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495 lines
14 KiB
495 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Base Rockets.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_projectile_base.h"
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#include "effect_dispatch_data.h"
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#include "tf_shareddefs.h"
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#include "tf_gamerules.h"
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#ifdef GAME_DLL
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#include "te_effect_dispatch.h"
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#else
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#include "c_te_effect_dispatch.h"
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#endif
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#ifdef CLIENT_DLL
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#include "c_basetempentity.h"
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#include "c_te_legacytempents.h"
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#include "c_te_effect_dispatch.h"
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#include "input.h"
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#include "c_tf_player.h"
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#else
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#include "tf_player.h"
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#endif
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#ifdef _DEBUG
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ConVar tf_debug_projectile( "tf_debug_projectile", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT );
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#endif // _DEBUG
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IMPLEMENT_NETWORKCLASS_ALIASED( TFBaseProjectile, DT_TFBaseProjectile )
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BEGIN_NETWORK_TABLE( CTFBaseProjectile, DT_TFBaseProjectile )
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#ifdef CLIENT_DLL
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RecvPropVector( RECVINFO( m_vInitialVelocity ) ),
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RecvPropEHandle( RECVINFO( m_hLauncher ) )
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#else
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SendPropVector( SENDINFO( m_vInitialVelocity ), 20 /*nbits*/, 0 /*flags*/, -3000 /*low value*/, 3000 /*high value*/ ),
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SendPropEHandle( SENDINFO( m_hLauncher ) )
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#endif
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END_NETWORK_TABLE()
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// Server specific.
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#ifdef GAME_DLL
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BEGIN_DATADESC( CTFBaseProjectile )
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//DEFINE_FUNCTION( ProjectileTouch ),
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DEFINE_THINKFUNC( FlyThink ),
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END_DATADESC()
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTFBaseProjectile::CTFBaseProjectile()
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{
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m_vInitialVelocity.Init();
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SetWeaponID( TF_WEAPON_NONE );
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// Client specific.
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#ifdef CLIENT_DLL
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m_flSpawnTime = 0.0f;
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// Server specific.
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#else
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m_flDamage = 0.0f;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CTFBaseProjectile::~CTFBaseProjectile()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBaseProjectile::Precache( void )
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{
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#ifdef GAME_DLL
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PrecacheModel( GetProjectileModelName() );
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#endif
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBaseProjectile::Spawn( void )
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{
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// Client specific.
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#ifdef CLIENT_DLL
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m_flSpawnTime = gpGlobals->curtime;
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BaseClass::Spawn();
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// Server specific.
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#else
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// Precache.
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Precache();
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SetModel( GetProjectileModelName() );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );
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UTIL_SetSize( this, -Vector( 1.0f, 1.0f, 1.0f ), Vector( 1.0f, 1.0f, 1.0f ) );
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// Setup attributes.
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SetGravity( GetGravity() );
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m_takedamage = DAMAGE_NO;
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SetDamage( 25.0f );
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
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// Setup the touch and think functions.
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SetTouch( &CTFBaseProjectile::ProjectileTouch );
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SetThink( &CTFBaseProjectile::FlyThink );
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SetNextThink( gpGlobals->curtime );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFBaseProjectile *CTFBaseProjectile::Create( const char *pszClassname, const Vector &vecOrigin,
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const QAngle &vecAngles, CBaseEntity *pOwner, float flVelocity, short iProjModelIndex, const char *pszDispatchEffect,
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CBaseEntity *pScorer, bool bCritical, Vector vColor1, Vector vColor2 )
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{
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CTFBaseProjectile *pProjectile = NULL;
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Vector vecForward, vecRight, vecUp;
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AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );
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Vector vecVelocity = vecForward * flVelocity;
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#ifdef GAME_DLL
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pProjectile = static_cast<CTFBaseProjectile*>( CBaseEntity::Create( pszClassname, vecOrigin, vecAngles, pOwner ) );
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if ( !pProjectile )
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return NULL;
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// Initialize the owner.
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pProjectile->SetOwnerEntity( pOwner );
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pProjectile->SetScorer( pScorer );
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// Spawn.
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pProjectile->Spawn();
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pProjectile->SetAbsVelocity( vecVelocity );
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//pProjectile->SetupInitialTransmittedGrenadeVelocity( vecVelocity );
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// Setup the initial angles.
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QAngle angles;
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VectorAngles( vecVelocity, angles );
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pProjectile->SetAbsAngles( angles );
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// Set team.
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pProjectile->ChangeTeam( pOwner->GetTeamNumber() );
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// Hide the projectile and create a fake one on the client
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pProjectile->AddEffects( EF_NODRAW );
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#endif
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if ( pszDispatchEffect )
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{
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// we'd like to just send this projectile to a person in the shooter's PAS. However
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// the projectile won't be sent to a player outside of water if shot from inside water
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// and vice-versa, so we do a trace here to figure out if the trace starts or stops in water.
