Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1402 lines
39 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Pipebomb Grenade.
//
//=============================================================================//
#include "cbase.h"
#include "tf_weaponbase.h"
#include "tf_gamerules.h"
#include "npcevent.h"
#include "engine/IEngineSound.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_weapon_pipebomblauncher.h"
#include "tf_weapon_grenadelauncher.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "IEffects.h"
#include "materialsystem/imaterialvar.h"
#include "functionproxy.h"
// Server specific.
#else
#include "tf_player.h"
#include "items.h"
#include "tf_weaponbase_grenadeproj.h"
#include "soundent.h"
#include "KeyValues.h"
#include "IEffects.h"
#include "props.h"
#include "func_respawnroom.h"
#include "tf_ammo_pack.h"
#include "takedamageinfo.h"
#include "tf_team.h"
#include "physics_collisionevent.h"
#ifdef TF_RAID_MODE
#include "player_vs_environment/boss_alpha/boss_alpha.h"
#endif // TF_RAID_MODE
#include "tf_weapon_medigun.h"
#endif
#define TF_WEAPON_PIPEBOMB_TIMER 3.0f //Seconds
#define TF_WEAPON_PIPEBOMB_GRAVITY 0.5f
#define TF_WEAPON_PIPEBOMB_FRICTION 0.8f
#define TF_WEAPON_PIPEBOMB_ELASTICITY 0.45f
#define TF_WEAPON_PIPEBOMB_TIMER_DMG_REDUCTION 0.6
extern ConVar tf_grenadelauncher_max_chargetime;
ConVar tf_grenadelauncher_chargescale( "tf_grenadelauncher_chargescale", "1.0", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
ConVar tf_grenadelauncher_livetime( "tf_grenadelauncher_livetime", "0.8", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
extern ConVar tf_sticky_radius_ramp_time;
extern ConVar tf_sticky_airdet_radius;
#ifndef CLIENT_DLL
ConVar tf_grenadelauncher_min_contact_speed( "tf_grenadelauncher_min_contact_speed", "100", FCVAR_DEVELOPMENTONLY );
extern ConVar tf_obj_gib_velocity_min;
extern ConVar tf_obj_gib_velocity_max;
extern ConVar tf_obj_gib_maxspeed;
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadePipebombProjectile, DT_TFProjectile_Pipebomb )
BEGIN_NETWORK_TABLE( CTFGrenadePipebombProjectile, DT_TFProjectile_Pipebomb )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_bTouched ) ),
RecvPropInt( RECVINFO( m_iType ) ),
RecvPropEHandle( RECVINFO( m_hLauncher ) ),
RecvPropBool( RECVINFO( m_bDefensiveBomb ) ),
#else
SendPropBool( SENDINFO( m_bTouched ) ),
SendPropInt( SENDINFO( m_iType ), 3 ),
SendPropEHandle( SENDINFO( m_hLauncher ) ),
SendPropBool( SENDINFO( m_bDefensiveBomb ) ),
#endif
END_NETWORK_TABLE()
#ifdef GAME_DLL
static string_t s_iszTrainName;
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFGrenadePipebombProjectile::CTFGrenadePipebombProjectile()
{
m_bTouched = false;
m_flChargeTime = 0.0f;
m_bDetonateOnPulse = false;
#ifdef GAME_DLL
s_iszTrainName = AllocPooledString( "models/props_vehicles/train_enginecar.mdl" );
m_flDeflectedTime = 0.0f;
m_bWallShatter = false;
m_bDefensiveBomb = false;
m_bSendPlayerDestroyedEvent = true;
m_bCanTakeDamage = true;
#else
pEffectTrail = NULL;
pEffectCrit = NULL;
m_iCachedDeflect = 0;
m_bHighlight = false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFGrenadePipebombProjectile::~CTFGrenadePipebombProjectile()
{
#ifdef CLIENT_DLL
if ( pEffectTrail )
{
ParticleProp()->StopEmission( pEffectTrail );
}
if ( pEffectCrit )
{
ParticleProp()->StopEmission( pEffectCrit );
}
if ( m_pGlowEffect )
{
delete m_pGlowEffect;
m_pGlowEffect = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::GetWeaponID( void ) const
{
if ( m_iType == TF_GL_MODE_CANNONBALL )
{
return TF_WEAPON_CANNON;
}
return ( HasStickyEffects() ? TF_WEAPON_GRENADE_PIPEBOMB : TF_WEAPON_GRENADE_DEMOMAN );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::GetDamageType( void )
{
int iDmgType = BaseClass::GetDamageType();
// If we're a pipebomb, we do distance based damage falloff for just the first few seconds of our life
if ( m_iType == TF_GL_MODE_REMOTE_DETONATE )
{
if ( gpGlobals->curtime - m_flCreationTime < 5.0 )
{
iDmgType |= DMG_USEDISTANCEMOD;
}
}
return iDmgType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrenadePipebombProjectile::ShouldMiniCritOnReflect() const
{
return GetType() == TF_GL_MODE_REGULAR;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::UpdateOnRemove( void )
{
// Tell our launcher that we were removed
CTFPipebombLauncher *pLauncher = dynamic_cast<CTFPipebombLauncher*>( m_hLauncher.Get() );
if ( pLauncher )
{
pLauncher->DeathNotice( this );
}
BaseClass::UpdateOnRemove();
}
#ifdef CLIENT_DLL
//=============================================================================
//
// TF Pipebomb Grenade Projectile functions (Client specific).
