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1107 lines
32 KiB
1107 lines
32 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_weapon_passtime_gun.h"
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#include "passtime_convars.h"
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#include "in_buttons.h"
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#include "tf_gamerules.h"
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#ifdef GAME_DLL
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#include "tf_passtime_ball.h"
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#include "tf_passtime_logic.h"
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#include "tf_player.h"
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#include "tf_playerclass.h"
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#include "tf_team.h"
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#include "tf_gamestats.h"
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#else // !GAME_DLL
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#include "c_tf_passtime_logic.h"
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#include "c_tf_passtime_ball.h"
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#include "tf_hud_passtime_reticle.h"
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#include "tf_viewmodel.h"
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#include "c_tf_player.h"
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#include "prediction.h"
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#endif
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_NETWORKCLASS_ALIASED( PasstimeGun, DT_PasstimeGun )
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//-----------------------------------------------------------------------------
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BEGIN_NETWORK_TABLE( CPasstimeGun, DT_PasstimeGun )
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#ifdef GAME_DLL
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SendPropInt( SENDINFO( m_eThrowState ) ),
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SendPropFloat( SENDINFO( m_fChargeBeginTime ) )
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#else
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RecvPropInt( RECVINFO( m_eThrowState ) ),
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RecvPropFloat( RECVINFO( m_fChargeBeginTime ) )
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#endif
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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BEGIN_PREDICTION_DATA( CPasstimeGun )
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END_PREDICTION_DATA() // this has to be here because the client's precache code uses it to get the classname of this entity...
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//-----------------------------------------------------------------------------
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LINK_ENTITY_TO_CLASS( tf_weapon_passtime_gun, CPasstimeGun );
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PRECACHE_WEAPON_REGISTER( tf_weapon_passtime_gun );
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//-----------------------------------------------------------------------------
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namespace
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{
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static char const * const kChargeSound = "Passtime.GunCharge";
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static char const * const kTargetHightlightSound = "Passtime.TargetLock";
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static char const * const kShootOkSound = "Passtime.Throw";
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static char const * const kPassOkSound = "Passtime.Throw";
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static char const * const kHalloweenBallModel = "models/passtime/ball/passtime_ball_halloween.mdl";
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}
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//-----------------------------------------------------------------------------
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CPasstimeGun::CPasstimeGun()
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: m_flTargetResetTime( 0 )
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, m_attack( IN_ATTACK )
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, m_attack2( IN_ATTACK2 )
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{
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m_eThrowState = THROWSTATE_DISABLED;
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#ifdef CLIENT_DLL
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m_pBounceReticle = 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::Spawn()
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{
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m_iClip1 = -1;
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m_flTargetResetTime = 0;
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BaseClass::Spawn();
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#ifdef CLIENT_DLL
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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if( !m_pBounceReticle )
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m_pBounceReticle = new C_PasstimeBounceReticle();
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#endif
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}
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//-----------------------------------------------------------------------------
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CPasstimeGun::~CPasstimeGun()
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{
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#ifdef CLIENT_DLL
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delete m_pBounceReticle;
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#endif
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::Equip( CBaseCombatCharacter *pOwner )
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{
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// NOTE: This is not called on the client.
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// IsMarkedForDeletion can happen if the gun deletes itself in Spawn
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if ( IsMarkedForDeletion() )
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{
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return;
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}
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BaseClass::Equip( pOwner );
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::Precache()
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{
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PrecacheScriptSound( kTargetHightlightSound );
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PrecacheScriptSound( kShootOkSound );
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PrecacheScriptSound( kPassOkSound );
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PrecacheScriptSound( kChargeSound );
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m_iAttachmentIndex = PrecacheModel( tf_passtime_ball_model.GetString() );
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if ( TFGameRules() && TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
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{
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m_iHalloweenAttachmentIndex = PrecacheModel( kHalloweenBallModel );
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}
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else
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{
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m_iHalloweenAttachmentIndex = -1;
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}
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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bool CPasstimeGun::CanHolster() const
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{
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return !GetTFPlayerOwner()->m_Shared.HasPasstimeBall();
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}
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//-----------------------------------------------------------------------------
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bool CPasstimeGun::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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// WeaponReset will always be called too
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::WeaponReset()
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{
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// this can happen when the weapon is holstered or not
