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685 lines
19 KiB
685 lines
19 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_weapon_compound_bow.h"
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#include "tf_fx_shared.h"
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#include "tf_gamerules.h"
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#include "in_buttons.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "c_tf_gamestats.h"
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#include "prediction.h"
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// Server specific.
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#else
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#include "tf_player.h"
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#include "tf_gamestats.h"
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#include "tf_projectile_arrow.h"
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#endif
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//=============================================================================
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//
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// Weapon tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFCompoundBow, DT_WeaponCompoundBow )
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BEGIN_NETWORK_TABLE( CTFCompoundBow, DT_WeaponCompoundBow )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bArrowAlight ) ),
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RecvPropBool( RECVINFO( m_bNoFire ) ),
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#else
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SendPropBool( SENDINFO( m_bArrowAlight ) ),
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SendPropBool( SENDINFO( m_bNoFire ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFCompoundBow )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_flChargeBeginTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bNoFire, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_compound_bow, CTFCompoundBow );
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PRECACHE_WEAPON_REGISTER( tf_weapon_compound_bow );
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// Server specific.
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFCompoundBow )
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END_DATADESC()
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#endif
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#define TF_ARROW_MAX_CHARGE_TIME 5.0f
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//=============================================================================
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//
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// Weapon functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFCompoundBow::CTFCompoundBow()
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{
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m_flLastDenySoundTime = 0.0f;
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m_bNoFire = false;
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m_bReloadsSingly = false;
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}
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void CTFCompoundBow::Precache( void )
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{
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PrecacheScriptSound( "Weapon_CompoundBow.SinglePull" );
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PrecacheScriptSound( "ArrowLight" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFCompoundBow::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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// m_flChargeBeginTime = 0;
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m_bArrowAlight = false;
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m_bNoAutoRelease = true;
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m_bNoFire = false;
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}
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#ifdef GAME_DLL
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#ifdef STAGING_ONLY
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void CTFCompoundBow::CreateExtraArrow( CTFProjectile_Arrow* pMainArrow, const QAngle& qSpreadAngles, float flSpeed )
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{
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CTFProjectile_Arrow* pExtraArrow = CTFProjectile_Arrow::Create( pMainArrow->GetAbsOrigin(), qSpreadAngles, flSpeed, GetProjectileGravity(), (ProjectileType_t)GetWeaponProjectileType(), pMainArrow->GetOwnerEntity(), pMainArrow->GetOwnerEntity() );
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if ( pExtraArrow )
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{
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pExtraArrow->SetLauncher( this );
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pExtraArrow->SetCritical( IsCurrentAttackACrit() );
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pExtraArrow->SetDamage( 0.5f * GetProjectileDamage() );
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if ( pMainArrow->CanPenetrate() )
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{
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pExtraArrow->SetPenetrate( true );
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}
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pExtraArrow->SetCollisionGroup( pMainArrow->GetCollisionGroup() );
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}
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}
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ConVar sv_arrow_spread_angle( "sv_arrow_spread_angle", "5.f" );
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ConVar sv_arrow_max_random_spread_angle( "sv_arrow_random_spread_angle", "5.f" );
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float CTFCompoundBow::GetRandomSpreadOffset( int iLevel )
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{
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float flMaxRandomSpread = sv_arrow_max_random_spread_angle.GetFloat();
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float flRandom = RemapValClamped( gpGlobals->curtime - m_flChargeBeginTime, 0.f, GetChargeMaxTime(), RandomFloat( -flMaxRandomSpread, flMaxRandomSpread ), 0.f );
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return sv_arrow_spread_angle.GetFloat() * iLevel + flRandom;
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}
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#endif // STAGING_ONLY
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFCompoundBow::LaunchGrenade( void )
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{
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// Get the player owning the weapon.
