Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Grappling Hook
//
//=============================================================================
#include "cbase.h"
#include "in_buttons.h"
#include "tf_weapon_grapplinghook.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "gc_clientsystem.h"
#include "prediction.h"
#include "soundenvelope.h"
// Server specific.
#else
#include "tf_player.h"
#include "entity_rune.h"
#include "effect_dispatch_data.h"
#include "tf_fx.h"
#include "func_respawnroom.h"
#endif
//=============================================================================
//
// Grappling hook tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrapplingHook, DT_GrapplingHook )
BEGIN_NETWORK_TABLE( CTFGrapplingHook, DT_GrapplingHook )
#ifdef GAME_DLL
SendPropEHandle( SENDINFO( m_hProjectile ) ),
#else // GAME_DLL
RecvPropEHandle( RECVINFO( m_hProjectile ) ),
#endif // CLIENT_DLL
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrapplingHook )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grapplinghook, CTFGrapplingHook );
PRECACHE_WEAPON_REGISTER( tf_weapon_grapplinghook );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFGrapplingHook )
END_DATADESC()
#endif // CLIENT_DLL
// This is basically a copy of s_acttableMeleeAllclass table except primary fire to use grappling hook specific
acttable_t s_grapplinghook_normal_acttable[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_MELEE_ALLCLASS, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_MELEE_ALLCLASS, false },
{ ACT_MP_RUN, ACT_MP_RUN_MELEE_ALLCLASS, false },
{ ACT_MP_WALK, ACT_MP_WALK_MELEE_ALLCLASS, false },
{ ACT_MP_AIRWALK, ACT_GRAPPLE_PULL_IDLE, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_MELEE_ALLCLASS, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_MELEE_ALLCLASS, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_MELEE, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_MELEE_SECONDARY, false },
{ ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,false },
{ ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false },
{ ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_MELEE, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_MELEE_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_MELEE_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_MELEE_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_MELEE_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_MELEE_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_MELEE_GRENADE2_ATTACK, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_MELEE, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_MELEE, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_MELEE, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_MELEE, false },
};
// This is basically a copy of s_acttableSecondary table except primary fire to use grappling hook specific
acttable_t s_grapplinghook_engineer_acttable[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_SECONDARY, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_SECONDARY, false },
{ ACT_MP_RUN, ACT_MP_RUN_SECONDARY, false },
{ ACT_MP_WALK, ACT_MP_WALK_SECONDARY, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_SECONDARY, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_SECONDARY, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_SECONDARY, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_SECONDARY, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_SECONDARY, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_SECONDARY, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_SECONDARY, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
{ ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_SECONDARY, false },
{ ACT_MP_RELOAD_STAND_LOOP, ACT_MP_RELOAD_STAND_SECONDARY_LOOP, false },
{ ACT_MP_RELOAD_STAND_END, ACT_MP_RELOAD_STAND_SECONDARY_END, false },
{ ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_SECONDARY, false },
{ ACT_MP_RELOAD_CROUCH_LOOP,ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,false },
{ ACT_MP_RELOAD_CROUCH_END, ACT_MP_RELOAD_CROUCH_SECONDARY_END, false },
{ ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_SECONDARY, false },
{ ACT_MP_RELOAD_SWIM_LOOP, ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, false },
{ ACT_MP_RELOAD_SWIM_END, ACT_MP_RELOAD_SWIM_SECONDARY_END, false },
{ ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_SECONDARY, false },
{ ACT_MP_RELOAD_AIRWALK_LOOP, ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, false },
{ ACT_MP_RELOAD_AIRWALK_END,ACT_MP_RELOAD_AIRWALK_SECONDARY_END,false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_SECONDARY, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_SECONDARY_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_SECONDARY_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_SECONDARY_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_SECONDARY_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_SECONDARY_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_SECONDARY_GRENADE2_ATTACK, false },
{ ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_SECONDARY, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_SECONDARY, false },
};
acttable_t *CTFGrapplingHook::ActivityList( int &iActivityCount )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( pOwner )
{
if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
iActivityCount = ARRAYSIZE( s_grapplinghook_engineer_acttable );
return s_grapplinghook_engineer_acttable;
}
else
{
iActivityCount = ARRAYSIZE( s_grapplinghook_normal_acttable );
return s_grapplinghook_normal_acttable;
}
}
return BaseClass::ActivityList( iActivityCount );
}
poseparamtable_t s_grapplinghook_normal_poseparamtable[] =
{
{ "R_hand_grip", 14 },
{ "R_arm", 2 },
};
poseparamtable_t s_grapplinghook_engineer_poseparamtable[] =
{
{ "r_handposes_engineer", 1 },
};
poseparamtable_t *CTFGrapplingHook::PoseParamList( int &iPoseParamCount )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( pOwner )
{
if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
iPoseParamCount = ARRAYSIZE( s_grapplinghook_engineer_poseparamtable );
return s_grapplinghook_engineer_poseparamtable;
}
else
{
iPoseParamCount = ARRAYSIZE( s_grapplinghook_normal_poseparamtable );
return s_grapplinghook_normal_poseparamtable;
}
}
return BaseClass::PoseParamList( iPoseParamCount );
}
ConVar tf_grapplinghook_projectile_speed( "tf_grapplinghook_projectile_speed", "1500", FCVAR_REPLICATED | FCVAR_CHEAT, "How fast does the grappliing hook projectile travel" );
ConVar tf_grapplinghook_max_distance( "tf_grapplinghook_max_distance", "2000", FCVAR_REPLICATED | FCVAR_CHEAT, "Valid distance for grappling hook to travel" );
ConVar tf_grapplinghook_fire_delay( "tf_grapplinghook_fire_delay", "0.5", FCVAR_REPLICATED | FCVAR_CHEAT );
float m_flNextSupernovaDenyWarning = 0.f;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrapplingHook::CTFGrapplingHook()
{
#ifdef GAME_DLL
m_bReleasedAfterLatched = false;
#endif // GAME_DLL
#ifdef CLIENT_DLL
m_pHookSound = NULL;
m_bLatched = false;
#endif // CLIENT_DLL
