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3737 lines
107 KiB
3737 lines
107 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base Object built by players
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_team.h"
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#include "tf_obj.h"
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#include "tf_weaponbase.h"
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#include "rope.h"
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#include "rope_shared.h"
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#include "bone_setup.h"
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#include "ndebugoverlay.h"
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#include "rope_helpers.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "tier1/strtools.h"
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#include "basegrenade_shared.h"
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#include "tf_gamerules.h"
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#include "engine/IEngineSound.h"
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#include "tf_shareddefs.h"
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#include "vguiscreen.h"
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#include "hierarchy.h"
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#include "func_no_build.h"
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#include "func_respawnroom.h"
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#include <KeyValues.h>
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#include "ihasbuildpoints.h"
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#include "utldict.h"
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#include "filesystem.h"
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#include "npcevent.h"
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#include "tf_shareddefs.h"
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#include "animation.h"
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#include "effect_dispatch_data.h"
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#include "te_effect_dispatch.h"
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#include "tf_gamestats.h"
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#include "tf_ammo_pack.h"
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#include "tf_obj_sapper.h"
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#include "particle_parse.h"
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#include "tf_fx.h"
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#include "trains.h"
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#include "serverbenchmark_base.h"
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#include "tf_weapon_wrench.h"
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#include "tf_weapon_grenade_pipebomb.h"
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#include "tf_weapon_builder.h"
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#include "player_vs_environment/tf_population_manager.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Control panels
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#define SCREEN_OVERLAY_MATERIAL "vgui/screens/vgui_overlay"
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#define ROPE_HANG_DIST 150
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#define UPGRADE_LEVEL_HEALTH_MULTIPLIER 1.2f
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ConVar tf_obj_gib_velocity_min( "tf_obj_gib_velocity_min", "100", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_obj_gib_velocity_max( "tf_obj_gib_velocity_max", "450", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_obj_gib_maxspeed( "tf_obj_gib_maxspeed", "800", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_obj_upgrade_per_hit( "tf_obj_upgrade_per_hit", "25", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar object_verbose( "object_verbose", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Debug object system." );
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ConVar obj_damage_factor( "obj_damage_factor","0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Factor applied to all damage done to objects" );
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ConVar obj_child_damage_factor( "obj_child_damage_factor","0.25", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Factor applied to damage done to objects that are built on a buildpoint" );
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ConVar tf_fastbuild("tf_fastbuild", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_obj_ground_clearance( "tf_obj_ground_clearance", "32", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Object corners can be this high above the ground" );
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ConVar tf_obj_damage_tank_achievement_amount( "tf_obj_damage_tank_achievement_amount", "2000", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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extern short g_sModelIndexFireball;
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extern ConVar tf_cheapobjects;
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// Minimum distance between 2 objects to ensure player movement between them
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#define MINIMUM_OBJECT_SAFE_DISTANCE 100
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// Maximum number of a type of objects on a single resource zone
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#define MAX_OBJECTS_PER_ZONE 1
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// Time it takes a fully healed object to deteriorate
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ConVar object_deterioration_time( "object_deterioration_time", "30", 0, "Time it takes for a fully-healed object to deteriorate." );
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// Time after taking damage that an object will still drop resources on death
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#define MAX_DROP_TIME_AFTER_DAMAGE 5
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#define OBJ_BASE_THINK_CONTEXT "BaseObjectThink"
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#define PLASMA_DISABLE_TIME 4
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IMPLEMENT_AUTO_LIST( IBaseObjectAutoList );
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BEGIN_DATADESC( CBaseObject )
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// keys
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DEFINE_KEYFIELD_NOT_SAVED( m_SolidToPlayers, FIELD_INTEGER, "SolidToPlayer" ),
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DEFINE_KEYFIELD( m_nDefaultUpgradeLevel, FIELD_INTEGER, "defaultupgrade" ),
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DEFINE_THINKFUNC( UpgradeThink ),
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// Inputs
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "AddHealth", InputAddHealth ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "RemoveHealth", InputRemoveHealth ),
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DEFINE_INPUTFUNC( FIELD_INTEGER, "SetSolidToPlayer", InputSetSolidToPlayer ),
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DEFINE_INPUTFUNC( FIELD_STRING, "SetBuilder", InputSetBuilder ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Show", InputShow ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Hide", InputHide ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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// Outputs
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DEFINE_OUTPUT( m_OnDestroyed, "OnDestroyed" ),
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DEFINE_OUTPUT( m_OnDamaged, "OnDamaged" ),
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DEFINE_OUTPUT( m_OnRepaired, "OnRepaired" ),
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DEFINE_OUTPUT( m_OnBecomingDisabled, "OnDisabled" ),
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DEFINE_OUTPUT( m_OnBecomingReenabled, "OnReenabled" ),
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DEFINE_OUTPUT( m_OnObjectHealthChanged, "OnObjectHealthChanged" )
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CBaseObject, DT_BaseObject)
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SendPropInt(SENDINFO(m_iHealth), -1, SPROP_VARINT ),
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SendPropInt(SENDINFO(m_iMaxHealth), -1, SPROP_VARINT ),
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SendPropBool(SENDINFO(m_bHasSapper) ),
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SendPropInt(SENDINFO(m_iObjectType), Q_log2( OBJ_LAST ) + 1, SPROP_UNSIGNED ),
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SendPropBool(SENDINFO(m_bBuilding) ),
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SendPropBool(SENDINFO(m_bPlacing) ),
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SendPropBool(SENDINFO(m_bCarried) ),
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SendPropBool(SENDINFO(m_bCarryDeploy) ),
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SendPropBool(SENDINFO(m_bMiniBuilding) ),
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SendPropFloat(SENDINFO(m_flPercentageConstructed), 8, 0, 0.0, 1.0f ),
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SendPropInt(SENDINFO(m_fObjectFlags), OF_BIT_COUNT, SPROP_UNSIGNED ),
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SendPropEHandle(SENDINFO(m_hBuiltOnEntity)),
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SendPropBool( SENDINFO( m_bDisabled ) ),
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SendPropEHandle( SENDINFO( m_hBuilder ) ),
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SendPropVector( SENDINFO( m_vecBuildMaxs ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO( m_vecBuildMins ), -1, SPROP_COORD ),
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SendPropInt( SENDINFO( m_iDesiredBuildRotations ), 2, SPROP_UNSIGNED ),
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SendPropBool( SENDINFO( m_bServerOverridePlacement ) ),
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SendPropInt( SENDINFO(m_iUpgradeLevel), 3 ),
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SendPropInt( SENDINFO(m_iUpgradeMetal), 10 ),
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SendPropInt( SENDINFO(m_iUpgradeMetalRequired), 10 ),
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SendPropInt( SENDINFO(m_iHighestUpgradeLevel), 3 ),
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SendPropInt( SENDINFO(m_iObjectMode), 2, SPROP_UNSIGNED ),
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SendPropBool( SENDINFO( m_bDisposableBuilding ) ),
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SendPropBool( SENDINFO( m_bWasMapPlaced ) ),
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SendPropBool( SENDINFO( m_bPlasmaDisable ) ),
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END_SEND_TABLE();
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bool PlayerIndexLessFunc( const int &lhs, const int &rhs )
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{
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return lhs < rhs;
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}
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// This controls whether ropes attached to objects are transmitted or not. It's important that
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// ropes aren't transmitted to guys who don't own them.
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class CObjectRopeTransmitProxy : public CBaseTransmitProxy
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{
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public:
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CObjectRopeTransmitProxy( CBaseEntity *pRope ) : CBaseTransmitProxy( pRope )
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{
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}
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo, int nPrevShouldTransmitResult )
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{
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// Don't transmit the rope if it's not even visible.
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if ( !nPrevShouldTransmitResult )
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return FL_EDICT_DONTSEND;
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// This proxy only wants to be active while one of the two objects is being placed.
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// When they're done being placed, the proxy goes away and the rope draws like normal.
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bool bAnyObjectPlacing = (m_hObj1 && m_hObj1->IsPlacing()) || (m_hObj2 && m_hObj2->IsPlacing());
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if ( !bAnyObjectPlacing )
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{
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Release();
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return nPrevShouldTransmitResult;
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}
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// Give control to whichever object is being placed.
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if ( m_hObj1 && m_hObj1->IsPlacing() )
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return m_hObj1->ShouldTransmit( pInfo );
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else if ( m_hObj2 && m_hObj2->IsPlacing() )
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return m_hObj2->ShouldTransmit( pInfo );
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else
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return FL_EDICT_ALWAYS;
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}
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CHandle<CBaseObject> m_hObj1;
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CHandle<CBaseObject> m_hObj2;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObject::CBaseObject()
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{
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m_iHealth = m_iMaxHealth = m_flHealth = 0;
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m_flPercentageConstructed = 0;
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m_bPlacing = false;
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m_bBuilding = false;
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m_Activity = ACT_INVALID;
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m_bDisabled = false;
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m_SolidToPlayers = SOLID_TO_PLAYER_USE_DEFAULT;
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m_bPlacementOK = false;
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m_aGibs.Purge();
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m_iHighestUpgradeLevel = 1;
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m_bCarryDeploy = false;
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m_flCarryDeployTime = 0;
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m_iHealthOnPickup = 0;
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m_iLifetimeDamage = 0;
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m_bCannotDie = false;
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m_bMiniBuilding = false;
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m_flPlasmaDisableTime = 0;
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m_bPlasmaDisable = false;
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m_bDisposableBuilding = false;
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m_vecBuildForward = vec3_origin;
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m_flBuildDistance = 0.0f;
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m_bForceQuickBuild = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::UpdateOnRemove( void )
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{
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m_bDying = true;
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// check for sapper crits
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CObjectSapper *pSapper = GetSapper();
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if ( pSapper )
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{
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// give an assist to the sapper's owner
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CTFPlayer *pSapperOwner = pSapper->GetOwner();
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if ( pSapperOwner )
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{
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pSapperOwner->m_Shared.IncrementRevengeCrits();
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}
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}
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DestroyObject();
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if ( GetTeam() )
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{
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((CTFTeam*)GetTeam())->RemoveObject( this );
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}
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DetachObjectFromObject();
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// Make sure the object isn't in either team's list of objects...
