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644 lines
17 KiB
644 lines
17 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_weapon_pipebomblauncher.h"
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#include "tf_fx_shared.h"
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#include "tf_weapon_grenade_pipebomb.h"
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#include "in_buttons.h"
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#include "datacache/imdlcache.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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#include <vgui_controls/Panel.h>
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#include <vgui/ISurface.h>
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#include "prediction.h"
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#include "c_tf_gamestats.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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#endif
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#define TF_PIPEBOMB_HIGHLIGHT 1
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#define TF_PIPEBOMB_DETONATE 2
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#define TF_WEAPON_PIPEBOMBD_MODEL "models/weapons/w_models/w_stickybomb_d.mdl"
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#define TF_WEAPON_PIPEBOMB_LAUNCHER_CHARGE_SOUND "Weapon_StickyBombLauncher.ChargeUp"
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//=============================================================================
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//
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// Weapon Pipebomb Launcher tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFPipebombLauncher, DT_WeaponPipebombLauncher )
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BEGIN_NETWORK_TABLE_NOBASE( CTFPipebombLauncher, DT_PipebombLauncherLocalData )
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#ifdef CLIENT_DLL
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RecvPropInt( RECVINFO( m_iPipebombCount ) ),
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RecvPropFloat( RECVINFO( m_flChargeBeginTime ) ),
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#else
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SendPropInt( SENDINFO( m_iPipebombCount ), 5, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO( m_flChargeBeginTime ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_NETWORK_TABLE( CTFPipebombLauncher, DT_WeaponPipebombLauncher )
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#ifdef CLIENT_DLL
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RecvPropDataTable( "PipebombLauncherLocalData", 0, 0, &REFERENCE_RECV_TABLE( DT_PipebombLauncherLocalData ) ),
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#else
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SendPropDataTable( "PipebombLauncherLocalData", 0, &REFERENCE_SEND_TABLE( DT_PipebombLauncherLocalData ), SendProxy_SendLocalWeaponDataTable ),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CTFPipebombLauncher )
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DEFINE_FIELD( m_flChargeBeginTime, FIELD_FLOAT )
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( tf_weapon_pipebomblauncher, CTFPipebombLauncher );
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PRECACHE_WEAPON_REGISTER( tf_weapon_pipebomblauncher );
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// Server specific.
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFPipebombLauncher )
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END_DATADESC()
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#endif
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//=============================================================================
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//
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// Weapon Pipebomb Launcher functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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//-----------------------------------------------------------------------------
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CTFPipebombLauncher::CTFPipebombLauncher()
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{
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m_bReloadsSingly = true;
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m_flLastDenySoundTime = 0.0f;
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m_bNoAutoRelease = false;
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m_bWantsToShoot = false;
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#ifdef CLIENT_DLL
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m_flNextBombCheckTime = 0;
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m_bBombThinking = false;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : -
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//-----------------------------------------------------------------------------
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CTFPipebombLauncher::~CTFPipebombLauncher()
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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 CTFPipebombLauncher::Spawn( void )
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{
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m_iAltFireHint = HINT_ALTFIRE_PIPEBOMBLAUNCHER;
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset the charge when we holster
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//-----------------------------------------------------------------------------
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bool CTFPipebombLauncher::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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m_flChargeBeginTime = 0;
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset the charge when we deploy
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//-----------------------------------------------------------------------------
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bool CTFPipebombLauncher::Deploy( void )
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{
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m_flChargeBeginTime = 0;
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPipebombLauncher::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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#ifndef CLIENT_DLL
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DetonateRemotePipebombs( true );
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#endif
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m_flChargeBeginTime = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPipebombLauncher::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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if ( m_flChargeBeginTime > 0 )
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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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// If we're not holding down the attack button, launch our grenade
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if ( m_iClip1 > 0 && !(pPlayer->m_nButtons & IN_ATTACK) && (pPlayer->m_afButtonReleased & IN_ATTACK) )
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{
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LaunchGrenade();
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}
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else if ( !m_bNoAutoRelease )
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{
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float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
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if ( flTotalChargeTime >= GetChargeForceReleaseTime() )
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{
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ForceLaunchGrenade();
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}
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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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void CTFPipebombLauncher::PrimaryAttack( void )
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{
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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 ( !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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#ifdef CLIENT_DLL
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EmitSound( TF_WEAPON_PIPEBOMB_LAUNCHER_CHARGE_SOUND );
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#endif // CLIENT_DLL
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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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LaunchGrenade();
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}
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}
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#ifdef CLIENT_DLL
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if ( GetDetonateMode() == TF_DETONATE_MODE_DOT && !m_bBombThinking )
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{
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m_bBombThinking = true;
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SetContextThink( &CTFPipebombLauncher::BombHighlightThink, gpGlobals->curtime + 0.1f, "BOMB_HIGHLIGHT_THINK" );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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void CTFPipebombLauncher::BombHighlightThink( void )