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BaseClass::WeaponReset();
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if ( (m_eThrowState != THROWSTATE_DISABLED) && (m_eThrowState != THROWSTATE_IDLE) )
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{
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m_eThrowState = THROWSTATE_CANCELLED;
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m_attack2.LatchUp();
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m_attack.LatchUp();
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}
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#ifdef CLIENT_DLL
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if ( m_pBounceReticle )
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m_pBounceReticle->Hide();
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#endif
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CTFPlayer* pOwner = GetTFPlayerOwner();
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if ( pOwner )
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pOwner->m_Shared.SetPasstimePassTarget( 0 );
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}
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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void CPasstimeGun::UpdateAttachmentModels()
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{
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BaseClass::UpdateAttachmentModels();
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auto *pTFPlayer = GetTFPlayerOwner();
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if ( !pTFPlayer )
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return;
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if ( !pTFPlayer->IsLocalPlayer() )
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return;
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if ( !pTFPlayer->GetViewModel() )
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return;
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auto *pViewmodelBall = GetViewmodelAttachment();
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if ( !pViewmodelBall )
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return;
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auto iActiveIndex = pViewmodelBall->GetModelIndex();
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if ( m_iHalloweenAttachmentIndex != -1 )
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{
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if ( iActiveIndex != m_iHalloweenAttachmentIndex )
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{
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pViewmodelBall->SetModelIndex( m_iHalloweenAttachmentIndex );
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m_bAttachmentDirty = true;
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}
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}
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else if ( iActiveIndex != m_iAttachmentIndex )
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{
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pViewmodelBall->SetModelIndex( m_iAttachmentIndex );
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m_bAttachmentDirty = true;
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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bool CPasstimeGun::CanCharge() // const
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{
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return tf_passtime_experiment_instapass.GetBool()
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&& tf_passtime_experiment_instapass_charge.GetBool();
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}
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//-----------------------------------------------------------------------------
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float CPasstimeGun::GetChargeBeginTime()
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{
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return m_fChargeBeginTime;
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}
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//-----------------------------------------------------------------------------
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float CPasstimeGun::GetChargeMaxTime()
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{
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return (tf_passtime_experiment_instapass.GetBool() && tf_passtime_experiment_instapass_charge.GetBool())
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? 3.0f
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: 0.0f;
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}
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//-----------------------------------------------------------------------------
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float CPasstimeGun::GetCurrentCharge()
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{
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if ( (m_eThrowState == THROWSTATE_CHARGING) || (m_eThrowState == THROWSTATE_CHARGED) )
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return clamp((gpGlobals->curtime - GetChargeBeginTime()) / GetChargeMaxTime(), 0.0f, 1.0f);
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return 0;
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::UpdateOnRemove()
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{
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#ifdef CLIENT_DLL
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delete m_pBounceReticle;
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m_pBounceReticle = 0;
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#endif
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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bool CPasstimeGun::VisibleInWeaponSelection()
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{
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return false;
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}
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static acttable_t s_acttablePasstime[] =
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{
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{ ACT_MP_STAND_IDLE, ACT_MP_STAND_PASSTIME, false },
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{ ACT_MP_RUN, ACT_MP_RUN_PASSTIME, false },
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{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_PASSTIME, false },
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// the previous are the only actual unique ones
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// following is a copy from tf_weaponbase.cpp
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//acttable_t s_acttableMeleeAllclass[] =
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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_MP_AIRWALK_MELEE_ALLCLASS, 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_MP_ATTACK_STAND_MELEE_ALLCLASS, false },
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{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS, false },
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{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false },
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{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, 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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//-----------------------------------------------------------------------------
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acttable_t* CPasstimeGun::ActivityList(int &iActivityCount)
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{
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iActivityCount = ARRAYSIZE(s_acttablePasstime);
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return GetTFPlayerOwner()
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? s_acttablePasstime
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: BaseClass::ActivityList(iActivityCount);
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::AttackInputState::Update( int held, int pressed, int released )
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{
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if ( eButtonState == BUTTONSTATE_DISABLED )
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{
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return;
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}
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// this exists so i don't have to do lots of confusing "if button pressed and my
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// charge timer is < curtime and some other bullshit then do this thing unless some
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// other variable says do something else".
