Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Rocket Launcher
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_rocketlauncher.h"
#include "tf_fx_shared.h"
#include "tf_weaponbase_rocket.h"
#include "in_buttons.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "soundenvelope.h"
#include "particle_property.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_obj_sentrygun.h"
#include "tf_projectile_arrow.h"
#endif
#define BOMBARDMENT_ROCKET_MODEL "models/buildables/sentry3_rockets.mdl"
//=============================================================================
//
// Weapon Rocket Launcher tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFRocketLauncher, DT_WeaponRocketLauncher )
BEGIN_NETWORK_TABLE( CTFRocketLauncher, DT_WeaponRocketLauncher )
#ifndef CLIENT_DLL
// SendPropInt( SENDINFO( m_iSecondaryShotsFired ) ),
#else
// RecvPropInt( RECVINFO( m_iSecondaryShotsFired ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFRocketLauncher )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_rocketlauncher, CTFRocketLauncher );
PRECACHE_WEAPON_REGISTER( tf_weapon_rocketlauncher );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFRocketLauncher )
END_DATADESC()
#endif
//=============================================================================
//
// Direct Hit tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFRocketLauncher_DirectHit, DT_WeaponRocketLauncher_DirectHit )
BEGIN_NETWORK_TABLE( CTFRocketLauncher_DirectHit, DT_WeaponRocketLauncher_DirectHit )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFRocketLauncher_DirectHit )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_rocketlauncher_directhit, CTFRocketLauncher_DirectHit );
PRECACHE_WEAPON_REGISTER( tf_weapon_rocketlauncher_directhit );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFRocketLauncher_DirectHit )
END_DATADESC()
#endif
//=============================================================================
//
// AIRSTRIKE BEGIN
IMPLEMENT_NETWORKCLASS_ALIASED( TFRocketLauncher_AirStrike, DT_WeaponRocketLauncher_AirStrike )
BEGIN_NETWORK_TABLE( CTFRocketLauncher_AirStrike, DT_WeaponRocketLauncher_AirStrike )
#ifndef CLIENT_DLL
// SendPropInt( SENDINFO( m_iRocketKills ) ),
#else
// RecvPropInt( RECVINFO( m_iRocketKills ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFRocketLauncher_AirStrike )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_rocketlauncher_airstrike, CTFRocketLauncher_AirStrike );
PRECACHE_WEAPON_REGISTER( tf_weapon_rocketlauncher_airstrike );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFRocketLauncher_AirStrike )
END_DATADESC()
#endif
// AIRSTRIKE END
//CREATE_SIMPLE_WEAPON_TABLE( TFRocketLauncher_AirStrike, tf_weapon_rocketlauncher_airstrike )
//CREATE_SIMPLE_WEAPON_TABLE( TFRocketLauncher_Mortar, tf_weapon_rocketlauncher_mortar )
//=============================================================================
//
// Mortar tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFRocketLauncher_Mortar, DT_WeaponRocketLauncher_Mortar )
BEGIN_NETWORK_TABLE( CTFRocketLauncher_Mortar, DT_WeaponRocketLauncher_Mortar )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFRocketLauncher_Mortar )
END_PREDICTION_DATA()
#ifdef STAGING_ONLY
LINK_ENTITY_TO_CLASS( tf_weapon_rocketlauncher_mortar, CTFRocketLauncher_Mortar );
PRECACHE_WEAPON_REGISTER( tf_weapon_rocketlauncher_mortar );
#endif // STAGING_ONLY
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFRocketLauncher_Mortar )
END_DATADESC()
#endif
//=============================================================================
//
// Crossbow tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFCrossbow, DT_Crossbow )
BEGIN_NETWORK_TABLE( CTFCrossbow, DT_Crossbow )
