Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Nail
//
//=============================================================================
#include "cbase.h"
#include "tf_projectile_nail.h"
#include "tf_gamerules.h"
#ifdef CLIENT_DLL
#include "c_basetempentity.h"
#include "c_te_legacytempents.h"
#include "c_te_effect_dispatch.h"
#include "input.h"
#include "c_tf_player.h"
#include "cliententitylist.h"
#endif
#ifdef GAME_DLL
#include "tf_player.h"
#endif
//=============================================================================
//
// TF Syringe Projectile functions (Server specific).
//
#define SYRINGE_MODEL "models/weapons/w_models/w_syringe_proj.mdl"
#define SYRINGE_DISPATCH_EFFECT "ClientProjectile_Syringe"
LINK_ENTITY_TO_CLASS( tf_projectile_syringe, CTFProjectile_Syringe );
PRECACHE_REGISTER( tf_projectile_syringe );
#ifdef STAGING_ONLY
LINK_ENTITY_TO_CLASS( tf_projectile_tranq, CTFProjectile_Tranq );
PRECACHE_REGISTER( tf_projectile_tranq );
#endif // STAGING_ONLY
short g_sModelIndexSyringe;
void PrecacheSyringe(void *pUser)
{
g_sModelIndexSyringe = modelinfo->GetModelIndex( SYRINGE_MODEL );
}
PRECACHE_REGISTER_FN(PrecacheSyringe);
//-----------------------------------------------------------------------------
// CTFProjectile_Syringe
//-----------------------------------------------------------------------------
#define SYRINGE_GRAVITY 0.3f
#define SYRINGE_VELOCITY 1000.0f
// Purpose:
//-----------------------------------------------------------------------------
CTFBaseProjectile *CTFProjectile_Syringe::Create(
const Vector &vecOrigin,
const QAngle &vecAngles,
CTFWeaponBaseGun *pLauncher /*= NULL*/,
CBaseEntity *pOwner /*= NULL*/,
CBaseEntity *pScorer /*= NULL*/,
bool bCritical /*= false */
) {
return CTFBaseProjectile::Create( "tf_projectile_syringe", vecOrigin, vecAngles, pOwner, SYRINGE_VELOCITY, g_sModelIndexSyringe, SYRINGE_DISPATCH_EFFECT, pScorer, bCritical );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
unsigned int CTFProjectile_Syringe::PhysicsSolidMaskForEntity( void ) const
{
return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_REDTEAM | CONTENTS_BLUETEAM;
}
//-----------------------------------------------------------------------------
float CTFProjectile_Syringe::GetGravity( void )
{
return SYRINGE_GRAVITY;
}
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// CTFProjectile_Tranq
#define TRANQ_GRAVITY 0.1f
#define TRANQ_VELOCITY 2000.0f
#define TRANQ_STUN 0.50f
#define TRANQ_DURATION 1.5f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBaseProjectile *CTFProjectile_Tranq::Create(
const Vector &vecOrigin,
const QAngle &vecAngles,
CTFWeaponBaseGun *pLauncher /*= NULL*/,
CBaseEntity *pOwner /*= NULL*/,
CBaseEntity *pScorer /*= NULL*/,
bool bCritical /*= false */
) {
return CTFBaseProjectile::Create( "tf_projectile_tranq", vecOrigin, vecAngles, pOwner, TRANQ_VELOCITY, g_sModelIndexSyringe, SYRINGE_DISPATCH_EFFECT, pScorer, bCritical );
}
//-----------------------------------------------------------------------------
float CTFProjectile_Tranq::GetGravity( void )
{
return TRANQ_GRAVITY;
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
void CTFProjectile_Tranq::ProjectileTouch( CBaseEntity *pOther )
{
// Verify a correct "other."
Assert( pOther );
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
return;
// Handle hitting skybox (disappear).
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
if( pTrace->surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
// pass through ladders
if( pTrace->surface.flags & CONTENTS_LADDER )
return;
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
{
// Projectile shields
if ( InSameTeam( pOther ) && pOther->IsCombatItem() )
return;
}
if ( pOther->IsWorld() )
{
SetAbsVelocity( vec3_origin );
AddSolidFlags( FSOLID_NOT_SOLID );
// Remove immediately. Clientside projectiles will stick in the wall for a bit.