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//Assert( !GetGlobalTFTeam(1)->IsObjectOnTeam( this ) );
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//Assert( !GetGlobalTFTeam(2)->IsObjectOnTeam( this ) );
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// Chain at end to mimic destructor unwind order
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseObject::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_FULLCHECK );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseObject::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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// Always transmit to owner
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if ( GetBuilder() && pInfo->m_pClientEnt == GetBuilder()->edict() )
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return FL_EDICT_ALWAYS;
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// Placement models only transmit to owners
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if ( IsPlacing() )
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return FL_EDICT_DONTSEND;
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if ( pInfo->m_pClientEnt )
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{
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CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
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if ( pRecipientEntity && pRecipientEntity->ShouldForceTransmitsForTeam( GetTeamNumber() ) )
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return FL_EDICT_ALWAYS;
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}
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return BaseClass::ShouldTransmit( pInfo );
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}
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void CBaseObject::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
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{
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// Are we already marked for transmission?
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if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
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return;
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BaseClass::SetTransmit( pInfo, bAlways );
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// Force our screens to be sent too.
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int nTeam = CBaseEntity::Instance( pInfo->m_pClientEnt )->GetTeamNumber();
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for ( int i=0; i < m_hScreens.Count(); i++ )
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{
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CVGuiScreen *pScreen = m_hScreens[i].Get();
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if ( pScreen && pScreen->IsVisibleToTeam( nTeam ) )
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pScreen->SetTransmit( pInfo, bAlways );
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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 CBaseObject::Precache()
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{
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PrecacheMaterial( SCREEN_OVERLAY_MATERIAL );
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PrecacheScriptSound( GetObjectInfo( ObjectType() )->m_pExplodeSound );
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PrecacheScriptSound( GetObjectInfo( ObjectType() )->m_pUpgradeSound );
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const char *pEffect = GetObjectInfo( ObjectType() )->m_pExplosionParticleEffect;
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if ( pEffect && pEffect[0] != '\0' )
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{
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PrecacheParticleSystem( pEffect );
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}
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PrecacheParticleSystem( "nutsnbolts_build" );
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PrecacheParticleSystem( "nutsnbolts_upgrade" );
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PrecacheParticleSystem( "nutsnbolts_repair" );
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PrecacheModel( "models/weapons/w_models/w_toolbox.mdl" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObject::Spawn( void )
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{
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Precache();
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CollisionProp()->SetSurroundingBoundsType( USE_BEST_COLLISION_BOUNDS );
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SetSolidToPlayers( m_SolidToPlayers, true );
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m_bWasMapPlaced = false;
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m_bHasSapper = false;
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if ( HasSpawnFlags(SF_BASEOBJ_INVULN) )
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{
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m_takedamage = DAMAGE_NO;
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}
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else
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{
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m_takedamage = DAMAGE_YES;
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}
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AddFlag( FL_OBJECT ); // So NPCs will notice it
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SetViewOffset( WorldSpaceCenter() - GetAbsOrigin() );
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m_iDesiredBuildRotations = 0;
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m_flCurrentBuildRotation = 0;
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if ( MustBeBuiltOnAttachmentPoint() )
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{
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AddEffects( EF_NODRAW );
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}
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// assume valid placement
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m_bServerOverridePlacement = true;
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m_iUpgradeLevel = 1;
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m_iUpgradeMetalRequired = GetUpgradeMetalRequired();
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if ( !IsCarried() )
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{
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FirstSpawn();
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}
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UpdateLastKnownArea();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialization that should only be done when the object is first created.
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||
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//-----------------------------------------------------------------------------
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||
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void CBaseObject::FirstSpawn()
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{
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||
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if ( !VPhysicsGetObject() )
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VPhysicsInitStatic();
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||
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m_iUpgradeMetal = 0;
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m_iKills = 0;
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m_iAssists = 0;
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||
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m_ConstructorList.SetLessFunc( PlayerIndexLessFunc );
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m_flHealth = m_iMaxHealth = m_iHealth;
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||
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||
|
SetContextThink( &CBaseObject::BaseObjectThink, gpGlobals->curtime + 0.1, OBJ_BASE_THINK_CONTEXT );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns information about the various control panels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
|
||
|
{
|
||
|
pPanelName = NULL;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns information about the various control panels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName )
|
||
|
{
|
||
|
pPanelName = "vgui_screen";
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// This is called by the base object when it's time to spawn the control panels
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SpawnControlPanels()
|
||
|
{
|
||
|
char buf[64];
|
||
|
|
||
|
// FIXME: Deal with dynamically resizing control panels?
|
||
|
|
||
|
// If we're attached to an entity, spawn control panels on it instead of use
|
||
|
CBaseAnimating *pEntityToSpawnOn = this;
|
||
|
const char *pOrgLL = "controlpanel%d_ll";
|
||
|
const char *pOrgUR = "controlpanel%d_ur";
|
||
|
const char *pAttachmentNameLL = pOrgLL;
|
||
|
const char *pAttachmentNameUR = pOrgUR;
|
||
|
if ( IsBuiltOnAttachment() )
|
||
|
{
|
||
|
pEntityToSpawnOn = dynamic_cast<CBaseAnimating*>((CBaseEntity*)m_hBuiltOnEntity.Get());
|
||
|
if ( pEntityToSpawnOn )
|
||
|
{
|
||
|
char sBuildPointLL[64];
|
||
|
char sBuildPointUR[64];
|
||
|
Q_snprintf( sBuildPointLL, sizeof( sBuildPointLL ), "bp%d_controlpanel%%d_ll", m_iBuiltOnPoint );
|
||
|
Q_snprintf( sBuildPointUR, sizeof( sBuildPointUR ), "bp%d_controlpanel%%d_ur", m_iBuiltOnPoint );
|
||
|
pAttachmentNameLL = sBuildPointLL;
|
||
|
pAttachmentNameUR = sBuildPointUR;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEntityToSpawnOn = this;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Assert( pEntityToSpawnOn );
|
||
|
|
||
|
// Lookup the attachment point...
|
||
|
int nPanel;
|
||
|
for ( nPanel = 0; true; ++nPanel )
|
||
|
{
|
||
|
Q_snprintf( buf, sizeof( buf ), pAttachmentNameLL, nPanel );
|
||
|
int nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
|
||
|
if (nLLAttachmentIndex <= 0)
|
||
|
{
|
||
|
// Try and use my panels then
|
||
|
pEntityToSpawnOn = this;
|
||
|
Q_snprintf( buf, sizeof( buf ), pOrgLL, nPanel );
|
||
|
nLLAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
|
||
|
if (nLLAttachmentIndex <= 0)
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Q_snprintf( buf, sizeof( buf ), pAttachmentNameUR, nPanel );
|
||
|
int nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
|
||
|
if (nURAttachmentIndex <= 0)
|
||
|
{
|
||
|
// Try and use my panels then
|
||
|
Q_snprintf( buf, sizeof( buf ), pOrgUR, nPanel );
|
||
|
nURAttachmentIndex = pEntityToSpawnOn->LookupAttachment(buf);
|
||
|
if (nURAttachmentIndex <= 0)
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const char *pScreenName = NULL;
|
||
|
GetControlPanelInfo( nPanel, pScreenName );
|
||
|
if (!pScreenName)
|
||
|
continue;
|
||
|
|
||
|
const char *pScreenClassname;
|
||
|
GetControlPanelClassName( nPanel, pScreenClassname );
|
||
|
if ( !pScreenClassname )
|
||
|
continue;
|
||
|
|
||
|
// Compute the screen size from the attachment points...
