Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_obj_catapult.h"
#include "tf_player.h"
#include "mathlib/mathlib.h"
#include "in_buttons.h"
#ifdef STAGING_ONLY
#define CATAPULT_THINK_CONTEXT "CatapultContext"
#define CATAPULT_MODEL "models/buildables/teleporter_light.mdl"
const Vector CATAPULT_MINS = Vector( -24, -24, 0 );
const Vector CATAPULT_MAXS = Vector( 24, 24, 12 );
ConVar tf_engineer_catapult_force( "tf_engineer_catapult_force", "1000" );
ConVar tf_engineer_catapult_delay( "tf_engineer_catapult_delay", "0" );
//IMPLEMENT_SERVERCLASS_ST( CObjectCatapult, DT_ObjectCatapult )
//END_SEND_TABLE()
BEGIN_DATADESC( CObjectCatapult )
DEFINE_THINKFUNC( CatapultThink ),
END_DATADESC()
PRECACHE_REGISTER( obj_catapult );
LINK_ENTITY_TO_CLASS( obj_catapult, CObjectCatapult );
CObjectCatapult::CObjectCatapult()
{
int iHealth = GetMaxHealthForCurrentLevel();
SetMaxHealth( iHealth );
SetHealth( iHealth );
UseClientSideAnimation();
SetType( OBJ_CATAPULT );
}
void CObjectCatapult::Spawn()
{
SetSolid( SOLID_BBOX );
SetModel( CATAPULT_MODEL );
int nBodyDir = FindBodygroupByName( "teleporter_direction" );
if ( nBodyDir != -1 )
{
SetBodygroup( nBodyDir, 0 );
}
UTIL_SetSize( this, CATAPULT_MINS, CATAPULT_MAXS );
BaseClass::Spawn();
// HACK: Spin this building 180. The temp model is backwards
RotateBuildAngles();
RotateBuildAngles();
UpdateDesiredBuildRotation( 5.f );
}
void CObjectCatapult::Precache()
{
BaseClass::Precache();
PrecacheModel( CATAPULT_MODEL );
}
void CObjectCatapult::CatapultThink()
{
if ( IsCarried() )
return;
SetContextThink( &CObjectCatapult::CatapultThink, gpGlobals->curtime + 0.1f, CATAPULT_THINK_CONTEXT );
const float flJumpDelay = tf_engineer_catapult_delay.GetFloat();
for ( int i=0; i<m_jumpers.Count(); )
{
const Jumper_t& jumper = m_jumpers[i];
// Cleanup
if( !jumper.m_hJumper )
{
m_jumpers.Remove(i);
continue;
}
CTFPlayer *pPlayer = ToTFPlayer( jumper.m_hJumper );
if ( !pPlayer )
{
m_jumpers.Remove( i );
continue;
}
//pPlayer->m_nButtons |= IN_DUCK;
if ( jumper.flTouchTime + flJumpDelay < gpGlobals->curtime || ( pPlayer->m_nButtons & IN_DUCK ) )
{
Launch( jumper.m_hJumper );
m_jumpers.Remove(i);
}
else
{
++i;
}
}
}
void CObjectCatapult::OnGoActive()
{
BaseClass::OnGoActive();
SetContextThink( &CObjectCatapult::CatapultThink, gpGlobals->curtime + 0.1, CATAPULT_THINK_CONTEXT );
int nBodyDir = FindBodygroupByName( "teleporter_direction" );
if ( nBodyDir != -1 )
{
SetBodygroup( nBodyDir, 1 );
}
}
bool CObjectCatapult::IsPlacementPosValid( void )
{
bool bResult = BaseClass::IsPlacementPosValid();
if ( !bResult )
{
return false;
}
// m_vecBuildOrigin is the proposed build origin
// start above the teleporter position
Vector vecTestPos = m_vecBuildOrigin;
vecTestPos.z += CATAPULT_MAXS.z;
// make sure we can fit a player on top in this pos
trace_t tr;
UTIL_TraceHull( vecTestPos, vecTestPos, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID | CONTENTS_PLAYERCLIP, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
return ( tr.fraction >= 1.0 );
}
void CObjectCatapult::StartTouch( CBaseEntity *pOther )
{
BaseClass::StartTouch( pOther );
if ( pOther->IsPlayer() )
{
int index = m_jumpers.AddToTail();
Jumper_t& jumper = m_jumpers[index];
jumper.m_hJumper = pOther;
jumper.flTouchTime = gpGlobals->curtime;
}
}
void CObjectCatapult::EndTouch( CBaseEntity *pOther )
{
BaseClass::EndTouch( pOther );
for ( int i=0; i<m_jumpers.Count(); ++i )
{
if ( m_jumpers[i].m_hJumper == pOther )
{
m_jumpers.Remove(i);
return;
}
}
}
void CObjectCatapult::Launch( CBaseEntity* pEnt )
{
CTFPlayer *pPlayer = ToTFPlayer( pEnt );
if ( !pPlayer )
return;
//Vector vForward;
//QAngle qEyeAngle = pEnt->EyeAngles();
//AngleVectors( pEnt->EyeAngles(), &vForward );
//vForward.NormalizeInPlace();
//vForward.z += 2.0f;
//vForward.NormalizeInPlace();
//pPlayer->ApplyAirBlastImpulse( tf_engineer_catapult_force.GetFloat() * vForward );
pPlayer->m_Shared.AddCond( TF_COND_SPEED_BOOST, 5.0f );
}
#endif // STAGING_ONLY