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572 lines
17 KiB
572 lines
17 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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// copied from portal2 code; original code came with client-predicted counterpart,
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// but implementing predictable triggers in tf2 wasn't trivial so this is just the
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// server component. it works but causes prediction errors.
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#include "cbase.h"
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#include "movevars_shared.h"
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#if defined( GAME_DLL )
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#include "trigger_catapult.h"
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#include "tf_player.h"
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#include "vcollide_parse.h"
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#include "props.h"
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#else
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#include "c_trigger_catapult.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar catapult_physics_drag_boost( "catapult_physics_drag_boost", "2.1", FCVAR_REPLICATED );
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//-----------------------------------------------------------------------------
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// Purpose: calculates the launch vector between the entity that touched the
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// catapult trigger and the catapult target
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//-----------------------------------------------------------------------------
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Vector CTriggerCatapult::CalculateLaunchVector( CBaseEntity *pVictim, CBaseEntity *pTarget )
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{
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#if defined( CLIENT_DLL )
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if( !GetPredictable() || !pVictim->GetPredictable() )
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return vec3_origin;
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#endif
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// Find where we're going
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Vector vecSourcePos = pVictim->GetAbsOrigin();
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Vector vecTargetPos = pTarget->GetAbsOrigin();
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// If victim is player, adjust target position so player's center will hit the target
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if ( pVictim->IsPlayer() )
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{
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vecTargetPos.z -= 32.0f;
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}
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float flSpeed = (pVictim->IsPlayer()) ? (float)m_flPlayerVelocity : (float)m_flPhysicsVelocity; // u/sec
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float flGravity = GetCurrentGravity();
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Vector vecVelocity = (vecTargetPos - vecSourcePos);
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// throw at a constant time
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float time = vecVelocity.Length( ) / flSpeed;
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vecVelocity = vecVelocity * (1.f / time); // CatapultLaunchVelocityMultiplier
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// adjust upward toss to compensate for gravity loss
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vecVelocity.z += flGravity * time * 0.5;
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return vecVelocity;
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}
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//-----------------------------------------------------------------------------
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// Purpose: calculates the launch vector between the entity that touched the
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// catapult trigger and the catapult target
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//-----------------------------------------------------------------------------
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Vector CTriggerCatapult::CalculateLaunchVectorPreserve( Vector vecInitialVelocity, CBaseEntity *pVictim, CBaseEntity *pTarget, bool bForcePlayer )
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{
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#if defined( CLIENT_DLL )
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if( !GetPredictable() || !pVictim->GetPredictable() )
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return vec3_origin;
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#endif
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// Find where we're going
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Vector vecSourcePos = pVictim->GetAbsOrigin();
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Vector vecTargetPos = pTarget->GetAbsOrigin();
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// If victim is player, adjust target position so player's center will hit the target
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if ( pVictim->IsPlayer() || bForcePlayer )
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{
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vecTargetPos.z -= 32.0f;
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}
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Vector vecDiff = (vecTargetPos - vecSourcePos);
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float flHeight = vecDiff.z;
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float flDist = vecDiff.Length2D();
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float flVelocity = (pVictim->IsPlayer() || bForcePlayer ) ? (float)m_flPlayerVelocity : (float)m_flPhysicsVelocity;
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float flGravity = -1.0f*GetCurrentGravity();
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if( flDist == 0.f )
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{
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DevWarning( "Bad location input for catapult!\n" );
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return CalculateLaunchVector(pVictim, pTarget);
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}
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float flRadical = flVelocity*flVelocity*flVelocity*flVelocity - flGravity*(flGravity*flDist*flDist - 2.f*flHeight*flVelocity*flVelocity);
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if( flRadical <= 0.f )
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{
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DevWarning( "Catapult can't hit target! Add more speed!\n" );
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return CalculateLaunchVector(pVictim, pTarget);
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}
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flRadical = ( sqrt( flRadical ) );
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float flTestAngle1 = flVelocity*flVelocity;
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float flTestAngle2 = flTestAngle1;
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flTestAngle1 = -atan( (flTestAngle1 + flRadical) / (flGravity*flDist) );
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flTestAngle2 = -atan( (flTestAngle2 - flRadical) / (flGravity*flDist) );
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Vector vecTestVelocity1 = vecDiff;
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vecTestVelocity1.z = 0;
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vecTestVelocity1.NormalizeInPlace();
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Vector vecTestVelocity2 = vecTestVelocity1;
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vecTestVelocity1 *= flVelocity*cos( flTestAngle1 );
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vecTestVelocity1.z = flVelocity*sin( flTestAngle1 );
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vecTestVelocity2 *= flVelocity*cos( flTestAngle2 );
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vecTestVelocity2.z = flVelocity*sin( flTestAngle2 );
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vecInitialVelocity.NormalizeInPlace();
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if( m_ExactVelocityChoice == 1 )
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{
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return vecTestVelocity1;
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}
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else if( m_ExactVelocityChoice == 2 )
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{
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return vecTestVelocity2;
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}
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if( vecInitialVelocity.Dot( vecTestVelocity1 ) > vecInitialVelocity.Dot( vecTestVelocity2 ) )
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{
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return vecTestVelocity1;
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}
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return vecTestVelocity2;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::LaunchByTarget( CBaseEntity *pVictim, CBaseEntity *pTarget )
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{
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#if defined( CLIENT_DLL )
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if( !GetPredictable() || !pVictim->GetPredictable() )
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return;
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#endif
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Vector vecVictim;
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if ( pVictim->VPhysicsGetObject() )
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{
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pVictim->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL );
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}
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else
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{
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vecVictim = pVictim->GetAbsVelocity();
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}
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// get the launch vector
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Vector vecVelocity = m_bUseExactVelocity ?