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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CalcIsAttackCritical();
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
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m_bWantsToShoot = false;
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#ifdef GAME_DLL
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CTFProjectile_Arrow *pMainArrow = assert_cast<CTFProjectile_Arrow*>( FireProjectile( pPlayer ) );
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if ( pMainArrow )
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{
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pMainArrow->SetArrowAlight( m_bArrowAlight );
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#ifdef STAGING_ONLY
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if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
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{
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Vector vecMainVelocity = pMainArrow->GetAbsVelocity();
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float flMainSpeed = vecMainVelocity.Length();
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int iArrowMastery = 0;
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CALL_ATTRIB_HOOK_INT( iArrowMastery, arrow_mastery );
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for ( int i=0; i<iArrowMastery; ++i )
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{
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QAngle qOffset1 = pMainArrow->GetAbsAngles() + QAngle( 0, GetRandomSpreadOffset( i + 1 ), 0 );
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CreateExtraArrow( pMainArrow, qOffset1, flMainSpeed );
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QAngle qOffset2 = pMainArrow->GetAbsAngles() + QAngle( 0, -GetRandomSpreadOffset( i + 1 ), 0 );
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CreateExtraArrow( pMainArrow, qOffset2, flMainSpeed );
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}
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}
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#endif
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}
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#else
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FireProjectile( pPlayer );
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#endif
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#if !defined( CLIENT_DLL )
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pPlayer->SpeakWeaponFire();
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CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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#ifdef CLIENT_DLL
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C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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// Set next attack times.
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float flBaseFireDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
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float flFireDelay = ApplyFireDelay( flBaseFireDelay );
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ApplyRefireSpeedModifications( flFireDelay );
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float flRateMultiplyer = flBaseFireDelay / flFireDelay;
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// Speed up the reload animation built in to firing
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if ( pPlayer->GetViewModel(0) )
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{
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pPlayer->GetViewModel(0)->SetPlaybackRate( flRateMultiplyer );
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}
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if ( pPlayer->GetViewModel(1) )
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{
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pPlayer->GetViewModel(1)->SetPlaybackRate( flRateMultiplyer );
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
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m_flLastDenySoundTime = gpGlobals->curtime;
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float flIdleDelay = 0.5f * flRateMultiplyer;
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SetWeaponIdleTime( m_flNextPrimaryAttack + flIdleDelay );
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pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
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pPlayer->TeamFortress_SetSpeed();
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m_flChargeBeginTime = 0;
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m_bArrowAlight = false;
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// The bow doesn't actually reload, it instead uses the AE_WPN_INCREMENTAMMO anim event in the fire to reload the clip.
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// We need to reset this bool each time we fire so that anim event works.
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m_bReloadedThroughAnimEvent = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFCompoundBow::PrimaryAttack( void )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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// Check for ammunition.
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if ( m_iClip1 <= 0 && m_iClip1 != -1 )
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return;
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// Are we capable of firing again?
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
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return;
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if ( m_bNoFire )
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return;
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if ( !CanAttack() )
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{
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m_flChargeBeginTime = 0;
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return;
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}
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if ( m_flChargeBeginTime <= 0 )
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{
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// Set the weapon mode.
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m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
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// save that we had the attack button down
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m_flChargeBeginTime = gpGlobals->curtime;
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SendWeaponAnim( ACT_VM_PULLBACK );
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float flRateMultiplyer = ApplyFireDelay( 1.0f );
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ApplyRefireSpeedModifications( flRateMultiplyer );
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if ( flRateMultiplyer > 0.0f )
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{
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flRateMultiplyer = 1.0f / flRateMultiplyer;
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}
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// Speed up the reload animation built in to firing
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if ( pPlayer->GetViewModel(0) )
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{
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pPlayer->GetViewModel(0)->SetPlaybackRate( flRateMultiplyer );
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}
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if ( pPlayer->GetViewModel(1) )
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{
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pPlayer->GetViewModel(1)->SetPlaybackRate( flRateMultiplyer );
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}
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bool bPlaySound = true;
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#ifdef CLIENT_DLL
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bPlaySound = prediction->IsFirstTimePredicted();
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#endif
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if ( bPlaySound )
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{
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// Increase the pitch of the pull sound when the fire rate is higher
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CSoundParameters params;
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if ( CBaseEntity::GetParametersForSound( "Weapon_CompoundBow.SinglePull", params, NULL ) )
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{
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CPASAttenuationFilter filter( pPlayer->GetAbsOrigin(), params.soundlevel );
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#ifdef GAME_DLL
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filter.RemoveRecipient( pPlayer );
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#endif
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EmitSound_t ep( params );
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ep.m_nPitch *= flRateMultiplyer;
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pPlayer->EmitSound( filter, pPlayer->entindex(), ep );
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}
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}
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// Slow down movement speed while the bow is pulled back.