#ifdef CLIENT_DLL
RecvPropFloat( RECVINFO( m_flRegenerateDuration ) ),
RecvPropFloat( RECVINFO( m_flLastUsedTimestamp ) ),
#else
SendPropFloat( SENDINFO( m_flRegenerateDuration ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO( m_flLastUsedTimestamp ), 0, SPROP_NOSCALE ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCrossbow )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_crossbow, CTFCrossbow );
PRECACHE_WEAPON_REGISTER( tf_weapon_crossbow );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCrossbow )
END_DATADESC()
#endif
#ifdef STAGING_ONLY
ConVar tf_airstrike_dmg_scale( "tf_airstrike_dmg_scale", "0.65", FCVAR_REPLICATED, "How much damage the mini rockets do compared to regular rocket" );
ConVar tf_mortar_allow_fulltracking( "tf_mortar_allow_fulltracking", "0.0", FCVAR_REPLICATED, "Enable to allow full tracking / infinte redirects for Mortar Launcher" );
#endif // STAGING_ONLY
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFRocketLauncher::CTFRocketLauncher()
{
m_bReloadsSingly = true;
m_nReloadPitchStep = 0;
#ifdef GAME_DLL
m_bIsOverloading = false;
#endif //GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
CTFRocketLauncher::~CTFRocketLauncher()
{
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFRocketLauncher::Precache()
{
BaseClass::Precache();
PrecacheParticleSystem( "rocketbackblast" );
// FIXME: DO WE STILL NEED THESE??
PrecacheScriptSound( "MVM.GiantSoldierRocketShoot" );
PrecacheScriptSound( "MVM.GiantSoldierRocketShootCrit" );
PrecacheScriptSound( "MVM.GiantSoldierRocketExplode" );
PrecacheScriptSound( "Weapon_Airstrike.AltFire" );
PrecacheScriptSound( "Weapon_Airstrike.Fail" );
//Building_Sentrygun.FireRocket
}
#endif
void CTFRocketLauncher::ModifyEmitSoundParams( EmitSound_t &params )
{
bool bBaseReloadSound = V_strcmp( params.m_pSoundName, "Weapon_RPG.Reload" ) == 0;
if ( AutoFiresFullClip() && ( bBaseReloadSound || V_strcmp( params.m_pSoundName, "Weapon_DumpsterRocket.Reload" ) == 0 ) )
{
float fMaxAmmoInClip = GetMaxClip1();
float fAmmoPercentage = static_cast< float >( m_nReloadPitchStep ) / fMaxAmmoInClip;
// Play a sound that gets higher pitched as more ammo is added
if ( bBaseReloadSound )
{
params.m_pSoundName = "Weapon_DumpsterRocket.Reload_FP";
}
else
{
params.m_pSoundName = "Weapon_DumpsterRocket.Reload";
}
params.m_nPitch *= RemapVal( fAmmoPercentage, 0.0f, ( fMaxAmmoInClip - 1.0f ) / fMaxAmmoInClip, 0.79f, 1.19f );
params.m_nFlags |= SND_CHANGE_PITCH;
m_nReloadPitchStep = MIN( GetMaxClip1() - 1, m_nReloadPitchStep + 1 );
// The last rocket goes in right when this sound happens so that you can launch it before a misfire
IncrementAmmo();
m_bReloadedThroughAnimEvent = true;
}
}
void CTFRocketLauncher::Misfire( void )
{
BaseClass::Misfire();
#ifdef GAME_DLL
if ( CanOverload() )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
CTFBaseRocket *pRocket = dynamic_cast< CTFBaseRocket* >( BaseClass::FireProjectile( pPlayer ) );
if ( pRocket )
{
trace_t tr;
UTIL_TraceLine( pRocket->GetAbsOrigin(), pPlayer->EyePosition(), MASK_SOLID, pRocket, COLLISION_GROUP_NONE, &tr );
pRocket->Explode( &tr, pPlayer );
}
}
#endif
}
//-----------------------------------------------------------------------------
bool CTFRocketLauncher::CheckReloadMisfire( void )
{
if ( !CanOverload() )
return false;
#ifdef GAME_DLL
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( m_bIsOverloading )
{
if ( Clip1() > 0 )
{
Misfire();
return true;
}
else
{
m_bIsOverloading = false;
}
}
else if ( Clip1() >= GetMaxClip1() || ( Clip1() > 0 && pPlayer && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) == 0 ) )
{
Misfire();
m_bIsOverloading = true;
return true;
}
#endif // GAME_DLL
return false;
}