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CalculateLaunchVectorPreserve( vecVictim, pVictim, pTarget ):
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CalculateLaunchVector( pVictim, pTarget );
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// Handle a player
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if ( pVictim->IsPlayer() )
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{
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// Send us flying
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if ( pVictim->GetFlags() & FL_ONGROUND )
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{
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pVictim->SetGroundEntity( NULL );
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pVictim->SetGroundChangeTime( gpGlobals->curtime + 0.5f );
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}
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CTFPlayer *pPlayer = ToTFPlayer( pVictim );
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if ( pPlayer )
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{
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float flSupressionTimeInSeconds = 0.25f;
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if ( m_flAirControlSupressionTime > 0 )
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{
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// If set in the map, use this override time
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flSupressionTimeInSeconds = m_flAirControlSupressionTime;
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}
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//pPlayer->SetAirControlSupressionTime( flSupressionTimeInSeconds * 1000.0f ); // fix units, this method expects milliseconds
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pVictim->Teleport( NULL, NULL, &vecVelocity );
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OnLaunchedVictim( pVictim );
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#if defined( GAME_DLL ) && !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
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//g_PortalGameStats.Event_Catapult_LaunchByTarget( pPlayer, vecVelocity );
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#endif
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}
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}
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else
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{
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if ( pVictim->GetMoveType() == MOVETYPE_VPHYSICS )
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{
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// Launch!
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IPhysicsObject *pPhysObject = pVictim->VPhysicsGetObject();
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if ( pPhysObject )
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{
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AngularImpulse angImpulse = m_bApplyAngularImpulse ? RandomAngularImpulse( -150.0f, 150.0f ) : vec3_origin;
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pPhysObject->SetVelocityInstantaneous( &vecVelocity, &angImpulse );
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// UNDONE: don't mess with physics properties
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#if defined( GAME_DLL )
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CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pVictim);
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if ( pProp != NULL )
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{
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//HACK!
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pProp->OnPhysGunDrop( UTIL_GetLocalPlayer(), LAUNCHED_BY_CANNON );
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}
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#endif
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}
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}
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OnLaunchedVictim( pVictim );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::LaunchByDirection( CBaseEntity *pVictim )
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{
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#if defined( CLIENT_DLL )
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if( !GetPredictable() || !pVictim->GetPredictable() )
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return;
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#endif
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Vector vecForward;
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AngleVectors( m_vecLaunchAngles, &vecForward, NULL, NULL );
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// Handle a player
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if ( pVictim->IsPlayer() )
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{
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// Simply push us forward
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Vector vecPush = vecForward * m_flPlayerVelocity;
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// Hack on top of magic
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if( CloseEnough( vecPush[0], 0.f ) && CloseEnough( vecPush[1],0.f ) )
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{
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vecPush[2] = m_flPlayerVelocity * 1.5f; // FIXME: Magic!
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}
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// Send us flying
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if ( pVictim->GetFlags() & FL_ONGROUND )
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{
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pVictim->SetGroundEntity( NULL );
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pVictim->SetGroundChangeTime( gpGlobals->curtime + 0.5f );
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}
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pVictim->SetAbsVelocity( vecPush );
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OnLaunchedVictim( pVictim );
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// Do air control suppression
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if( m_bDirectionSuppressAirControl )
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{
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float flSupressionTimeInSeconds = 0.25f;
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if ( m_flAirControlSupressionTime > 0 )
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{
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// If set in the map, use this override time
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flSupressionTimeInSeconds = m_flAirControlSupressionTime;
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}
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//CTFPlayer* pTFPlayer = static_cast<CTFPlayer*>(pVictim);
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//pTFPlayer->SetAirControlSupressionTime( flSupressionTimeInSeconds * 1000.0f ); // fix units, this method expects milliseconds
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}
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#if defined( GAME_DLL ) && !defined( _GAMECONSOLE ) && !defined( NO_STEAM )
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//g_PortalGameStats.Event_Catapult_LaunchByDirection( ToPortalPlayer(pVictim), vecPush );
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#endif
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}
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#if defined( GAME_DLL )
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else
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{
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if ( pVictim->GetMoveType() == MOVETYPE_VPHYSICS )
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{
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// Launch!