|
||
|
matrix3x4_t panelToWorld;
|
||
|
pEntityToSpawnOn->GetAttachment( nLLAttachmentIndex, panelToWorld );
|
||
|
|
||
|
matrix3x4_t worldToPanel;
|
||
|
MatrixInvert( panelToWorld, worldToPanel );
|
||
|
|
||
|
// Now get the lower right position + transform into panel space
|
||
|
Vector lr, lrlocal;
|
||
|
pEntityToSpawnOn->GetAttachment( nURAttachmentIndex, panelToWorld );
|
||
|
MatrixGetColumn( panelToWorld, 3, lr );
|
||
|
VectorTransform( lr, worldToPanel, lrlocal );
|
||
|
|
||
|
float flWidth = lrlocal.x;
|
||
|
float flHeight = lrlocal.y;
|
||
|
|
||
|
CVGuiScreen *pScreen = CreateVGuiScreen( pScreenClassname, pScreenName, pEntityToSpawnOn, this, nLLAttachmentIndex );
|
||
|
pScreen->ChangeTeam( GetTeamNumber() );
|
||
|
pScreen->SetActualSize( flWidth, flHeight );
|
||
|
pScreen->SetActive( false );
|
||
|
pScreen->MakeVisibleOnlyToTeammates( true );
|
||
|
pScreen->SetOverlayMaterial( SCREEN_OVERLAY_MATERIAL );
|
||
|
pScreen->SetTransparency( true );
|
||
|
|
||
|
// for now, only input by the owning player
|
||
|
pScreen->SetPlayerOwner( GetBuilder(), true );
|
||
|
|
||
|
int nScreen = m_hScreens.AddToTail( );
|
||
|
m_hScreens[nScreen].Set( pScreen );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Handle commands sent from vgui panels on the client
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::ClientCommand( CTFPlayer *pSender, const CCommand &args )
|
||
|
{
|
||
|
//const char *pCmd = args[0];
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
#define BASE_OBJECT_THINK_DELAY 0.1
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::BaseObjectThink( void )
|
||
|
{
|
||
|
SetNextThink( gpGlobals->curtime + BASE_OBJECT_THINK_DELAY, OBJ_BASE_THINK_CONTEXT );
|
||
|
|
||
|
// Make sure animation is up to date
|
||
|
DetermineAnimation();
|
||
|
|
||
|
DeterminePlaybackRate();
|
||
|
|
||
|
if ( m_bPlasmaDisable )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > (m_flPlasmaDisableTime ) )
|
||
|
{
|
||
|
m_bPlasmaDisable = false;
|
||
|
UpdateDisabledState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Do nothing while we're being placed
|
||
|
if ( IsPlacing() )
|
||
|
{
|
||
|
if ( MustBeBuiltOnAttachmentPoint() )
|
||
|
{
|
||
|
UpdateAttachmentPlacement();
|
||
|
m_bServerOverridePlacement = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bServerOverridePlacement = IsPlacementPosValid();
|
||
|
|
||
|
UpdateDesiredBuildRotation( BASE_OBJECT_THINK_DELAY );
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If we're building, keep going
|
||
|
if ( IsBuilding() )
|
||
|
{
|
||
|
BuildingThink();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( IsUpgrading() )
|
||
|
{
|
||
|
UpgradeThink();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( GetReversesBuildingConstructionSpeed() > 0.0f )
|
||
|
{
|
||
|
DoReverseBuild();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( GetUpgradeLevel() < GetHighestUpgradeLevel() )
|
||
|
{
|
||
|
// Keep moving up levels until we reach the level we were at before.
|
||
|
StartUpgrading();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bCarryDeploy = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBaseObject::ResetPlacement( void )
|
||
|
{
|
||
|
m_bPlacementOK = false;
|
||
|
|
||
|
// Clear out previous parent
|
||
|
if ( m_hBuiltOnEntity.Get() )
|
||
|
{
|
||
|
m_hBuiltOnEntity = NULL;
|
||
|
m_iBuiltOnPoint = 0;
|
||
|
SetParent( NULL );
|
||
|
}
|
||
|
|
||
|
// teleport to builder's origin
|
||
|
CTFPlayer *pPlayer = GetOwner();
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
Teleport( &pPlayer->WorldSpaceCenter(), &GetLocalAngles(), NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CBaseObject::UpdateAttachmentPlacement( CBaseObject *pObjectOverride )
|
||
|
{
|
||
|
// See if we should snap to a build position
|
||
|
// finding one implies it is a valid position
|
||
|
if ( FindSnapToBuildPos( pObjectOverride ) )
|
||
|
{
|
||
|
m_bPlacementOK = true;
|
||
|
|
||
|
Teleport( &m_vecBuildOrigin, &GetLocalAngles(), NULL );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ResetPlacement();
|
||
|
}
|
||
|
|
||
|
return m_bPlacementOK;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Cheap check to see if we are in any server-defined No-build areas.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::EstimateValidBuildPos( void )
|
||
|
{
|
||
|
// Make sure CalculatePlacementPos() has been called to setup the member variables used below
|
||
|
|
||
|
CTFPlayer *pPlayer = GetOwner();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
// Cannot build inside a nobuild brush
|
||
|
if ( PointInNoBuild( m_vecBuildOrigin, this ) )
|
||
|
return false;
|
||
|
|
||
|
if ( PointInNoBuild( m_vecBuildCenterOfMass, this ) )
|
||
|
return false;
|
||
|
|
||
|
// If we're receiving trigger hurt damage, don't allow building here.
|
||
|
if ( IsTakingTriggerHurtDamageAtPoint( m_vecBuildOrigin ) )
|
||
|
return false;
|
||
|
|
||
|
if ( IsTakingTriggerHurtDamageAtPoint( m_vecBuildCenterOfMass ) )
|
||
|
return false;
|
||
|
|
||
|
if ( PointInRespawnRoom( NULL, m_vecBuildOrigin ) && !g_pServerBenchmark->IsBenchmarkRunning() )
|
||
|
return false;
|
||
|
|
||
|
if ( PointInRespawnRoom( NULL, m_vecBuildCenterOfMass ) && !g_pServerBenchmark->IsBenchmarkRunning() )
|
||
|
return false;
|
||
|
|
||
|
Vector vecBuildFarEdge = m_vecBuildOrigin + m_vecBuildForward * ( m_flBuildDistance + 8.0f );
|
||
|
if ( PointsCrossRespawnRoomVisualizer( pPlayer->WorldSpaceCenter(), vecBuildFarEdge ) )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DeterminePlaybackRate( void )
|
||
|
{
|
||
|
float flReverseBuildingConstructionSpeed = GetReversesBuildingConstructionSpeed();
|
||
|
if ( flReverseBuildingConstructionSpeed == 0.0f )
|
||
|
{
|
||
|
flReverseBuildingConstructionSpeed = 1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flReverseBuildingConstructionSpeed *= -1.0f;
|
||
|
}
|
||
|
|
||
|
// If a sapper was added or removed part way through construction we need to invert the time to completion
|
||
|
bool bAdjustCompleteTime = ( flReverseBuildingConstructionSpeed > 0.0f && GetPlaybackRate() < 0.0f ) ||
|
||
|
( flReverseBuildingConstructionSpeed < 0.0f && GetPlaybackRate() >= 0.0f );
|
||
|
|
||
|
if ( IsBuilding() )
|
||
|
{
|
||
|
// Default half rate, author build anim as if one player is building
|
||
|
// ConstructionMultiplier already contains the reverse
|
||
|
SetPlaybackRate( GetConstructionMultiplier() * 0.5 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetPlaybackRate( 1.0 * flReverseBuildingConstructionSpeed );
|
||
|
}
|
||
|
|
||
|
if ( bAdjustCompleteTime )
|
||
|
{
|
||
|
float fRelativeCycle = ( ( flReverseBuildingConstructionSpeed > 0.0f ) ? ( 1.0f - GetCycle() ) : ( GetCycle() ) );
|
||
|
|
||
|
float flUpgradeTime = ( ShouldQuickBuild() ? 0 : GetObjectInfo( ObjectType() )->m_flUpgradeDuration );
|
||
|
flUpgradeTime /= ( ( flReverseBuildingConstructionSpeed < 0.0f ) ? ( flReverseBuildingConstructionSpeed * -1.0 ) : 1.0f );
|
||
|
m_flUpgradeCompleteTime = gpGlobals->curtime + flUpgradeTime * fRelativeCycle;
|
||
|
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime();
|
||
|
|
||
|
float flNewConstructionTimeLeft = m_flConstructionTimeLeft * fRelativeCycle;
|
||
|
m_flConstructionTimeLeft *= fRelativeCycle;
|
||
|
|
||
|
m_flConstructionStartTime += m_flConstructionTimeLeft - flNewConstructionTimeLeft;
|
||
|
m_flConstructionTimeLeft = flNewConstructionTimeLeft;
|
||
|
}
|
||
|
|
||
|
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
|
||
|
{
|
||
|
StudioFrameAdvance();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFPlayer *CBaseObject::GetOwner()
|
||
|
{
|
||
|
return m_hBuilder;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetBuilder( CTFPlayer *pBuilder )
|
||
|
{
|
||
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::SetBuilder builder %s\n", gpGlobals->curtime,
|
||
|
pBuilder ? pBuilder->GetPlayerName() : "NULL" ) );
|
||
|
|
||
|
m_hBuilder = pBuilder;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseObject::ObjectType( ) const
|
||
|
{
|
||
|
return m_iObjectType;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Destroys the object, gives a chance to spawn an explosion
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DetonateObject( void )
|
||
|
{
|
||
|
// Blow us up.
|
||
|
CTakeDamageInfo info( this, this, vec3_origin, GetAbsOrigin(), 0, DMG_GENERIC );
|
||
|
Killed( info );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Remove this object from it's team and mark for deletion
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DestroyObject( void )
|
||
|
{
|
||
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::DestroyObject %p:%s\n", gpGlobals->curtime, this, GetClassname() ) );
|
||
|
|
||
|
// If we are carried, uncarry us before destruction.
