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509 lines
16 KiB
509 lines
16 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Energy Ring
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_projectile_energy_ring.h"
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#include "tf_weapon_raygun.h"
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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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#include "cliententitylist.h"
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#endif
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#ifdef GAME_DLL
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#include "tf_player.h"
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#include "tf_player_shared.h"
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#include "particle_parse.h"
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#include "tf_pumpkin_bomb.h"
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#include "halloween/merasmus/merasmus_trick_or_treat_prop.h"
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#include "tf_robot_destruction_robot.h"
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#endif
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#define ENERGY_RING_DISPATCH_EFFECT "ClientProjectile_EnergyRing"
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#define ENERGY_RING_DISPATCH_EFFECT_POMSON "ClientProjectile_EnergyRingPomson"
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const char* g_pszEnergyRingModel ( "models/weapons/w_models/w_drg_ball.mdl" );
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const char* g_pszPomsonImpactFleshSound ( "Weapon_Pomson.ProjectileImpactWorld" );
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const char* g_pszPomsonImpactWorldSound ( "Weapon_Pomson.ProjectileImpactFlesh" );
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const char* g_pszPomsonTrailParticle ( "drg_pomson_projectile" );
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const char* g_pszPomsonTrailParticleCrit ( "drg_pomson_projectile_crit" );
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const char* g_pszBisonImpactFleshSound ( "Weapon_Bison.ProjectileImpactWorld" );
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const char* g_pszBisonImpactWorldSound ( "Weapon_Bison.ProjectileImpactFlesh" );
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const char* g_pszBisonTrailParticle ( "drg_bison_projectile" );
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const char* g_pszBisonTrailParticleCrit ( "drg_bison_projectile_crit" );
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const char* g_pszEnergyProjectileImpactParticle ( "drg_pomson_impact" );
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//=============================================================================
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//
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// TF Energy Ring Projectile functions
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_EnergyRing, DT_TFProjectile_EnergyRing )
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BEGIN_NETWORK_TABLE( CTFProjectile_EnergyRing, DT_TFProjectile_EnergyRing )
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( tf_projectile_energy_ring, CTFProjectile_EnergyRing );
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PRECACHE_WEAPON_REGISTER( tf_projectile_energy_ring );
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short g_sModelIndexRing;
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void PrecacheRing(void *pUser)
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{
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g_sModelIndexRing = modelinfo->GetModelIndex( g_pszEnergyRingModel );
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}
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PRECACHE_REGISTER_FN(PrecacheRing);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFProjectile_EnergyRing::CTFProjectile_EnergyRing()
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{
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m_vecPrevPos = vec3_origin;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CTFProjectile_EnergyRing::GetProjectileModelName( void )
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{
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return g_pszEnergyRingModel;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFProjectile_EnergyRing::GetGravity( void )
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{
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return 0.f;
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}
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float CTFProjectile_EnergyRing::GetInitialVelocity( void )
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{
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return ShouldPenetrate() ? 840.f : 1200.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFProjectile_EnergyRing *CTFProjectile_EnergyRing::Create( CTFWeaponBaseGun *pLauncher, const Vector &vecOrigin, const QAngle& vecAngles, float fSpeed, float fGravity,
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CBaseEntity *pOwner, CBaseEntity *pScorer, Vector vColor1, Vector vColor2, bool bCritical )
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{
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CTFProjectile_EnergyRing *pRing = NULL;
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#ifdef GAME_DLL
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Vector vecForward, vecRight, vecUp;
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AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );
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pRing = static_cast<CTFProjectile_EnergyRing*>( CBaseEntity::Create( "tf_projectile_energy_ring", vecOrigin, vecAngles, pOwner ) );
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if ( !pRing )
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return NULL;
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// Initialize the owner.
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pRing->SetOwnerEntity( pOwner );
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pRing->SetLauncher( pLauncher );
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pRing->SetScorer( pScorer );
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// Spawn.
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pRing->Spawn();
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Vector vecVelocity = vecForward * pRing->GetInitialVelocity();
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pRing->SetAbsVelocity( 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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pRing->SetAbsAngles( angles );
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// Set team.