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pPlayer->m_Shared.AddCond( TF_COND_AIMING );
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pPlayer->TeamFortress_SetSpeed();
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}
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else
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{
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float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
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if ( flTotalChargeTime >= GetChargeMaxTime() )
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{
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flTotalChargeTime = GetChargeMaxTime();
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// LaunchGrenade();
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}
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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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float CTFCompoundBow::GetChargeMaxTime( void )
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{
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// It takes less time to charge if the fire rate is higher
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float flChargeMaxTime = ApplyFireDelay( 1.0f );
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ApplyRefireSpeedModifications( flChargeMaxTime );
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return flChargeMaxTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFCompoundBow::GetCurrentCharge( void )
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{
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if ( m_flChargeBeginTime == 0 )
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return 0;
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else
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return MIN( gpGlobals->curtime - m_flChargeBeginTime, 1.f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFCompoundBow::GetProjectileDamage( void )
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{
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float flDamage = BaseClass::GetProjectileDamage();
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float flBaseDamage = 50.f;
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float flScale = MIN( GetCurrentCharge() / GetChargeMaxTime(), 1.f);
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float flScaleDamage = flDamage * flScale;
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return (flBaseDamage + flScaleDamage);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFCompoundBow::GetProjectileSpeed( void )
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{
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return RemapValClamped( GetCurrentCharge(), 0.0f, 1.f, 1800, 2600 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFCompoundBow::GetProjectileGravity( void )
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{
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return RemapValClamped( GetCurrentCharge(), 0.0f, 1.f, 0.5, 0.1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFCompoundBow::AddPipeBomb( CTFGrenadePipebombProjectile *pBomb )
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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 CTFCompoundBow::SecondaryAttack( void )
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{
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LowerBow();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Un-nocks a ready arrow.
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//-----------------------------------------------------------------------------
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void CTFCompoundBow::LowerBow( void )
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{
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if ( GetCurrentCharge() == 0.f )
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return; // No arrow nocked.
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m_flChargeBeginTime = 0;
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
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pPlayer->TeamFortress_SetSpeed();
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.f;
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m_bNoFire = true;
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m_bWantsToShoot = false;
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SendWeaponAnim( ACT_ITEM2_VM_DRYFIRE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFCompoundBow::DetonateRemotePipebombs( bool bFizzle )
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFCompoundBow::OwnerCanJump( void )
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{
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if ( GetCurrentCharge() > 0.f )
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return false;
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else
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFCompoundBow::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
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pPlayer->TeamFortress_SetSpeed();
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}
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m_bNoFire = false;
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SetArrowAlight( false );
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play animation appropriate to ball status.
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//-----------------------------------------------------------------------------
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bool CTFCompoundBow::SendWeaponAnim( int iActivity )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return BaseClass::SendWeaponAnim( iActivity );
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if ( iActivity == ACT_VM_PULLBACK )
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{
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iActivity = ACT_ITEM2_VM_CHARGE;
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}
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||
|
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
|
||
|
if ( GetCurrentCharge() > 0 )
|
||
|
{
|
||
|
switch ( iActivity )
|
||
|
{
|
||
|
case ACT_VM_IDLE:
|
||
|
if ( flTotalChargeTime >= TF_ARROW_MAX_CHARGE_TIME )
|
||
|
{
|
||
|
int iAct = GetActivity();
|
||
|
if ( iAct == ACT_ITEM2_VM_IDLE_3 || iAct == ACT_ITEM2_VM_CHARGE_IDLE_3 )
|
||
|
{
|
||
|
iActivity = ACT_ITEM2_VM_IDLE_3;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iActivity = ACT_ITEM2_VM_CHARGE_IDLE_3;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iActivity = ACT_ITEM2_VM_IDLE_2;
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::SendWeaponAnim( iActivity );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play animation appropriate to ball status.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::ItemPostFrame( void )
|
||
|
{
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
if ( !CanAttack() )
|
||
|
{
|
||
|
LowerBow();
|
||
|
}
|
||
|
|
||
|
// If we just fired, and we're past the point at which we tried to reload ourselves,
|
||
|
// and we don't have any ammo in the clip, switch away to another weapon to stop us
|
||
|
// from playing the "draw another arrow from the quiver" animation.
|
||
|
if ( m_bReloadedThroughAnimEvent && m_iClip1 <= 0 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
||
|
{
|
||
|
g_pGameRules->SwitchToNextBestWeapon( pOwner, this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
BaseClass::ItemPostFrame();
|
||
|
|
||
|
if ( !(pOwner->m_nButtons & IN_ATTACK) && !(pOwner->m_nButtons & IN_ATTACK2) )
|
||
|
{
|
||
|
// Both buttons released. The player can draw the bow again.