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// if it crosses contents, we'll just broadcast the projectile. Otherwise, just send to PVS
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// of the trace's endpoint.
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trace_t tr;
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CTraceFilterSimple traceFilter( pOwner, COLLISION_GROUP_NONE );
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ITraceFilter *pFilterChain = NULL;
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CTraceFilterIgnoreFriendlyCombatItems traceFilterCombatItem( pOwner, COLLISION_GROUP_NONE, pOwner->GetTeamNumber() );
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if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
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{
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// Ignore teammates and their (physical) upgrade items in MvM
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pFilterChain = &traceFilterCombatItem;
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}
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CTraceFilterChain traceFilterChain( &traceFilter, pFilterChain );
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UTIL_TraceLine( vecOrigin, vecOrigin + vecForward * MAX_COORD_RANGE, (CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_WINDOW|CONTENTS_GRATE), &traceFilterChain, &tr );
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bool bBroadcast = ( UTIL_PointContents( vecOrigin ) != UTIL_PointContents( tr.endpos ) );
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IRecipientFilter *pFilter;
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if ( bBroadcast )
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{
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// The projectile is going to cross content types
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// (which will block PVS/PAS). Send to every client
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pFilter = new CReliableBroadcastRecipientFilter();
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}
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else
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{
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// just the PVS of where the projectile will hit.
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pFilter = new CPASFilter( tr.endpos );
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}
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CEffectData data;
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data.m_vOrigin = vecOrigin;
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data.m_vStart = vecVelocity;
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data.m_fFlags = 6; // Lifetime
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data.m_nDamageType = 0;
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if ( bCritical )
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{
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data.m_nDamageType |= DMG_CRITICAL;
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}
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data.m_CustomColors.m_vecColor1 = vColor1;
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data.m_CustomColors.m_vecColor2 = vColor2;
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#ifdef GAME_DLL
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data.m_nMaterial = pProjectile->GetModelIndex();
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data.m_nEntIndex = pOwner->entindex();
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#else
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data.m_nMaterial = iProjModelIndex;
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data.m_hEntity = ClientEntityList().EntIndexToHandle( pOwner->entindex() );
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#endif
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DispatchEffect( pszDispatchEffect, data );
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}
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return pProjectile;
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}
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const char *CTFBaseProjectile::GetProjectileModelName( void )
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{
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// should not try to init a base projectile
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Assert( 0 );
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return "";
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}
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//=============================================================================
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//
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// Client specific functions.
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//
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBaseProjectile::PostDataUpdate( DataUpdateType_t type )
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{
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// Pass through to the base class.
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BaseClass::PostDataUpdate( type );
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if ( type == DATA_UPDATE_CREATED )
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{
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// Now stick our initial velocity and angles into the interpolation history.
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CInterpolatedVar<Vector> &interpolator = GetOriginInterpolator();
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interpolator.ClearHistory();
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CInterpolatedVar<QAngle> &rotInterpolator = GetRotationInterpolator();
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rotInterpolator.ClearHistory();
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float flChangeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
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// Add a sample 1 second back.
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Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity;
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interpolator.AddToHead( flChangeTime - 1.0f, &vCurOrigin, false );
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QAngle vCurAngles = GetLocalAngles();
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rotInterpolator.AddToHead( flChangeTime - 1.0f, &vCurAngles, false );
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// Add the current sample.
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vCurOrigin = GetLocalOrigin();
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interpolator.AddToHead( flChangeTime, &vCurOrigin, false );
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rotInterpolator.AddToHead( flChangeTime - 1.0, &vCurAngles, false );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFBaseProjectile::DrawModel( int flags )
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{
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// During the first 0.2 seconds of our life, don't draw ourselves.
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if ( gpGlobals->curtime - m_flSpawnTime < 0.1f )
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return 0;
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return BaseClass::DrawModel( flags );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_LocalTempEntity *ClientsideProjectileCallback( const CEffectData &data, float flGravityBase, const char *pszParticleName )
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{
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// Create a nail temp ent, and give it an impact callback to use
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C_BaseEntity *pEnt = C_BaseEntity::Instance( data.m_hEntity );
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if ( !pEnt || pEnt->IsDormant() )
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{
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//Assert( 0 );
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return NULL;
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}
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Vector vecSrc = data.m_vOrigin;
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// If we're seeing another player shooting the nails, move their start point to the weapon origin
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if ( pEnt && pEnt->IsPlayer() )
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{
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pLocalPlayer != pEnt || C_BasePlayer::ShouldDrawLocalPlayer() )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pEnt );
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if ( pTFPlayer->GetActiveWeapon() )
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{
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pTFPlayer->GetActiveWeapon()->GetAttachment( "muzzle", vecSrc );
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}
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}
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else
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{
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C_BaseEntity *pViewModel = pLocalPlayer->GetViewModel();
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if ( pViewModel )
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{
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QAngle vecAngles;
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Vector vecMuzzleOrigin;
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int iMuzzleFlashAttachment = pViewModel->LookupAttachment( "muzzle" );
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pViewModel->GetAttachment( iMuzzleFlashAttachment, vecMuzzleOrigin, vecAngles );
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Vector vForward;
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AngleVectors( vecAngles, &vForward );
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trace_t trace;
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UTIL_TraceLine( vecMuzzleOrigin + vForward * -50, vecMuzzleOrigin, MASK_SOLID, pEnt, COLLISION_GROUP_NONE, &trace );
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if ( trace.fraction != 1.0 )
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{
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vecSrc = trace.endpos;
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}
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}
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}
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}
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float flGravity = ( flGravityBase * 800 );
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Vector vecGravity(0,0,-flGravity);
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return tempents->ClientProjectile( vecSrc, data.m_vStart, vecGravity, data.m_nMaterial, data.m_fFlags, pEnt, "Impact", pszParticleName );
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}
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//=============================================================================
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//
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// Server specific functions.