//
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CTFGrenadePipebombProjectile::GetTrailParticleName( void )
{
int iTeamNumber = GetTeamNumber();
if ( GetDeflected() && m_iType != TF_GL_MODE_REMOTE_DETONATE )
{
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner )
{
iTeamNumber = pOwner->GetTeamNumber();
}
}
if ( HasStickyEffects() )
{
if ( iTeamNumber == TF_TEAM_BLUE )
{
return "stickybombtrail_blue";
}
else
{
return "stickybombtrail_red";
}
}
else
{
if ( iTeamNumber == TF_TEAM_BLUE )
{
return "pipebombtrail_blue";
}
else
{
return "pipebombtrail_red";
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::OnDataChanged(DataUpdateType_t updateType)
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
m_flCreationTime = gpGlobals->curtime;
m_bPulsed = false;
CTFPipebombLauncher *pLauncher = dynamic_cast<CTFPipebombLauncher*>( m_hLauncher.Get() );
if ( pLauncher )
{
pLauncher->AddPipeBomb( this );
}
if ( m_bDefensiveBomb && C_BasePlayer::GetLocalPlayer() == GetThrower() )
{
if ( GetTeamNumber() == TF_TEAM_RED )
{
m_pGlowEffect = new CGlowObject( this, Vector( 150, 0, 0 ), 1.0, true );
}
else
{
m_pGlowEffect = new CGlowObject( this, Vector( 0, 0, 150 ), 1.0, true );
}
}
CreateTrailParticles();
}
else if ( m_bTouched )
{
//ParticleProp()->StopEmission();
}
if ( m_iCachedDeflect != GetDeflected() )
{
CreateTrailParticles();
}
m_iCachedDeflect = GetDeflected();
}
void CTFGrenadePipebombProjectile::CreateTrailParticles( void )
{
if ( pEffectTrail )
{
ParticleProp()->StopEmission( pEffectTrail );
}
if ( pEffectCrit )
{
ParticleProp()->StopEmission( pEffectCrit );
}
pEffectTrail = ParticleProp()->Create( GetTrailParticleName(), PATTACH_ABSORIGIN_FOLLOW );
int iTeamNumber = GetTeamNumber();
if ( GetDeflected() && m_iType != TF_GL_MODE_REMOTE_DETONATE )
{
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner )
{
iTeamNumber = pOwner->GetTeamNumber();
}
}
if ( m_bCritical )
{
switch( iTeamNumber )
{
case TF_TEAM_BLUE:
if ( HasStickyEffects() )
{
pEffectCrit = ParticleProp()->Create( "critical_grenade_blue", PATTACH_ABSORIGIN_FOLLOW );
}
else
{
pEffectCrit = ParticleProp()->Create( "critical_pipe_blue", PATTACH_ABSORIGIN_FOLLOW );
}
break;
case TF_TEAM_RED:
if ( HasStickyEffects() )
{
pEffectCrit = ParticleProp()->Create( "critical_grenade_red", PATTACH_ABSORIGIN_FOLLOW );
}
else
{
pEffectCrit = ParticleProp()->Create( "critical_pipe_red", PATTACH_ABSORIGIN_FOLLOW );
}
break;
default:
break;
}
}
}
extern ConVar tf_grenadelauncher_livetime;
void CTFGrenadePipebombProjectile::Simulate( void )
{
BaseClass::Simulate();
if ( !HasStickyEffects() )
return;
if ( m_bPulsed == false )
{
if ( (gpGlobals->curtime - m_flCreationTime) >= GetLiveTime() )
{
if ( GetTeamNumber() == TF_TEAM_RED )
{
ParticleProp()->Create( "stickybomb_pulse_red", PATTACH_ABSORIGIN_FOLLOW );
}
else
{
ParticleProp()->Create( "stickybomb_pulse_blue", PATTACH_ABSORIGIN_FOLLOW );
}
m_bPulsed = true;
if ( m_bDetonateOnPulse )
{
Detonate();
}
}
}
}
//------------------------------------------------------------------------------
// Purpose: Don't draw if we haven't yet gone past our original spawn point
// Input : flags -
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::DrawModel( int flags )
{
if ( gpGlobals->curtime < ( m_flCreationTime + 0.1 ) )
return 0;
return BaseClass::DrawModel( flags );
}
#else
//=============================================================================
//
// TF Pipebomb Grenade Projectile functions (Server specific).