|
||
|
m_bNoFire = false;
|
||
|
|
||
|
if ( GetActivity() == ACT_ITEM2_VM_PRIMARYATTACK && IsViewModelSequenceFinished() )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_IDLE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( GetCurrentCharge() == 1.f && IsViewModelSequenceFinished() )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_IDLE );
|
||
|
}
|
||
|
|
||
|
if ( m_bNoFire )
|
||
|
{
|
||
|
WeaponIdle();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Held the arrow drawn too long. Give up & play a fail animation.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::ForceLaunchGrenade( void )
|
||
|
{
|
||
|
// LowerBow();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates, float flEndDist )
|
||
|
{
|
||
|
BaseClass::GetProjectileFireSetup( pPlayer, vecOffset, vecSrc, angForward, bHitTeammates, flEndDist );
|
||
|
|
||
|
float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
|
||
|
if ( flTotalChargeTime >= TF_ARROW_MAX_CHARGE_TIME )
|
||
|
{
|
||
|
// We want to fire a really inaccurate shot.
|
||
|
float frand = (float) rand() / VALVE_RAND_MAX;
|
||
|
angForward->x += -6 + frand*12.f;
|
||
|
frand = (float) rand() / VALVE_RAND_MAX;
|
||
|
angForward->y += -6 + frand*12.f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::ApplyRefireSpeedModifications( float &flBaseRef )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, fast_reload );
|
||
|
|
||
|
// Prototype hack
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
int iMaster = 0;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iMaster, ability_master_sniper );
|
||
|
if ( iMaster )
|
||
|
{
|
||
|
flBaseRef *= RemapValClamped( iMaster, 1, 2, 0.6f, 0.3f );
|
||
|
}
|
||
|
else if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
|
||
|
{
|
||
|
flBaseRef *= 0.4f;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::StartBurningEffect( void )
|
||
|
{
|
||
|
// clear any old effect before adding a new one
|
||
|
if ( m_pBurningArrowEffect )
|
||
|
{
|
||
|
StopBurningEffect();
|
||
|
}
|
||
|
|
||
|
const char *pszEffect;
|
||
|
m_hParticleEffectOwner = GetWeaponForEffect();
|
||
|
if ( m_hParticleEffectOwner )
|
||
|
{
|
||
|
if ( m_hParticleEffectOwner != this )
|
||
|
{
|
||
|
// We're on the viewmodel
|
||
|
pszEffect = "v_flaming_arrow";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pszEffect = "flaming_arrow";
|
||
|
}
|
||
|
|
||
|
m_pBurningArrowEffect = m_hParticleEffectOwner->ParticleProp()->Create( pszEffect, PATTACH_POINT_FOLLOW, "muzzle" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::StopBurningEffect( void )
|
||
|
{
|
||
|
if ( m_pBurningArrowEffect )
|
||
|
{
|
||
|
if ( m_hParticleEffectOwner && m_hParticleEffectOwner->ParticleProp() )
|
||
|
{
|
||
|
m_hParticleEffectOwner->ParticleProp()->StopEmission( m_pBurningArrowEffect );
|
||
|
}
|
||
|
|
||
|
m_pBurningArrowEffect = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::UpdateOnRemove( void )
|
||
|
{
|
||
|
StopBurningEffect();
|
||
|
BaseClass::UpdateOnRemove();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::OnDataChanged( DataUpdateType_t type )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( type );
|
||
|
|
||
|
// Handle particle effect creation / destruction
|
||
|
if ( m_bArrowAlight && !m_pBurningArrowEffect )
|
||
|
{
|
||
|
StartBurningEffect();
|
||
|
EmitSound( "ArrowLight" );
|
||
|
}
|
||
|
else if ( !m_bArrowAlight && m_pBurningArrowEffect )
|
||
|
{
|
||
|
StopBurningEffect();
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFCompoundBow::Reload( void )
|
||
|
{
|
||
|
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
|
||
|
return false;
|
||
|
return BaseClass::Reload();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFCompoundBow::CalcIsAttackCriticalHelper()
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
|
||
|
// Crit boosted players fire all crits
|
||
|
if ( pPlayer && pPlayer->m_Shared.IsCritBoosted() )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFCompoundBow::SetArrowAlight( bool bAlight )
|
||
|
{
|
||
|
// Don't light arrows if we're still firing one.
|
||
|
if (GetActivity() != ACT_ITEM2_VM_PRIMARYATTACK )
|
||
|
{
|
||
|
m_bArrowAlight = bAlight;
|
||
|
}
|
||
|
}
|