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// note: can go directly from RELEASED to PRESSED without visiting UP along the way
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const bool bPressed = (pressed & iButton) == iButton;
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const bool bReleased = (released & iButton) == iButton;
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const bool bHeld = (held & iButton) == iButton;
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// if it's latched up, just keep reporting UP until the player releases the button
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if ( bLatchedUp )
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{
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if ( !bReleased )
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{
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eButtonState = BUTTONSTATE_UP;
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return;
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}
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else
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{
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bLatchedUp = false;
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}
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}
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if ( bPressed )
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{
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eButtonState = BUTTONSTATE_PRESSED;
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}
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else if ( bReleased )
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{
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eButtonState = BUTTONSTATE_RELEASED;
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}
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else if ( bHeld )
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{
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eButtonState = BUTTONSTATE_DOWN;
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}
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else
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{
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eButtonState = BUTTONSTATE_UP;
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}
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::AttackInputState::LatchUp()
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{
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// can't use input->ClearButton here because we need this to apply on the server
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bLatchedUp = true;
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if ( eButtonState != BUTTONSTATE_UP )
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eButtonState = BUTTONSTATE_RELEASED;
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::AttackInputState::UnlatchUp()
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{
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bLatchedUp = false;
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}
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//-----------------------------------------------------------------------------
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bool CPasstimeGun::SendWeaponAnim( int actBase )
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{
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switch ( actBase )
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{
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case ACT_VM_IDLE:
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actBase = ACT_BALL_VM_IDLE;
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break;
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}
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return BaseClass::SendWeaponAnim( actBase );
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}
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//-----------------------------------------------------------------------------
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void CPasstimeGun::ItemPostFrame()
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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{
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return;
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}
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bool bCanAttack2Cancel = !tf_passtime_experiment_autopass.GetBool();
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#ifdef GAME_DLL
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//
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// Update pass target
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//
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if ( pOwner->m_Shared.HasPasstimeBall() )
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{
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VMatrix mWorldToView( SetupMatrixIdentity() );
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Vector vecEyePos;
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{
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Vector vecEyeDir;
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pOwner->EyePositionAndVectors( &vecEyePos, &vecEyeDir, 0, 0 );
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const QAngle &angEye = pOwner->EyeAngles();
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const VMatrix mTemp( SetupMatrixOrgAngles( vecEyePos, angEye ) );
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MatrixInverseTR( mTemp, mWorldToView );
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}
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//
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// If the current target is behind me, forget it immediately
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//
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auto *pCurrentTarget = ToTFPlayer( pOwner->m_Shared.GetPasstimePassTarget() );
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if ( pCurrentTarget )
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{
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Vector vLocalCurrentTarget( 0, 0, 0 ); // current target in local space
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Vector3DMultiplyPosition( mWorldToView, pCurrentTarget->WorldSpaceCenter(), vLocalCurrentTarget );
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if ( vLocalCurrentTarget.x < 0 ) // behind me
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{
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// clear the target
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pOwner->m_Shared.SetPasstimePassTarget( 0 );
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m_flTargetResetTime = 0;
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}
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}
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//
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// Look for a pass target
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//
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auto bAutoPassing = tf_passtime_experiment_autopass.GetBool() && m_attack2.Is( EButtonState::BUTTONSTATE_DOWN );
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auto flBestTargetDist = bAutoPassing ? FLT_MAX : 0.1f;
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CTFPlayer *pNewTarget = nullptr;
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auto flMaxPassDistSqr = g_pPasstimeLogic->GetMaxPassRange();
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flMaxPassDistSqr *= flMaxPassDistSqr;
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if ( !bCanAttack2Cancel || !m_attack2.Is( BUTTONSTATE_DOWN ) ) // right click prevents pass lock
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{
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//
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// Find a valid pass target that's close to the center of the screen
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// When autopassing is happening, it's just world distance instead of viewspace distance
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//
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for( int i = 1; i <= MAX_PLAYERS; i++ )
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{
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auto *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
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if ( pPlayer == pOwner )
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continue; // skip self
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if ( !BValidPassTarget( pOwner, pPlayer ) )
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continue;
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// Check world distance
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const auto &vTargetPos = pPlayer->WorldSpaceCenter();
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auto flThisTargetDist = vTargetPos.DistToSqr(vecEyePos);
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if ( flThisTargetDist > flMaxPassDistSqr )
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continue;
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// Check viewspace distance from crosshair when not autopassing
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if ( !bAutoPassing )
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{
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Vector vLocalTarget;
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Vector3DMultiplyPosition( mWorldToView, vTargetPos, vLocalTarget );
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if ( vLocalTarget.x < 0 )
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continue; // behind me
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flThisTargetDist = Vector( -vLocalTarget.y / vLocalTarget.x, -vLocalTarget.z / vLocalTarget.x, 0 ).Length(); // not aspect-correct
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}
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// check if closer than best
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if ( flThisTargetDist >= flBestTargetDist )
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continue; // too far
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// pretend that people who are asking for the ball are closer, so they get priority
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// do this after the distance check
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if ( pPlayer->m_Shared.AskForBallTime() > gpGlobals->curtime )
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flThisTargetDist /= 50.0f;
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|
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// check for line of sight
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trace_t tr;
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UTIL_TraceLine( vecEyePos, vTargetPos, MASK_PLAYERSOLID, pOwner, COLLISION_GROUP_PROJECTILE, &tr );
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if ( tr.m_pEnt != pPlayer )
|
|
continue; // obstructed
|
|
|
|
// success - new target
|
|
flBestTargetDist = flThisTargetDist;
|
|
pNewTarget = pPlayer;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Replace the current pass target with a better one
|
|
//
|
|
if ( pNewTarget )
|
|
{
|
|
// Always bump the target reset time when the target is valid.
|
|
// When the target isn't under the cursor anymore, the reset time will try to
|
|
// keep the lock for a short amount of time.
