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862 lines
25 KiB
862 lines
25 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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//=============================================================================//
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#include "cbase.h"
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#include "tf_weaponbase_grenadeproj.h"
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#include "tf_gamerules.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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// Server specific.
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#else
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#include "soundent.h"
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#include "te_effect_dispatch.h"
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#include "tf_player.h"
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#include "func_break.h"
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#include "func_nogrenades.h"
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#include "Sprite.h"
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#include "tf_fx.h"
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#include "halloween/merasmus/merasmus.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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//=============================================================================
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//
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// TF Grenade projectile tables.
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//
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// Server specific.
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#ifdef GAME_DLL
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BEGIN_DATADESC( CTFWeaponBaseGrenadeProj )
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DEFINE_THINKFUNC( DetonateThink ),
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END_DATADESC()
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#ifdef STAGING_ONLY
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ConVar tf_grenade_show_radius( "tf_grenade_show_radius", "0", FCVAR_CHEAT, "Render radius of grenades" );
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ConVar tf_grenade_show_radius_time( "tf_grenade_show_radius_time", "5.0", FCVAR_CHEAT, "Time to show grenade radius" );
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#endif // STAGING_ONLY
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extern void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
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extern void SendProxy_Angles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponBaseGrenadeProj, DT_TFWeaponBaseGrenadeProj )
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LINK_ENTITY_TO_CLASS( tf_weaponbase_grenade_proj, CTFWeaponBaseGrenadeProj );
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PRECACHE_REGISTER( tf_weaponbase_grenade_proj );
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BEGIN_NETWORK_TABLE( CTFWeaponBaseGrenadeProj, DT_TFWeaponBaseGrenadeProj )
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#ifdef CLIENT_DLL
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RecvPropVector( RECVINFO( m_vInitialVelocity ) ),
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RecvPropBool( RECVINFO( m_bCritical ) ),
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RecvPropInt( RECVINFO( m_iDeflected ) ),
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RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
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RecvPropQAngles( RECVINFO_NAME( m_angNetworkAngles, m_angRotation ) ),
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RecvPropEHandle( RECVINFO( m_hDeflectOwner )),
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#else
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SendPropVector( SENDINFO( m_vInitialVelocity ), 20 /*nbits*/, 0 /*flags*/, -3000 /*low value*/, 3000 /*high value*/ ),
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SendPropBool( SENDINFO( m_bCritical ) ),
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SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD_MP_INTEGRAL|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
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SendPropQAngles (SENDINFO(m_angRotation), 6, SPROP_CHANGES_OFTEN, SendProxy_Angles ),
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SendPropInt( SENDINFO( m_iDeflected ), 4, SPROP_UNSIGNED ),
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SendPropEHandle(SENDINFO( m_hDeflectOwner )),
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#endif
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj::CTFWeaponBaseGrenadeProj()
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{
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#ifndef CLIENT_DLL
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m_bUseImpactNormal = false;
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m_vecImpactNormal.Init();
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m_iDeflected = 0;
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m_flDestroyableTime = 0.0f;
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m_bIsMerasmusGrenade = false;
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m_iDestroyableHitCount = 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj::~CTFWeaponBaseGrenadeProj()
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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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int CTFWeaponBaseGrenadeProj::GetDamageType()
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{
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int iDmgType = g_aWeaponDamageTypes[ GetWeaponID() ];
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if ( m_bCritical )
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{
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iDmgType |= DMG_CRITICAL;
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}
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return iDmgType;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFWeaponBaseGrenadeProj::GetDamageCustom()
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{
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return 0;
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}
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const float GRENADE_COEFFICIENT_OF_RESTITUTION = 0.2f;
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//-----------------------------------------------------------------------------
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// Purpose: Bounce backwards
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseGrenadeProj::BounceOff( IPhysicsObject *pPhysics )
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{
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if ( !pPhysics )
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return;
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Vector vecVel;
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pPhysics->GetVelocity( &vecVel, NULL );
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vecVel *= -GRENADE_COEFFICIENT_OF_RESTITUTION;
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pPhysics->SetVelocity( &vecVel, NULL );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFWeaponBaseGrenadeProj::GetDamageRadius()
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{
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float flRadius = m_DmgRadius;
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher, flRadius, mult_explosion_radius );
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return flRadius;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseGrenadeProj::Precache( void )
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{
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BaseClass::Precache();
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#ifndef CLIENT_DLL
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PrecacheModel( NOGRENADE_SPRITE );
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PrecacheParticleSystem( "critical_grenade_blue" );
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PrecacheParticleSystem( "critical_grenade_red" );
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#endif
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}
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//=============================================================================
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//
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// Client specific functions.