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//
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#else
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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unsigned int CTFBaseProjectile::PhysicsSolidMaskForEntity( void ) const
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{
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return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBaseProjectile::ProjectileTouch( CBaseEntity *pOther )
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{
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// Verify a correct "other."
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Assert( pOther );
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
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return;
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// Handle hitting skybox (disappear).
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const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
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trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
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if( pTrace->surface.flags & SURF_SKY )
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{
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UTIL_Remove( this );
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return;
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}
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// pass through ladders
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if( pTrace->surface.flags & CONTENTS_LADDER )
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return;
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if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
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{
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// Projectile shields
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if ( InSameTeam( pOther ) && pOther->IsCombatItem() )
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return;
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}
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if ( pOther->IsWorld() )
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{
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SetAbsVelocity( vec3_origin );
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AddSolidFlags( FSOLID_NOT_SOLID );
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// Remove immediately. Clientside projectiles will stick in the wall for a bit.
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UTIL_Remove( this );
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return;
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}
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// determine the inflictor, which is the weapon which fired this projectile
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CBaseEntity *pInflictor = GetLauncher();
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CTakeDamageInfo info;
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info.SetAttacker( GetOwnerEntity() ); // the player who operated the thing that emitted nails
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info.SetInflictor( pInflictor ); // the weapon that emitted this projectile
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info.SetWeapon( pInflictor );
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info.SetDamage( GetDamage() );
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info.SetDamageForce( GetDamageForce() );
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info.SetDamagePosition( GetAbsOrigin() );
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info.SetDamageType( GetDamageType() );
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Vector dir;
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AngleVectors( GetAbsAngles(), &dir );
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pOther->DispatchTraceAttack( info, dir, pNewTrace );
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ApplyMultiDamage();
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if ( pOther && pOther->IsPlayer() )
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{
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int iMadMilkSyringes = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iMadMilkSyringes, mad_milk_syringes );
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if ( iMadMilkSyringes )
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{
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CTFPlayer *pTFVictim = ToTFPlayer( pOther );
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CTFPlayer *pTFOwner = ToTFPlayer( GetOwnerEntity() );
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if ( pTFVictim && pTFOwner && pTFVictim->GetTeamNumber() != pTFOwner->GetTeamNumber() )
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{
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pTFVictim->m_Shared.AddCond( TF_COND_MAD_MILK, 1.f, pTFOwner );
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}
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}
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}
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UTIL_Remove( this );
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}
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Vector CTFBaseProjectile::GetDamageForce( void )
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{
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Vector vecVelocity = GetAbsVelocity();
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VectorNormalize( vecVelocity );
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return (vecVelocity * GetDamage());
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}
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void CTFBaseProjectile::FlyThink( void )
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{
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QAngle angles;
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VectorAngles( GetAbsVelocity(), angles );
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SetAbsAngles( angles );
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SetNextThink( gpGlobals->curtime + 0.1f );
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#ifdef _DEBUG
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if ( tf_debug_projectile.GetBool() )
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{
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NDebugOverlay::Box( GetAbsOrigin(), Vector( 0.5, 0.5, 0.5 ), -Vector( 0.5, 0.5, 0.5 ), 0, 255, 0, 100, 0.1 );
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}
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#endif // _DEBUG
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}
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void CTFBaseProjectile::SetScorer( CBaseEntity *pScorer )
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{
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m_Scorer = pScorer;
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}
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CBasePlayer *CTFBaseProjectile::GetScorer( void )
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{
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return dynamic_cast<CBasePlayer *>( m_Scorer.Get() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFBaseProjectile::GetDamageType( void )
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{
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Assert( GetWeaponID() != TF_WEAPON_NONE );
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int iDmgType = g_aWeaponDamageTypes[ GetWeaponID() ];
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if ( m_bCritical )
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{
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iDmgType |= DMG_CRITICAL;
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}
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return iDmgType;
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}
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#endif
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