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858 lines
26 KiB
858 lines
26 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Grappling Hook
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//
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//=============================================================================
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#include "cbase.h"
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#include "in_buttons.h"
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#include "tf_weapon_grapplinghook.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "gc_clientsystem.h"
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#include "prediction.h"
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#include "soundenvelope.h"
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// Server specific.
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#else
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#include "tf_player.h"
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#include "entity_rune.h"
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#include "effect_dispatch_data.h"
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#include "tf_fx.h"
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#include "func_respawnroom.h"
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#endif
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//=============================================================================
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//
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// Grappling hook tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFGrapplingHook, DT_GrapplingHook )
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BEGIN_NETWORK_TABLE( CTFGrapplingHook, DT_GrapplingHook )
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#ifdef GAME_DLL
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SendPropEHandle( SENDINFO( m_hProjectile ) ),
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#else // GAME_DLL
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RecvPropEHandle( RECVINFO( m_hProjectile ) ),
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#endif // CLIENT_DLL
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFGrapplingHook )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_grapplinghook, CTFGrapplingHook );
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PRECACHE_WEAPON_REGISTER( tf_weapon_grapplinghook );
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// Server specific.
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFGrapplingHook )
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END_DATADESC()
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#endif // CLIENT_DLL
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// This is basically a copy of s_acttableMeleeAllclass table except primary fire to use grappling hook specific
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acttable_t s_grapplinghook_normal_acttable[] =
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{
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{ ACT_MP_STAND_IDLE, ACT_MP_STAND_MELEE_ALLCLASS, false },
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{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_MELEE_ALLCLASS, false },
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{ ACT_MP_RUN, ACT_MP_RUN_MELEE_ALLCLASS, false },
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{ ACT_MP_WALK, ACT_MP_WALK_MELEE_ALLCLASS, false },
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{ ACT_MP_AIRWALK, ACT_GRAPPLE_PULL_IDLE, false },
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{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_MELEE_ALLCLASS, false },
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{ ACT_MP_JUMP, ACT_MP_JUMP_MELEE_ALLCLASS, false },
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{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_MELEE_ALLCLASS, false },
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{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS, false },
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{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_MELEE_ALLCLASS, false },
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{ ACT_MP_SWIM, ACT_MP_SWIM_MELEE_ALLCLASS, false },
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{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_MELEE, false },
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{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_MELEE_SECONDARY, false },
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{ ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,false },
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{ ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false },
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{ ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, false },
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{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_MELEE, false },
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{ ACT_MP_GRENADE1_DRAW, ACT_MP_MELEE_GRENADE1_DRAW, false },
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{ ACT_MP_GRENADE1_IDLE, ACT_MP_MELEE_GRENADE1_IDLE, false },
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{ ACT_MP_GRENADE1_ATTACK, ACT_MP_MELEE_GRENADE1_ATTACK, false },
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{ ACT_MP_GRENADE2_DRAW, ACT_MP_MELEE_GRENADE2_DRAW, false },
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{ ACT_MP_GRENADE2_IDLE, ACT_MP_MELEE_GRENADE2_IDLE, false },
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{ ACT_MP_GRENADE2_ATTACK, ACT_MP_MELEE_GRENADE2_ATTACK, false },
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{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, false },
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{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, false },
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{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_MELEE, false },
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{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_MELEE, false },
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{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_MELEE, false },
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{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_MELEE, false },
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};
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// This is basically a copy of s_acttableSecondary table except primary fire to use grappling hook specific
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acttable_t s_grapplinghook_engineer_acttable[] =
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{
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{ ACT_MP_STAND_IDLE, ACT_MP_STAND_SECONDARY, false },
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{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_SECONDARY, false },
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{ ACT_MP_RUN, ACT_MP_RUN_SECONDARY, false },
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{ ACT_MP_WALK, ACT_MP_WALK_SECONDARY, false },
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{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_SECONDARY, false },
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{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_SECONDARY, false },
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{ ACT_MP_JUMP, ACT_MP_JUMP_SECONDARY, false },
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{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_SECONDARY, false },
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{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_SECONDARY, false },
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{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_SECONDARY, false },
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{ ACT_MP_SWIM, ACT_MP_SWIM_SECONDARY, false },
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{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY, false },
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{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
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{ ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_SECONDARY, false },
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{ ACT_MP_RELOAD_STAND_LOOP, ACT_MP_RELOAD_STAND_SECONDARY_LOOP, false },
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{ ACT_MP_RELOAD_STAND_END, ACT_MP_RELOAD_STAND_SECONDARY_END, false },
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{ ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_SECONDARY, false },
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{ ACT_MP_RELOAD_CROUCH_LOOP,ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,false },
