBaseRocket::RocketTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
return;
if ( pOther->GetCollisionGroup() == COLLISION_GROUP_WEAPON )
return;
// if we hit the skybox, just disappear
const trace_t &tr = CBaseEntity::GetTouchTrace();
const trace_t *p = &tr;
trace_t *newTrace = const_cast<trace_t*>(p);
if( tr.surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
if( !pOther->IsPlayer() && pOther->m_takedamage == DAMAGE_YES )
{
CTakeDamageInfo info;
info.SetAttacker( this );
info.SetInflictor( this );
info.SetDamage( 50 );
info.SetDamageForce( vec3_origin ); // don't worry about this not having a damage force.
// It will explode on touch and impart its own forces
info.SetDamageType( DMG_CLUB );
Vector dir;
AngleVectors( GetAbsAngles(), &dir );
pOther->DispatchTraceAttack( info, dir, newTrace );
ApplyMultiDamage();
if( pOther->IsAlive() )
{
Explode();
}
// if it's not alive, continue flying
}
else
{
Explode();
}
}
void CDODBaseRocket::FlyThink( void )
{
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetAbsAngles( angles );
if ( gpGlobals->curtime > m_flCollideWithTeammatesTime && m_bCollideWithTeammates == false )
{
m_bCollideWithTeammates = true;
}
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : &vecOrigin -
// &vecAngles -
// NULL -
//
// Output : CDODBaseRocket
//-----------------------------------------------------------------------------
CDODBaseRocket *CDODBaseRocket::Create( const char *szClassname, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL )
{
CDODBaseRocket *pMissile = (CDODBaseRocket *) CBaseEntity::Create( szClassname, vecOrigin, vecAngles, pOwner );
pMissile->SetOwnerEntity( pOwner );
pMissile->Spawn();
Vector vecForward;
AngleVectors( vecAngles, &vecForward );
Vector vRocket = vecForward * 1300;
pMissile->SetAbsVelocity( vRocket );
pMissile->SetupInitialTransmittedGrenadeVelocity( vRocket );
pMissile->SetAbsAngles( vecAngles );
// remember what team we should be on
pMissile->ChangeTeam( pOwner->GetTeamNumber() );
return pMissile;
}
void CDODBaseRocket::SetupInitialTransmittedGrenadeVelocity( const Vector &velocity )
{
m_vInitialVelocity = velocity;
}