}
void CTFGrapplingHook::Precache()
{
BaseClass::Precache();
#ifdef GAME_DLL
PrecacheScriptSound( "WeaponGrapplingHook.Shoot" );
#endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CTFGrapplingHook::FireProjectile( CTFPlayer *pPlayer )
{
#ifdef GAME_DLL
Assert( m_hProjectile == NULL );
m_hProjectile = BaseClass::FireProjectile( pPlayer );
return m_hProjectile;
#else
return BaseClass::FireProjectile( pPlayer );
#endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::ItemPostFrame( void )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if (!pOwner)
return;
#ifdef CLIENT_DLL
static bool bFired = false;
#endif // CLIENT_DLL
CBaseEntity *pHookTarget = pOwner->GetGrapplingHookTarget();
bool bJump = ( pOwner->m_nButtons & IN_JUMP ) > 0;
bool bForceReleaseHook = pHookTarget != NULL && bJump;
if ( !bForceReleaseHook && ( pOwner->m_nButtons & IN_ATTACK || pOwner->IsUsingActionSlot() ) )
{
#ifdef CLIENT_DLL
if ( !bFired )
{
PrimaryAttack();
bFired = true;
}
#else
PrimaryAttack();
#endif // CLIENT_DLL
if ( pOwner->GetGrapplingHookTarget() )
{
SendWeaponAnim( ACT_GRAPPLE_PULL_START );
}
else if ( m_hProjectile )
{
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
}
else
{
SendWeaponAnim( ACT_GRAPPLE_IDLE );
}
}
else
{
#ifdef CLIENT_DLL
bFired = false;
#endif // CLIENT_DLL
OnHookReleased( bForceReleaseHook );
}
if ( pOwner->GetViewModel(0) )
{
pOwner->GetViewModel(0)->SetPlaybackRate( 1.f );
}
if ( pOwner->GetViewModel(1) )
{
pOwner->GetViewModel(1)->SetPlaybackRate( 1.f );
}
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrapplingHook::CanAttack( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer->m_Shared.IsFeignDeathReady() )
return false;
return BaseClass::CanAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::PrimaryAttack( void )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
#ifdef GAME_DLL
// make sure to unlatch from the current target and remove the old projectile before we fire a new one
if ( m_bReleasedAfterLatched )
{
RemoveHookProjectile( true );
}
#endif // GAME_DLL
if ( m_hProjectile )
return;
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
if ( pOwner && pOwner->m_Shared.IsControlStunned() )
return;
Vector vecSrc;
QAngle angForward;
Vector vecOffset( 23.5f, -8.0f, -3.0f ); // copied from CTFWeaponBaseGun::FireArrow
GetProjectileFireSetup( pOwner, vecOffset, &vecSrc, &angForward, false );
Vector vecForward;
AngleVectors( angForward, &vecForward );
// check if aiming at skybox
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + tf_grapplinghook_max_distance.GetFloat() * vecForward, MASK_SOLID, pOwner, COLLISION_GROUP_DEBRIS, &tr );
if ( !tr.DidHit() || ( tr.fraction < 1.0 && tr.surface.flags & SURF_SKY ) )
{
#ifdef CLIENT_DLL
// play fail sound on client here
if ( pOwner && prediction->IsFirstTimePredicted() )
{
pOwner->EmitSound( "Player.DenyWeaponSelection" );
}
#endif // CLIENT_DLL
return;
}
BaseClass::PrimaryAttack();
m_flNextPrimaryAttack = gpGlobals->curtime + tf_grapplinghook_fire_delay.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrapplingHook::Deploy( void )
{
#ifdef GAME_DLL
RemoveHookProjectile( true );
m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
#endif // GAME_DLL
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrapplingHook::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#ifdef GAME_DLL
RemoveHookProjectile();
m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
#endif // GAME_DLL
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates /*= true*/, float flEndDist /*= 2000.f*/ )