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//
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseGrenadeProj::Spawn()
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{
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m_flSpawnTime = gpGlobals->curtime;
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BaseClass::Spawn();
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AddFlag( FL_GRENADE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseGrenadeProj::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( type == DATA_UPDATE_CREATED )
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{
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// Now stick our initial velocity into the interpolation history
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CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
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interpolator.ClearHistory();
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float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
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// Add a sample 1 second back.
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Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity;
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interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );
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// Add the current sample.
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vCurOrigin = GetLocalOrigin();
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interpolator.AddToHead( changeTime, &vCurOrigin, false );
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}
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}
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//=============================================================================
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//
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// Server specific functions.
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//
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#else
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBaseGrenadeProj *CTFWeaponBaseGrenadeProj::Create( const char *szName, const Vector &position, const QAngle &angles,
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const Vector &velocity, const AngularImpulse &angVelocity,
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CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, int iFlags )
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{
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CTFWeaponBaseGrenadeProj *pGrenade = static_cast<CTFWeaponBaseGrenadeProj*>( CBaseEntity::Create( szName, position, angles, pOwner ) );
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if ( pGrenade )
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{
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pGrenade->InitGrenade( velocity, angVelocity, pOwner, weaponInfo );
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}
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return pGrenade;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseGrenadeProj::InitGrenade( const Vector &velocity, const AngularImpulse &angVelocity,
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CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo )
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{
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InitGrenade( velocity, angVelocity, pOwner, weaponInfo.GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nDamage, weaponInfo.m_flDamageRadius );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBaseGrenadeProj::InitGrenade( const Vector &velocity, const AngularImpulse &angVelocity,
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CBaseCombatCharacter *pOwner, const int iDamage, const float flRadius )
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{
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// We can't use OwnerEntity for grenades, because then the owner can't shoot them with his hitscan weapons (due to collide rules)
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// Thrower is used to store the person who threw the grenade, for damage purposes.
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SetOwnerEntity( NULL );
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SetThrower( pOwner );
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SetupInitialTransmittedGrenadeVelocity( velocity );
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SetGravity( 0.4f/*BaseClass::GetGrenadeGravity()*/ );
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SetFriction( 0.2f/*BaseClass::GetGrenadeFriction()*/ );
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SetElasticity( 0.45f/*BaseClass::GetGrenadeElasticity()*/ );
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SetDamage( iDamage );
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SetDamageRadius( flRadius );
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ChangeTeam( pOwner ? pOwner->GetTeamNumber() : TEAM_UNASSIGNED );
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IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
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if ( pPhysicsObject )
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{
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pPhysicsObject->AddVelocity( &velocity, &angVelocity );
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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 CTFWeaponBaseGrenadeProj::Spawn( void )
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{
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// Base class spawn.
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BaseClass::Spawn();
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// So it will collide with physics props!
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SetSolidFlags( FSOLID_NOT_STANDABLE );
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SetSolid( SOLID_BBOX );
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AddEffects( EF_NOSHADOW );
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// Set the grenade size here.
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UTIL_SetSize( this, Vector( -2.0f, -2.0f, -2.0f ), Vector( 2.0f, 2.0f, 2.0f ) );
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// Set the movement type.
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SetCollisionGroup( TF_COLLISIONGROUP_GRENADES );
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VPhysicsInitNormal( SOLID_BBOX, 0, false );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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// Set the team.
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ChangeTeam( GetThrower() ? GetThrower()->GetTeamNumber() : TEAM_UNASSIGNED );
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// Set skin based on team ( red = 1, blue = 2 )
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m_nSkin = ( GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
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m_flDestroyableTime = gpGlobals->curtime + TF_GRENADE_DESTROYABLE_TIMER;
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// Setup the think and touch functions (see CBaseEntity).
