Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Pumpkin Bomb
//
//=============================================================================
#include "cbase.h"
#include "particle_parse.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_target_dummy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#include "tf_ammo_pack.h"
#define DUMMY_MODEL "models/props_training/target_engineer.mdl"
#define DUMMY_DEMO_MODEL "models/props_training/target_demoman.mdl"
//#define TEAM_PUMPKIN "models/props_halloween/pumpkin_explode_teamcolor.mdl"
LINK_ENTITY_TO_CLASS( tf_target_dummy, CTFTargetDummy);
IMPLEMENT_AUTO_LIST( ITFTargetDummy );
ConVar tf_target_dummy_health( "tf_target_dummy_health", "200", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY ); // DEV ONLY
ConVar tf_target_dummy_melee_mult( "tf_target_dummy_melee_mult", "3.0f", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY ); // DEV ONLY
ConVar tf_target_dummy_bullet_mult( "tf_target_dummy_bullet_mult", "0.1f", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY ); // DEV ONLY
ConVar tf_target_dummy_other_mult( "tf_target_dummy_other_mult", "0.2f", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY ); // DEV ONLY
ConVar tf_target_dummy_lifetime( "tf_target_dummy_lifetime", "30.0f", FCVAR_GAMEDLL | FCVAR_DEVELOPMENTONLY ); // DEV ONLY
#ifdef GAME_DLL
extern ConVar tf_obj_gib_velocity_min;
extern ConVar tf_obj_gib_velocity_max;
extern ConVar tf_obj_gib_maxspeed;
#endif
//-----------------------------------------------------------------------------
// Static
CTFTargetDummy* CTFTargetDummy::Create( const Vector& vPosition, const QAngle& qAngles, CTFPlayer *pOwner )
{
QAngle qProper = qAngles;
qProper.z = 0;
qProper.x = 0;
CTFTargetDummy *pDummy = assert_cast<CTFTargetDummy*>( CBaseEntity::Create( "tf_target_dummy", vPosition, qProper, pOwner ) );
if ( pDummy && pOwner )
{
pDummy->ChangeTeam( pOwner->GetTeamNumber() );
pDummy->m_nSkin = pOwner->GetTeamNumber() == TF_TEAM_BLUE ? 1 : 2;
}
return pDummy;
}
//-----------------------------------------------------------------------------
CTFTargetDummy::CTFTargetDummy()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTargetDummy::Precache( void )
{
PrecacheModel( DUMMY_MODEL );
int iModel = PrecacheModel( DUMMY_DEMO_MODEL );
PrecacheGibsForModel( iModel );
PrecacheParticleSystem( "target_break" );
PrecacheParticleSystem( "lowV_debrischunks" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
void CTFTargetDummy::Spawn()
{
Precache();
m_aGibs.Purge();
// TODO: Model Selection
if ( RandomInt( 0, 1 ) == 1 )
{
SetModel( DUMMY_DEMO_MODEL );
BuildGibList( m_aGibs, GetModelIndex(), 1.0f, COLLISION_GROUP_NONE );
}
else
{
SetModel( DUMMY_MODEL );
}
// Set Team
BaseClass::Spawn();
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_VPHYSICS );
SetCollisionGroup( TFCOLLISION_GROUP_OBJECT );
//SetSolidFlags( FSOLID_TRIGGER );
m_takedamage = DAMAGE_YES;
SetHealth( tf_target_dummy_health.GetInt() );
//DispatchParticleEffect( "merasmus_object_spawn", WorldSpaceCenter(), GetAbsAngles() );
SetContextThink( &CTFTargetDummy::DestroyThink, gpGlobals->curtime + tf_target_dummy_lifetime.GetFloat(), "DestroyThink" );
}
//-----------------------------------------------------------------------------
void CTFTargetDummy::Event_Killed( const CTakeDamageInfo &info )
{
EmitSound( "Halloween.Merasmus_Hiding_Explode" );
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------