//
#define TF_WEAPON_PIPEGRENADE_MODEL "models/weapons/w_models/w_grenade_grenadelauncher.mdl"
#define TF_WEAPON_CANNONBALL_MODEL "models/weapons/w_models/w_cannonball.mdl"
#define TF_WEAPON_PIPEBOMB_MODEL "models/weapons/w_models/w_stickybomb.mdl"
#define TF_WEAPON_PIPEBOMB2_MODEL "models/weapons/w_models/w_stickybomb2.mdl"
#define TF_WEAPON_PIPEBOMBD_MODEL "models/weapons/w_models/w_stickybomb_d.mdl"
#define TF_WEAPON_PIPEBOMB_BOUNCE_SOUND "Weapon_Grenade_Pipebomb.Bounce"
#define TF_WEAPON_CANNON_IMPACT_SOUND "Weapon_LooseCannon.BallImpact"
#define TF_WEAPON_GRENADE_DETONATE_TIME 2.0f
#define TF_WEAPON_GRENADE_XBOX_DAMAGE 112
BEGIN_DATADESC( CTFGrenadePipebombProjectile )
END_DATADESC()
LINK_ENTITY_TO_CLASS( tf_projectile_pipe_remote, CTFGrenadePipebombProjectile );
PRECACHE_WEAPON_REGISTER( tf_projectile_pipe_remote );
LINK_ENTITY_TO_CLASS( tf_projectile_pipe, CTFGrenadePipebombProjectile );
PRECACHE_WEAPON_REGISTER( tf_projectile_pipe );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFGrenadePipebombProjectile::GetPipebombClass( int iPipeBombType )
{
switch ( iPipeBombType )
{
case TF_GL_MODE_REGULAR:
return "tf_projectile_pipe";
case TF_GL_MODE_REMOTE_DETONATE:
case TF_GL_MODE_REMOTE_DETONATE_PRACTICE:
return "tf_projectile_pipe_remote";
default:
return "tf_projectile_pipe";
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFGrenadePipebombProjectile* CTFGrenadePipebombProjectile::Create( const Vector &position, const QAngle &angles,
const Vector &velocity, const AngularImpulse &angVelocity,
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo,
int iPipeBombType, float flMultDmg )
{
// Translate a projectile type into a pipebomb type.
int iPipeBombDetonateType;
switch ( iPipeBombType )
{
case TF_PROJECTILE_PIPEBOMB_REMOTE:
{
iPipeBombDetonateType = TF_GL_MODE_REMOTE_DETONATE;
}
break;
case TF_PROJECTILE_PIPEBOMB_PRACTICE:
{
iPipeBombDetonateType = TF_GL_MODE_REMOTE_DETONATE_PRACTICE;
}
break;
case TF_PROJECTILE_CANNONBALL:
{
iPipeBombDetonateType = TF_GL_MODE_CANNONBALL;
}
break;
default:
iPipeBombDetonateType = TF_GL_MODE_REGULAR;
}
const char* pszBombClass = GetPipebombClass( iPipeBombDetonateType );
CTFGrenadePipebombProjectile *pGrenade = static_cast<CTFGrenadePipebombProjectile*>( CBaseEntity::CreateNoSpawn( pszBombClass, position, angles, pOwner ) );
if ( pGrenade )
{
// Set the pipebomb mode before calling spawn, so the model & associated vphysics get setup properly
pGrenade->SetPipebombMode( iPipeBombDetonateType );
DispatchSpawn( pGrenade );
pGrenade->InitGrenade( velocity, angVelocity, pOwner, weaponInfo );
pGrenade->SetDamage( pGrenade->GetDamage() * flMultDmg );
pGrenade->SetFullDamage( pGrenade->GetDamage() );
if ( pGrenade->m_iType != TF_GL_MODE_REMOTE_DETONATE )
{
// Some hackery here. Reduce the damage, so that if we explode on timeout,
// we'll do less damage. If we explode on contact, we'll restore this to full damage.
pGrenade->SetDamage( pGrenade->GetDamage() * TF_WEAPON_PIPEBOMB_TIMER_DMG_REDUCTION );
}
pGrenade->ApplyLocalAngularVelocityImpulse( angVelocity );
if ( pOwner )
{
pGrenade->SetTruceValidForEnt( pOwner->IsTruceValidForEnt() );
}
}
return pGrenade;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Spawn()
{
if ( HasStickyEffects() )
{
// Set this to max, so effectively they do not self-implode.
if ( m_iType == TF_GL_MODE_REMOTE_DETONATE_PRACTICE )
{
SetModel( TF_WEAPON_PIPEBOMB2_MODEL );
}
else
{
SetModel( TF_WEAPON_PIPEBOMB_MODEL );
}
SetDetonateTimerLength( FLT_MAX );
SetContextThink( &CTFGrenadePipebombProjectile::PreArmThink, gpGlobals->curtime + 0.001f, "PRE_ARM_THINK" ); // Next frame.