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SetThink( &CTFWeaponBaseGrenadeProj::DetonateThink );
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SetNextThink( gpGlobals->curtime + 0.2 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#define TF_GRENADE_JUMP_RADIUS 146
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void CTFWeaponBaseGrenadeProj::Explode( trace_t *pTrace, int bitsDamageType )
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{
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if ( ShouldNotDetonate() )
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{
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Destroy();
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return;
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}
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SetModelName( NULL_STRING );//invisible
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AddSolidFlags( FSOLID_NOT_SOLID );
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m_takedamage = DAMAGE_NO;
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// Pull out of the wall a bit
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if ( pTrace->fraction != 1.0 )
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{
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SetAbsOrigin( pTrace->endpos + ( pTrace->plane.normal * 1.0f ) );
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}
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CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
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// Explosion effect on client
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Vector vecOrigin = GetAbsOrigin();
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CPVSFilter filter( vecOrigin );
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item_definition_index_t ownerWeaponDefIndex = INVALID_ITEM_DEF_INDEX;
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CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase *>(GetOriginalLauncher());
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if (pWeapon)
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{
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ownerWeaponDefIndex = pWeapon->GetAttributeContainer()->GetItem()->GetItemDefIndex();
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}
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// Halloween Custom Spell Effect
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int iHalloweenSpell = 0;
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int iCustomParticleIndex = GetCustomParticleIndex();
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if ( TF_IsHolidayActive( kHoliday_HalloweenOrFullMoon ) )
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{
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CALL_ATTRIB_HOOK_INT_ON_OTHER( m_hLauncher, iHalloweenSpell, halloween_pumpkin_explosions );
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if ( iHalloweenSpell > 0 )
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{
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iCustomParticleIndex = GetParticleSystemIndex( "halloween_explosion" );
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}
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}
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int iLargeExplosion = 0;
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CALL_ATTRIB_HOOK_INT_ON_OTHER( m_hLauncher, iLargeExplosion, use_large_smoke_explosion );
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if ( iLargeExplosion > 0 )
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{
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DispatchParticleEffect( "explosionTrail_seeds_mvm", GetAbsOrigin(), GetAbsAngles() );
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DispatchParticleEffect( "fluidSmokeExpl_ring_mvm", GetAbsOrigin(), GetAbsAngles() );
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}
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if ( UseImpactNormal() )
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{
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if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() )
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{
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TE_TFExplosion(filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), pTrace->m_pEnt->entindex(), ownerWeaponDefIndex, SPECIAL1, iCustomParticleIndex);
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}
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else
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{
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TE_TFExplosion(filter, 0.0f, vecOrigin, GetImpactNormal(), GetWeaponID(), kInvalidEHandleExplosion, ownerWeaponDefIndex, SPECIAL1, iCustomParticleIndex);
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}
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}
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else
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{
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if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() )
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{
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TE_TFExplosion(filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), pTrace->m_pEnt->entindex(), ownerWeaponDefIndex, SPECIAL1, iCustomParticleIndex);
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}
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else
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{
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TE_TFExplosion(filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), kInvalidEHandleExplosion, ownerWeaponDefIndex, SPECIAL1, iCustomParticleIndex);
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}
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}
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// Use the thrower's position as the reported position
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Vector vecReported = GetThrower() ? GetThrower()->GetAbsOrigin() : vec3_origin;
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int nCustomDamage = GetDamageCustom();
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CTakeDamageInfo info( this, GetThrower(), m_hLauncher, GetBlastForce(), GetAbsOrigin(), m_flDamage, bitsDamageType, nCustomDamage, &vecReported );
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float flRadius = GetDamageRadius();
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#ifdef STAGING_ONLY
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if ( tf_grenade_show_radius.GetBool() )
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{
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DrawRadius( flRadius );
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}
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#endif
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CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, flRadius, NULL, TF_GRENADE_JUMP_RADIUS );
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TFGameRules()->RadiusDamage( radiusinfo );
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// Don't decal players with scorch.
