Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Nail Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_nail.h"
// Server specific.
#ifdef GAME_DLL
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "tf_projectile_nail.h"
#include "physics_saverestore.h"
#include "phys_controller.h"
#endif
#define GRENADE_NAIL_TIMER 3.0f //Seconds
//=============================================================================
//
// TF Nail Grenade tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNail, DT_TFGrenadeNail )
BEGIN_NETWORK_TABLE( CTFGrenadeNail, DT_TFGrenadeNail )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFGrenadeNail )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_nail, CTFGrenadeNail );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_nail );
//=============================================================================
//
// TF Nail Grenade functions.
//
// Server specific.
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeNail )
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponBaseGrenadeProj *CTFGrenadeNail::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
{
return CTFGrenadeNailProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
pPlayer, GetTFWpnData(), flTime );
}
#endif
//=============================================================================
//
// TF Nail Grenade Projectile functions (Server specific).
//
#ifdef GAME_DLL
BEGIN_DATADESC( CTFGrenadeNailProjectile )
DEFINE_THINKFUNC( EmitNails ),
DEFINE_EMBEDDED( m_GrenadeController ),
DEFINE_PHYSPTR( m_pMotionController ),
END_DATADESC()
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_nail.mdl"
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_nail_projectile, CTFGrenadeNailProjectile );
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_nail_projectile );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadeNailProjectile* CTFGrenadeNailProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
{
// Nail grenades are always thrown like discs
QAngle vecCustomAngles = angles;
vecCustomAngles.x = clamp( vecCustomAngles.x, -10,10 );
vecCustomAngles.z = clamp( vecCustomAngles.x, -10,10 );
Vector vecCustomAngVelocity = vec3_origin;
vecCustomAngVelocity.z = RandomFloat( -600, 600 );
CTFGrenadeNailProjectile *pGrenade = static_cast<CTFGrenadeNailProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_nail_projectile", position, vecCustomAngles, velocity, vecCustomAngVelocity, pOwner, weaponInfo, timer, iFlags ) );
return pGrenade;
}
CTFGrenadeNailProjectile::~CTFGrenadeNailProjectile()
{
if ( m_pMotionController != NULL )
{
physenv->DestroyMotionController( m_pMotionController );
m_pMotionController = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::Spawn()
{
SetModel( GRENADE_MODEL );
m_pMotionController = NULL;
UseClientSideAnimation();
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::Precache()
{
PrecacheModel( GRENADE_MODEL );
PrecacheScriptSound( "Weapon_Grenade_Nail.Launch" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::BounceSound( void )
{
EmitSound( "Weapon_Grenade_Nail.Bounce" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadeNailProjectile::Detonate()
{
if ( ShouldNotDetonate() )
{
RemoveGrenade();
return;
}
StartEmittingNails();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFGrenadeNailProjectile::OnTakeDamage( const CTakeDamageInfo &info )
{
if ( m_pMotionController != NULL )
{
// motioncontroller is animating us, dont take hits that will disorient us
return 0;
}
return BaseClass::OnTakeDamage( info );
}
void CTFGrenadeNailProjectile::StartEmittingNails( void )
{
// 0.4 seconds later, emit nails
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject )
{
m_pMotionController = physenv->CreateMotionController( &m_GrenadeController );
m_pMotionController->AttachObject( pPhysicsObject, true );
pPhysicsObject->EnableGravity( false );
pPhysicsObject->Wake();
}
QAngle ang(0,0,0);
Vector pos = GetAbsOrigin();
pos.z += 32;
m_GrenadeController.SetDesiredPosAndOrientation( pos, ang );
m_flNailAngle = 0;
m_iNumNailBurstsLeft = 40;
int animDesired = SelectWeightedSequence( ACT_RANGE_ATTACK1 );
ResetSequence( animDesired );
SetPlaybackRate( 1.0 );
Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
CPASAttenuationFilter filter( soundPosition );
EmitSound( filter, entindex(), "Weapon_Grenade_Nail.Launch" );
#ifdef GAME_DLL
SetThink( &CTFGrenadeNailProjectile::EmitNails );
SetNextThink( gpGlobals->curtime + 0.4 );
#endif
}
void CTFGrenadeNailProjectile::EmitNails( void )
{
m_iNumNailBurstsLeft--;
if ( m_iNumNailBurstsLeft < 0 )
{
BaseClass::Detonate();
return;
}
Vector forward, up;
float flAngleToAdd = random->RandomFloat( 30, 40 );
// else release some nails
for ( int i=0; i < 4 ;i++ )
{
m_flNailAngle = UTIL_AngleMod( m_flNailAngle + flAngleToAdd );
QAngle angNail( random->RandomFloat( -3, 3 ), m_flNailAngle, 0 );
// Emit a nail
CTFProjectile_Nail *pNail = CTFProjectile_Nail::Create( GetAbsOrigin(), angNail, this, GetThrower() );
if ( pNail )
{
pNail->SetDamage( 18 );
}
}
SetNextThink( gpGlobals->curtime + 0.1 );
}
IMotionEvent::simresult_e CNailGrenadeController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
{
// Try to get to m_vecDesiredPosition
// Try to orient ourselves to m_angDesiredOrientation
Vector currentPos;
QAngle currentAng;
pObject->GetPosition( &currentPos, &currentAng );
Vector vecVel;
AngularImpulse angVel;
pObject->GetVelocity( &vecVel, &angVel );
linear.Init();
angular.Init();
if ( m_bReachedPos )
{
// Lock at this height
if ( vecVel.Length() > 1.0 )
{
AngularImpulse nil( 0,0,0 );
pObject->SetVelocityInstantaneous( &vec3_origin, &nil );
// For now teleport to the proper orientation
currentAng.x = 0;
currentAng.y = 0;
currentAng.z = 0;
pObject->SetPosition( currentPos, currentAng, true );
}
}
else
{
// not at the right height yet, keep moving up
linear.z = 50 * ( m_vecDesiredPosition.z - currentPos.z );
if ( currentPos.z > m_vecDesiredPosition.z )
{
// lock into position
m_bReachedPos = true;
}
// Start rotating in the right direction
// we'll lock angles once we reach proper height to stop the oscillating
matrix3x4_t matrix;
// get the object's local to world transform
pObject->GetPositionMatrix( &matrix );
Vector m_worldGoalAxis(0,0,1);
// Get the alignment axis in object space
Vector currentLocalTargetAxis;
VectorIRotate( m_worldGoalAxis, matrix, currentLocalTargetAxis );
float invDeltaTime = (1/deltaTime);
float m_angularLimit = 10;
angular = ComputeRotSpeedToAlignAxes( m_worldGoalAxis, currentLocalTargetAxis, angVel, 1.0, invDeltaTime * invDeltaTime, m_angularLimit * invDeltaTime );
}
return SIM_GLOBAL_ACCELERATION;
}
void CNailGrenadeController::SetDesiredPosAndOrientation( Vector pos, QAngle orientation )
{
m_vecDesiredPosition = pos;
m_angDesiredOrientation = orientation;
m_bReachedPos = false;
m_bReachedOrientation = false;
}
BEGIN_SIMPLE_DATADESC( CNailGrenadeController )
END_DATADESC()
#endif