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IPhysicsObject *pPhysObject = pVictim->VPhysicsGetObject();
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if ( pPhysObject )
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{
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Vector vecVelocity = vecForward * m_flPhysicsVelocity;
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vecVelocity[2] = m_flPhysicsVelocity;
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AngularImpulse angImpulse = RandomAngularImpulse( -50.0f, 50.0f );
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pPhysObject->SetVelocityInstantaneous( &vecVelocity, &angImpulse );
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// Force this!
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float flNull = 0.0f;
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pPhysObject->SetDragCoefficient( &flNull, &flNull );
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pPhysObject->SetDamping( &flNull, &flNull );
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CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pVictim);
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if ( pProp != NULL )
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{
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//HACK!
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pProp->OnPhysGunDrop( UTIL_GetLocalPlayer(), LAUNCHED_BY_CANNON );
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}
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}
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}
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OnLaunchedVictim( pVictim );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::OnLaunchedVictim( CBaseEntity *pVictim )
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{
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#if defined( CLIENT_DLL )
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if( !GetPredictable() || !pVictim->GetPredictable() )
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return;
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#endif
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#if defined( GAME_DLL )
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m_OnCatapulted.FireOutput( pVictim, this );
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#endif
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if ( pVictim->IsPlayer() )
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{
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CTFPlayer *pPlayer = static_cast< CTFPlayer* >( pVictim );
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int nRefireIndex = pPlayer->entindex();
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#if defined( GAME_DLL )
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
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#else
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
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#endif
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}
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else
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{
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#if defined( GAME_DLL )
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m_flRefireDelay[ 0 ] = gpGlobals->curtime + 0.5f; // HACK!
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#else
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m_flRefireDelay[ 0 ] = gpGlobals->curtime + 0.5f; // HACK!
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#endif
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTriggerCatapult::StartTouch( CBaseEntity *pOther )
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{
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if ( pOther == NULL )
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return;
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#if defined( CLIENT_DLL )
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if( !GetPredictable() || !pOther->GetPredictable() )
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return;
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#endif
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//Warning( "CTriggerCatapult::StartTouch( %i %s %f )\n", entindex(), gpGlobals->IsClient() ? "client" : "server", gpGlobals->curtime );
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#if defined( GAME_DLL )
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if ( PassesTriggerFilters( pOther ) == false )
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#else
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if( !(pOther->IsPlayer() && m_bPlayersPassTriggerFilters) )
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#endif
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{
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return;
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}
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// Don't refire too quickly
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int nRefireIndex = pOther->IsPlayer() ? static_cast< CBasePlayer* >( pOther )->entindex() : 0;
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if ( nRefireIndex >= MAX_PLAYERS + 1 )
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{
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Warning( "CTriggerCatapult::StartTouch Trying to store a refire index for an entity( %d ) outside the expected range ( < %d ).\n", nRefireIndex, MAX_PLAYERS + 1 );
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nRefireIndex = 0;
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}
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if ( m_flRefireDelay[ nRefireIndex ] > gpGlobals->curtime )
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{
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// but also don't forget to try again
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if ( m_hAbortedLaunchees.Find( pOther ) == -1 )
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{
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m_hAbortedLaunchees.AddToTail( pOther );
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}
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SetThink( &CTriggerCatapult::LaunchThink );
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SetNextThink( gpGlobals->curtime + 0.05f );
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return;
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}
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#if defined( GAME_DLL )
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// Don't touch things the player is holding
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if ( pOther->VPhysicsGetObject() && (pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) )
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{
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if ( m_hAbortedLaunchees.Find( pOther ) == -1 )
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{
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m_hAbortedLaunchees.AddToTail( pOther );
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}
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SetThink( &CTriggerCatapult::LaunchThink );
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SetNextThink( gpGlobals->curtime + 0.05f );
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return;
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}
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else if ( pOther->IsPlayer() )
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{
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// Always keep players in this list in case the were trapped under another player in the previous launch
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if ( m_hAbortedLaunchees.Find( pOther ) == -1 )
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{
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m_hAbortedLaunchees.AddToTail( pOther );
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}
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SetThink( &CTriggerCatapult::LaunchThink );
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SetNextThink( gpGlobals->curtime + 0.05f );
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}
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#endif
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// Get the target
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CBaseEntity *pLaunchTarget = m_hLaunchTarget;
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// See if we're attempting to hit a target
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if ( pLaunchTarget )
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{
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// See if we are using the threshold check
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if ( m_bUseThresholdCheck )
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{
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// Get the velocity of the physics objects / players touching the catapult
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Vector vecVictim;
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if ( pOther->IsPlayer() )
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{
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vecVictim = pOther->GetAbsVelocity();
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}
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else if( pOther->VPhysicsGetObject() )
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{
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pOther->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL );
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}
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else
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{
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// DevMsg("Catapult fail!! Object is not a player and has no physics object! BUG THIS\n");
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vecVictim = vec3_origin;
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}
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float flVictimSpeed = vecVictim.Length();
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// get the speed needed to hit the target
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Vector vecVelocity;
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if( m_bUseExactVelocity )
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{
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vecVelocity = CalculateLaunchVectorPreserve( vecVictim, pOther, pLaunchTarget );
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}
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else
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{
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vecVelocity = CalculateLaunchVector( pOther, pLaunchTarget );
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}
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float flLaunchSpeed = vecVelocity.Length();
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// is the victim facing the target?