|
|
m_flTargetResetTime = gpGlobals->curtime + tf_passtime_mode_homing_lock_sec.GetFloat();
|
|
|
|
if ( pNewTarget != pCurrentTarget )
|
|
{
|
|
pOwner->m_Shared.SetPasstimePassTarget( pNewTarget );
|
|
pCurrentTarget = pNewTarget;
|
|
|
|
// play the lock-on sound for the player
|
|
CRecipientFilter filter;
|
|
filter.AddRecipient( pOwner );
|
|
EmitSound( filter, pOwner->entindex(), kTargetHightlightSound );
|
|
|
|
// now play it for the target
|
|
filter.RemoveAllRecipients();
|
|
filter.AddRecipient( pCurrentTarget );
|
|
EmitSound( filter, pCurrentTarget->entindex(), kTargetHightlightSound );
|
|
}
|
|
}
|
|
//
|
|
// See if the current pass target is still valid
|
|
//
|
|
else if ( pCurrentTarget
|
|
&& (!BValidPassTarget( pOwner, pCurrentTarget )
|
|
|| (bCanAttack2Cancel && m_attack2.Is( BUTTONSTATE_DOWN )) // right click prevents pass lock
|
|
|| ((m_flTargetResetTime > 0 ) && (m_flTargetResetTime < gpGlobals->curtime))
|
|
|| (pCurrentTarget->WorldSpaceCenter().DistToSqr( vecEyePos ) >= flMaxPassDistSqr) )
|
|
&& !m_attack.Is( BUTTONSTATE_DOWN ) ) // left click prevents pass unlock
|
|
{
|
|
pOwner->m_Shared.SetPasstimePassTarget( 0 );
|
|
m_flTargetResetTime = 0;
|
|
}
|
|
|
|
// autopass
|
|
if ( tf_passtime_experiment_autopass.GetBool()
|
|
&& m_attack2.Is( EButtonState::BUTTONSTATE_DOWN )
|
|
&& pOwner->m_Shared.GetPasstimePassTarget() )
|
|
{
|
|
// NOTE: change state after calling Throw
|
|
Throw( pOwner );
|
|
m_eThrowState = THROWSTATE_THROWN;
|
|
m_attack2.LatchUp();
|
|
m_attack.LatchUp();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//
|
|
// Not carrying the ball
|
|
//
|
|
pOwner->m_Shared.SetPasstimePassTarget( 0 );
|
|
m_flTargetResetTime = 0;
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// Update throw state
|
|
// Client and server both run this code; client predicts everything ideally, but there are some
|
|
// sketchy bits in here that probably don't predict right.
|
|
//
|
|
if ( pOwner->m_Shared.HasPasstimeBall() )
|
|
{
|
|
if ( (m_eThrowState == THROWSTATE_DISABLED) || (m_flNextPrimaryAttack > gpGlobals->curtime) || !CanAttack() )
|
|
{
|
|
// disable the attack input so the state will be correct when
|
|
// throwstate changes to not disabled
|
|
m_attack.Disable();
|
|
m_attack2.Disable();
|
|
}
|
|
else
|
|
{
|
|
// update input
|
|
m_attack.Enable();
|
|
m_attack.Update( pOwner->m_nButtons, pOwner->m_afButtonPressed, pOwner->m_afButtonReleased );
|
|
m_attack2.Enable();
|
|
m_attack2.Update( pOwner->m_nButtons, pOwner->m_afButtonPressed, pOwner->m_afButtonReleased );
|
|
|
|
if ( bCanAttack2Cancel && m_attack2.Is( BUTTONSTATE_PRESSED ) )
|
|
{
|
|
// check for cancelling attack by pressing attack2
|
|
if ( (m_eThrowState == THROWSTATE_CHARGING) || (m_eThrowState == THROWSTATE_CHARGED) )
|
|
{
|
|
#ifdef GAME_DLL
|
|
++CTF_GameStats.m_passtimeStats.summary.nTotalThrowCancels;
|
|
#endif
|
|
m_eThrowState = THROWSTATE_CANCELLED;
|
|
m_attack2.LatchUp();
|
|
m_attack.LatchUp();
|
|
}
|
|
else
|
|
{
|
|
pOwner->DoClassSpecialSkill();
|
|
}
|
|
}
|
|
|
|
switch( m_eThrowState )
|
|
{
|
|
case THROWSTATE_IDLE:
|
|
{
|
|
if ( m_attack.Is( BUTTONSTATE_PRESSED ) )
|
|
{
|
|
// note: should transition to CHARGING even if it will immediately finish charging
|
|
m_eThrowState = THROWSTATE_CHARGING;
|
|
m_fChargeBeginTime = gpGlobals->curtime;
|
|
if ( GetChargeMaxTime() != 0 )
|
|
{
|
|
EmitSound( kChargeSound );
|
|
}
|
|
SendWeaponAnim( ACT_BALL_VM_THROW_START );
|
|
m_flThrowLoopStartTime = gpGlobals->curtime + SequenceDuration();
|
|
}
|
|
else
|
|
{
|
|
m_fChargeBeginTime = 0;
|
|