//-----------------------------------------------------------------------------
bool CTFRocketLauncher::ShouldBlockPrimaryFire()
{
return !AutoFiresFullClip();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CTFRocketLauncher::FireProjectile( CTFPlayer *pPlayer )
{
m_flShowReloadHintAt = gpGlobals->curtime + 30;
CBaseEntity *pRocket = BaseClass::FireProjectile( pPlayer );
m_nReloadPitchStep = MAX( 0, m_nReloadPitchStep - 1 );
#ifdef GAME_DLL
int iProjectile = 0;
CALL_ATTRIB_HOOK_INT( iProjectile, override_projectile_type );
if ( iProjectile == 0 )
{
iProjectile = GetWeaponProjectileType();
}
if ( pPlayer->IsPlayerClass( TF_CLASS_SOLDIER ) && IsCurrentAttackARandomCrit() && ( iProjectile == TF_PROJECTILE_ROCKET ) )
{
// Track consecutive crit shots for achievements
m_iConsecutiveCrits++;
if ( m_iConsecutiveCrits == 2 )
{
pPlayer->AwardAchievement( ACHIEVEMENT_TF_SOLDIER_SHOOT_MULT_CRITS );
}
}
else
{
m_iConsecutiveCrits = 0;
}
m_bIsOverloading = false;
#endif
if ( TFGameRules()->GameModeUsesUpgrades() )
{
PlayUpgradedShootSound( "Weapon_Upgrade.DamageBonus" );
}
#ifdef STAGING_ONLY
#ifdef GAME_DLL
if ( pRocket && pPlayer && pPlayer->RocketJumped() )
{
int iRocketsApplyImpuse = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iRocketsApplyImpuse, mod_rocket_launch_impulse );
if ( iRocketsApplyImpuse )
{
// Apply force in opposite direction of rocket
Vector vecDir = pRocket->GetAbsVelocity();
Vector vecFlightDir = -vecDir;
VectorNormalize( vecFlightDir );
// Apply more force if looking down
QAngle angEye = EyeAngles();
float flForce = ( angEye.x > 60.f ) ? 700.f : 400.f;
Vector vecForce = vecFlightDir * flForce;
// DevMsg( "x.Ang: %f\tForce: %f\n", angEye.x, flForce );
// Prevent insane speeds
float flSpeed = vecForce.NormalizeInPlace();
const float flLimit = Min( 800.f, flSpeed );
pPlayer->ApplyAbsVelocityImpulse( flLimit * vecForce );
}
}
#endif // GAME_DLL
#endif // STAGING_ONLY
return pRocket;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFRocketLauncher::ItemPostFrame( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
BaseClass::ItemPostFrame();
#ifdef GAME_DLL
if ( m_flShowReloadHintAt && m_flShowReloadHintAt < gpGlobals->curtime )
{
if ( Clip1() < GetMaxClip1() )
{
pOwner->HintMessage( HINT_SOLDIER_RPG_RELOAD );
}
m_flShowReloadHintAt = 0;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFRocketLauncher::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
m_flShowReloadHintAt = 0;
return BaseClass::DefaultReload( iClipSize1, iClipSize2, iActivity );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFRocketLauncher::CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex )
{
BaseClass::CreateMuzzleFlashEffects( pAttachEnt, nIndex );
// Don't do backblast effects in first person
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( pOwner->IsLocalPlayer() )
return;
ParticleProp()->Init( this );
ParticleProp()->Create( "rocketbackblast", PATTACH_POINT_FOLLOW, "backblast" );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFRocketLauncher::GetWeaponProjectileType( void ) const
{
return BaseClass::GetWeaponProjectileType();
}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CTFRocketLauncher_AirStrike BEGIN
//----------------------------------------------------------------------------------------------------------------------------------------------------------
CTFRocketLauncher_AirStrike::CTFRocketLauncher_AirStrike()
{
//m_iSecondaryShotsFired = 0;
}
#ifdef GAME_DLL
//----------------------------------------------------------------------------------------------------------------------------------------------------------
void CTFRocketLauncher_AirStrike::OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info )
{