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pRing->ChangeTeam( pOwner->GetTeamNumber() );
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if ( pScorer )
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{
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pRing->SetTruceValidForEnt( pScorer->IsTruceValidForEnt() );
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}
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#endif
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#ifdef CLIENT_DLL
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// This is silly code to support demos when the client created its own effects
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// for the Pomson and Righteous Bison
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CTFRaygun* pRaygun = assert_cast< CTFRaygun* >( pLauncher );
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if ( pRaygun && !pRaygun->UseNewProjectileCode() )
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{
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if ( pRaygun->GetWeaponID() == TF_WEAPON_DRG_POMSON )
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{
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pRing = static_cast<CTFProjectile_EnergyRing*>( CTFBaseProjectile::Create( "tf_projectile_energy_ring", vecOrigin, vecAngles, pOwner,
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1200.f, g_sModelIndexRing,
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ENERGY_RING_DISPATCH_EFFECT_POMSON, pScorer, bCritical, vColor1, vColor2 ) );
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}
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else
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{
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pRing = static_cast<CTFProjectile_EnergyRing*>( CTFBaseProjectile::Create( "tf_projectile_energy_ring", vecOrigin, vecAngles, pOwner,
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1200.f, g_sModelIndexRing,
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ENERGY_RING_DISPATCH_EFFECT, pScorer, bCritical, vColor1, vColor2 ) );
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}
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if ( pRing )
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{
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pRing->SetRenderMode( kRenderNone );
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pRing->SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
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pRing->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );
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}
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}
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#endif
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return pRing;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFProjectile_EnergyRing::Spawn()
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{
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BaseClass::Spawn();
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
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SetRenderMode( kRenderNone );
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SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
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SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFProjectile_EnergyRing::Precache()
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{
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PrecacheParticleSystem( g_pszEnergyProjectileImpactParticle );
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PrecacheParticleSystem( g_pszBisonTrailParticle );
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PrecacheParticleSystem( g_pszBisonTrailParticleCrit );
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PrecacheScriptSound( g_pszBisonImpactWorldSound );
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PrecacheScriptSound( g_pszBisonImpactFleshSound );
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PrecacheParticleSystem( g_pszPomsonTrailParticle );
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PrecacheParticleSystem( g_pszPomsonTrailParticleCrit );
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PrecacheScriptSound( g_pszPomsonImpactWorldSound );
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PrecacheScriptSound( g_pszPomsonImpactFleshSound );
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BaseClass::Precache();
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}
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#ifdef GAME_DLL
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struct collidelist_t
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{
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const CPhysCollide *pCollide;
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Vector origin;
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QAngle angles;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFProjectile_EnergyRing::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 ) || pOther->IsSolidFlagSet( FSOLID_NOT_SOLID )
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|| pOther->GetCollisionGroup() == TFCOLLISION_GROUP_RESPAWNROOMS )
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return;
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CBaseEntity* pOwner = GetOwnerEntity();
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// Don't shoot ourselves
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if ( pOwner == pOther )
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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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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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// Used when checking against things like FUNC_BRUSHES
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if ( !pOther->IsWorld() && pOther->GetSolid() == SOLID_VPHYSICS )
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{
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CPhysCollide *pTriggerCollide = modelinfo->GetVCollide( GetModelIndex() )->solids[0];
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Assert( pTriggerCollide );
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CUtlVector<collidelist_t> collideList;
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IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
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int physicsCount = pOther->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
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vcollide_t *pVCollide = modelinfo->GetVCollide( pOther->GetModelIndex() );
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if ( physicsCount )
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{
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for ( int i = 0; i < physicsCount; i++ )
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{
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const CPhysCollide *pCollide = pList[i]->GetCollide();
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if ( pCollide )
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{
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collidelist_t element;
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element.pCollide = pCollide;
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pList[i]->GetPosition( &element.origin, &element.angles );
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collideList.AddToTail( element );
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}
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}