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if ( pTrace->m_pEnt && !pTrace->m_pEnt->IsPlayer() )
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{
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UTIL_DecalTrace( pTrace, "Scorch" );
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}
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if ( pTrace->m_pEnt && pTrace->m_pEnt->IsPlayer() && GetThrower() )
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{
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CTFPlayer *pTarget = ToTFPlayer( GetEnemy() );
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if ( pTarget )
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{
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if ( pTarget->GetTeamNumber() != GetThrower()->GetTeamNumber() )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "projectile_direct_hit" );
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if ( event )
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{
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event->SetInt( "attacker", GetThrower()->entindex() );
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||
|
event->SetInt( "victim", pTarget->entindex() );
|
||
|
|
||
|
gameeventmanager->FireEvent( event, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetThink( &CBaseGrenade::SUB_Remove );
|
||
|
SetTouch( NULL );
|
||
|
|
||
|
AddEffects( EF_NODRAW );
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFWeaponBaseGrenadeProj::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
CTakeDamageInfo info2 = info;
|
||
|
|
||
|
// Reduce explosion damage so that we don't get knocked too far
|
||
|
if ( info.GetDamageType() & DMG_BLAST )
|
||
|
{
|
||
|
info2.ScaleDamageForce( 0.05 );
|
||
|
}
|
||
|
|
||
|
// We need to skip back to the base entity take damage, because
|
||
|
// CBaseCombatCharacter doesn't, which prevents us from reacting
|
||
|
// to physics impact damage.
|
||
|
return CBaseEntity::OnTakeDamage( info2 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBaseGrenadeProj::DetonateThink( void )
|
||
|
{
|
||
|
if ( !IsInWorld() )
|
||
|
{
|
||
|
Remove( );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( gpGlobals->curtime > m_flDetonateTime )
|
||
|
{
|
||
|
Detonate();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.2 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBaseGrenadeProj::Detonate( void )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
Vector vecSpot;// trace starts here!
|
||
|
|
||
|
SetThink( NULL );
|
||
|
|
||
|
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );
|
||
|
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -32 ), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, & tr);
|
||
|
|
||
|
Explode( &tr, GetDamageType() );
|
||
|
|
||
|
if ( GetShakeAmplitude() )
|
||
|
{
|
||
|
UTIL_ScreenShake( GetAbsOrigin(), GetShakeAmplitude(), 150.0, 1.0, GetShakeRadius(), SHAKE_START );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sets the time at which the grenade will explode.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBaseGrenadeProj::SetDetonateTimerLength( float timer )
|
||
|
{
|
||
|
float fFuseMult = 1.0f;
|
||
|
if ( GetOwnerEntity() )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwnerEntity(), fFuseMult, fuse_mult );
|
||
|
}
|
||
|
|
||
|
m_flDetonateTime = gpGlobals->curtime + ( timer * fFuseMult );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBaseGrenadeProj::ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity )
|
||
|
{
|
||
|
//Assume all surfaces have the same elasticity
|
||
|
float flSurfaceElasticity = 1.0;
|
||
|
|
||
|
//Don't bounce off of players with perfect elasticity
|
||
|
if( trace.m_pEnt && trace.m_pEnt->IsPlayer() )
|
||
|
{
|
||
|
flSurfaceElasticity = 0.3;
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
// if its breakable glass and we kill it, don't bounce.
|
||
|
// give some damage to the glass, and if it breaks, pass
|
||
|
// through it.
|
||
|
bool breakthrough = false;
|
||
|
|
||
|
if( trace.m_pEnt && FClassnameIs( trace.m_pEnt, "func_breakable" ) )
|
||
|
{
|
||
|
breakthrough = true;
|
||
|
}
|
||
|
|
||
|
if( trace.m_pEnt && FClassnameIs( trace.m_pEnt, "func_breakable_surf" ) )
|
||
|
{
|
||
|
breakthrough = true;
|
||
|
}
|
||
|
|
||
|
if (breakthrough)
|
||
|
{
|
||
|
CTakeDamageInfo info( this, this, 10, DMG_CLUB );
|
||
|
trace.m_pEnt->DispatchTraceAttack( info, GetAbsVelocity(), &trace );
|
||
|
|
||
|
ApplyMultiDamage();
|
||
|
|
||
|
if( trace.m_pEnt->m_iHealth <= 0 )
|
||
|
{
|
||
|
// slow our flight a little bit
|
||
|
Vector vel = GetAbsVelocity();
|
||
|
|
||
|
vel *= 0.4;
|
||
|
|
||
|
SetAbsVelocity( vel );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
float flTotalElasticity = GetElasticity() * flSurfaceElasticity;
|
||
|
flTotalElasticity = clamp( flTotalElasticity, 0.0f, 0.9f );
|
||
|
|
||
|
// NOTE: A backoff of 2.0f is a reflection
|
||
|
Vector vecAbsVelocity;
|
||
|
PhysicsClipVelocity( GetAbsVelocity(), trace.plane.normal, vecAbsVelocity, 2.0f );
|
||
|
vecAbsVelocity *= flTotalElasticity;
|
||
|
|
||
|
// Get the total velocity (player + conveyors, etc.)