BaseClass::OnPlayerKill( pVictim, info );
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return;
int iDecap = pOwner->m_Shared.GetDecapitations() + 1;
if ( pVictim )
{
iDecap += pVictim->m_Shared.GetDecapitations();
}
pOwner->m_Shared.SetDecapitations( iDecap );
int iClipSizeOnKills = 0;
CALL_ATTRIB_HOOK_INT( iClipSizeOnKills, clipsize_increase_on_kill );
if ( iClipSizeOnKills && ( iDecap >= iClipSizeOnKills ) )
{
pOwner->AwardAchievement( ACHIEVEMENT_TF_SOLDIER_AIRSTRIKE_MAX_CLIP );
}
}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
#endif
//-----------------------------------------------------------------------------
int CTFRocketLauncher_AirStrike::GetCount( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return 0;
return pOwner->m_Shared.GetDecapitations();
}
////----------------------------------------------------------------------------------------------------------------------------------------------------------
//void CTFRocketLauncher_AirStrike::PrimaryAttack( void )
//{
// CTFPlayer *pPlayer = GetTFPlayerOwner();
// if ( !pPlayer )
// return;
//
// // If the player is blast jumping and hasn't fired a shot yet, we can initiate
// if ( pPlayer->m_Shared.InCond( TF_COND_BLASTJUMPING ) && m_iSecondaryShotsFired == 0 )
// {
// FireSecondaryRockets();
// }
// else
// {
// BaseClass::PrimaryAttack();
// }
//}
////----------------------------------------------------------------------------------------------------------------------------------------------------------
//bool CTFRocketLauncher_AirStrike::CanHolster( void )
//{
// if ( m_iSecondaryShotsFired > 0 )
// return false;
//
// return BaseClass::CanHolster();
//}
////-----------------------------------------------------------------------------
//void CTFRocketLauncher_AirStrike::ItemPostFrame( void )
//{
// // If allowed
// FireSecondaryRockets();
// BaseClass::ItemPostFrame();
//}
////-----------------------------------------------------------------------------
//void CTFRocketLauncher_AirStrike::ItemBusyFrame( void )
//{
// // If allowed
// FireSecondaryRockets();
// BaseClass::ItemBusyFrame();
//}
//
////-----------------------------------------------------------------------------
//void CTFRocketLauncher_AirStrike::FireSecondaryRockets()
//{
//#ifdef STAGING_ONLY
// if ( m_flNextPrimaryAttack >= gpGlobals->curtime )
// return;
//
// CTFPlayer *pPlayer = GetTFPlayerOwner();
// if ( !pPlayer )
// return;
//
// if ( !( pPlayer->m_nButtons & IN_ATTACK ) && m_iSecondaryShotsFired == 0 )
// return;
//
// int iAirBombardment = 0;
// CALL_ATTRIB_HOOK_INT( iAirBombardment, rj_air_bombardment );
// if ( !iAirBombardment )
// return;
//
// // This function and its checks are only on the server
// if ( !pPlayer->m_Shared.InCond( TF_COND_BLASTJUMPING ) )
// {
//#ifdef CLIENT_DLL
// // play fail sound locally
// //pPlayer->EmitSound( "Weapon_Airstrike.Fail" );
//#endif
// m_iSecondaryShotsFired = 0;
// return;
// }
//
// if ( m_iClip1 <= 0 && m_iSecondaryShotsFired == 0 )
// return;
//
// if ( m_bReloadsSingly )
// {
// m_iReloadMode.Set( TF_RELOAD_START );
// }
//
// float flFireDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
// flFireDelay += GetFireDelay();
// CALL_ATTRIB_HOOK_FLOAT( flFireDelay, mult_postfiredelay );
// CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, flFireDelay, hwn_mult_postfiredelay );
//
// SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// pPlayer->SetAnimation( PLAYER_ATTACK1 );
// pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
// m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay / 2.0f;
//
// // Want a different sound
// pPlayer->EmitSound( "Weapon_Airstrike.AltFire" );
//
//#ifdef GAME_DLL
// // Server only - create the rocket.