|
||
|
if ( IsCarried() && GetBuilder() )
|
||
|
{
|
||
|
DropCarriedObject( GetBuilder() );
|
||
|
|
||
|
CTFWeaponBuilder *pBuilder = dynamic_cast<CTFWeaponBuilder*>( GetBuilder()->Weapon_OwnsThisID( TF_WEAPON_BUILDER ) );
|
||
|
if ( pBuilder )
|
||
|
{
|
||
|
pBuilder->SwitchOwnersWeaponToLast();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( GetBuilder() )
|
||
|
{
|
||
|
GetBuilder()->OwnedObjectDestroyed( this );
|
||
|
}
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
|
||
|
DestroyScreens();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Remove any screens that are active on this object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DestroyScreens( void )
|
||
|
{
|
||
|
// Kill the control panels
|
||
|
int i;
|
||
|
for ( i = m_hScreens.Count(); --i >= 0; )
|
||
|
{
|
||
|
DestroyVGuiScreen( m_hScreens[i].Get() );
|
||
|
}
|
||
|
m_hScreens.RemoveAll();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get the total time it will take to build this object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CBaseObject::GetTotalTime( void )
|
||
|
{
|
||
|
float flBuildTime = GetObjectInfo( ObjectType() )->m_flBuildTime;
|
||
|
|
||
|
CTFPlayer *pTFBuilder= GetBuilder();
|
||
|
if ( pTFBuilder )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pTFBuilder, flBuildTime, mod_build_rate );
|
||
|
}
|
||
|
|
||
|
if ( tf_fastbuild.GetInt() )
|
||
|
{
|
||
|
flBuildTime = MIN( 2.f, flBuildTime );
|
||
|
}
|
||
|
|
||
|
// quick builds for engineers in Mann Vs Machine mode during setup time
|
||
|
if ( TFGameRules()->IsQuickBuildTime() )
|
||
|
{
|
||
|
flBuildTime = MIN( 1.0f, flBuildTime );
|
||
|
}
|
||
|
|
||
|
return flBuildTime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Start placing the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::StartPlacement( CTFPlayer *pPlayer )
|
||
|
{
|
||
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
m_bPlacing = true;
|
||
|
m_bBuilding = false;
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
SetBuilder( pPlayer );
|
||
|
ChangeTeam( pPlayer->GetTeamNumber() );
|
||
|
}
|
||
|
|
||
|
// needed?
|
||
|
m_nRenderMode = kRenderNormal;
|
||
|
|
||
|
// Set my build size
|
||
|
CollisionProp()->WorldSpaceAABB( &m_vecBuildMins.GetForModify(), &m_vecBuildMaxs.GetForModify() );
|
||
|
m_vecBuildMins -= Vector( 4,4,0 );
|
||
|
m_vecBuildMaxs += Vector( 4,4,0 );
|
||
|
m_vecBuildMins -= GetAbsOrigin();
|
||
|
m_vecBuildMaxs -= GetAbsOrigin();
|
||
|
|
||
|
// Set the skin
|
||
|
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Stop placing the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::StopPlacement( void )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Find the nearest buildpoint on the specified entity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::FindNearestBuildPoint( CBaseEntity *pEntity, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint, bool bIgnoreChecks )
|
||
|
{
|
||
|
bool bFoundPoint = false;
|
||
|
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(pEntity);
|
||
|
Assert( pBPInterface );
|
||
|
|
||
|
// Any empty buildpoints?
|
||
|
for ( int i = 0; i < pBPInterface->GetNumBuildPoints(); i++ )
|
||
|
{
|
||
|
// Can this object build on this point?
|
||
|
if ( pBPInterface->CanBuildObjectOnBuildPoint( i, GetType() ) )
|
||
|
{
|
||
|
// Close to this point?
|
||
|
Vector vecBPOrigin;
|
||
|
QAngle vecBPAngles;
|
||
|
if ( pBPInterface->GetBuildPoint(i, vecBPOrigin, vecBPAngles) )
|
||
|
{
|
||
|
if ( !bIgnoreChecks )
|
||
|
{
|
||
|
// ignore build points outside our view
|
||
|
if ( !pBuilder->FInViewCone( vecBPOrigin ) )
|
||
|
continue;
|
||
|
|
||
|
// Do a trace to make sure we don't place attachments through things (players, world, etc...)
|
||
|
Vector vecStart = pBuilder->EyePosition();
|
||
|
trace_t trace;
|
||
|
CTraceFilterNoNPCsOrPlayer ignorePlayersFilter( pBuilder, COLLISION_GROUP_NONE );
|
||
|
UTIL_TraceLine( vecStart, vecBPOrigin, MASK_SOLID, &ignorePlayersFilter, &trace );
|
||
|
if ( trace.m_pEnt != pEntity && trace.fraction != 1.0 )
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
float flDist = (vecBPOrigin - pBuilder->GetAbsOrigin()).Length();
|
||
|
|
||
|
// if this is closer, or is the first one in our view, check it out
|
||
|
if ( bIgnoreChecks || ( flDist < MIN(flNearestPoint, pBPInterface->GetMaxSnapDistance( i )) ) )
|
||
|
{
|
||
|
flNearestPoint = flDist;
|
||
|
vecNearestBuildPoint = vecBPOrigin;
|
||
|
m_hBuiltOnEntity = pEntity;
|
||
|
m_iBuiltOnPoint = i;
|
||
|
|
||
|
// Set our angles to the buildpoint's angles
|
||
|
SetAbsAngles( vecBPAngles );
|
||
|
|
||
|
bFoundPoint = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return bFoundPoint;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Find a buildpoint on the specified player
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::FindBuildPointOnPlayer( CTFPlayer *pTFPlayer, CBasePlayer *pBuilder, float &flNearestPoint, Vector &vecNearestBuildPoint )
|
||
|
{
|
||
|
bool bFoundPoint = false;
|
||
|
|
||
|
if ( !pTFPlayer )
|
||
|
return false;
|
||
|
|
||
|
if ( pTFPlayer->m_Shared.InCond( TF_COND_SAPPED ) )
|
||
|
return false;
|
||
|
|
||
|
if ( pTFPlayer->m_Shared.IsInvulnerable() )
|
||
|
return false;
|
||
|
|
||
|
if ( pTFPlayer->m_Shared.InCond( TF_COND_PHASE ) )
|
||
|
return false;
|
||
|
|
||
|
Vector vecOrigin = pTFPlayer->GetAbsOrigin();
|
||
|
QAngle vecAngles = pTFPlayer->GetAbsAngles();
|
||
|
float flDist = ( vecOrigin - pBuilder->GetAbsOrigin() ).Length();
|
||
|
if ( flDist <= 160.f )
|
||
|
{
|
||
|
flNearestPoint = flDist;
|
||
|
vecNearestBuildPoint = vecOrigin;
|
||
|
m_hBuiltOnEntity = (CBaseEntity *)pTFPlayer;
|
||
|
|
||
|
// Set our angles to the buildpoint's angles
|
||
|
SetAbsAngles( vecAngles );
|
||
|
|
||
|
bFoundPoint = true;
|
||
|
}
|
||
|
|
||
|
return bFoundPoint;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
class CTraceFilterIgnorePlayers : public CTraceFilterSimple
|
||
|
{
|
||
|
public:
|
||
|
// It does have a base, but we'll never network anything below here..