|
||
|
VectorAdd( vecAbsVelocity, GetBaseVelocity(), vecVelocity );
|
||
|
float flSpeedSqr = DotProduct( vecVelocity, vecVelocity );
|
||
|
|
||
|
// Stop if on ground.
|
||
|
if ( trace.plane.normal.z > 0.7f ) // Floor
|
||
|
{
|
||
|
// Verify that we have an entity.
|
||
|
CBaseEntity *pEntity = trace.m_pEnt;
|
||
|
Assert( pEntity );
|
||
|
|
||
|
SetAbsVelocity( vecAbsVelocity );
|
||
|
|
||
|
if ( flSpeedSqr < ( 30 * 30 ) )
|
||
|
{
|
||
|
if ( pEntity->IsStandable() )
|
||
|
{
|
||
|
SetGroundEntity( pEntity );
|
||
|
}
|
||
|
|
||
|
// Reset velocities.
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
SetLocalAngularVelocity( vec3_angle );
|
||
|
|
||
|
//align to the ground so we're not standing on end
|
||
|
QAngle angle;
|
||
|
VectorAngles( trace.plane.normal, angle );
|
||
|
|
||
|
// rotate randomly in yaw
|
||
|
angle[1] = random->RandomFloat( 0, 360 );
|
||
|
|
||
|
// TFTODO: rotate around trace.plane.normal
|
||
|
|
||
|
SetAbsAngles( angle );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecDelta = GetBaseVelocity() - vecAbsVelocity;
|
||
|
Vector vecBaseDir = GetBaseVelocity();
|
||
|
VectorNormalize( vecBaseDir );
|
||
|
float flScale = vecDelta.Dot( vecBaseDir );
|
||
|
|
||
|
VectorScale( vecAbsVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, vecVelocity );
|
||
|
VectorMA( vecVelocity, ( 1.0f - trace.fraction ) * gpGlobals->frametime, GetBaseVelocity() * flScale, vecVelocity );
|
||
|
PhysicsPushEntity( vecVelocity, &trace );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// If we get *too* slow, we'll stick without ever coming to rest because
|
||
|
// we'll get pushed down by gravity faster than we can escape from the wall.
|
||
|
if ( flSpeedSqr < ( 30 * 30 ) )
|
||
|
{
|
||
|
// Reset velocities.
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
SetLocalAngularVelocity( vec3_angle );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetAbsVelocity( vecAbsVelocity );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BounceSound();
|
||
|
|
||
|
#if 0
|
||
|
// tell the bots a grenade has bounced
|
||
|
CCSPlayer *player = ToCSPlayer(GetThrower());
|
||
|
if ( player )
|
||
|
{
|
||
|
KeyValues *event = new KeyValues( "grenade_bounce" );
|
||
|
event->SetInt( "userid", player->GetUserID() );
|
||
|
gameeventmanager->FireEventServerOnly( event );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
bool CTFWeaponBaseGrenadeProj::ShouldNotDetonate( void )
|
||
|
{
|
||
|
return InNoGrenadeZone( this );
|
||
|
}
|
||
|
|
||
|
void CTFWeaponBaseGrenadeProj::Destroy( bool bBlinkOut, bool bBreak )
|
||
|
{
|
||
|
if ( bBreak )
|
||
|
{
|
||
|
CPVSFilter filter( GetAbsOrigin() );
|
||
|
UserMessageBegin( filter, "BreakModelRocketDud" );
|
||
|
WRITE_SHORT( GetModelIndex() );
|
||
|
WRITE_VEC3COORD( GetAbsOrigin() );
|
||
|
WRITE_ANGLES( GetAbsAngles() );
|
||
|
MessageEnd();
|
||
|
}
|
||
|
|
||
|
// Kill it
|
||
|
SetThink( &BaseClass::SUB_Remove );
|
||
|
SetNextThink( gpGlobals->curtime );
|
||
|
SetTouch( NULL );
|
||
|
AddEffects( EF_NODRAW );
|
||
|
|
||
|
if ( bBlinkOut )
|
||
|
{
|
||
|
// Sprite flash
|
||
|
CSprite *pGlowSprite = CSprite::SpriteCreate( NOGRENADE_SPRITE, GetAbsOrigin(), false );
|
||
|
if ( pGlowSprite )
|
||
|
{
|
||
|
pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxFadeFast );
|
||
|
pGlowSprite->SetThink( &CSprite::SUB_Remove );
|
||
|
pGlowSprite->SetNextThink( gpGlobals->curtime + 1.0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: This will hit only things that are in newCollisionGroup, but NOT in collisionGroupAlreadyChecked
|
||
|
// Always ignores other grenade projectiles.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CTraceFilterCollisionGrenades : public CTraceFilterEntitiesOnly
|
||
|
{
|
||
|
public:
|
||
|
// It does have a base, but we'll never network anything below here..