// Vector vecSrc;
// QAngle angForward;
// Vector vecOffset( 23.5f, 12.0f, -3.0f );
// GetProjectileFireSetup( pPlayer, vecOffset, &vecSrc, &angForward, false );
//
// CTFProjectile_SentryRocket *pProjectile = CTFProjectile_SentryRocket::Create( vecSrc, angForward, this, pPlayer );
//
// if ( pProjectile )
// {
// pProjectile->SetCritical( IsCurrentAttackACrit() );
// pProjectile->SetDamage( GetProjectileDamage() * tf_airstrike_dmg_scale.GetFloat() );
// pProjectile->SetDamageForceScale( tf_airstrike_dmg_scale.GetFloat() );
// }
//
// if ( m_iSecondaryShotsFired == 0 )
// {
// RemoveProjectileAmmo( pPlayer );
// }
//
// m_iSecondaryShotsFired++;
// if ( m_iSecondaryShotsFired >= 3 )
// {
// // Decrement ammo and reset
// m_iSecondaryShotsFired = 0;
// // Give normal delay between shots here
// m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
// }
//#endif
//
//#endif
//}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CTFRocketLauncher_Mortar BEGIN
//----------------------------------------------------------------------------------------------------------------------------------------------------------
//CTFRocketLauncher_Mortar::CTFRocketLauncher_Mortar()
//{
//
//}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
CBaseEntity *CTFRocketLauncher_Mortar::FireProjectile( CTFPlayer *pPlayer )
{
// Fire the rocket
CBaseEntity* pRocket = BaseClass::FireProjectile( pPlayer );
// Add it to my list
#ifdef GAME_DLL
m_vecRockets.AddToTail( pRocket );
#endif
return pRocket;
}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
void CTFRocketLauncher_Mortar::SecondaryAttack( void )
{
RedirectRockets();
}
//-----------------------------------------------------------------------------
void CTFRocketLauncher_Mortar::ItemPostFrame( void )
{
#ifdef GAME_DLL
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner && pOwner->m_nButtons & IN_ATTACK2 )
{
// If allowed
RedirectRockets();
}
#endif
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
void CTFRocketLauncher_Mortar::ItemBusyFrame( void )
{
#ifdef GAME_DLL
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner && pOwner->m_nButtons & IN_ATTACK2 )
{
// If allowed
RedirectRockets();
}
#endif
BaseClass::ItemBusyFrame();
}
//-----------------------------------------------------------------------------
void CTFRocketLauncher_Mortar::RedirectRockets( void )
{
#ifdef GAME_DLL
if ( m_vecRockets.Count() <= 0 )
return;
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
Vector vecEye = pOwner->EyePosition();
Vector vecForward, vecRight, vecUp;
AngleVectors( pOwner->EyeAngles(), &vecForward, &vecRight, &vecUp );
trace_t tr;
UTIL_TraceLine( vecEye, vecEye + vecForward * MAX_TRACE_LENGTH, MASK_SOLID, pOwner, COLLISION_GROUP_NONE, &tr );
float flVel = 1100.0f;
FOR_EACH_VEC_BACK( m_vecRockets, i )
{
CBaseEntity* pRocket = m_vecRockets[i].Get();
// Remove targets that have disappeared
if ( !pRocket || pRocket->GetOwnerEntity() != GetOwnerEntity() )
{
m_vecRockets.Remove( i );
continue;
}
// Give the rocket a new target
Vector vecDir = pRocket->WorldSpaceCenter() - tr.endpos;
VectorNormalize( vecDir );
Vector vecVel = pRocket->GetAbsVelocity();
vecVel = -flVel * vecDir;
pRocket->SetAbsVelocity( vecVel );
QAngle newAngles;
VectorAngles( -vecDir, newAngles );
pRocket->SetAbsAngles( newAngles );
#ifdef STAGING_ONLY
if ( !tf_mortar_allow_fulltracking.GetBool() )
{
// only allow a single redirect