{
BaseClass::GetProjectileFireSetup( pPlayer, vecOffset, vecSrc, angForward, bHitTeammates, flEndDist );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFGrapplingHook::GetProjectileSpeed()
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( pOwner && pOwner->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
{
switch ( pOwner->GetPlayerClass()->GetClassIndex() )
{
case TF_CLASS_SOLDIER:
case TF_CLASS_HEAVYWEAPONS:
return 2600.f;
default:
return 3000.f;
}
}
return tf_grapplinghook_projectile_speed.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrapplingHook::SendWeaponAnim( int actBase )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::SendWeaponAnim( actBase );
if ( actBase == ACT_VM_DRAW )
{
actBase = ACT_GRAPPLE_DRAW;
}
else if ( pPlayer->GetGrapplingHookTarget() )
{
if ( GetActivity() != ACT_GRAPPLE_PULL_START && GetActivity() != ACT_GRAPPLE_PULL_IDLE )
{
bool bResult = BaseClass::SendWeaponAnim( ACT_GRAPPLE_PULL_START );
//DevMsg("pull start %f\n", gpGlobals->curtime );
m_startPullingTimer.Start( SequenceDuration() );
return bResult;
}
else
{
if ( GetActivity() == ACT_GRAPPLE_PULL_IDLE )
return true;
if ( GetActivity() == ACT_GRAPPLE_PULL_START && m_startPullingTimer.HasStarted() && !m_startPullingTimer.IsElapsed() )
return true;
actBase = ACT_GRAPPLE_PULL_IDLE;
//DevMsg("pull idle %f\n", gpGlobals->curtime );
m_startPullingTimer.Invalidate();
}
}
else if ( actBase == ACT_VM_PRIMARYATTACK )
{
if ( GetActivity() != ACT_GRAPPLE_FIRE_START && GetActivity() != ACT_GRAPPLE_FIRE_IDLE )
{
bool bResult = BaseClass::SendWeaponAnim( ACT_GRAPPLE_FIRE_START );
//DevMsg("fire start %f\n", gpGlobals->curtime );
m_startFiringTimer.Start( SequenceDuration() );
return bResult;
}
else
{
if ( GetActivity() == ACT_GRAPPLE_FIRE_IDLE )
return true;
if ( GetActivity() == ACT_GRAPPLE_FIRE_START && m_startFiringTimer.HasStarted() && !m_startFiringTimer.IsElapsed() )
return true;
actBase = ACT_GRAPPLE_FIRE_IDLE;
//DevMsg("fire idle %f\n", gpGlobals->curtime );
m_startFiringTimer.Invalidate();
}
}
else
{
if ( GetActivity() == ACT_GRAPPLE_PULL_IDLE )
{
actBase = ACT_GRAPPLE_PULL_END;
//DevMsg("pull end %f\n", gpGlobals->curtime );
}
else
{
if ( GetActivity() == ACT_GRAPPLE_IDLE )
return true;
actBase = ACT_GRAPPLE_IDLE;
//DevMsg("grapple idle %f\n", gpGlobals->curtime );
}
}
return BaseClass::SendWeaponAnim( actBase );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::PlayWeaponShootSound( void )
{
#ifdef GAME_DLL
EmitSound( "WeaponGrapplingHook.Shoot" );
#endif // GAME_DLL
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::ActivateRune()
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( pOwner && pOwner->m_Shared.IsRuneCharged() )
{
RuneTypes_t type = pOwner->m_Shared.GetCarryingRuneType();
if ( type == RUNE_SUPERNOVA )
{
// don't allow stealthed player to activate the power
if ( pOwner->m_Shared.IsStealthed() )
return;
int nEnemyTeam = GetEnemyTeam( pOwner->GetTeamNumber() );
// apply super nova effect to all enemies
bool bHitAnyTarget = false;
CUtlVector< CTFPlayer* > vecPlayers;
CUtlVector< CTFPlayer* > vecVictims;
CollectPlayers( &vecPlayers, nEnemyTeam, COLLECT_ONLY_LIVING_PLAYERS );
const float flEffectRadiusSqr = Sqr( 1500.f );
const float flMinPushForce = 200.f;
const float flMaxPushForce = 500.f;
const float flMinStunDuration = 2.f;
const float flMaxStunDuration = 4.f;
for ( int i = 0; i < vecPlayers.Count(); ++i )
{
CTFPlayer *pOther = vecPlayers[i];
Vector toPlayer = pOther->WorldSpaceCenter() - pOwner->WorldSpaceCenter();