|
||
|
DECLARE_CLASS( CTraceFilterIgnorePlayers, CTraceFilterSimple );
|
||
|
|
||
|
CTraceFilterIgnorePlayers( const IHandleEntity *passentity, int collisionGroup )
|
||
|
: CTraceFilterSimple( passentity, collisionGroup )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
|
||
|
{
|
||
|
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
|
||
|
|
||
|
if ( pEntity->IsPlayer() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Test around this build position to make sure it does not block a path
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::TestPositionForPlayerBlock( Vector vecBuildOrigin, CBasePlayer *pPlayer )
|
||
|
{
|
||
|
// find out the status of the 8 regions around this position
|
||
|
int i;
|
||
|
bool bNodeVisited[8];
|
||
|
bool bNodeClear[8];
|
||
|
|
||
|
// The first zone that is clear of obstructions
|
||
|
int iFirstClear = -1;
|
||
|
|
||
|
Vector vHalfPlayerDims = (VEC_HULL_MAX - VEC_HULL_MIN) * 0.5f;
|
||
|
|
||
|
Vector vBuildDims = m_vecBuildMaxs - m_vecBuildMins;
|
||
|
Vector vHalfBuildDims = vBuildDims * 0.5;
|
||
|
|
||
|
|
||
|
// the locations of the 8 test positions
|
||
|
// boxes are adjacent to the object box and are at least as large as
|
||
|
// a player to ensure that a player can pass this location
|
||
|
|
||
|
// 0 1 2
|
||
|
// 7 X 3
|
||
|
// 6 5 4
|
||
|
|
||
|
static int iPositions[8][2] =
|
||
|
{
|
||
|
{ -1, -1 },
|
||
|
{ 0, -1 },
|
||
|
{ 1, -1 },
|
||
|
{ 1, 0 },
|
||
|
{ 1, 1 },
|
||
|
{ 0, 1 },
|
||
|
{ -1, 1 },
|
||
|
{ -1, 0 }
|
||
|
};
|
||
|
|
||
|
CTraceFilterIgnorePlayers traceFilter( this, COLLISION_GROUP_NONE );
|
||
|
|
||
|
for ( i=0;i<8;i++ )
|
||
|
{
|
||
|
// mark them all as unvisited
|
||
|
bNodeVisited[i] = false;
|
||
|
|
||
|
Vector vecTest = vecBuildOrigin;
|
||
|
vecTest.x += ( iPositions[i][0] * ( vHalfBuildDims.x + vHalfPlayerDims.x ) );
|
||
|
vecTest.y += ( iPositions[i][1] * ( vHalfBuildDims.y + vHalfPlayerDims.y ) );
|
||
|
|
||
|
trace_t trace;
|
||
|
UTIL_TraceHull( vecTest, vecTest, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
|
||
|
|
||
|
bNodeClear[i] = ( trace.fraction == 1 && trace.allsolid != 1 && (trace.startsolid != 1) );
|
||
|
|
||
|
// NDebugOverlay::Box( vecTest, VEC_HULL_MIN, VEC_HULL_MAX, bNodeClear[i] ? 0 : 255, bNodeClear[i] ? 255 : 0, 0, 20, 0.1 );
|
||
|
|
||
|
// Store off the first clear location
|
||
|
if ( iFirstClear < 0 && bNodeClear[i] )
|
||
|
{
|
||
|
iFirstClear = i;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( iFirstClear < 0 )
|
||
|
{
|
||
|
// no clear space
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// visit all nodes that are adjacent
|
||
|
RecursiveTestBuildSpace( iFirstClear, bNodeClear, bNodeVisited );
|
||
|
|
||
|
// if we still have unvisited nodes, return false
|
||
|
// unvisited nodes means that one or more nodes was unreachable from our start position
|
||
|
// ie, two places the player might want to traverse but would not be able to if we built here
|
||
|
for ( i=0;i<8;i++ )
|
||
|
{
|
||
|
if ( bNodeVisited[i] == false && bNodeClear[i] == true )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Test around the build position, one quadrant at a time
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::RecursiveTestBuildSpace( int iNode, bool *bNodeClear, bool *bNodeVisited )
|
||
|
{
|
||
|
// if the node is visited already
|
||
|
if ( bNodeVisited[iNode] == true )
|
||
|
return;
|
||
|
|
||
|
// if the test node is blocked
|
||
|
if ( bNodeClear[iNode] == false )
|
||
|
return;
|
||
|
|
||
|
bNodeVisited[iNode] = true;
|
||
|
|
||
|
int iLeftNode = iNode - 1;
|
||
|
if ( iLeftNode < 0 )
|
||
|
iLeftNode = 7;
|
||
|
|
||
|
RecursiveTestBuildSpace( iLeftNode, bNodeClear, bNodeVisited );
|
||
|
|
||
|
int iRightNode = ( iNode + 1 ) % 8;
|
||
|
|
||
|
RecursiveTestBuildSpace( iRightNode, bNodeClear, bNodeVisited );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Move the placement model to the current position. Return false if it's an invalid position
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::UpdatePlacement( void )
|
||
|
{
|
||
|
if ( MustBeBuiltOnAttachmentPoint() )
|
||
|
{
|
||
|
return UpdateAttachmentPlacement();
|
||
|
}
|
||
|
|
||
|
// Finds bsp-valid place for building to be built
|
||
|
// Checks for validity, nearby to other entities, in line of sight
|
||
|
m_bPlacementOK = IsPlacementPosValid();
|
||
|
|
||
|
Teleport( &m_vecBuildOrigin, &GetLocalAngles(), NULL );
|
||
|
|
||
|
return m_bPlacementOK;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: See if we should be snapping to a build position
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::FindSnapToBuildPos( CBaseObject *pObjectOverride )
|
||
|
{
|
||
|
if ( !MustBeBuiltOnAttachmentPoint() )
|
||
|
return false;
|
||
|
|
||
|
CTFPlayer *pPlayer = GetOwner();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool bSnappedToPoint = false;
|
||
|
bool bShouldAttachToParent = false;
|
||
|
|
||
|
Vector vecNearestBuildPoint = vec3_origin;
|
||
|
|
||
|
// See if there are any nearby build positions to snap to
|
||
|
float flNearestPoint = 9999;
|
||
|
int i;
|
||
|
|
||
|
bool bHostileAttachment = IsHostileUpgrade();
|
||
|
int iMyTeam = GetTeamNumber();
|
||
|
|
||
|
if ( !pObjectOverride )
|
||
|
{
|
||
|
int nTeamCount = TFTeamMgr()->GetTeamCount();
|
||
|
for ( int iTeam = FIRST_GAME_TEAM; iTeam < nTeamCount; ++iTeam )
|
||
|
{
|
||
|
// Hostile attachments look for enemy objects only
|
||
|
if ( bHostileAttachment )
|
||
|
{
|
||
|
if ( iTeam == iMyTeam )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
// Friendly attachments look for friendly objects only
|
||
|
else if ( iTeam != iMyTeam )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
CTFTeam *pTeam = ( CTFTeam * )GetGlobalTeam( iTeam );
|
||
|
if ( !pTeam )
|
||
|
continue;
|
||
|
|
||
|
// See if we're allowed to build on Robots
|
||
|
if ( TFGameRules() && TFGameRules()->GameModeUsesMiniBosses() &&
|
||
|
GetType() == OBJ_ATTACHMENT_SAPPER && !pPlayer->IsBot() )
|
||
|
{
|
||
|
CUtlVector< CTFPlayer * > playerVector;
|
||
|
CollectPlayers( &playerVector, pPlayer->GetOpposingTFTeam()->GetTeamNumber(), COLLECT_ONLY_LIVING_PLAYERS );
|
||
|
FOR_EACH_VEC( playerVector, i )
|
||
|
{
|
||
|
if ( !playerVector[i]->IsBot() )
|
||
|
continue;
|
||
|
|
||
|
if ( FindBuildPointOnPlayer( playerVector[i], pPlayer, flNearestPoint, vecNearestBuildPoint ) )
|
||
|
{
|
||
|
bSnappedToPoint = true;
|
||
|
bShouldAttachToParent = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// look for nearby buildpoints on other objects
|
||
|
for ( i = 0; i < pTeam->GetNumObjects(); i++ )
|
||
|
{
|
||
|
CBaseObject *pObject = pTeam->GetObject(i);
|
||
|
Assert( pObject );
|
||
|
if ( pObject && !pObject->IsPlacing() )
|
||
|
{
|
||
|
if ( FindNearestBuildPoint( pObject, pPlayer, flNearestPoint, vecNearestBuildPoint ) )
|
||
|
{
|
||
|
bSnappedToPoint = true;
|
||
|
bShouldAttachToParent = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !pObjectOverride->IsPlacing() )
|
||
|
{
|
||
|
if ( FindNearestBuildPoint( pObjectOverride, pPlayer, flNearestPoint, vecNearestBuildPoint, true ) )
|
||
|
{
|
||
|
bSnappedToPoint = true;
|
||
|
bShouldAttachToParent = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !bSnappedToPoint )
|
||
|
{
|
||
|
AddEffects( EF_NODRAW );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RemoveEffects( EF_NODRAW );
|
||
|
|
||
|
if ( bShouldAttachToParent )
|
||
|
{
|
||
|
AttachObjectToObject( m_hBuiltOnEntity.Get(), m_iBuiltOnPoint, vecNearestBuildPoint );
|
||
|
}
|
||
|
|
||
|
m_vecBuildOrigin = vecNearestBuildPoint;
|
||
|
}
|
||
|
|
||
|
return bSnappedToPoint;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Are we currently in a buildable position
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::IsValidPlacement( void ) const
|
||
|
{
|
||
|
return m_bPlacementOK;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CBaseObject::GetResponseRulesModifier( void )
|
||
|
{
|
||
|
switch ( GetType() )
|
||
|
{
|
||
|
case OBJ_DISPENSER: return "objtype:dispenser"; break;
|
||
|
case OBJ_TELEPORTER: return "objtype:teleporter"; break;
|
||
|
case OBJ_SENTRYGUN: return "objtype:sentrygun"; break;
|
||
|
case OBJ_ATTACHMENT_SAPPER: return "objtype:sapper"; break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Start building the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::StartBuilding( CBaseEntity *pBuilder )
|
||
|
{
|
||
|
// Need to add the object to the team now...
|
||
|
CTFTeam *pTFTeam = ( CTFTeam * )GetGlobalTeam( GetTeamNumber() );
|
||
|
|
||
|
// Deduct the cost from the player
|
||
|
if ( pBuilder && pBuilder->IsPlayer() )
|
||
|
{
|
||
|
/*
|
||
|
if ( ((CTFPlayer*)pBuilder)->IsPlayerClass( TF_CLASS_ENGINEER ) )
|
||
|
{
|
||
|
((CTFPlayer*)pBuilder)->HintMessage( HINT_ENGINEER_USE_WRENCH_ONOWN );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
if ( !IsCarried() )
|
||
|
{
|
||
|
if ( !ShouldQuickBuild() )
|
||
|
{
|
||
|
int iAmountPlayerPaidForMe = ((CTFPlayer*)pBuilder)->StartedBuildingObject( m_iObjectType );
|
||
|
if ( !iAmountPlayerPaidForMe )
|
||
|
{
|
||
|
// Player couldn't afford to pay for me, so abort
|
||
|
ClientPrint( (CBasePlayer*)pBuilder, HUD_PRINTCENTER, "Not enough resources.\n" );
|
||
|
StopPlacement();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
((CTFPlayer*)pBuilder)->SpeakConceptIfAllowed( MP_CONCEPT_BUILDING_OBJECT, GetResponseRulesModifier() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bCarried = false;
|
||
|
m_bCarryDeploy = true;
|
||
|
m_flCarryDeployTime = gpGlobals->curtime;
|
||
|
SetActivity( ACT_OBJ_ASSEMBLING );
|
||
|
|
||
|
((CTFPlayer*)pBuilder)->m_flCommentOnCarrying = 0.f;
|
||
|
((CTFPlayer*)pBuilder)->SpeakConceptIfAllowed( MP_CONCEPT_REDEPLOY_BUILDING, GetResponseRulesModifier() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check to see if we need to add this to a hierarchy. We can just do a simple ray trace from the center as
|
||
|
// the placement code has guarenteed we are in a valid position.