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}
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else if ( pVCollide && pVCollide->solidCount )
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{
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collidelist_t element;
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element.pCollide = pVCollide->solids[0];
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element.origin = pOther->GetAbsOrigin();
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element.angles = pOther->GetAbsAngles();
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collideList.AddToTail( element );
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}
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else
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{
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return;
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}
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for ( int i = collideList.Count()-1; i >= 0; --i )
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{
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const collidelist_t &element = collideList[i];
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trace_t tr;
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physcollision->TraceCollide( pTrace->startpos, element.origin, element.pCollide, element.angles, pTriggerCollide, GetAbsOrigin(), GetAbsAngles(), &tr );
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if ( !tr.DidHit() )
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return;
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}
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}
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// The stuff we collide with
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bool bCombatEntity = pOther->IsPlayer() ||
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pOther->IsBaseObject() ||
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pOther->IsCombatCharacter() ||
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pOther->IsCombatItem();
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if ( !bCombatEntity )
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{
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// Couple more things that we collide with
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// HACK: these are the same checks we do in CTFProjectile_Arrow::ArrowTouch()...need to figure out a better way to do this when we have time
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CTFPumpkinBomb *pPumpkinBomb = dynamic_cast<CTFPumpkinBomb*>( pOther );
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CTFMerasmusTrickOrTreatProp *pMerasmusProp = dynamic_cast<CTFMerasmusTrickOrTreatProp*>( pOther );
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CTFRobotDestruction_Robot *pRobot = dynamic_cast<CTFRobotDestruction_Robot*>( pOther );
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if ( pPumpkinBomb || pMerasmusProp || pRobot )
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{
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bCombatEntity = true;
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}
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}
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if ( bCombatEntity && ( pOther != pOwner ) )
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{
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// Bison projectiles shouldn't collide with friendly things
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if ( pOther->GetTeamNumber() == GetTeamNumber() && ShouldPenetrate() )
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{
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return;
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}
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FOR_EACH_VEC( m_vecHitEnemies, i )
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{
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// Check if we've already damaged this entity. If so, don't do it again
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if ( m_vecHitEnemies[i] == pOther )
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return;
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}
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const int nMaxPenetrates = 5;
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const int nDamage = GetDamage() * pow( 0.75f, m_vecHitEnemies.Count() );
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CTakeDamageInfo info( this, pOwner, GetLauncher(), nDamage, GetDamageType(), TF_DMG_CUSTOM_PLASMA );
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info.SetReportedPosition( pOwner->GetAbsOrigin() );
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info.SetDamagePosition( pTrace->endpos );
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if ( info.GetDamageType() & DMG_CRITICAL )
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{
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info.SetCritType( CTakeDamageInfo::CRIT_FULL );
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}
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trace_t traceAttack;
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UTIL_TraceLine( WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_SOLID|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &traceAttack );
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pOther->DispatchTraceAttack( info, GetAbsVelocity(), &traceAttack );
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ApplyMultiDamage();
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m_vecHitEnemies.AddToTail( pOther );
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// Get a position on whatever we hit
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Vector vecDelta = pOther->GetAbsOrigin() - GetAbsOrigin();
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Vector vecNormalVel = GetAbsVelocity().Normalized();
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Vector vecNewPos = ( DotProduct( vecDelta, vecNormalVel ) * vecNormalVel ) + GetAbsOrigin();
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PlayImpactEffects( vecNewPos, pOther->IsPlayer() );
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int iPenetrate = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iPenetrate, energy_weapon_penetration );
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if ( iPenetrate && m_vecHitEnemies.Count() < nMaxPenetrates )
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{
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return;
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}
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UTIL_Remove( this );
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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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}
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PlayImpactEffects( pTrace->endpos, false );
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// Remove by default. Fixes this entity living forever on things like doors.
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UTIL_Remove( this );
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}
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void CTFProjectile_EnergyRing::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity )
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{
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PlayImpactEffects( trace.endpos, false );
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// Remove by default. Fixes this entity living forever on things like doors.
