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111 lines
3.4 KiB
111 lines
3.4 KiB
5 years ago
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//========= 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_passtime_ball.h"
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#include "tf_passtime_logic.h"
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#include "passtime_convars.h"
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#include "passtime_ballcontroller_playerseek.h"
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#include "tf_player.h"
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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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namespace {
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const int kPriority = 1; // same as homing, so they stack
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}
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//-----------------------------------------------------------------------------
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CPasstimeBallControllerPlayerSeek::CPasstimeBallControllerPlayerSeek()
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: CPasstimeBallController( kPriority ) // low priority
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, m_fEnableTime( 0 )
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{}
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//-----------------------------------------------------------------------------
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bool CPasstimeBallControllerPlayerSeek::Apply( CPasstimeBall *ball )
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{
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if ( gpGlobals->curtime < m_fEnableTime )
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return false;
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return Seek( ball, FindTarget( ball->GetThrower(), ball->GetAbsOrigin() ) );
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}
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//-----------------------------------------------------------------------------
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CTFPlayer *CPasstimeBallControllerPlayerSeek::FindTarget( CTFPlayer *pIgnorePlayer, const Vector& ballOrigin ) const
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{
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CTFPlayer *pTarget = 0;
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float closestPlayerDist = tf_passtime_ball_seek_range.GetFloat();
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closestPlayerDist *= closestPlayerDist; // avoid some sqrts
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// Treat this trace exactly like radius damage
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CTraceFilterIgnorePlayers traceFilter( 0, COLLISION_GROUP_PLAYER_MOVEMENT );
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for ( int i = 1; i <= MAX_PLAYERS; i++ )
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{
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CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
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if ( !pPlayer )
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continue; // wat
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if ( pPlayer == pIgnorePlayer )
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continue;
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const Vector& eyepos = pPlayer->WorldSpaceCenter();
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const float dist = (eyepos - ballOrigin).LengthSqr();
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if ( dist >= closestPlayerDist )
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continue; // to far away
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if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
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continue; // don't seek any disguised people
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if ( !g_pPasstimeLogic->BCanPlayerPickUpBall( pPlayer ) )
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continue; // can't pick it up
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trace_t trace;
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UTIL_TraceLine( ballOrigin, eyepos, MASK_PLAYERSOLID, &traceFilter, &trace );
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if ( trace.fraction != 1 )
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continue; // occluded
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// chicken dinner
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pTarget = pPlayer;
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closestPlayerDist = dist;
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}
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return pTarget;
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}
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extern float GetCurrentGravity( void ); // tf_gamerules.h
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//-----------------------------------------------------------------------------
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bool CPasstimeBallControllerPlayerSeek::Seek( CPasstimeBall *ball, CTFPlayer *pTarget ) const
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{
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if ( !pTarget )
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return false;
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// taken from ballcontroller_homing
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IPhysicsObject *pPhys = ball->VPhysicsGetObject();
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Vector ballpos;
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pPhys->GetPosition( &ballpos, 0 );
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Vector targetvel = pTarget->EyePosition() - ballpos;
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targetvel.NormalizeInPlace();
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targetvel *= pTarget->TeamFortress_CalculateMaxSpeed() *
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tf_passtime_ball_seek_speed_factor.GetFloat();
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Vector currentvel;
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pPhys->GetVelocity( ¤tvel, 0 );
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Vector steer = targetvel - currentvel;
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pPhys->AddVelocity( &steer, 0 );
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return true;
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}
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//-----------------------------------------------------------------------------
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void CPasstimeBallControllerPlayerSeek::OnBallSpawned( CPasstimeBall *ball )
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{
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// NOTE: this hack is the only thing that prevents players from picking up
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// balls immediately after they were thrown (including by nearby unrelated
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// players)
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m_fEnableTime = gpGlobals->curtime + 0.25f;
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}
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