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Vector vecDirection = ( pLaunchTarget->GetAbsOrigin() - pOther->GetAbsOrigin() );
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Vector necNormalizedVictim = vecVictim;
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Vector vecNormalizedDirection = vecDirection;
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necNormalizedVictim.NormalizeInPlace();
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vecNormalizedDirection.NormalizeInPlace();
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float flDot = DotProduct( necNormalizedVictim, vecNormalizedDirection );
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if ( flDot >= m_flEntryAngleTolerance )
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{
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// Is the victim speed within tolerance to launch them?
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if ( ( ( flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ) ) < flVictimSpeed ) && ( ( flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) ) > flVictimSpeed ) )
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{
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if( m_bOnlyVelocityCheck )
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{
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OnLaunchedVictim( pOther );
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}
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else
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{
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// Launch!
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LaunchByTarget( pOther, pLaunchTarget );
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// DevMsg( 1, "Catapult \"%s\" is adjusting velocity of \"%s\" so it will hit the target. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n", STRING(GetEntityName()), pOther->GetClassname(), flVictimSpeed, flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ), flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) );
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}
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}
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else
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{
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// DevMsg( 1, "Catapult \"%s\" ignoring object \"%s\" because its velocity is outside of the threshold. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n", STRING(GetEntityName()), pOther->GetClassname(), flVictimSpeed, flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ), flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) );
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// since we attempted a fling set the refire delay
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#if defined( GAME_DLL )
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
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#else
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
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#endif
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}
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}
|
|
else
|
|
{
|
|
// we're facing the wrong way. set the refire delay.
|
|
#if defined( GAME_DLL )
|
|
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
|
#else
|
|
m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK!
|
|
#endif
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LaunchByTarget( pOther, pLaunchTarget );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
if( m_hLaunchTarget.IsValid() )
|
|
{
|
|
Warning( "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
|
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
|
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
|
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n"
|
|
"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n" );
|
|
}
|
|
#endif
|
|
|
|
bool bShouldLaunch = true;
|
|
|
|
if( m_bUseThresholdCheck )
|
|
{
|
|
// Get the velocity of the physics objects / players touching the catapult
|
|
Vector vecVictim;
|
|
if ( pOther->IsPlayer() )
|
|
{
|
|
vecVictim = pOther->GetAbsVelocity();
|
|
}
|
|
else if( pOther->VPhysicsGetObject() )
|
|
{
|
|
pOther->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL );
|
|
}
|
|
else
|
|
{
|
|
// DevMsg("Catapult fail!! Object is not a player and has no physics object! BUG THIS\n");
|
|
vecVictim = vec3_origin;
|
|
}
|
|
|
|
Vector vecForward;
|
|
AngleVectors( m_vecLaunchAngles, &vecForward, NULL, NULL );
|
|
|
|
float flDot = DotProduct( vecForward, vecVictim );
|
|
float flLower = m_flPlayerVelocity - (m_flPlayerVelocity * m_flLowerThreshold);
|
|
float flUpper = m_flPlayerVelocity + (m_flPlayerVelocity * m_flUpperThreshold);
|
|
if( flDot < flLower || flDot > flUpper )
|
|
{
|
|
bShouldLaunch = false;
|
|
}
|
|
}
|
|
|
|
if( bShouldLaunch )
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
CEG_PROTECT_VIRTUAL_FUNCTION ( CTriggerCatapult_StartTouch );
|
|
#endif
|
|
if( m_bOnlyVelocityCheck )
|
|
{
|
|
OnLaunchedVictim( pOther );
|
|
}
|
|
else
|
|
{
|
|
LaunchByDirection( pOther );
|
|
}
|
|
}
|
|
}
|
|
}
|