WeaponIdle();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case THROWSTATE_CHARGING:
|
|
{
|
|
if ( m_attack.Is( BUTTONSTATE_RELEASED ) )
|
|
{
|
|
// NOTE: change state after calling Throw
|
|
Throw( pOwner );
|
|
m_eThrowState = THROWSTATE_THROWN;
|
|
break;
|
|
}
|
|
|
|
if ( m_flThrowLoopStartTime < gpGlobals->curtime )
|
|
{
|
|
m_flThrowLoopStartTime = FLT_MAX;
|
|
SendWeaponAnim( ACT_BALL_VM_THROW_LOOP );
|
|
}
|
|
|
|
if ( (m_fChargeBeginTime <= 0) || (GetCurrentCharge() >= 1) )
|
|
{
|
|
m_eThrowState = THROWSTATE_CHARGED;
|
|
}
|
|
break;
|
|
}
|
|
|
|
case THROWSTATE_CHARGED:
|
|
{
|
|
if ( m_attack.Is( BUTTONSTATE_RELEASED ) )
|
|
{
|
|
// NOTE: change state after calling Throw
|
|
Throw( pOwner );
|
|
m_eThrowState = THROWSTATE_THROWN;
|
|
}
|
|
|
|
if ( m_flThrowLoopStartTime < gpGlobals->curtime )
|
|
{
|
|
m_flThrowLoopStartTime = FLT_MAX;
|
|
SendWeaponAnim( ACT_BALL_VM_THROW_LOOP );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case THROWSTATE_CANCELLED:
|
|
{
|
|
m_eThrowState = THROWSTATE_IDLE;
|
|
SendWeaponAnim( ACT_BALL_VM_THROW_END );
|
|
m_flThrowLoopStartTime = FLT_MAX;
|
|
StopSound( kChargeSound );
|
|
#ifdef GAME_DLL
|
|
CPASAttenuationFilter filter( pOwner );
|
|
pOwner->EmitSound( filter, pOwner->entindex(), kShootOkSound );
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
case THROWSTATE_THROWN:
|
|
{
|
|
// This means you got the ball between throwing it and holstering the gun.
|
|
// Just do what Deploy does, roughly.
|
|
m_eThrowState = THROWSTATE_IDLE;
|
|
m_attack2.LatchUp();
|
|
m_attack.LatchUp();
|
|
break;
|
|
}
|
|
|
|
case THROWSTATE_DISABLED: // should never get here
|
|
default:
|
|
Warning( "Invalid EThrowState value" );
|
|
};
|
|
}
|
|
}
|
|
|
|
//
|
|
// If the player doesn't have the ball, switch to the previous
|
|
// weapon at an appropriate time
|
|
// if the ball was thrown, wait a bit for animation to look better
|
|
//
|
|
if ( !pOwner->m_Shared.HasPasstimeBall()
|
|
&& ((m_eThrowState != THROWSTATE_THROWN) || (m_flNextPrimaryAttack <= gpGlobals->curtime)) )
|
|
{
|
|
// Setting m_eThrowState here fixes players getting stuck in the throw
|
|
// anim when they lose the ball while charging to throw. See GetChargeBeginTime
|
|
// and CTFPlayerAnimState::CheckPasstimeThrowAnimation to see why.
|
|
m_eThrowState = THROWSTATE_IDLE;
|
|
|
|
if ( !m_hStoredLastWpn || !pOwner->Weapon_Switch( m_hStoredLastWpn ) )
|
|
{
|
|
pOwner->SwitchToNextBestWeapon( this );
|
|
}
|
|
}
|
|
|
|
// this SetWeaponVisible should go away once we have real animations. if you remove this,
|
|
// update the EF_NODRAW hack in CTFWeaponBase::OnDataChanged too
|
|
SetWeaponVisible( pOwner->m_Shared.HasPasstimeBall() );
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( m_attack.Is( BUTTONSTATE_DOWN ) )
|
|
{
|
|
pOwner->SetFiredWeapon( true ); // not sure what this does, exactly, but it seems important
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef GAME_DLL
|
|
static const char* IncomingSoundForClass( const CTFPlayerClass* pClass, char (&pszSound)[64] )
|
|
{
|
|
// note: this will probably need to be replaced with response rules
|
|
pszSound[0] = 0;
|
|
switch ( pClass->GetClassIndex() )
|
|
{
|
|
case TF_CLASS_SCOUT:
|
|
V_sprintf_safe( pszSound, "Scout.Incoming0%i", RandomInt(1,3) );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_SNIPER:
|
|
V_sprintf_safe( pszSound, "Sniper.Incoming0%i", RandomInt(1,4) );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_SOLDIER:
|
|
V_sprintf_safe( pszSound, "Soldier.Incoming01" );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_DEMOMAN:
|
|
V_sprintf_safe( pszSound, "Demoman.Incoming0%i", RandomInt(1,3) );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_MEDIC:
|
|
V_sprintf_safe( pszSound, "Medic.Incoming0%i", RandomInt(1,3) );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_HEAVYWEAPONS:
|
|
V_sprintf_safe( pszSound, "Heavy.Incoming0%i", RandomInt(1,3) );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_PYRO:
|
|
V_sprintf_safe( pszSound, "Pyro.Incoming01" );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_SPY:
|
|
V_sprintf_safe( pszSound, "Spy.Incoming0%i", RandomInt(1,3) );
|
|
return pszSound;
|
|
|
|
case TF_CLASS_ENGINEER:
|
|
V_sprintf_safe( pszSound, "Engineer.Incoming0%i", RandomInt(1,3) );
|
|
return pszSound;
|
|
};
|
|
|
|
return pszSound;
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CPasstimeGun::Throw( CTFPlayer *pOwner )
|
|
{
|
|
StopSound( kChargeSound );
|
|
pOwner->SetAnimation( PLAYER_ATTACK1 );
|
|
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
|
|
SendWeaponAnim( ACT_BALL_VM_THROW_END );
|
|
m_flThrowLoopStartTime = FLT_MAX;
|
|
|
|
m_flLastFireTime = gpGlobals->curtime;
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); // this prevents weapon switch until anim finishes
|
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
|
|
|
|
#ifdef GAME_DLL
|
|
pOwner->NoteWeaponFired(); // not sure what this does, exactly, but it seems important
|
|
CTFPlayer *pPassTarget = pOwner->m_Shared.GetPasstimePassTarget();
|
|
const LaunchParams& launch = CalcLaunch( pOwner, pPassTarget != 0 );
|
|
g_pPasstimeLogic->LaunchBall( pOwner, launch.startPos, launch.startVel );
|
|
|
|
CPASAttenuationFilter pasFilter( pOwner );
|
|
pOwner->EmitSound( pasFilter, pOwner->entindex(), kShootOkSound );
|
|
if ( pPassTarget )
|
|
{
|
|
++CTF_GameStats.m_passtimeStats.summary.nTotalPassesStarted;
|
|
m_ballController.SetTargetSpeed( tf_passtime_mode_homing_speed.GetFloat() );
|
|
auto isCharged = (m_fChargeBeginTime > 0) && (GetCurrentCharge() >= 1);
|
|
m_ballController.StartHoming( g_pPasstimeLogic->GetBall(), pPassTarget, isCharged );
|
|
if ( CTFPlayer *pPlayerPassTarget = ToTFPlayer( pPassTarget ) )
|
|
{
|
|
char pszSound[64];
|
|
IncomingSoundForClass( pOwner->GetPlayerClass(), pszSound );
|
|
{
|
|
// for the thrower
|
|
CRecipientFilter filter;
|
|
filter.MakeReliable();
|
|
filter.AddRecipient( pOwner );
|
|
filter.AddRecipientsByTeam( TFTeamMgr()->GetTeam( TEAM_SPECTATOR ) );
|
|
pOwner->EmitSound( filter, pOwner->entindex(), pszSound );
|
|
}
|
|
{
|
|
// for the catcher
|
|
CRecipientFilter filter;
|
|
filter.MakeReliable();
|
|
filter.AddRecipient( pPlayerPassTarget );
|
|
pPlayerPassTarget->EmitSound( filter, pPlayerPassTarget->entindex(), pszSound );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
++CTF_GameStats.m_passtimeStats.summary.nTotalTosses;
|
|
}
|
|
#else
|
|
pOwner->m_Shared.SetHasPasstimeBall( 0 ); // predict throwing
|
|
#endif
|
|
|
|
pOwner->m_Shared.SetPasstimePassTarget( 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CPasstimeGun::ItemHolsterFrame()
|
|
{
|
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
|
if ( pOwner && pOwner->m_Shared.HasPasstimeBall() )
|
|
{
|
|
m_hStoredLastWpn = GetTFPlayerOwner()->GetActiveWeapon();
|
|
pOwner->Weapon_Switch( this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
const char *CPasstimeGun::GetWorldModel() const
|
|
{
|
|
if ( TFGameRules() && TFGameRules()->IsHolidayActive( kHoliday_Halloween ) )
|
|
{
|
|
return kHalloweenBallModel;
|
|
}
|
|
return tf_passtime_ball_model.GetString();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
bool CPasstimeGun::Deploy()
|
|
{
|
|
// This is not called on the client because the client can't predict it.