|
||
|
DECLARE_CLASS_NOBASE( CTraceFilterCollisionGrenades );
|
||
|
|
||
|
CTraceFilterCollisionGrenades( const IHandleEntity *passentity, const IHandleEntity *passentity2 )
|
||
|
: m_pPassEnt(passentity), m_pPassEnt2(passentity2)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
|
||
|
{
|
||
|
if ( !PassServerEntityFilter( pHandleEntity, m_pPassEnt ) )
|
||
|
return false;
|
||
|
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
|
||
|
if ( pEntity )
|
||
|
{
|
||
|
if ( pEntity == m_pPassEnt2 )
|
||
|
return false;
|
||
|
if ( pEntity->GetCollisionGroup() == TF_COLLISIONGROUP_GRENADES )
|
||
|
return false;
|
||
|
if ( pEntity->GetCollisionGroup() == TFCOLLISION_GROUP_ROCKETS )
|
||
|
return false;
|
||
|
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_DEBRIS )
|
||
|
return false;
|
||
|
if ( pEntity->GetCollisionGroup() == TFCOLLISION_GROUP_RESPAWNROOMS )
|
||
|
return false;
|
||
|
if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_NONE )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
protected:
|
||
|
const IHandleEntity *m_pPassEnt;
|
||
|
const IHandleEntity *m_pPassEnt2;
|
||
|
};
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Grenades aren't solid to players, so players don't get stuck on
|
||
|
// them when they're lying on the ground. We still want thrown grenades
|
||
|
// to bounce of players though, so manually trace ahead and see if we'd
|
||
|
// hit something that we'd like the grenade to "collide" with.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBaseGrenadeProj::VPhysicsUpdate( IPhysicsObject *pPhysics )
|
||
|
{
|
||
|
BaseClass::VPhysicsUpdate( pPhysics );
|
||
|
|
||
|
Vector vel;
|
||
|
AngularImpulse angVel;
|
||
|
pPhysics->GetVelocity( &vel, &angVel );
|
||
|
|
||
|
Vector start = GetAbsOrigin();
|
||
|
|
||
|
// find all entities that my collision group wouldn't hit, but COLLISION_GROUP_NONE would and bounce off of them as a ray cast
|
||
|
CTraceFilterCollisionGrenades filter( this, GetThrower() );
|
||
|
|
||
|
ITraceFilter *pFilterChain = NULL;
|
||
|
CTraceFilterIgnoreFriendlyCombatItems filterCombatItems( this, COLLISION_GROUP_NONE, GetTeamNumber(), true );
|
||
|
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
|
||
|
{
|
||
|
pFilterChain = &filterCombatItems;
|
||
|
}
|
||
|
CTraceFilterChain filterChain( &filter, pFilterChain );
|
||
|
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( start, start + vel * gpGlobals->frametime, CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, &filterChain, &tr );
|
||
|
|
||
|
bool bHitEnemy = tr.m_pEnt && tr.m_pEnt->GetTeamNumber() == GetEnemyTeam( GetTeamNumber() );
|
||
|
bool bHitFriendly = tr.m_pEnt && tr.m_pEnt->GetTeamNumber() == GetTeamNumber() && CanCollideWithTeammates();
|
||
|
|
||
|