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UTIL_Remove( this );
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}
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void CTFProjectile_EnergyRing::PlayImpactEffects( const Vector& vecPos, bool bHitFlesh )
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{
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CTFWeaponBaseGun* pTFGun = dynamic_cast< CTFWeaponBaseGun* >( GetLauncher() );
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if ( pTFGun )
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{
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DispatchParticleEffect( g_pszEnergyProjectileImpactParticle, vecPos, GetAbsAngles(), pTFGun->GetParticleColor( 1 ), pTFGun->GetParticleColor( 2 ), true, NULL, 0 );
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const char* pszSoundString = NULL;
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if ( ShouldPenetrate() )
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{
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pszSoundString = bHitFlesh ? g_pszBisonImpactFleshSound : g_pszBisonImpactWorldSound;
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}
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else
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{
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pszSoundString = bHitFlesh ? g_pszPomsonImpactFleshSound : g_pszPomsonImpactWorldSound;
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}
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EmitSound( pszSoundString );
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}
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}
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#else
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void CTFProjectile_EnergyRing::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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CNewParticleEffect* pEffect = ParticleProp()->Create( GetTrailParticleName(), PATTACH_ABSORIGIN_FOLLOW );
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CTFWeaponBaseGun* pTFGun = dynamic_cast< CTFWeaponBaseGun* >( GetLauncher() );
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if ( pEffect && pTFGun )
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{
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pEffect->SetControlPoint( CUSTOM_COLOR_CP1, pTFGun->GetParticleColor( 0 ) );
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pEffect->SetControlPoint( CUSTOM_COLOR_CP2, pTFGun->GetParticleColor( 1 ) );
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}
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFProjectile_EnergyRing::GetDamage()
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{
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return ShouldPenetrate() ? 45.f : 60.f;
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}
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bool CTFProjectile_EnergyRing::ShouldPenetrate() const
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{
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int iPenetrate = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iPenetrate, energy_weapon_penetration );
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return iPenetrate != 0;
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}
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const char* CTFProjectile_EnergyRing::GetTrailParticleName() const
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{
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if ( ShouldPenetrate() ) // Righteous Bison
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{
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return IsCritical() ? g_pszBisonTrailParticleCrit : g_pszBisonTrailParticle;
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}
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else // Pomson
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{
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return IsCritical() ? g_pszPomsonTrailParticleCrit : g_pszPomsonTrailParticle;
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}
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}
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//-----------------------------------------------------------------------------
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// The following is legacy code to support old demos
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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void CreateClientSideEnergyRing( const char* pszStandardParticle, const char* pszCritParticle, const CEffectData &data, int nFlags )
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{
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C_BaseEntity *entity = ClientEntityList().GetBaseEntityFromHandle( data.m_hEntity );
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if ( !entity )
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{
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return;
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}
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C_TFPlayer *pPlayer = dynamic_cast< C_TFPlayer * >( entity->GetOwnerEntity() );
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if ( pPlayer )
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{
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C_LocalTempEntity *pRing = ClientsideProjectileCallback( data, 0.f );
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if ( pRing )
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{
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bool bCritical = ( ( data.m_nDamageType & DMG_CRITICAL ) != 0 );
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CNewParticleEffect* pEffect = pRing->AddParticleEffect( bCritical ? pszCritParticle : pszStandardParticle );
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if ( pEffect )
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{
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pEffect->SetControlPoint( CUSTOM_COLOR_CP1, data.m_CustomColors.m_vecColor1 );
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pEffect->SetControlPoint( CUSTOM_COLOR_CP2, data.m_CustomColors.m_vecColor2 );
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}
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pRing->AddEffects( EF_NOSHADOW );
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pRing->flags = nFlags;
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pRing->SetRenderMode( kRenderNone );
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pRing->SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
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pRing->SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Bison effect callback
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//-----------------------------------------------------------------------------
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void ClientsideProjectileRingCallback( const CEffectData &data )
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{
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CreateClientSideEnergyRing( g_pszBisonTrailParticle, g_pszBisonTrailParticleCrit, data, FTENT_COLLIDEKILL | FTENT_COLLIDEPROPS | FTENT_ATTACHTOTARGET | FTENT_ALIGNTOMOTION | FTENT_CLIENTSIDEPARTICLES );
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}
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DECLARE_CLIENT_EFFECT( ENERGY_RING_DISPATCH_EFFECT, ClientsideProjectileRingCallback );
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//-----------------------------------------------------------------------------
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// Purpose: Pomson effect callback
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//-----------------------------------------------------------------------------
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void ClientsideProjectileRingPomsonCallback( const CEffectData &data )
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{
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CreateClientSideEnergyRing( g_pszPomsonTrailParticle, g_pszPomsonTrailParticleCrit, data, FTENT_COLLIDEALL | FTENT_USEFASTCOLLISIONS | FTENT_ATTACHTOTARGET | FTENT_ALIGNTOMOTION | FTENT_CLIENTSIDEPARTICLES );
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}
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DECLARE_CLIENT_EFFECT( ENERGY_RING_DISPATCH_EFFECT_POMSON, ClientsideProjectileRingPomsonCallback );
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#endif
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