|
|
if ( !BaseClass::Deploy() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
m_eThrowState = THROWSTATE_IDLE;
|
|
m_attack2.UnlatchUp();
|
|
m_attack.UnlatchUp();
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
bool CPasstimeGun::CanDeploy()
|
|
{
|
|
CTFPlayer *pOwner = GetTFPlayerOwner();
|
|
return pOwner && pOwner->m_Shared.HasPasstimeBall() && BaseClass::CanDeploy();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// static
|
|
bool CPasstimeGun::BValidPassTarget( CTFPlayer *pSource, CTFPlayer *pTarget, HudNotification_t *pReason )
|
|
{
|
|
if ( pReason ) *pReason = (HudNotification_t) 0;
|
|
|
|
if ( !pTarget || (pTarget == pSource) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool bTargetDisguised = pTarget->m_Shared.InCond( TF_COND_DISGUISED );
|
|
int iTargetTeam = pTarget->GetTeamNumber();
|
|
int iSourceTeam = pSource ? pSource->GetTeamNumber() : iTargetTeam;
|
|
bool bSameTeam = iTargetTeam == iSourceTeam;
|
|
bool bTargetableEnemySpy = !bSameTeam && bTargetDisguised && (pTarget->m_Shared.GetDisguiseTeam() == iSourceTeam);
|
|
|
|
if ( !bSameTeam && !bTargetableEnemySpy )
|
|
{
|
|
// can't pass to enemies
|
|
return false;
|
|
}
|
|
else if ( bSameTeam && bTargetDisguised )
|
|
{
|
|
// can't pass to disguised friendly spies
|
|
if ( bTargetDisguised && pReason )
|
|
{
|
|
*pReason = HUD_NOTIFY_PASSTIME_NO_DISGUISE;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
return g_pPasstimeLogic->BCanPlayerPickUpBall( pTarget );
|
|
#else
|
|
return g_pPasstimeLogic->BCanPlayerPickUpBall( pTarget, pReason );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef CLIENT_DLL
|
|
void CPasstimeGun::UpdateThrowArch()
|
|
{
|
|
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
|
|
if ( !pOwner )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( !m_pBounceReticle )
|
|
{
|
|
m_pBounceReticle = new C_PasstimeBounceReticle();
|
|
}
|
|
|
|
if ( pOwner->m_Shared.GetPasstimePassTarget() )
|
|
{
|
|
m_pBounceReticle->Hide();
|
|
return;
|
|
}
|
|
|
|
const LaunchParams& launchParams = CalcLaunch( pOwner, false );
|
|
|
|
// Simple euler integration.
|
|
// This seems to approximate what havok does reasonably accurately as long as there's no impact.
|
|
Vector vecPos = launchParams.startPos;
|
|
Vector vecVel = launchParams.startVel;
|
|
|
|
const int iNumSuperSamples = 8;
|
|
const float flDt = 1.0f / 16.0f / iNumSuperSamples;
|
|
const Vector vecGravity_dt = flDt * Vector( 0, 0, -800 );
|
|
const float flDamping_dt = flDt * tf_passtime_ball_damping_scale.GetFloat();
|
|
|
|
Vector vecStart, vecEnd;
|
|
trace_t tr;
|
|
CTraceFilterSimple traceFilter( pOwner, COLLISION_GROUP_NONE );
|
|
const int iMaxTraces = 100; // is this insane?
|
|
for ( int iPoint = 0; iPoint < iMaxTraces; ++iPoint )
|
|
{
|
|
vecStart = vecPos;
|
|
for ( int iSuperSample = 0; iSuperSample < iNumSuperSamples; ++iSuperSample )
|
|
{
|
|
vecVel += vecGravity_dt;
|
|
vecVel -= vecVel * flDamping_dt;
|
|
vecPos += vecVel * flDt;
|
|
}
|
|
vecEnd = vecPos;
|
|
|
|
UTIL_TraceHull( vecStart, vecEnd,
|
|
-launchParams.traceHullSize, launchParams.traceHullSize,
|
|
MASK_PLAYERSOLID, &traceFilter, &tr );
|
|
|
|
if ( tr.DidHit() )
|
|
{
|
|
m_pBounceReticle->Show( tr.endpos, tr.plane.normal );
|
|
break;
|
|
|
|
// commented out code trying to guess bounce
|
|
//vecVel = Lerp( tr.fraction, oldVel, vecVel ); // what vecVel was at point of impact, very roughly
|
|
//vecPos = tr.endpos + tr.plane.normal; // move away from wall a bit
|
|
//float speed = vecVel.NormalizeInPlace();
|
|
//vecVel = -2 * vecVel.Dot( tr.plane.normal ) * tr.plane.normal + vecVel;
|
|
//vecVel *= speed;
|
|
}
|
|
}
|
|
|
|
if ( !tr.DidHit() )
|
|
{
|
|
m_pBounceReticle->Hide();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//static
|
|
CPasstimeGun::LaunchParams
|
|