|
||
|
trace_t trace;
|
||
|
UTIL_TraceHull( GetAbsOrigin() + Vector( 0.0f, 0.0f, 2.0f ), GetAbsOrigin() - Vector( 0.0f, 0.0f, 2.0f ), vec3_origin, vec3_origin, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
|
||
|
if ( trace.m_pEnt && trace.m_pEnt->IsBSPModel() )
|
||
|
{
|
||
|
CFuncTrackTrain *pTrain = dynamic_cast<CFuncTrackTrain*>( trace.m_pEnt );
|
||
|
if ( pTrain )
|
||
|
{
|
||
|
SetParent( pTrain );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Add this object to the team's list (because we couldn't add it during
|
||
|
// placement mode)
|
||
|
if ( pTFTeam && !pTFTeam->IsObjectOnTeam( this ) )
|
||
|
{
|
||
|
pTFTeam->AddObject( this );
|
||
|
}
|
||
|
|
||
|
m_bPlacing = false;
|
||
|
m_bBuilding = true;
|
||
|
if ( m_bCarryDeploy )
|
||
|
{
|
||
|
SetHealth( m_iHealthOnPickup );
|
||
|
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_dropobject" );
|
||
|
if ( event )
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = ToTFPlayer( pBuilder );
|
||
|
event->SetInt( "userid", pTFPlayer ? pTFPlayer->GetUserID() : 0 );
|
||
|
event->SetInt( "object", GetType() );
|
||
|
event->SetInt( "index", entindex() ); // object entity index
|
||
|
|
||
|
gameeventmanager->FireEvent( event, true ); // don't send to clients
|
||
|
}
|
||
|
}
|
||
|
else if ( IsMiniBuilding() )
|
||
|
{
|
||
|
int iHealth = GetMaxHealthForCurrentLevel();
|
||
|
if ( !IsDisposableBuilding() )
|
||
|
{
|
||
|
iHealth /= 2.0f;
|
||
|
}
|
||
|
SetHealth( iHealth );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetHealth( OBJECT_CONSTRUCTION_STARTINGHEALTH );
|
||
|
}
|
||
|
m_flPercentageConstructed = 0;
|
||
|
|
||
|
m_nRenderMode = kRenderNormal;
|
||
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
// NOTE: We must spawn the control panels now, instead of during
|
||
|
// Spawn, because until placement is started, we don't actually know
|
||
|
// the position of the control panel because we don't know what it's
|
||
|
// been attached to (could be a vehicle which supplies a different
|
||
|
// place for the control panel)
|
||
|
// NOTE: We must also spawn it before FinishedBuilding can be called
|
||
|
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
|
||
|
{
|
||
|
SpawnControlPanels();
|
||
|
}
|
||
|
|
||
|
// Tell the object we've been built on that we exist
|
||
|
if ( IsBuiltOnAttachment() && !m_hBuiltOnEntity->IsPlayer() )
|
||
|
{
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>((CBaseEntity*)m_hBuiltOnEntity.Get());
|
||
|
Assert( pBPInterface );
|
||
|
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, this );
|
||
|
}
|
||
|
|
||
|
// Start the build animations
|
||
|
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime();
|
||
|
m_flConstructionStartTime = gpGlobals->curtime;
|
||
|
|
||
|
if ( pBuilder && pBuilder->IsPlayer() )
|
||
|
{
|
||
|
CTFPlayer *pTFBuilder = ToTFPlayer( pBuilder );
|
||
|
pTFBuilder->FinishedObject( this );
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_builtobject" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "userid", pTFBuilder->GetUserID() );
|
||
|
event->SetInt( "object", ObjectType() );
|
||
|
event->SetInt( "index", entindex() ); // object entity index
|
||
|
gameeventmanager->FireEvent( event, true ); // don't send to clients
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_vecBuildOrigin = GetAbsOrigin();
|
||
|
|
||
|
int contents = UTIL_PointContents( m_vecBuildOrigin );
|
||
|
if ( contents & MASK_WATER )
|
||
|
{
|
||
|
SetWaterLevel( 3 );
|
||
|
}
|
||
|
|
||
|
// instantly play the build anim
|
||
|
DetermineAnimation();
|
||
|
|
||
|
if ( IsMiniBuilding() && ( GetType() != OBJ_DISPENSER ) )
|
||
|
{
|
||
|
// Set the skin after placement mode.
|
||
|
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 2 : 3;
|
||
|
}
|
||
|
|
||
|
if ( ShouldQuickBuild() )
|
||
|
{
|
||
|
DoQuickBuild();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::ShouldBeMiniBuilding( CTFPlayer* pPlayer )
|
||
|
{
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
CTFWrench* pWrench = dynamic_cast<CTFWrench*>( pPlayer->Weapon_OwnsThisID( TF_WEAPON_WRENCH ) );
|
||
|
if ( !pWrench )
|
||
|
return false;
|
||
|
|
||
|
if ( TFGameRules()->GameModeUsesUpgrades() )
|
||
|
{
|
||
|
if ( pPlayer->GetNumObjects( OBJ_SENTRYGUN ) && pPlayer->CanBuild( OBJ_SENTRYGUN ) == CB_CAN_BUILD && !IsCarried() )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( !pWrench->IsPDQ() )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::MakeMiniBuilding( CTFPlayer* pPlayer )
|
||
|
{
|
||
|
if ( !ShouldBeMiniBuilding( pPlayer ) || IsMiniBuilding() )
|
||
|
return;
|
||
|
|
||
|
m_bMiniBuilding = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::MakeDisposableBuilding( CTFPlayer *pPlayer )
|
||
|
{
|
||
|
m_bDisposableBuilding = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Continue construction of this object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::BuildingThink( void )
|
||
|
{
|
||
|
// Continue construction
|
||
|
Construct( (GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime * OBJECT_CONSTRUCTION_INTERVAL );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetControlPanelsActive( bool bState )
|
||
|
{
|
||
|
// Activate control panel screens
|
||
|
for ( int i = m_hScreens.Count(); --i >= 0; )
|
||
|
{
|
||
|
if (m_hScreens[i].Get())
|
||
|
{
|
||
|
m_hScreens[i]->SetActive( bState );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::FinishedBuilding( void )
|
||
|
{
|
||
|
SetControlPanelsActive( true );
|
||
|
|
||
|
// Only make a shadow if the object doesn't use vphysics
|
||
|
if (!VPhysicsGetObject())
|
||
|
{
|
||
|
VPhysicsInitStatic();
|
||
|
}
|
||
|
|
||
|
m_bBuilding = false;
|
||
|
|
||
|
OnGoActive();
|
||
|
|
||
|
// We're done building, add in the stat...
|
||
|
////TFStats()->IncrementStat( (TFStatId_t)(TF_STAT_FIRST_OBJECT_BUILT + ObjectType()), 1 );
|
||
|
|
||
|
// Spawn any objects on this one
|
||
|
SpawnObjectPoints();
|
||
|
|
||
|
if ( IsUsingReverseBuild() )
|
||
|
{
|
||
|
// if we don't have a sapper (but we should!) then set ourselves as the damager
|
||
|
CObjectSapper *pSapper = GetSapper();
|
||
|
CBaseEntity *pDamager = pSapper ? pSapper : this;
|
||
|
int iCustomDamageType = pSapper ? TF_DMG_CUSTOM_SAPPER_RECORDER_DEATH : 0;
|
||
|
|
||
|
CTakeDamageInfo info;
|
||
|
info.SetInflictor( pDamager );
|
||
|
info.SetAttacker( pDamager );
|
||
|
info.SetDamageForce( vec3_origin );
|
||
|
info.SetDamagePosition( GetAbsOrigin() );
|
||
|
info.SetDamage( 0 );
|
||
|
info.SetDamageType( DMG_CRUSH );
|
||
|
info.SetDamageCustom( iCustomDamageType );
|
||
|
Killed( info );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Objects store health in hacky ways
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetHealth( float flHealth )
|
||
|
{
|
||
|
if ( m_bCarryDeploy && (flHealth>m_iHealthOnPickup) )
|
||
|
{
|
||
|
// If we are re-deploying after being carried we shouldn't gain more health than we had
|
||
|
// on pickup until the deploy process is finished.