SetTouch( &CTFGrenadePipebombProjectile::StickybombTouch );
}
else
{
if ( m_iType == TF_GL_MODE_CANNONBALL )
{
SetModel( TF_WEAPON_CANNONBALL_MODEL );
}
else
{
SetModel( TF_WEAPON_PIPEGRENADE_MODEL );
}
SetDetonateTimerLength( TF_WEAPON_GRENADE_DETONATE_TIME );
SetTouch( &CTFGrenadePipebombProjectile::PipebombTouch );
}
SetCustomPipebombModel();
BaseClass::Spawn();
m_bTouched = false;
m_flCreationTime = gpGlobals->curtime;
// We want to get touch functions called so we can damage enemy players
AddSolidFlags( FSOLID_TRIGGER );
m_flMinSleepTime = 0;
AddFlag( FL_GRENADE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Precache()
{
int iModel = PrecacheModel( TF_WEAPON_PIPEBOMB_MODEL );
PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_PIPEBOMB2_MODEL );
PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_PIPEBOMBD_MODEL );
PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_PIPEGRENADE_MODEL );
PrecacheGibsForModel( iModel );
iModel = PrecacheModel( TF_WEAPON_CANNONBALL_MODEL );
PrecacheGibsForModel( iModel );
// Must add All custom Models here
iModel = PrecacheModel( "models/workshop/weapons/c_models/c_kingmaker_sticky/w_kingmaker_stickybomb.mdl" );
iModel = PrecacheModel( "models/workshop/weapons/c_models/c_quadball/w_quadball_grenade.mdl" );
PrecacheParticleSystem( "stickybombtrail_blue" );
PrecacheParticleSystem( "stickybombtrail_red" );
PrecacheScriptSound( TF_WEAPON_PIPEBOMB_BOUNCE_SOUND );
PrecacheScriptSound( TF_WEAPON_CANNON_IMPACT_SOUND );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::SetPipebombMode( int iPipebombMode /* = TF_GL_MODE_REGULAR */ )
{
m_iType.Set( iPipebombMode );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::BounceSound( void )
{
EmitSound( TF_WEAPON_PIPEBOMB_BOUNCE_SOUND );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Detonate()
{
if ( gpGlobals->curtime > m_flDetonateTime )
{
if ( GetLauncher() )
{
float flFizzle = 0;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(), flFizzle, stickybomb_fizzle_time );
if ( flFizzle )
{
Fizzle();
}
}
}
if ( m_bFizzle )
{
g_pEffects->Sparks( GetAbsOrigin(), 1, 2 );
Destroy( false );
if ( HasStickyEffects() )
{
CreatePipebombGibs();
}
return;
}
BaseClass::Detonate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFGrenadePipebombProjectile::DetonateStickies()
{
if ( !GetLauncher() )
return false;
bool bDetonateSticky = false;
Vector vecOrigin = GetAbsOrigin();
const int maxEntities = 64;
CBaseEntity *pObjects[ maxEntities ];
int count = UTIL_EntitiesInSphere( pObjects, maxEntities, vecOrigin, GetDamageRadius(), FL_GRENADE );
int iStickiesRemoved = 0;
trace_t tr;
for ( int i = 0; i < count; i++ )
{
if ( pObjects[i]->GetTeamNumber() == GetLauncher()->GetTeamNumber() )
continue;
CTFGrenadePipebombProjectile *pGrenade = dynamic_cast < CTFGrenadePipebombProjectile*> ( pObjects[i] );
if ( !pGrenade )
continue;
if ( pGrenade->m_iType != TF_GL_MODE_REMOTE_DETONATE )
continue;
if ( pGrenade->m_bFizzle )
continue;
UTIL_TraceLine( vecOrigin, pGrenade->GetAbsOrigin(), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 )
continue; // No line of sight to the bomb.
pGrenade->Fizzle();
pGrenade->Detonate();
iStickiesRemoved++;
bDetonateSticky = true;
}
CTFPlayer *pOwner = ToTFPlayer( GetThrower() );
if ( iStickiesRemoved && pOwner )
{
pOwner->AwardAchievement( ACHIEVEMENT_TF_DEMOMAN_DESTROY_X_STICKYBOMBS, iStickiesRemoved );
}
return bDetonateSticky;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::CreatePipebombGibs( void )
{
CPVSFilter filter( GetAbsOrigin() );
UserMessageBegin( filter, "CheapBreakModel" );
WRITE_SHORT( GetModelIndex() );
WRITE_VEC3COORD( GetAbsOrigin() );
MessageEnd();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Fizzle( void )
{
m_bFizzle = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::StickybombTouch( CBaseEntity *pOther )
{
#ifdef GAME_DLL
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() )
{
if ( dynamic_cast< CBossAlpha * >( pOther ) != NULL )
{
// stickies stick to the boss
m_bTouched = true;
VPhysicsGetObject()->EnableMotion( false );
SetParent( pOther );
}
}
#endif
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::PipebombTouch( CBaseEntity *pOther )
{
if ( pOther == GetThrower() )
return;
// Verify a correct "other."