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{
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ModifyPipebombsInView( TF_PIPEBOMB_HIGHLIGHT );
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if ( GetOwner() )
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{
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SetContextThink( &CTFPipebombLauncher::BombHighlightThink, gpGlobals->curtime + 0.1f, "BOMB_HIGHLIGHT_THINK" );
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPipebombLauncher::WeaponIdle( 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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if ( m_flChargeBeginTime > 0 && m_iClip1 > 0 && (pPlayer->m_afButtonReleased & IN_ATTACK) )
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{
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if ( m_iClip1 > 0 )
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{
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m_bWantsToShoot = true;
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}
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}
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if ( m_bWantsToShoot )
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{
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LaunchGrenade();
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}
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else
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{
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BaseClass::WeaponIdle();
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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 CTFPipebombLauncher::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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m_bWantsToShoot = false;
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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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CTFGrenadePipebombProjectile *pProjectile = static_cast<CTFGrenadePipebombProjectile*>( FireProjectile( pPlayer ) );
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if ( pProjectile )
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{
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// Save the charge time to scale the detonation timer.
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pProjectile->SetChargeTime( gpGlobals->curtime - m_flChargeBeginTime );
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#ifdef GAME_DLL
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if ( GetDetonateMode() == TF_DETONATE_MODE_AIR )
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{
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pProjectile->m_bWallShatter = true;
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}
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else if ( GetDetonateMode() == TF_DETONATE_MODE_DOT )
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{
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pProjectile->m_bDefensiveBomb = true;
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pProjectile->SetModel( TF_WEAPON_PIPEBOMBD_MODEL );
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}
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float flChargeDmg = 1.0f;
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CALL_ATTRIB_HOOK_FLOAT( flChargeDmg, stickybomb_charge_damage_increase );
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if ( flChargeDmg != 1.0f )
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{
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float flDamage = pProjectile->GetDamage();
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flDamage += flDamage * ( flChargeDmg - 1.0f ) * GetCurrentCharge();
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pProjectile->SetDamage( flDamage );
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}
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#endif // GAME_DLL
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}
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#ifdef CLIENT_DLL
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C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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StopSound( TF_WEAPON_PIPEBOMB_LAUNCHER_CHARGE_SOUND );
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#else
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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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// Set next attack times.
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float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
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m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
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m_flLastDenySoundTime = gpGlobals->curtime;
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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// Check the reload mode and behave appropriately.
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if ( m_bReloadsSingly )
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{
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m_iReloadMode.Set( TF_RELOAD_START );
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}
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m_flChargeBeginTime = 0;
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if ( TFGameRules()->GameModeUsesUpgrades() )
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{
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PlayUpgradedShootSound( "Weapon_Upgrade.DamageBonus" );
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}
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}
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float CTFPipebombLauncher::GetProjectileSpeed( void )
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{
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float flForwardSpeed = RemapValClamped( ( gpGlobals->curtime - m_flChargeBeginTime ),
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0.0f,
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GetChargeMaxTime(),
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TF_PIPEBOMB_MIN_CHARGE_VEL,
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TF_PIPEBOMB_MAX_CHARGE_VEL );
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return flForwardSpeed;
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}
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void CTFPipebombLauncher::AddPipeBomb( CTFGrenadePipebombProjectile *pBomb )
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{
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PipebombHandle hHandle;
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hHandle = pBomb;
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m_Pipebombs.AddToTail( hHandle );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add pipebombs to our list as they're fired
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//-----------------------------------------------------------------------------
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CBaseEntity *CTFPipebombLauncher::FireProjectile( CTFPlayer *pPlayer )
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{
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CBaseEntity *pProjectile = BaseClass::FireProjectile( pPlayer );
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if ( pProjectile )
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{
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#ifdef GAME_DLL
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// If we've gone over the max pipebomb count, detonate the oldest
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int nMaxPipebombs = TF_WEAPON_PIPEBOMB_COUNT;
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CALL_ATTRIB_HOOK_INT( nMaxPipebombs, add_max_pipebombs );
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if ( m_Pipebombs.Count() >= nMaxPipebombs )
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{
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CTFGrenadePipebombProjectile *pTemp = m_Pipebombs[0];
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if ( pTemp )
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{
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pTemp->SetTimer( gpGlobals->curtime ); // explode NOW
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}
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m_Pipebombs.Remove(0);
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}
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CTFGrenadePipebombProjectile *pPipebomb = (CTFGrenadePipebombProjectile*)pProjectile;
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PipebombHandle hHandle;
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hHandle = pPipebomb;
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m_Pipebombs.AddToTail( hHandle );
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m_iPipebombCount = m_Pipebombs.Count();
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#endif
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}
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return pProjectile;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Detonate this demoman's pipebombs if secondary fire is down.