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{ ACT_MP_RELOAD_CROUCH_END, ACT_MP_RELOAD_CROUCH_SECONDARY_END, false },
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{ ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_SECONDARY, false },
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{ ACT_MP_RELOAD_SWIM_LOOP, ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, false },
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{ ACT_MP_RELOAD_SWIM_END, ACT_MP_RELOAD_SWIM_SECONDARY_END, false },
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{ ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_SECONDARY, false },
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{ ACT_MP_RELOAD_AIRWALK_LOOP, ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, false },
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{ ACT_MP_RELOAD_AIRWALK_END,ACT_MP_RELOAD_AIRWALK_SECONDARY_END,false },
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{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_SECONDARY, false },
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{ ACT_MP_GRENADE1_DRAW, ACT_MP_SECONDARY_GRENADE1_DRAW, false },
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{ ACT_MP_GRENADE1_IDLE, ACT_MP_SECONDARY_GRENADE1_IDLE, false },
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{ ACT_MP_GRENADE1_ATTACK, ACT_MP_SECONDARY_GRENADE1_ATTACK, false },
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{ ACT_MP_GRENADE2_DRAW, ACT_MP_SECONDARY_GRENADE2_DRAW, false },
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{ ACT_MP_GRENADE2_IDLE, ACT_MP_SECONDARY_GRENADE2_IDLE, false },
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{ ACT_MP_GRENADE2_ATTACK, ACT_MP_SECONDARY_GRENADE2_ATTACK, false },
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{ ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
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{ ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
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{ ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
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{ ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
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{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, false },
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{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, false },
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{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, false },
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{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, false },
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{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_SECONDARY, false },
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{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_SECONDARY, false },
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};
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acttable_t *CTFGrapplingHook::ActivityList( int &iActivityCount )
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{
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CTFPlayer *pOwner = GetTFPlayerOwner();
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if ( pOwner )
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{
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if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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iActivityCount = ARRAYSIZE( s_grapplinghook_engineer_acttable );
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return s_grapplinghook_engineer_acttable;
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}
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else
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{
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iActivityCount = ARRAYSIZE( s_grapplinghook_normal_acttable );
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return s_grapplinghook_normal_acttable;
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}
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}
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return BaseClass::ActivityList( iActivityCount );
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}
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poseparamtable_t s_grapplinghook_normal_poseparamtable[] =
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{
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{ "R_hand_grip", 14 },
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{ "R_arm", 2 },
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};
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poseparamtable_t s_grapplinghook_engineer_poseparamtable[] =
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{
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{ "r_handposes_engineer", 1 },
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};
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poseparamtable_t *CTFGrapplingHook::PoseParamList( int &iPoseParamCount )
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{
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CTFPlayer *pOwner = GetTFPlayerOwner();
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if ( pOwner )
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{
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if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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iPoseParamCount = ARRAYSIZE( s_grapplinghook_engineer_poseparamtable );
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return s_grapplinghook_engineer_poseparamtable;
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}
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else
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{
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iPoseParamCount = ARRAYSIZE( s_grapplinghook_normal_poseparamtable );
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return s_grapplinghook_normal_poseparamtable;
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}
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}
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return BaseClass::PoseParamList( iPoseParamCount );
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}
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ConVar tf_grapplinghook_projectile_speed( "tf_grapplinghook_projectile_speed", "1500", FCVAR_REPLICATED | FCVAR_CHEAT, "How fast does the grappliing hook projectile travel" );
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ConVar tf_grapplinghook_max_distance( "tf_grapplinghook_max_distance", "2000", FCVAR_REPLICATED | FCVAR_CHEAT, "Valid distance for grappling hook to travel" );
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ConVar tf_grapplinghook_fire_delay( "tf_grapplinghook_fire_delay", "0.5", FCVAR_REPLICATED | FCVAR_CHEAT );
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float m_flNextSupernovaDenyWarning = 0.f;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFGrapplingHook::CTFGrapplingHook()
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{
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#ifdef GAME_DLL
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m_bReleasedAfterLatched = false;
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#endif // GAME_DLL
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#ifdef CLIENT_DLL
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m_pHookSound = NULL;
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m_bLatched = false;
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#endif // CLIENT_DLL
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}
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void CTFGrapplingHook::Precache()
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{
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BaseClass::Precache();
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#ifdef GAME_DLL
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PrecacheScriptSound( "WeaponGrapplingHook.Shoot" );
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#endif // GAME_DLL
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseEntity *CTFGrapplingHook::FireProjectile( CTFPlayer *pPlayer )
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{
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#ifdef GAME_DLL
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Assert( m_hProjectile == NULL );
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m_hProjectile = BaseClass::FireProjectile( pPlayer );
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return m_hProjectile;
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#else
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return BaseClass::FireProjectile( pPlayer );
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#endif // GAME_DLL
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrapplingHook::ItemPostFrame( void )
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{
