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94 lines
2.5 KiB
94 lines
2.5 KiB
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// boss_alpha_get_off_me.cpp
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// Michael Booth, November 2010
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#include "cbase.h"
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#ifdef TF_RAID_MODE
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#include "tf_player.h"
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#include "player_vs_environment/boss_alpha/boss_alpha.h"
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#include "player_vs_environment/boss_alpha/behavior/boss_alpha_get_off_me.h"
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ConVar tf_boss_alpha_charge_pushaway_force( "tf_boss_alpha_charge_pushaway_force", "500"/*, FCVAR_CHEAT*/ );
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//---------------------------------------------------------------------------------------------
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void PushawayPlayer( CTFPlayer *victim, const Vector &pushOrigin, float pushForce )
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{
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if ( !victim )
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return;
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if ( victim->GetFlags() & FL_ONGROUND )
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{
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// launching into the air
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victim->SetAbsVelocity( vec3_origin );
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const float stunTime = 0.5f;
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victim->m_Shared.StunPlayer( stunTime, 1.0, TF_STUN_MOVEMENT );
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victim->ApplyPunchImpulseX( RandomInt( 10, 15 ) );
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victim->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:0,victim:1" );
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}
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victim->RemoveFlag( FL_ONGROUND );
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Vector toVictim = victim->WorldSpaceCenter() - pushOrigin;
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toVictim.z = 0.0f;
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toVictim.NormalizeInPlace();
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toVictim.z = 1.0f;
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victim->ApplyAbsVelocityImpulse( pushForce * toVictim );
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CBossAlpha > CBossAlphaGetOffMe::OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction )
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{
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me->AddGestureSequence( me->LookupSequence( "gesture_melee_help" ) );
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m_timer.Start( 0.5f );
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me->AddCondition( CBossAlpha::BUSY );
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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ActionResult< CBossAlpha > CBossAlphaGetOffMe::Update( CBossAlpha *me, float interval )
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{
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if ( m_timer.IsElapsed() )
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{
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// blast players off of my head
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CUtlVector< CTFPlayer * > onMeVector;
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me->CollectPlayersStandingOnMe( &onMeVector );
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Vector headPos;
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QAngle headAngles;
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if ( me->GetAttachment( "head", headPos, headAngles ) )
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{
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for( int i=0; i<onMeVector.Count(); ++i )
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{
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// push 'em off
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PushawayPlayer( onMeVector[i], headPos, tf_boss_alpha_charge_pushaway_force.GetFloat() );
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}
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}
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me->EmitSound( "Weapon_FlameThrower.AirBurstAttack" );
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return Done();
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}
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return Continue();
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}
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//---------------------------------------------------------------------------------------------
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void CBossAlphaGetOffMe::OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction )
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{
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me->RemoveCondition( CBossAlpha::BUSY );
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}
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#endif // TF_RAID_MODE
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