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
return;
// Handle hitting skybox (disappear).
trace_t pTrace;
Vector velDir = GetAbsVelocity();
VectorNormalize( velDir );
Vector vOrigin = GetAbsOrigin();
Vector vecSpot = vOrigin - velDir * 32;
UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
// PASSTIME always explode when it hits the ball
// fixme find a non-strcmp way to do this
if ( !V_strcmp( pOther->GetClassname(), "passtime_ball" ) )
{
Explode( &pTrace, GetDamageType() );
return;
}
//If we already touched a surface then we're not exploding on contact anymore.
if ( m_bTouched == true )
return;
bool bExploded = false;
// Blow up if we hit an enemy we can damage
if ( pOther->GetTeamNumber() && pOther->GetTeamNumber() != GetTeamNumber() && pOther->m_takedamage != DAMAGE_NO )
{
// Check to see if this is a respawn room.
if ( !pOther->IsPlayer() )
{
CFuncRespawnRoom *pRespawnRoom = dynamic_cast<CFuncRespawnRoom*>( pOther );
if ( pRespawnRoom )
{
if ( !pRespawnRoom->PointIsWithin( vOrigin ) )
return;
}
}
if ( m_iType == TF_GL_MODE_CANNONBALL )
{
// Damage the player to push them back
CBaseEntity *pAttacker = GetThrower();
if ( pAttacker && ( pOther->IsPlayer() || pOther->IsBaseObject() ) )
{
// check if we already penetrate through this victim
if ( !m_penetratedEntities.HasElement( pOther ) )
{
// Impact damage scales with distance
float flDistanceSq = (pOther->GetAbsOrigin() - pAttacker->GetAbsOrigin()).LengthSqr();
float flImpactDamage = RemapValClamped( flDistanceSq, 512 * 512, 1024 * 1024, 50, 25 );
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vOrigin, flImpactDamage, GetDamageType(), TF_DMG_CUSTOM_CANNONBALL_PUSH );
pOther->TakeDamage( info );
CTFPlayer *pVictim = ToTFPlayer( pOther );
if ( pVictim )
{
// apply airblast - Apply stun if they are effectively grounded so we can knock them up
if ( !pVictim->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) )
{
pVictim->m_Shared.StunPlayer( 0.5, 1.f, TF_STUN_MOVEMENT, ToTFPlayer( pAttacker ) );
}
Vector vecToTarget = pVictim->WorldSpaceCenter() - pAttacker->WorldSpaceCenter();
VectorNormalize( vecToTarget );
vecToTarget *= 400;
vecToTarget.z += 350; // Mimic Flamethrower AirBlast
pVictim->ApplyAirBlastImpulse( vecToTarget );
}
m_penetratedEntities.AddToTail( pOther );
EmitSound( TF_WEAPON_CANNON_IMPACT_SOUND );
// Add this guy to our donk list. If this grenade explodes and hits anyone on our launcher's
// donk list, they get minicrit
CTFGrenadeLauncher* pLauncher = dynamic_cast<CTFGrenadeLauncher*>( GetLauncher() );
if( pLauncher )
{
pLauncher->AddDonkVictim( pOther );
}
}
return;
}
}
// Save this entity as enemy, they will take 100% damage.
m_hEnemy = pOther;
// Restore damage. See comment in CTFGrenadePipebombProjectile::Create() above to understand this.
m_flDamage = m_flFullDamage;
Explode( &pTrace, GetDamageType() );
bExploded = true;
}
// Train hack!
if ( !bExploded && pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) )
{
Explode( &pTrace, GetDamageType() );
bExploded = true;
}
// Explode on contact with a Boss, too
if ( !bExploded && TFGameRules()->GetActiveBoss() && pOther == TFGameRules()->GetActiveBoss() )
{
Explode( &pTrace, GetDamageType() );
bExploded = true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
extern bool PropDynamic_CollidesWithGrenades( CBaseEntity* pBaseEntity );
void CTFGrenadePipebombProjectile::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
BaseClass::VPhysicsCollision( index, pEvent );
int otherIndex = !index;
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( !pHitEntity )
return;
if ( m_bWallShatter )
{
Fizzle();
Detonate();
return;
}
if ( m_iType == TF_GL_MODE_REGULAR || m_iType == TF_GL_MODE_CANNONBALL )
{
if ( PropDynamic_CollidesWithGrenades( pHitEntity) )
{
if ( m_bTouched == false )
{
SetThink( &CTFGrenadePipebombProjectile::Detonate );
SetNextThink( gpGlobals->curtime );
}
}
// Blow up if we hit an enemy we can damage
else if ( pHitEntity->GetTeamNumber() && pHitEntity->GetTeamNumber() != GetTeamNumber() && pHitEntity->m_takedamage != DAMAGE_NO )
{
SetThink( &CTFGrenadePipebombProjectile::Detonate );
SetNextThink( gpGlobals->curtime );
}
if ( m_bTouched == false )
{
SetDamage( GetDamageScaleOnWorldContact() * GetDamage() );
int iNoBounce = 0;
if ( GetLauncher() )
{
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetLauncher(), iNoBounce, grenade_no_bounce )
if ( iNoBounce )
{
Vector velocity;
AngularImpulse angularVelocity;
VPhysicsGetObject()->GetVelocity( &velocity, &angularVelocity );
velocity *= 0.1f;
VPhysicsGetObject()->SetVelocity( &velocity, &angularVelocity );
}
}
}
m_bTouched = true;
return;
}
// Handle hitting skybox (disappear).
surfacedata_t *pprops = physprops->GetSurfaceData( pEvent->surfaceProps[otherIndex] );
if ( pprops->game.material == 'X' )
{
// uncomment to destroy grenade upon hitting sky brush
//SetThink( &CTFGrenadePipebombProjectile::SUB_Remove );
//SetNextThink( gpGlobals->curtime );
return;
}
bool bIsDynamicProp = ( NULL != dynamic_cast<CDynamicProp *>( pHitEntity ) );
// Temp: Don't stick to the saw blades in sawmill.