|
||
|
flHealth = m_iHealthOnPickup;
|
||
|
}
|
||
|
|
||
|
bool changed = m_flHealth != flHealth;
|
||
|
|
||
|
m_flHealth = flHealth;
|
||
|
m_iHealth = ceil(m_flHealth);
|
||
|
|
||
|
|
||
|
/*
|
||
|
// If we a pose parameter, set the pose parameter to reflect our health
|
||
|
if ( LookupPoseParameter( "object_health") >= 0 && GetMaxHealth() > 0 )
|
||
|
{
|
||
|
SetPoseParameter( "object_health", 100 * ( GetHealth() / (float)GetMaxHealth() ) );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
if ( changed )
|
||
|
{
|
||
|
// Set value and fire output
|
||
|
m_OnObjectHealthChanged.Set( m_flHealth, this, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override base traceattack to prevent visible effects from team members shooting me
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
||
|
{
|
||
|
// Prevent team damage here so blood doesn't appear
|
||
|
if ( inputInfo.GetAttacker() )
|
||
|
{
|
||
|
if ( InSameTeam(inputInfo.GetAttacker()) )
|
||
|
{
|
||
|
// Pass Damage to enemy attachments
|
||
|
int iNumObjects = GetNumObjectsOnMe();
|
||
|
for ( int iPoint=iNumObjects-1;iPoint >= 0; --iPoint )
|
||
|
{
|
||
|
CBaseObject *pObject = GetBuildPointObject( iPoint );
|
||
|
|
||
|
if ( pObject && pObject->IsHostileUpgrade() )
|
||
|
{
|
||
|
pObject->TraceAttack(inputInfo, vecDir, ptr, pAccumulator );
|
||
|
}
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SpawnBlood( ptr->endpos, vecDir, BloodColor(), inputInfo.GetDamage() );
|
||
|
|
||
|
AddMultiDamage( inputInfo, this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Prevent Team Damage
|
||
|
//-----------------------------------------------------------------------------
|
||
|
ConVar object_show_damage( "obj_show_damage", "0", 0, "Show all damage taken by objects." );
|
||
|
ConVar object_capture_damage( "obj_capture_damage", "0", 0, "Captures all damage taken by objects for dumping later." );
|
||
|
|
||
|
CUtlDict<int,int> g_DamageMap;
|
||
|
|
||
|
void Cmd_DamageDump_f(void)
|
||
|
{
|
||
|
CUtlDict<bool,int> g_UniqueColumns;
|
||
|
int idx;
|
||
|
|
||
|
// Build the unique columns:
|
||
|
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
|
||
|
{
|
||
|
char* szColumnName = strchr(g_DamageMap.GetElementName(idx),',') + 1;
|
||
|
|
||
|
int ColumnIdx = g_UniqueColumns.Find( szColumnName );
|
||
|
|
||
|
if( ColumnIdx == g_UniqueColumns.InvalidIndex() )
|
||
|
{
|
||
|
g_UniqueColumns.Insert( szColumnName, false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Dump the column names:
|
||
|
FileHandle_t f = filesystem->Open("damage.txt","wt+");
|
||
|
|
||
|
for( idx = g_UniqueColumns.First(); idx != g_UniqueColumns.InvalidIndex(); idx = g_UniqueColumns.Next(idx) )
|
||
|
{
|
||
|
filesystem->FPrintf(f,"\t%s",g_UniqueColumns.GetElementName(idx));
|
||
|
}
|
||
|
|
||
|
filesystem->FPrintf(f,"\n");
|
||
|
|
||
|
|
||
|
CUtlDict<bool,int> g_CompletedRows;
|
||
|
|
||
|
// Dump each row:
|
||
|
bool bDidRow;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
bDidRow = false;
|
||
|
|
||
|
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
|
||
|
{
|
||
|
char szRowName[256];
|
||
|
|
||
|
// Check the Row name of each entry to see if I've done this row yet.
|
||
|
Q_strncpy(szRowName, g_DamageMap.GetElementName(idx), sizeof( szRowName ) );
|
||
|
*strchr(szRowName,',') = '\0';
|
||
|
|
||
|
char szRowNameComma[256];
|
||
|
Q_snprintf( szRowNameComma, sizeof( szRowNameComma ), "%s,", szRowName );
|
||
|
|
||
|
if( g_CompletedRows.Find(szRowName) == g_CompletedRows.InvalidIndex() )
|
||
|
{
|
||
|
bDidRow = true;
|
||
|
g_CompletedRows.Insert(szRowName,false);
|
||
|
|
||
|
|
||
|
// Output the row name:
|
||
|
filesystem->FPrintf(f,szRowName);
|
||
|
|
||
|
for( int ColumnIdx = g_UniqueColumns.First(); ColumnIdx != g_UniqueColumns.InvalidIndex(); ColumnIdx = g_UniqueColumns.Next( ColumnIdx ) )
|
||
|
{
|
||
|
char szRowNameCommaColumn[256];
|
||
|
Q_strncpy( szRowNameCommaColumn, szRowNameComma, sizeof( szRowNameCommaColumn ) );
|
||
|
Q_strncat( szRowNameCommaColumn, g_UniqueColumns.GetElementName( ColumnIdx ), sizeof( szRowNameCommaColumn ), COPY_ALL_CHARACTERS );
|
||
|
|
||
|
int nDamageAmount = 0;
|
||
|
// Fine to reuse idx since we are going to break anyways.
|
||
|
for( idx = g_DamageMap.First(); idx != g_DamageMap.InvalidIndex(); idx = g_DamageMap.Next(idx) )
|
||
|
{
|
||
|
if( !stricmp( g_DamageMap.GetElementName(idx), szRowNameCommaColumn ) )
|
||
|
{
|
||
|
nDamageAmount = g_DamageMap[idx];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
filesystem->FPrintf(f,"\t%i",nDamageAmount);
|
||
|
|
||
|
}
|
||
|
|
||
|
filesystem->FPrintf(f,"\n");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
// Grab the row name:
|
||
|
|
||
|
} while(bDidRow);
|
||
|
|
||
|
// close the file:
|
||
|
filesystem->Close(f);
|
||
|
}
|
||
|
|
||
|
static ConCommand obj_dump_damage( "obj_dump_damage", Cmd_DamageDump_f );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void ReportDamage( const char* szInflictor, const char* szVictim, float fAmount, int nCurrent, int nMax )
|
||
|
{
|
||
|
int iAmount = (int)fAmount;
|
||
|
|
||
|
if( object_show_damage.GetBool() && iAmount )
|
||
|
{
|
||
|
Msg( "ShowDamage: Object %s taking %0.1f damage from %s ( %i / %i )\n", szVictim, fAmount, szInflictor, nCurrent, nMax );
|
||
|
}
|
||
|
|
||
|
if( object_capture_damage.GetBool() )
|
||
|
{
|
||
|
char szMangledKey[256];
|
||
|
|
||
|
Q_snprintf(szMangledKey,sizeof(szMangledKey)/sizeof(szMangledKey[0]),"%s,%s",szInflictor,szVictim);
|
||
|
int idx = g_DamageMap.Find( szMangledKey );
|
||
|
|
||
|
if( idx == g_DamageMap.InvalidIndex() )
|
||
|
{
|
||
|
g_DamageMap.Insert( szMangledKey, iAmount );
|
||
|
|
||
|
} else
|
||
|
{
|
||
|
g_DamageMap[idx] += iAmount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return the first non-hostile object build on this object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBaseEntity *CBaseObject::GetFirstFriendlyObjectOnMe( void )
|
||
|
{
|
||
|
CBaseObject *pFirstObject = NULL;
|
||
|
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
|
||
|
int iNumObjects = pBPInterface->GetNumObjectsOnMe();
|
||
|
for ( int iPoint=0;iPoint<iNumObjects;iPoint++ )
|
||
|
{
|
||
|
CBaseObject *pObject = GetBuildPointObject( iPoint );
|
||
|
|
||
|
if ( pObject && !pObject->IsHostileUpgrade() )
|
||
|
{
|
||
|
pFirstObject = pObject;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pFirstObject;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Pass the specified amount of damage through to any objects I have built on me
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::PassDamageOntoChildren( const CTakeDamageInfo &info, float *flDamageLeftOver )
|
||
|
{
|
||
|
float flDamage = info.GetDamage();
|
||
|
|
||
|
// Double the amount of damage done (and get around the child damage modifier)
|
||
|
flDamage *= 2;
|
||
|
if ( obj_child_damage_factor.GetFloat() )
|
||
|
{
|
||
|
flDamage *= (1 / obj_child_damage_factor.GetFloat());
|
||
|
}
|
||
|
|
||
|
// Remove blast damage because child objects (well specifically upgrades)
|
||
|
// want to ignore direct blast damage but still take damage from parent
|
||
|
CTakeDamageInfo childInfo = info;
|
||
|
childInfo.SetDamage( flDamage );
|
||
|
childInfo.SetDamageType( info.GetDamageType() & (~DMG_BLAST) );
|
||
|
|
||
|
CBaseEntity *pEntity = GetFirstFriendlyObjectOnMe();
|
||
|
while ( pEntity )
|
||
|
{
|
||
|
Assert( pEntity->m_takedamage != DAMAGE_NO );
|
||
|
// Do damage to the next object
|
||
|
float flDamageTaken = pEntity->OnTakeDamage( childInfo );
|
||
|
// If we didn't kill it, abort
|
||
|
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity);
|
||
|
if ( !pObject || !pObject->IsDying() )
|
||
|
{
|
||
|
const char* szInflictor = "unknown";
|
||
|
if( info.GetInflictor() )
|
||
|
szInflictor = (char*)info.GetInflictor()->GetClassname();
|
||
|
|
||
|
ReportDamage( szInflictor, GetClassname(), flDamageTaken, GetHealth(), GetMaxHealth() );
|
||
|
|
||
|
*flDamageLeftOver = flDamage;
|
||
|
return true;
|
||
|
}
|
||
|
// Reduce the damage and move on to the next
|
||
|
flDamage -= flDamageTaken;
|
||
|
pEntity = GetFirstFriendlyObjectOnMe();
|
||
|
}
|
||
|
|
||
|
*flDamageLeftOver = flDamage;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseObject::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( !IsAlive() )
|
||
|
return info.GetDamage();
|
||
|
|
||
|
if ( m_takedamage == DAMAGE_NO )
|
||
|
return 0;
|
||
|
|
||
|
if ( IsPlacing() )
|
||
|
return 0;
|
||
|
|
||
|
// Check teams
|
||
|
if ( info.GetAttacker() )
|
||
|
{
|
||
|
if ( InSameTeam(info.GetAttacker()) )
|
||
|
return 0;
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->IsTruceActive() )
|
||
|
{
|
||
|
// players cannot damage buildings while a truce is active
|
||
|
if ( info.GetAttacker()->IsPlayer() && info.GetAttacker()->IsTruceValidForEnt() && ( ( info.GetAttacker()->GetTeamNumber() == TF_TEAM_RED ) || ( info.GetAttacker()->GetTeamNumber() == TF_TEAM_BLUE ) ) )
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_AchievementData.AddDamagerToHistory( info.GetAttacker() );
|
||
|
if ( info.GetAttacker()->IsPlayer() )
|
||
|
{
|
||
|
ToTFPlayer( info.GetAttacker() )->m_AchievementData.AddTargetToHistory( this );
|
||
|
}
|
||
|
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
|
||
|
|
||
|
float flDamage = info.GetDamage();
|
||
|
|
||
|
// Buildings are resistant to plasma damage.