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//-----------------------------------------------------------------------------
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void CTFPipebombLauncher::ItemBusyFrame( void )
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{
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#ifdef GAME_DLL
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner && pOwner->m_nButtons & IN_ATTACK2 )
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{
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// We need to do this to catch the case of player trying to detonate
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// pipebombs while in the middle of reloading.
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SecondaryAttack();
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}
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#endif
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BaseClass::ItemBusyFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Detonate active pipebombs
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//-----------------------------------------------------------------------------
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void CTFPipebombLauncher::SecondaryAttack( void )
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{
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if ( !CanAttack() )
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return;
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if ( m_iPipebombCount )
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{
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// Get a valid player.
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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//If one or more pipebombs failed to detonate then play a sound.
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if ( DetonateRemotePipebombs( false ) == true )
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{
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if ( m_flLastDenySoundTime <= gpGlobals->curtime )
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{
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// Deny!
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m_flLastDenySoundTime = gpGlobals->curtime + 1;
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WeaponSound( SPECIAL2 );
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return;
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}
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||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Play a detonate sound.
|
||
|
WeaponSound( SPECIAL3 );
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
IGameEvent *pDetEvent = gameeventmanager->CreateEvent( "demoman_det_stickies" );
|
||
|
|
||
|
if ( pDetEvent )
|
||
|
{
|
||
|
pDetEvent->SetInt( "player", pPlayer->entindex() );
|
||
|
|
||
|
// Send the event
|
||
|
gameeventmanager->FireEvent( pDetEvent );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// Server specific functions.
|
||
|
//
|
||
|
#ifdef GAME_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPipebombLauncher::UpdateOnRemove(void)
|
||
|
{
|
||
|
// If we just died, we want to fizzle our pipebombs.
|
||
|
// If the player switched classes, our pipebombs have already been removed.
|
||
|
DetonateRemotePipebombs( true );
|
||
|
|
||
|
BaseClass::UpdateOnRemove();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPipebombLauncher::ApplyPostHitEffects( const CTakeDamageInfo &inputInfo, CTFPlayer *pPlayer )
|
||
|
{
|
||
|
if ( !GetTFPlayerOwner() )
|
||
|
return;
|
||
|
|
||
|
if ( pPlayer->m_Shared.GetWeaponKnockbackID() == -1 )
|
||
|
{
|
||
|
pPlayer->m_Shared.SetWeaponKnockbackID( GetTFPlayerOwner()->GetUserID() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: If a pipebomb has been removed, remove it from our list
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFPipebombLauncher::DeathNotice( CBaseEntity *pVictim )
|
||
|
{
|
||
|
Assert( dynamic_cast<CTFGrenadePipebombProjectile*>(pVictim) );
|
||
|
|
||
|
PipebombHandle hHandle;
|
||
|
hHandle = (CTFGrenadePipebombProjectile*)pVictim;
|
||
|
m_Pipebombs.FindAndRemove( hHandle );
|
||
|
|
||
|
m_iPipebombCount = m_Pipebombs.Count();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Remove *with* explosions
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFPipebombLauncher::DetonateRemotePipebombs( bool bFizzle )
|
||
|
{
|
||
|
if ( GetDetonateMode() == TF_DETONATE_MODE_DOT && !bFizzle )
|
||
|
{
|
||
|
return ModifyPipebombsInView( TF_PIPEBOMB_DETONATE );
|
||
|
}
|
||
|
|
||
|
bool bFailedToDetonate = false;
|
||
|
|
||
|
int count = m_Pipebombs.Count();
|
||
|
|
||
|
for ( int i = 0; i < count; i++ )
|
||
|
{
|
||
|
CTFGrenadePipebombProjectile *pTemp = m_Pipebombs[i];
|
||
|
if ( pTemp )
|
||
|
{
|
||
|
//This guy will die soon enough.