float flDistSqr = toPlayer.LengthSqr();
// Collect valid enemies
if ( flDistSqr <= flEffectRadiusSqr && pOwner->IsLineOfSightClear( pOther, CBaseCombatCharacter::IGNORE_ACTORS ) && !PointInRespawnRoom( pOther, pOther->WorldSpaceCenter() ) )
{
vecVictims.AddToTail( pOther );
}
}
// if there is more than one victim, the stun duration increases
float flStunDuration = MIN( flMinStunDuration + ( ( vecVictims.Count() - 1 ) * 0.5 ), flMaxStunDuration );
for ( int i = 0; i < vecVictims.Count(); ++i )
{
// force enemy to drop rune, stun, and push them
CTFPlayer *pOther = vecVictims[i];
const char *pszEffect = pOwner->GetTeamNumber() == TF_TEAM_RED ? "powerup_supernova_strike_red" : "powerup_supernova_strike_blue";
CPVSFilter filter( WorldSpaceCenter() );
Vector vStart = pOwner->WorldSpaceCenter();
Vector vEnd = pOther->GetAbsOrigin() + Vector( 0, 0, 56 );
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd };
TE_TFParticleEffectComplex( filter, 0.f, pszEffect, vStart, QAngle( 0.f, 0.f, 0.f ), NULL, &controlPoint, pOther, PATTACH_CUSTOMORIGIN );
pOther->DropRune( false, pOwner->GetTeamNumber() );
pOther->DropFlag();
pOther->m_Shared.StunPlayer( flStunDuration, 1.f, TF_STUN_MOVEMENT | TF_STUN_CONTROLS, pOwner );
// send the player flying
// make sure we push players up and away
Vector toPlayer = pOther->WorldSpaceCenter() - pOwner->WorldSpaceCenter();
toPlayer.z = 0.0f;
toPlayer.NormalizeInPlace();
toPlayer.z = 1.0f;
// scale push force based on distance from the supernova origin
float flDistSqr = toPlayer.LengthSqr();
float flPushForce = RemapValClamped( flDistSqr, 0.f, flEffectRadiusSqr, flMaxPushForce, flMinPushForce );
Vector vPush = flPushForce * toPlayer;
pOther->ApplyAbsVelocityImpulse( vPush );
bHitAnyTarget = true;
}
// don't deploy with no target
if ( bHitAnyTarget )
{
// play effect
const char *pszEffect = pOwner->GetTeamNumber() == TF_TEAM_RED ? "powerup_supernova_explode_red" : "powerup_supernova_explode_blue";
CEffectData data;
data.m_nHitBox = GetParticleSystemIndex( pszEffect );
data.m_vOrigin = pOwner->GetAbsOrigin();
data.m_vAngles = vec3_angle;
CPASFilter filter( data.m_vOrigin );
filter.SetIgnorePredictionCull( true );
te->DispatchEffect( filter, 0.0, data.m_vOrigin, "ParticleEffect", data );
pOwner->EmitSound( "Powerup.PickUpSupernovaActivate" );
// remove the power and reposition instantly
pOwner->m_Shared.SetCarryingRuneType( RUNE_NONE );
CTFRune::RepositionRune( type, TEAM_ANY );
}
else
{
if ( gpGlobals->curtime > m_flNextSupernovaDenyWarning )
{
m_flNextSupernovaDenyWarning = gpGlobals->curtime + 0.5f;
CSingleUserRecipientFilter singleFilter( pOwner );
EmitSound( singleFilter, pOwner->entindex(), "Player.UseDeny" );
ClientPrint( pOwner, HUD_PRINTCENTER, "#TF_Powerup_Supernova_Deny" );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::RemoveHookProjectile( bool bForce /*= false*/ )
{
if ( !bForce && IsLatchedToTargetPlayer() )
{
// don't remove the projectile until we unlatched from the target (by hooking again)
return;
}
if ( m_hProjectile )
{
UTIL_Remove( m_hProjectile );
m_hProjectile = NULL;
}
}
bool CTFGrapplingHook::IsLatchedToTargetPlayer() const
{
CTFPlayer *pOwner = GetTFPlayerOwner();
return pOwner && pOwner->GetGrapplingHookTarget() && pOwner->GetGrapplingHookTarget()->IsPlayer();
}
#endif // GAME_DLL
void CTFGrapplingHook::OnHookReleased( bool bForce )
{
#ifdef GAME_DLL
RemoveHookProjectile( bForce );
m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
#endif // GAME_DLL
if ( GetActivity() != ACT_GRAPPLE_DRAW && GetActivity() != ACT_GRAPPLE_IDLE && GetActivity() != ACT_GRAPPLE_PULL_END )