int CTFTargetDummy::OnTakeDamage( const CTakeDamageInfo &info )
{
DispatchParticleEffect( "lowV_debrischunks", info.GetDamagePosition(), GetAbsAngles() );
CTakeDamageInfo newinfo = info;
if ( InSameTeam( info.GetAttacker() ))
{
return 0;
}
// melee and fire is normal
// bullet is heavily reduced
// everything else (blast/ energy etc..) reduced
//CTFPlayer *pTFPlayer = ToTFPlayer( newinfo.GetAttacker() );
if ( ( newinfo.GetDamageType() & DMG_BUCKSHOT ) || ( newinfo.GetDamageType() & DMG_BULLET ) )
{
newinfo.SetDamage( newinfo.GetDamage() * tf_target_dummy_bullet_mult.GetFloat() );
}
else if ( ( newinfo.GetDamageType() & DMG_CLUB ) || ( newinfo.GetDamageType() & DMG_BURN ) )
{
newinfo.SetDamage( newinfo.GetDamage() * tf_target_dummy_melee_mult.GetFloat() );
}
else
{
newinfo.SetDamage( newinfo.GetDamage() * tf_target_dummy_other_mult.GetFloat() );
}
int iDamage = BaseClass::OnTakeDamage( newinfo );
if ( m_iHealth <= 0 )
{
Destroy();
}
return iDamage;
}
//-----------------------------------------------------------------------------
void CTFTargetDummy::DestroyThink()
{
// Blow us up.
//CTakeDamageInfo info( this, this, vec3_origin, GetAbsOrigin(), 0, DMG_GENERIC );
//Killed( info );
Destroy();
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
void CTFTargetDummy::Destroy()
{
SpewGibs();
DispatchParticleEffect( "target_break", WorldSpaceCenter(), GetAbsAngles() );
}
//-----------------------------------------------------------------------------
void CTFTargetDummy::SpewGibs()
{
for ( int i = 0; i < m_aGibs.Count(); i++ )
{
CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( GetAbsOrigin() + m_aGibs[i].offset, GetAbsAngles(), this, m_aGibs[i].modelName );
Assert( pAmmoPack );
if ( pAmmoPack )
{
pAmmoPack->ActivateWhenAtRest();
// Calculate the initial impulse on the weapon.
Vector vecImpulse( random->RandomFloat( -0.5f, 0.5f ), random->RandomFloat( -0.5f, 0.5f ), random->RandomFloat( 0.75f, 1.25f ) );
VectorNormalize( vecImpulse );
vecImpulse *= random->RandomFloat( tf_obj_gib_velocity_min.GetFloat(), tf_obj_gib_velocity_max.GetFloat() );
// Cap the impulse.
float flSpeed = vecImpulse.Length();
if ( flSpeed > tf_obj_gib_maxspeed.GetFloat() )
{
VectorScale( vecImpulse, tf_obj_gib_maxspeed.GetFloat() / flSpeed, vecImpulse );
}
if ( pAmmoPack->VPhysicsGetObject() )
{
AngularImpulse angImpulse( 0.f, random->RandomFloat( 0.f, 100.f ), 0.f );
pAmmoPack->VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse );
}
pAmmoPack->SetInitialVelocity( vecImpulse );
pAmmoPack->m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
// Give the ammo pack some health, so that trains can destroy it.
pAmmoPack->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
pAmmoPack->m_takedamage = DAMAGE_YES;
pAmmoPack->SetHealth( 900 );
pAmmoPack->m_bObjGib = true;
pAmmoPack->GiveAmmo( 0, TF_AMMO_METAL );
}
}
}
//-----------------------------------------------------------------------------
bool CTFTargetDummy::ShouldCollide( int collisionGroup, int contentsMask ) const
{
if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
{
if ( GetCollisionGroup() == TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT )
{
return true;
}
switch ( GetTeamNumber() )
{
case TF_TEAM_RED:
if ( !( contentsMask & CONTENTS_REDTEAM ) )
return false;
break;
case TF_TEAM_BLUE:
if ( !( contentsMask & CONTENTS_BLUETEAM ) )
return false;
break;
}
}
return BaseClass::ShouldCollide( collisionGroup, contentsMask );
}