m_vecRockets.Remove( i );
}
#else
m_vecRockets.Remove( i );
#endif
}
#endif
}
//----------------------------------------------------------------------------------------------------------------------------------------------------------
// CROSSBOW BEGIN
//----------------------------------------------------------------------------------------------------------------------------------------------------------
bool CTFCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo )
{
// Allow Crossbow to silently reload like the flaregun
if ( m_iClip1 == 0 )
{
// These Values need to match the anim times since all this stuff is actually driven by animation sequence time in the base code
float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
float flReloadTime = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeReload;
CALL_ATTRIB_HOOK_FLOAT( flReloadTime, mult_reload_time );
CALL_ATTRIB_HOOK_FLOAT( flReloadTime, mult_reload_time_hidden );
CALL_ATTRIB_HOOK_FLOAT( flReloadTime, fast_reload );
float flIdleTime = GetLastPrimaryAttackTime() + flFireDelay + flReloadTime;
if ( GetWeaponIdleTime() < flIdleTime )
{
SetWeaponIdleTime( flIdleTime );
m_flNextPrimaryAttack = flIdleTime;
}
IncrementAmmo();
}
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
void CTFCrossbow::SecondaryAttack( void )
{
// If this is the jarate bolt crossbow, make sure we are allowed to do it
int iMilkBolt = 0;
CALL_ATTRIB_HOOK_INT( iMilkBolt, fires_milk_bolt );
if ( iMilkBolt )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Can we attack
if ( GetProgress() >= 1.0f )
{
// Call Primary Attack and modify the projectile
m_bMilkNextAttack = true;
PrimaryAttack();
m_flRegenerateDuration = iMilkBolt;
m_flLastUsedTimestamp = gpGlobals->curtime;
}
}
}
//-----------------------------------------------------------------------------
void CTFCrossbow::ModifyProjectile( CBaseEntity* pProj )
{
#ifdef GAME_DLL
if ( m_bMilkNextAttack )
{
CTFProjectile_Arrow* pMainArrow = assert_cast<CTFProjectile_Arrow*>( pProj );
if ( pMainArrow )
{
pMainArrow->SetApplyMilkOnHit();
}
}
#endif
m_bMilkNextAttack = false;
}
//-----------------------------------------------------------------------------
void CTFCrossbow::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
m_bMilkNextAttack = false;
}
//-----------------------------------------------------------------------------
float CTFCrossbow::GetProjectileSpeed( void )
{
return RemapValClamped( 0.75f, 0.0f, 1.f, 1800, 2600 ); // Temp, if we want to ramp.
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFCrossbow::GetProjectileGravity( void )
{
return RemapValClamped( 0.75f, 0.0f, 1.f, 0.5, 0.1 ); // Temp, if we want to ramp.
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFCrossbow::IsViewModelFlipped( void )
{
return !BaseClass::IsViewModelFlipped(); // Invert because arrows are backwards by default.
}
//-----------------------------------------------------------------------------
void CTFCrossbow::WeaponRegenerate( void )
{
BaseClass::WeaponRegenerate();
m_flLastUsedTimestamp = 0;
}
//-----------------------------------------------------------------------------
inline float CTFCrossbow::GetProgress( void )
{
int iMilkBolt = 0;
CALL_ATTRIB_HOOK_INT( iMilkBolt, fires_milk_bolt );
if ( iMilkBolt == 0 )
return 0;
float meltedTime = gpGlobals->curtime - m_flLastUsedTimestamp;
return meltedTime / m_flRegenerateDuration;
}