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CTFPlayer *pOwner = GetTFPlayerOwner();
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if (!pOwner)
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return;
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#ifdef CLIENT_DLL
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static bool bFired = false;
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#endif // CLIENT_DLL
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CBaseEntity *pHookTarget = pOwner->GetGrapplingHookTarget();
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bool bJump = ( pOwner->m_nButtons & IN_JUMP ) > 0;
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bool bForceReleaseHook = pHookTarget != NULL && bJump;
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if ( !bForceReleaseHook && ( pOwner->m_nButtons & IN_ATTACK || pOwner->IsUsingActionSlot() ) )
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{
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#ifdef CLIENT_DLL
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if ( !bFired )
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{
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PrimaryAttack();
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bFired = true;
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}
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#else
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PrimaryAttack();
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#endif // CLIENT_DLL
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if ( pOwner->GetGrapplingHookTarget() )
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{
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SendWeaponAnim( ACT_GRAPPLE_PULL_START );
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}
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else if ( m_hProjectile )
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{
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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}
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else
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{
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SendWeaponAnim( ACT_GRAPPLE_IDLE );
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}
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}
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else
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{
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#ifdef CLIENT_DLL
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bFired = false;
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#endif // CLIENT_DLL
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OnHookReleased( bForceReleaseHook );
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}
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if ( pOwner->GetViewModel(0) )
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{
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pOwner->GetViewModel(0)->SetPlaybackRate( 1.f );
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}
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if ( pOwner->GetViewModel(1) )
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{
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pOwner->GetViewModel(1)->SetPlaybackRate( 1.f );
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}
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BaseClass::ItemPostFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFGrapplingHook::CanAttack( void )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( pPlayer->m_Shared.IsFeignDeathReady() )
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return false;
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return BaseClass::CanAttack();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrapplingHook::PrimaryAttack( void )
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{
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CTFPlayer *pOwner = GetTFPlayerOwner();
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#ifdef GAME_DLL
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// make sure to unlatch from the current target and remove the old projectile before we fire a new one
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if ( m_bReleasedAfterLatched )
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{
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RemoveHookProjectile( true );
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}
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#endif // GAME_DLL
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if ( m_hProjectile )
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return;
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
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return;
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if ( pOwner && pOwner->m_Shared.IsControlStunned() )
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return;
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Vector vecSrc;
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QAngle angForward;
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Vector vecOffset( 23.5f, -8.0f, -3.0f ); // copied from CTFWeaponBaseGun::FireArrow
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GetProjectileFireSetup( pOwner, vecOffset, &vecSrc, &angForward, false );
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Vector vecForward;
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AngleVectors( angForward, &vecForward );
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// check if aiming at skybox
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trace_t tr;
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UTIL_TraceLine( vecSrc, vecSrc + tf_grapplinghook_max_distance.GetFloat() * vecForward, MASK_SOLID, pOwner, COLLISION_GROUP_DEBRIS, &tr );
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if ( !tr.DidHit() || ( tr.fraction < 1.0 && tr.surface.flags & SURF_SKY ) )
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{
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#ifdef CLIENT_DLL
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// play fail sound on client here
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if ( pOwner && prediction->IsFirstTimePredicted() )
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{
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pOwner->EmitSound( "Player.DenyWeaponSelection" );
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}
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#endif // CLIENT_DLL
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return;
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}
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BaseClass::PrimaryAttack();
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m_flNextPrimaryAttack = gpGlobals->curtime + tf_grapplinghook_fire_delay.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFGrapplingHook::Deploy( void )
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{
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#ifdef GAME_DLL
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RemoveHookProjectile( true );
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m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
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#endif // GAME_DLL
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFGrapplingHook::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifdef GAME_DLL
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RemoveHookProjectile();
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m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
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#endif // GAME_DLL
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFGrapplingHook::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates /*= true*/, float flEndDist /*= 2000.f*/ )
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{
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BaseClass::GetProjectileFireSetup( pPlayer, vecOffset, vecSrc, angForward, bHitTeammates, flEndDist );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFGrapplingHook::GetProjectileSpeed()
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{
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CTFPlayer *pOwner = GetTFPlayerOwner();
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if ( pOwner && pOwner->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
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{
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switch ( pOwner->GetPlayerClass()->GetClassIndex() )
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{
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case TF_CLASS_SOLDIER:
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case TF_CLASS_HEAVYWEAPONS:
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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
|