UTIL_Remove( this );
return;
}
// determine the inflictor, which is the weapon which fired this projectile
CBaseEntity *pInflictor = GetLauncher();
CTakeDamageInfo info;
info.SetAttacker( GetOwnerEntity() ); // the player who operated the thing that emitted nails
info.SetInflictor( pInflictor ); // the weapon that emitted this projectile
info.SetWeapon( pInflictor );
info.SetDamage( GetDamage() );
info.SetDamageForce( GetDamageForce() );
info.SetDamagePosition( GetAbsOrigin() );
info.SetDamageType( GetDamageType() );
Vector dir;
AngleVectors( GetAbsAngles(), &dir );
pOther->DispatchTraceAttack( info, dir, pNewTrace );
ApplyMultiDamage();
CTFPlayer *pTFVictim = ToTFPlayer( pOther );
CTFPlayer *pTFOwner = ToTFPlayer( GetOwnerEntity() );
if ( pTFVictim && pTFOwner && !InSameTeam( pTFVictim ) )
{
// Apply Slow Condition
pTFVictim->m_Shared.StunPlayer( TRANQ_DURATION, TRANQ_STUN, TF_STUN_MOVEMENT, pTFOwner );
pTFVictim->m_Shared.AddCond( TF_COND_TRANQ_MARKED, PERMANENT_CONDITION, pTFOwner ); // Tranq marked until you die
pTFVictim->ApplyPunchImpulseX( -2.0f ); // Apply a flinch
// Apply a boost to the attacker
//pTFOwner->m_Shared.AddCond( TF_COND_SPEED_BOOST, 3.0f );
pTFOwner->m_Shared.AddCond( TF_COND_TRANQ_SPY_BOOST, 3.0f );
}
UTIL_Remove( this );
}
#endif // GAME_DLL
#endif // STAGING_ONLY
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void GetSyringeTrailParticleName( CTFPlayer *pPlayer, CAttribute_String *attrParticleName, bool bCritical )
{
int iTeamNumber = TF_TEAM_RED;
if ( pPlayer )
{
iTeamNumber = pPlayer->GetTeamNumber();
CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
if ( pWeapon )
{
static CSchemaAttributeDefHandle pAttrDef_ParticleName( "projectile particle name" );
CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
if ( pAttrDef_ParticleName && pItem )
{
if ( pItem->FindAttribute( pAttrDef_ParticleName, attrParticleName ) )
{
const char * pParticleName = attrParticleName->value().c_str();
if ( iTeamNumber == TF_TEAM_BLUE && V_stristr( pParticleName, "_teamcolor_red" ))
{
static char pBlue[256];
V_StrSubst( attrParticleName->value().c_str(), "_teamcolor_red", "_teamcolor_blue", pBlue, 256 );
attrParticleName->set_value( pBlue );
}
return;
}
}
}
}
if ( iTeamNumber == TF_TEAM_BLUE )
{
attrParticleName->set_value( bCritical ? "nailtrails_medic_blue_crit" : "nailtrails_medic_blue" );
}
else
{
attrParticleName->set_value( bCritical ? "nailtrails_medic_red_crit" : "nailtrails_medic_red" );
}
return;
}
//-----------------------------------------------------------------------------
// Purpose: For Synrgine Projectiles, Add effects
//-----------------------------------------------------------------------------
void ClientsideProjectileSyringeCallback( const CEffectData &data )
{
// Get the syringe and add it to the client entity list, so we can attach a particle system to it.
C_TFPlayer *pPlayer = dynamic_cast<C_TFPlayer*>( ClientEntityList().GetBaseEntityFromHandle( data.m_hEntity ) );
if ( pPlayer )
{
C_LocalTempEntity *pSyringe = ClientsideProjectileCallback( data, SYRINGE_GRAVITY );
if ( pSyringe )
{
CAttribute_String attrParticleName;
pSyringe->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
bool bCritical = ( ( data.m_nDamageType & DMG_CRITICAL ) != 0 );
GetSyringeTrailParticleName( pPlayer, &attrParticleName, bCritical );
pSyringe->AddParticleEffect( attrParticleName.value().c_str() );
pSyringe->AddEffects( EF_NOSHADOW );
pSyringe->flags |= FTENT_USEFASTCOLLISIONS;
}
}
}
DECLARE_CLIENT_EFFECT( SYRINGE_DISPATCH_EFFECT, ClientsideProjectileSyringeCallback );
#endif