// We should make the saws their own entity type for networking.
if ( FStrEq( pHitEntity->m_iParent.ToCStr(), "sawmovelinear01" ) ||
FStrEq( pHitEntity->m_iParent.ToCStr(), "sawmovelinear02" ) ||
PropDynamic_CollidesWithGrenades( pHitEntity) )
{
bIsDynamicProp = false;
}
// Pipebombs stick to the world when they touch it
if ( pHitEntity && ( pHitEntity->IsWorld() || bIsDynamicProp ) && gpGlobals->curtime > m_flMinSleepTime )
{
m_bTouched = true;
g_PostSimulationQueue.QueueCall( VPhysicsGetObject(), &IPhysicsObject::EnableMotion, false );
// Save impact data for explosions.
m_bUseImpactNormal = true;
pEvent->pInternalData->GetSurfaceNormal( m_vecImpactNormal );
m_vecImpactNormal.Negate();
m_flTouchedTime = gpGlobals->curtime;
float flFizzle = 0;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(), flFizzle, stickybomb_fizzle_time );
if ( flFizzle > 0 )
{
SetDetonateTimerLength( flFizzle );
}
}
}
ConVar tf_grenade_forcefrom_bullet( "tf_grenade_forcefrom_bullet", "2.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_grenade_forcefrom_buckshot( "tf_grenade_forcefrom_buckshot", "0.75", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_grenade_forcefrom_blast( "tf_grenade_forcefrom_blast", "0.15", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_grenade_force_sleeptime( "tf_grenade_force_sleeptime", "1.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); // How long after being shot will we re-stick to the world.
ConVar tf_pipebomb_force_to_move( "tf_pipebomb_force_to_move", "1500.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_pipebomb_deflect_reset_time( "tf_pipebomb_deflect_reset_time", "10.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose: If we are shot after being stuck to the world, move a bit
//-----------------------------------------------------------------------------
int CTFGrenadePipebombProjectile::OnTakeDamage( const CTakeDamageInfo &info )
{
if ( !info.GetAttacker() )
{
Assert( !info.GetAttacker() );
return 0;
}
bool bSameTeam = ( info.GetAttacker()->GetTeamNumber() == GetTeamNumber() );
if ( !bSameTeam && CanTakeDamage() )
{
if ( m_bTouched && HasStickyEffects() && ( info.GetDamageType() & (DMG_BULLET|DMG_BUCKSHOT|DMG_BLAST|DMG_SONIC|DMG_MELEE) ) )
{
Vector vecForce = info.GetDamageForce();
bool bBreakPipes = false;
if ( info.GetDamageType() & (DMG_BULLET|DMG_MELEE) )
{
vecForce *= tf_grenade_forcefrom_bullet.GetFloat();
bBreakPipes = true;
}
if ( info.GetDamageType() & DMG_SONIC )
{
vecForce *= tf_grenade_forcefrom_bullet.GetFloat();
}
else if ( info.GetDamageType() & DMG_BUCKSHOT )
{
vecForce *= tf_grenade_forcefrom_buckshot.GetFloat();
bBreakPipes = true;
}
else if ( info.GetDamageType() & DMG_BLAST )
{
vecForce *= tf_grenade_forcefrom_blast.GetFloat();
}
if ( bBreakPipes == true )
{
// we might get multiple calls for the same pipe when shooting it with a shotgun,
// so make sure it only sends the player_destroyed_pipebomb event once
if ( m_bSendPlayerDestroyedEvent )
{
if ( info.GetAttacker()->IsPlayer() )
{
CTFPlayer *pPlayer = ToTFPlayer( info.GetAttacker() );
if ( pPlayer )
{
IGameEvent * event = gameeventmanager->CreateEvent( "player_destroyed_pipebomb" );
if ( event )
{
event->SetInt( "userid", pPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
if ( pPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
// If we are near a building, award achievement progress.
CTFTeam *pTeam = pPlayer->GetTFTeam();
if ( pTeam )
{
for ( int i=0; i<pTeam->GetNumObjects(); i++ )
{
CBaseObject *pObject = pTeam->GetObject(i);
if ( pObject && pObject->GetAbsOrigin().DistTo( GetAbsOrigin() ) < 100 &&
pObject->ObjectType() != OBJ_ATTACHMENT_SAPPER )
{
pPlayer->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_DESTROY_STICKIES, 1 );
break; // Only one award per sticky.