|
||
|
if ( pTemp->IsEffectActive( EF_NODRAW ) )
|
||
|
continue;
|
||
|
#ifdef GAME_DLL
|
||
|
if ( bFizzle )
|
||
|
{
|
||
|
pTemp->Fizzle();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( bFizzle == false )
|
||
|
{
|
||
|
if ( ( gpGlobals->curtime - pTemp->m_flCreationTime ) < pTemp->GetLiveTime() )
|
||
|
{
|
||
|
if ( pTemp->GetLiveTime() <= 0.5f )
|
||
|
{
|
||
|
pTemp->SetDetonateOnPulse( true );
|
||
|
}
|
||
|
bFailedToDetonate = true;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
#ifdef GAME_DLL
|
||
|
if ( CanDestroyStickies() )
|
||
|
{
|
||
|
pTemp->DetonateStickies();
|
||
|
}
|
||
|
pTemp->Detonate();
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bFailedToDetonate;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFPipebombLauncher::ModifyPipebombsInView( int iEffect )
|
||
|
{
|
||
|
CTFPlayer* pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return true;
|
||
|
|
||
|
// Dot product from the view angle to determine which bombs to detonate.
|
||
|
bool bFailedToDetonate = true;
|
||
|
int count = m_Pipebombs.Count();
|
||
|
for ( int i=0; i<count; ++i )
|
||
|
{
|
||
|
CTFGrenadePipebombProjectile *pTemp = m_Pipebombs[i];
|
||
|
if ( !pTemp || pTemp->IsEffectActive( EF_NODRAW ) )
|
||
|
continue;
|
||
|
|
||
|
Vector vecToTarget;
|
||
|
vecToTarget = pTemp->WorldSpaceCenter() - pPlayer->EyePosition();
|
||
|
vecToTarget.NormalizeInPlace();
|
||
|
|
||
|
Vector vecPlayerForward;
|
||
|
AngleVectors( pPlayer->EyeAngles(), &vecPlayerForward, NULL, NULL );
|
||
|
vecPlayerForward.NormalizeInPlace();
|
||
|
|
||
|
bool bArmed = ( ( gpGlobals->curtime - pTemp->m_flCreationTime ) > pTemp->GetLiveTime() );
|
||
|
float flDist = pPlayer->GetAbsOrigin().DistTo( pTemp->GetAbsOrigin() );
|
||
|
float flDot = DotProduct( vecToTarget, vecPlayerForward );
|
||
|
|
||
|
// Detonate sticky bombs directly under the crosshair or under our feet (to allow sticky jumping)
|
||
|
if ( flDot > 0.975f || flDist < pTemp->GetDamageRadius() )
|
||
|
{
|
||
|
switch ( iEffect )
|
||
|
{
|
||
|
case TF_PIPEBOMB_HIGHLIGHT:
|
||
|
#ifdef CLIENT_DLL
|
||
|
pTemp->SetHighlight( true );
|
||
|
#endif
|
||
|
break;
|
||
|
case TF_PIPEBOMB_DETONATE:
|
||
|
if ( bArmed )
|
||
|
{
|
||
|
bFailedToDetonate = false;
|
||
|
#ifdef GAME_DLL
|
||
|
if ( CanDestroyStickies() )
|
||
|
{
|
||
|
pTemp->DetonateStickies();
|
||
|
}
|
||
|
#endif
|
||
|
pTemp->Detonate();
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else if ( iEffect == TF_PIPEBOMB_HIGHLIGHT )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
pTemp->SetHighlight( false );
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bFailedToDetonate;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFPipebombLauncher::Reload( void )
|
||
|
{
|
||
|
if ( m_flChargeBeginTime > 0 )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::Reload();
|
||
|
}
|