// Combat items are solid to enemy projectiles and bullets
|
||
|
if ( bHitEnemy && tr.m_pEnt->IsCombatItem() )
|
||
|
{
|
||
|
if ( IsAllowedToExplode() )
|
||
|
{
|
||
|
Explode( &tr, GetDamageType() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BounceOff( pPhysics );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( tr.startsolid )
|
||
|
{
|
||
|
if ( bHitEnemy )
|
||
|
{
|
||
|
Touch( tr.m_pEnt );
|
||
|
}
|
||
|
else if ( !m_bInSolid && bHitFriendly )
|
||
|
{
|
||
|
BounceOff( pPhysics );
|
||
|
}
|
||
|
m_bInSolid = true;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_bInSolid = false;
|
||
|
|
||
|
if ( tr.DidHit() )
|
||
|
{
|
||
|
Touch( tr.m_pEnt );
|
||
|
|
||
|
if ( bHitFriendly || bHitEnemy )
|
||
|
{
|
||
|
// reflect velocity around normal
|
||
|
vel = -2.0f * tr.plane.normal * DotProduct(vel,tr.plane.normal) + vel;
|
||
|
|
||
|
// absorb 80% in impact
|
||
|
vel *= GetElasticity();
|
||
|
|
||
|
if ( bHitEnemy == true )
|
||
|
{
|
||
|
vel *= 0.5f;
|
||
|
}
|
||
|
|
||
|
angVel *= -0.5f;
|
||
|
pPhysics->SetVelocity( &vel, &angVel );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
void CTFWeaponBaseGrenadeProj::DrawRadius( float flRadius )
|
||
|
{
|
||
|
Vector pos = GetAbsOrigin();
|
||
|
int r = 255;
|
||
|
int g = 0, b = 0;
|
||
|
float flLifetime = tf_grenade_show_radius_time.GetFloat();
|
||
|
bool bDepthTest = true;
|
||
|
|
||
|
Vector edge, lastEdge;
|
||
|
NDebugOverlay::Line( pos, pos + Vector( 0, 0, 50 ), r, g, b, !bDepthTest, flLifetime );
|
||
|
|
||
|
lastEdge = Vector( flRadius + pos.x, pos.y, pos.z );
|
||
|
float angle;
|
||
|
for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
|
||
|
{
|
||
|
edge.x = flRadius * cos( DEG2RAD( angle ) ) + pos.x;
|
||
|
edge.y = pos.y;
|
||
|
edge.z = flRadius * sin( DEG2RAD( angle ) ) + pos.z;
|
||
|
|
||
|
NDebugOverlay::Line( edge, lastEdge, r, g, b, !bDepthTest, flLifetime );
|
||
|
|
||
|
lastEdge = edge;
|
||
|
}
|
||
|
|
||
|
lastEdge = Vector( pos.x, flRadius + pos.y, pos.z );
|
||
|
for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
|
||
|
{
|
||
|
edge.x = pos.x;
|
||
|
edge.y = flRadius * cos( DEG2RAD( angle ) ) + pos.y;
|
||
|
edge.z = flRadius * sin( DEG2RAD( angle ) ) + pos.z;
|
||
|
|
||
|
NDebugOverlay::Line( edge, lastEdge, r, g, b, !bDepthTest, flLifetime );
|
||
|
|
||
|
lastEdge = edge;
|
||
|
}
|
||
|
|
||
|
lastEdge = Vector( pos.x, flRadius + pos.y, pos.z );
|
||
|
for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
|
||
|
{
|
||
|
edge.x = flRadius * cos( DEG2RAD( angle ) ) + pos.x;
|
||
|
edge.y = flRadius * sin( DEG2RAD( angle ) ) + pos.y;
|
||
|
edge.z = pos.z;
|
||
|
|
||
|
NDebugOverlay::Line( edge, lastEdge, r, g, b, !bDepthTest, flLifetime );
|
||
|
|
||
|
lastEdge = edge;
|
||
|
}
|
||
|
}
|
||
|
#endif // STAGING_ONLY
|
||
|
|
||
|
#endif
|