}
}
}
}
}
m_bSendPlayerDestroyedEvent = false;
}
}
Fizzle();
Detonate();
}
// If the force is sufficient, detach & move the pipebomb
float flForce = tf_pipebomb_force_to_move.GetFloat();
if ( vecForce.LengthSqr() > (flForce*flForce) )
{
if ( VPhysicsGetObject() )
{
VPhysicsGetObject()->EnableMotion( true );
}
CTakeDamageInfo newInfo = info;
newInfo.SetDamageForce( vecForce );
VPhysicsTakeDamage( newInfo );
// The pipebomb will re-stick to the ground after this time expires
m_flMinSleepTime = gpGlobals->curtime + tf_grenade_force_sleeptime.GetFloat();
m_bTouched = false;
// It has moved the data is no longer valid.
m_bUseImpactNormal = false;
m_vecImpactNormal.Init();
return 1;
}
}
}
return 0;
}
void CTFGrenadePipebombProjectile::IncrementDeflected( void )
{
BaseClass::IncrementDeflected();
if ( GetDeflected() && HasStickyEffects() )
{
m_flDeflectedTime = gpGlobals->curtime + tf_pipebomb_deflect_reset_time.GetFloat();
}
int iTeamNumber = GetTeamNumber();
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner )
{
iTeamNumber = pOwner->GetTeamNumber();
}
if ( !HasStickyEffects() )
{
m_nSkin = ( iTeamNumber == TF_TEAM_BLUE ) ? 1 : 0;
}
}
void CTFGrenadePipebombProjectile::DetonateThink( void )
{
BaseClass::DetonateThink();
if ( m_flDeflectedTime <= gpGlobals->curtime && HasStickyEffects() )
{
ResetDeflected();
SetDeflectOwner( NULL );
}
// If we received our crit via a medic, make sure they still exist.
if ( m_CritMedics.Count() )
{
if ( TFGameRules() && ( TFGameRules()->InSetup() || TFGameRules()->State_Get() == GR_STATE_BETWEEN_RNDS ) )
{
bool bRemove = true;
FOR_EACH_VEC( m_CritMedics, i )
{
if ( m_CritMedics[i] && m_CritMedics[i]->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC )
{
bRemove = false;
break;
}
}
// No medic(s)
if ( bRemove )
{
Fizzle();
Detonate();
return;
}
}
else
{
// Clear the vector when the game starts
m_CritMedics.RemoveAll();
}
}
}
void CTFGrenadePipebombProjectile::PreArmThink( void )
{
SetContextThink( &CTFGrenadePipebombProjectile::ArmThink, gpGlobals->curtime + GetLiveTime(), "ARM_THINK" );
}
void CTFGrenadePipebombProjectile::ArmThink( void )
{
// When between waves in MvM, players sometimes switch to medic just so demos can place crit stickies,
// and then switch back. This code removes the sticky if the medic switches ( in DetonateThink() )
if ( IsCritical() && HasStickyEffects() && TFGameRules() && ( TFGameRules()->InSetup() || TFGameRules()->State_Get() == GR_STATE_BETWEEN_RNDS ) )
{
CTFPlayer *pOwner = ToTFPlayer( GetThrower() );
if ( pOwner && pOwner->m_Shared.InCond( TF_COND_CRITBOOSTED ) && !pOwner->m_Shared.InCond( TF_COND_CRITBOOSTED_USER_BUFF ) )
{
// Find the medic(s)
for ( int i = 0; i < pOwner->m_Shared.GetNumHealers(); i++ )
{
CTFPlayer *pMedic = ToTFPlayer( pOwner->m_Shared.GetHealerByIndex( i ) );
if ( !pMedic )
continue;
CWeaponMedigun *pMedigun = dynamic_cast <CWeaponMedigun*>( pMedic->GetActiveTFWeapon() );
if ( pMedigun && pMedigun->IsReleasingCharge() && pMedigun->GetChargeType() == MEDIGUN_CHARGE_CRITICALBOOST )
{
m_CritMedics.AddToTail( pMedic );
}
}
// We didn't find the medic. What provided TF_COND_CRITBOOSTED?
Assert( m_CritMedics.Count() );
}
}
if ( m_bDetonateOnPulse )
{
Detonate();
}
}
#endif
//------------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFGrenadePipebombProjectile::GetLiveTime( void )
{
float flLiveTime = tf_grenadelauncher_livetime.GetFloat();
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(), flLiveTime, sticky_arm_time );
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
{
CTFPlayer *pOwner = ToTFPlayer( GetThrower() );
if ( pOwner )
{
if ( pOwner->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
{
flLiveTime *= 0.5f;
}
else if ( pOwner->m_Shared.GetCarryingRuneType() == RUNE_KING || pOwner->m_Shared.InCond( TF_COND_KING_BUFFED ) )
{
flLiveTime *= 0.75f;
}
}
}
return flLiveTime;
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: Grenade was deflected.