SendWeaponAnim( ACT_GRAPPLE_PULL_END );
if ( bForce )
m_flNextPrimaryAttack = gpGlobals->curtime + tf_grapplinghook_fire_delay.GetFloat();
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::UpdateOnRemove()
{
StopHookSound();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
UpdateHookSound();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::StartHookSound()
{
StopHookSound();
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CLocalPlayerFilter filter;
m_pHookSound = controller.SoundCreate( filter, entindex(), "WeaponGrapplingHook.ReelStart" );
controller.Play( m_pHookSound, 1.0, 100 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::StopHookSound()
{
if ( m_pHookSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pHookSound );
m_pHookSound = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrapplingHook::UpdateHookSound()
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( pOwner )
{
bool bLatched = pOwner->GetGrapplingHookTarget() != NULL && m_hProjectile != NULL;
if ( m_bLatched != bLatched )
{
if ( !m_bLatched )
{
StartHookSound();
}
else
{
StopHookSound();
CLocalPlayerFilter filter;
EmitSound( filter, entindex(), "WeaponGrapplingHook.ReelStop" );
}
m_bLatched = bLatched;
}
}
}
//-----------------------------------------------------------------------------
// CEquipGrapplingHookNotification
//-----------------------------------------------------------------------------
void CEquipGrapplingHookNotification::Accept()
{
m_bHasTriggered = true;
CPlayerInventory *pLocalInv = TFInventoryManager()->GetLocalInventory();
if ( !pLocalInv )
{
MarkForDeletion();
return;
}
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
{
MarkForDeletion();
return;
}
// try to equip non-stock-grapplinghook first
/*static CSchemaItemDefHandle pItemDef_GrapplingHook( "TF_WEAPON_GRAPPLINGHOOK" );
Assert( pItemDef_GrapplingHook );
CEconItemView *pGrapplingHook = NULL;
if ( pItemDef_GrapplingHook )
{
for ( int i = 0 ; i < pLocalInv->GetItemCount() ; ++i )
{
CEconItemView *pItem = pLocalInv->GetItem( i );
Assert( pItem );
if ( pItem->GetItemDefinition() == pItemDef_GrapplingHook )
{
pGrapplingHook = pItem;
break;
}
}
}*/
// Default item becomes a grappling hook in this mode
itemid_t iItemId = INVALID_ITEM_ID;
/*if ( pGrapplingHook )
{
iItemId = pGrapplingHook->GetItemID();
}*/
if ( iItemId == INVALID_ITEM_ID )
{
iItemId = 0;
static CSchemaItemDefHandle pItemDef_Grapple( "TF_WEAPON_GRAPPLINGHOOK" );
CEconItemView *pDefaultGrapple = TFInventoryManager()->GetBaseItemForClass( pLocalPlayer->GetPlayerClass()->GetClassIndex(), LOADOUT_POSITION_ACTION );
if ( pDefaultGrapple )
{
if ( pDefaultGrapple->GetItemDefinition() == pItemDef_Grapple )
{
iItemId = pDefaultGrapple->GetItemID();
}
}
}
TFInventoryManager()->EquipItemInLoadout( pLocalPlayer->GetPlayerClass()->GetClassIndex(), LOADOUT_POSITION_ACTION, iItemId );
// Tell the GC to tell server that we should respawn if we're in a respawn room
GCSDK::CGCMsg< GCSDK::MsgGCEmpty_t > msg( k_EMsgGCRespawnPostLoadoutChange );
GCClientSystem()->BSendMessage( msg );
MarkForDeletion();
}
//===========================================================================================
void CEquipGrapplingHookNotification::UpdateTick()
{
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalPlayer )
{
CTFGrapplingHook *pGrapplingHook = dynamic_cast<CTFGrapplingHook*>( pLocalPlayer->Weapon_OwnsThisID( TF_WEAPON_GRAPPLINGHOOK ) );
if ( pGrapplingHook )
{
MarkForDeletion();
}
}
}
#endif // CLIENT_DLL