CPasstimeGun::LaunchParams::Default( CTFPlayer *pPlayer )
|
|
{
|
|
LaunchParams p;
|
|
pPlayer->EyePositionAndVectors( &p.eyePos, &p.viewFwd, &p.viewRight, &p.viewUp );
|
|
const float size = tf_passtime_ball_sphere_radius.GetFloat() / 3.0f;
|
|
p.traceHullSize = Vector( size, size, size );
|
|
p.traceHullDistance = 8;
|
|
p.startPos = pPlayer->Weapon_ShootPosition();
|
|
p.startDir = p.viewFwd;
|
|
p.startVel = p.startDir;
|
|
return p;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
static ConVar *s_pThrowSpeedConvars[TF_LAST_NORMAL_CLASS] = {
|
|
nullptr, // TF_CLASS_UNDEFINED
|
|
&tf_passtime_throwspeed_scout,
|
|
&tf_passtime_throwspeed_sniper,
|
|
&tf_passtime_throwspeed_soldier,
|
|
&tf_passtime_throwspeed_demoman,
|
|
&tf_passtime_throwspeed_medic,
|
|
&tf_passtime_throwspeed_heavy,
|
|
&tf_passtime_throwspeed_pyro,
|
|
&tf_passtime_throwspeed_spy,
|
|
&tf_passtime_throwspeed_engineer,
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
static ConVar *s_pThrowArcConvars[TF_LAST_NORMAL_CLASS] = {
|
|
nullptr, // TF_CLASS_UNDEFINED
|
|
&tf_passtime_throwarc_scout,
|
|
&tf_passtime_throwarc_sniper,
|
|
&tf_passtime_throwarc_soldier,
|
|
&tf_passtime_throwarc_demoman,
|
|
&tf_passtime_throwarc_medic,
|
|
&tf_passtime_throwarc_heavy,
|
|
&tf_passtime_throwarc_pyro,
|
|
&tf_passtime_throwarc_spy,
|
|
&tf_passtime_throwarc_engineer,
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
static void GetThrowParams( CTFPlayer *pPlayer, float *speed, float *arc )
|
|
{
|
|
Assert( pPlayer && speed && arc );
|
|
if ( !pPlayer ) return;
|
|
|
|
auto iClass = pPlayer->GetPlayerClass()->GetClassIndex();
|
|
if ( iClass <= TF_CLASS_UNDEFINED || iClass >= TF_LAST_NORMAL_CLASS )
|
|
{
|
|
if ( speed ) *speed = 1000.0f;
|
|
if ( arc ) *arc = 0.3f;
|
|
}
|
|
else
|
|
{
|
|
if ( speed ) *speed = s_pThrowSpeedConvars[iClass]->GetFloat();
|
|
if ( arc ) *arc = s_pThrowArcConvars[iClass]->GetFloat();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// static
|
|
CPasstimeGun::LaunchParams CPasstimeGun::CalcLaunch( CTFPlayer *pPlayer, bool bHoming )
|
|
{
|
|
auto params = LaunchParams::Default( pPlayer );
|
|
params.startPos = params.eyePos;
|
|
|
|
if ( !bHoming )
|
|
{
|
|
float speed, arc;
|
|
GetThrowParams( pPlayer, &speed, &arc );
|
|
params.startVel = VectorLerp( params.startDir, Vector(0,0,1), arc );
|
|
params.startVel.NormalizeInPlace();
|
|
params.startVel *= speed;
|
|
}
|
|
else if ( !tf_passtime_experiment_autopass.GetBool() )
|
|
{
|
|
params.startVel = params.startDir * tf_passtime_mode_homing_speed.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
params.startVel = Vector(0,0,0);
|
|
}
|
|
|
|
// mix in some amount of forward velocity
|
|
auto fwdspeed = tf_passtime_throwspeed_velocity_scale.GetFloat()
|
|
* params.viewFwd.Dot( pPlayer->GetAbsVelocity() );
|
|
VectorMAInline( params.startVel, fwdspeed, params.viewFwd, params.startVel );
|
|
|
|
return params;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
//-----------------------------------------------------------------------------
|
|
void CPasstimeGun::ClientThink()
|
|
{
|
|
if ( !IsActiveByLocalPlayer() && !IsLocalPlayerSpectator() )
|
|
{
|
|
if ( m_pBounceReticle )
|
|
{
|
|
m_pBounceReticle->Hide();
|
|
}
|
|
return;
|
|
}
|
|
|
|
// doing this in ItemPostFrame makes the position jittery for some reason,
|
|
// and doing it in ClientThink works better. Not entirely sure why, but I
|
|
// assume it's something to do with order of operations, or possibly prediction.
|
|
if ( !IsLocalPlayerSpectator() && ((m_eThrowState == THROWSTATE_CHARGING) || (m_eThrowState == THROWSTATE_CHARGED)) )
|
|
{
|
|
UpdateThrowArch();
|
|
}
|
|
else if ( (IsLocalPlayerSpectator() || (m_eThrowState != THROWSTATE_THROWN)) && m_pBounceReticle )
|
|
{
|
|
m_pBounceReticle->Hide();
|
|
}
|
|
}
|
|
|
|
#endif
|