//-----------------------------------------------------------------------------
void CTFGrenadePipebombProjectile::Deflected( CBaseEntity *pDeflectedBy, Vector& vecDir )
{
CTFPlayer *pTFDeflector = ToTFPlayer( pDeflectedBy );
if ( !pTFDeflector )
return;
CTFPlayer* pOldOwner = NULL;
if ( HasStickyEffects() )
{
CTakeDamageInfo info;
float flForceMultiplier = 1.0f;
ITFChargeUpWeapon *pWeapon = dynamic_cast<ITFChargeUpWeapon*>( pTFDeflector->GetActiveWeapon() );
if ( pWeapon )
{
flForceMultiplier = RemapValClamped( ( gpGlobals->curtime - pWeapon->GetChargeBeginTime() ),
0.0f,
pWeapon->GetChargeMaxTime(),
1.0f,
2.0f );
}
Vector vecForce = vecDir * flForceMultiplier * -CTFWeaponBase::DeflectionForce( WorldAlignSize(), 90, 12.0f );
pOldOwner = ToTFPlayer( GetThrower() );
info.SetAttacker( pDeflectedBy );
info.SetDamageForce( vecForce );
info.SetDamageType( DMG_SONIC );
info.SetWeapon( pTFDeflector->GetActiveTFWeapon() );
OnTakeDamage( info );
}
else
{
ChangeTeam( pTFDeflector->GetTeamNumber() );
SetLauncher( pTFDeflector->GetActiveWeapon() );
pOldOwner = ToTFPlayer( GetThrower() );
SetThrower( pTFDeflector );
if ( pTFDeflector->m_Shared.IsCritBoosted() )
{
SetCritical( true );
}
}
if ( pOldOwner )
{
pOldOwner->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:1,victim:1" );
}
CTFWeaponBase::SendObjectDeflectedEvent( pTFDeflector, pOldOwner, GetWeaponID(), this );
SetDeflectOwner( pTFDeflector );
IncrementDeflected();
}
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Highlight FX
//-----------------------------------------------------------------------------
class CProxyStickybombGlowColor : public CResultProxy
{
public:
void OnBind( void *pC_BaseEntity )
{
Assert( m_pResult );
if ( !pC_BaseEntity )
{
m_pResult->SetVecValue( 1, 1, 1 );
return;
}
CTFGrenadePipebombProjectile *pGrenade = NULL;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
if ( !pEntity )
{
m_pResult->SetVecValue( 1, 1, 1 );
return;
}
// default to [1 1 1]
Vector vResult = Vector( 1, 1, 1 );
pGrenade = dynamic_cast<CTFGrenadePipebombProjectile*>( pEntity );
if ( pGrenade )
{
if ( pGrenade->IsHighlighted() )
{
int iTeamNumber = pGrenade->GetTeamNumber();
if ( iTeamNumber == TF_TEAM_RED )
{
vResult = Vector ( 100.f, 0.f, 0.f );
if ( pGrenade->m_pGlowEffect )
{
pGrenade->m_pGlowEffect->SetColor( Vector( 250, 0, 0 ) );
}
}
else
{
vResult = Vector ( 0.f, 0.f, 100.f );
if ( pGrenade->m_pGlowEffect )
{
pGrenade->m_pGlowEffect->SetColor( Vector( 0, 0, 250 ) );
}
}
}
else
{
int iTeamNumber = pGrenade->GetTeamNumber();
if ( iTeamNumber == TF_TEAM_RED )
{
if ( pGrenade->m_pGlowEffect )
{
pGrenade->m_pGlowEffect->SetColor( Vector( 200, 100, 100 ) );
}
}
else
{
if ( pGrenade->m_pGlowEffect )
{
pGrenade->m_pGlowEffect->SetColor( Vector( 100, 100, 200 ) );
}
}
}
}
m_pResult->SetVecValue( vResult.x, vResult.y, vResult.z );
}
};
EXPOSE_INTERFACE( CProxyStickybombGlowColor, IMaterialProxy, "StickybombGlowColor" IMATERIAL_PROXY_INTERFACE_VERSION );
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#if GAME_DLL
int CTFGrenadePipebombProjectile::GetDamageCustom()
{
if ( m_iType == TF_GL_MODE_REMOTE_DETONATE )
{
if ( !m_bTouched )
{
return TF_DMG_CUSTOM_AIR_STICKY_BURST;
}
else if ( m_bDefensiveBomb )
{
return TF_DMG_CUSTOM_DEFENSIVE_STICKY;
}
else
{
return TF_DMG_CUSTOM_STANDARD_STICKY;
}
}
else if ( m_iType == TF_GL_MODE_REMOTE_DETONATE_PRACTICE )
{
return TF_DMG_CUSTOM_PRACTICE_STICKY;
}
return BaseClass::GetDamageCustom();
}
float CTFGrenadePipebombProjectile::GetDamageScaleOnWorldContact()
{
float flGrenadeDamageScaleOnWorldContact = 1.f;
if ( GetLauncher() )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetLauncher(),flGrenadeDamageScaleOnWorldContact, grenade_damage_reduction_on_world_contact );
}
return flGrenadeDamageScaleOnWorldContact;
}
#endif
//-----------------------------------------------------------------------------
float CTFGrenadePipebombProjectile::GetDamageRadius()
{
float flRadiusMod = 1.0f;
#ifdef GAME_DLL
// winbomb prevention.
// Air Det
if ( m_iType == TF_GL_MODE_REMOTE_DETONATE )
{
if ( m_bTouched == false )
{
float flArmTime = tf_grenadelauncher_livetime.GetFloat();
flRadiusMod *= RemapValClamped( gpGlobals->curtime - m_flCreationTime, flArmTime, flArmTime + tf_sticky_radius_ramp_time.GetFloat(), tf_sticky_airdet_radius.GetFloat(), 1.0 );
}
}
#endif // GAME_DLL
return BaseClass::GetDamageRadius() * flRadiusMod;
}