|
||
|
if ( info.GetDamageCustom() == TF_DMG_CUSTOM_PLASMA )
|
||
|
{
|
||
|
flDamage *= 0.2f;
|
||
|
}
|
||
|
|
||
|
// Charged plasma damage disables buildings for a short time.
|
||
|
if ( info.GetDamageCustom() == TF_DMG_CUSTOM_PLASMA_CHARGED )
|
||
|
{
|
||
|
flDamage *= 0.2f;
|
||
|
m_flPlasmaDisableTime = gpGlobals->curtime + PLASMA_DISABLE_TIME;
|
||
|
m_bPlasmaDisable = true;
|
||
|
UpdateDisabledState();
|
||
|
}
|
||
|
|
||
|
// Objects build on other objects take less damage
|
||
|
if ( !IsAnUpgrade() && GetParentObject() )
|
||
|
{
|
||
|
flDamage *= obj_child_damage_factor.GetFloat();
|
||
|
}
|
||
|
|
||
|
if (obj_damage_factor.GetFloat())
|
||
|
{
|
||
|
flDamage *= obj_damage_factor.GetFloat();
|
||
|
}
|
||
|
|
||
|
|
||
|
CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase *>(info.GetWeapon());
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
#ifdef STAGING_ONLY
|
||
|
// Attacker has building disabling properties
|
||
|
float flDisablingAttack = 0.0f;
|
||
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flDisablingAttack, disable_buildings_on_hit );
|
||
|
if ( flDisablingAttack )
|
||
|
{
|
||
|
// do not override if existing time is longer
|
||
|
m_flPlasmaDisableTime = Max( gpGlobals->curtime + flDisablingAttack, m_flPlasmaDisableTime );
|
||
|
m_bPlasmaDisable = true;
|
||
|
UpdateDisabledState();
|
||
|
}
|
||
|
#endif // STAGING_ONLY
|
||
|
|
||
|
// Apply attributes that increase damage vs buildings
|
||
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWeapon, flDamage, mult_dmg_vs_buildings );
|
||
|
CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() );
|
||
|
if ( pAttacker )
|
||
|
{
|
||
|
pWeapon->ApplyOnHitAttributes( NULL, pAttacker, info );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( TFGameRules()->IsPowerupMode() )
|
||
|
{
|
||
|
CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() );
|
||
|
if ( pAttacker )
|
||
|
{
|
||
|
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_STRENGTH || pAttacker->m_Shared.InCond( TF_COND_RUNE_IMBALANCE ) )
|
||
|
{
|
||
|
flDamage *= 2.f;
|
||
|
}
|
||
|
|
||
|
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_KNOCKOUT )
|
||
|
{
|
||
|
flDamage *= 4.f;
|
||
|
}
|
||
|
|
||
|
if ( pAttacker->m_Shared.GetCarryingRuneType() == RUNE_VAMPIRE )
|
||
|
{
|
||
|
int iModHealthOnHit = flDamage;
|
||
|
|
||
|
if ( iModHealthOnHit > 0 )
|
||
|
{
|
||
|
pAttacker->TakeHealth( iModHealthOnHit, DMG_GENERIC );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool bFriendlyObjectsAttached = false;
|
||
|
int iNumObjects = pBPInterface->GetNumObjectsOnMe();
|
||
|
for ( int iPoint=0;iPoint<iNumObjects;iPoint++ )
|
||
|
{
|
||
|
CBaseObject *pObject = GetBuildPointObject( iPoint );
|
||
|
|
||
|
if ( !pObject || pObject->IsHostileUpgrade() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
bFriendlyObjectsAttached = true;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Don't look, Tom Bui!
|
||
|
static struct
|
||
|
{
|
||
|
bool operator()( const float flHealth, const float flDamage ) const
|
||
|
{
|
||
|
return ( ( flHealth - flDamage ) < 1 );
|
||
|
}
|
||
|
} IsDamageFatal;
|
||
|
|
||
|
// Only track actual damage - not overkill
|
||
|
m_AchievementData.AddDamageEventToHistory( info.GetAttacker(), ( IsDamageFatal( m_flHealth, flDamage ) ) ? m_flHealth : flDamage );
|
||
|
|
||
|
// if we cannot die
|
||
|
if ( m_bCannotDie && IsDamageFatal( m_flHealth, flDamage ) )
|
||
|
{
|
||
|
flDamage = m_flHealth - 1;
|
||
|
}
|
||
|
|
||
|
// If I have objects on me, I can't be destroyed until they're gone. Ditto if I can't be killed.
|
||
|
bool bWillDieButCant = ( bFriendlyObjectsAttached ) && IsDamageFatal( m_flHealth, flDamage );
|
||
|
if ( bWillDieButCant )
|
||
|
{
|
||
|
// Soak up the damage it would take to drop us to 1 health
|
||
|
flDamage = flDamage - m_flHealth;
|
||
|
SetHealth( 1 );
|
||
|
|
||
|
// Pass leftover damage
|
||
|
if ( flDamage )
|
||
|
{
|
||
|
if ( PassDamageOntoChildren( info, &flDamage ) )
|
||
|
return flDamage;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( flDamage )
|
||
|
{
|
||
|
m_iLifetimeDamage += floor( MIN( flDamage, m_flHealth ) );
|
||
|
if ( m_iLifetimeDamage > tf_obj_damage_tank_achievement_amount.GetInt() && GetBuilder() )
|
||
|
{
|
||
|
GetBuilder()->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_TANK_DAMAGE );
|
||
|
}
|
||
|
|
||
|
// Recheck our death possibility, because our objects may have all been blown off us by now
|
||
|
bWillDieButCant = ( bFriendlyObjectsAttached ) && IsDamageFatal( m_flHealth, flDamage );
|
||
|
if ( !bWillDieButCant )
|
||
|
{
|
||
|
// Reduce health
|
||
|
SetHealth( m_flHealth - flDamage );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_OnDamaged.FireOutput(info.GetAttacker(), this);
|
||
|
|
||
|
if ( GetHealth() <= 0 )
|
||
|
{
|
||
|
if ( info.GetAttacker() )
|
||
|
{
|
||
|
//TFStats()->IncrementTeamStat( info.GetAttacker()->GetTeamNumber(), TF_TEAM_STAT_DESTROYED_OBJECT_COUNT, 1 );
|
||
|
//TFStats()->IncrementPlayerStat( info.GetAttacker(), TF_PLAYER_STAT_DESTROYED_OBJECT_COUNT, 1 );
|
||
|
}
|
||
|
|
||
|
m_lifeState = LIFE_DEAD;
|
||
|
m_OnDestroyed.FireOutput( info.GetAttacker(), this);
|
||
|
Killed( info );
|
||
|
|
||
|
// Tell our builder to speak about it
|
||
|
if ( m_hBuilder )
|
||
|
{
|
||
|
m_hBuilder->SpeakConceptIfAllowed( MP_CONCEPT_LOST_OBJECT, GetResponseRulesModifier() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const char* szInflictor = "unknown";
|
||
|
if( info.GetInflictor() )
|
||
|
szInflictor = (char*)info.GetInflictor()->GetClassname();
|
||
|
|
||
|
ReportDamage( szInflictor, GetClassname(), flDamage, GetHealth(), GetMaxHealth() );
|
||
|
|
||
|
IGameEvent *event = gameeventmanager->CreateEvent( "npc_hurt" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "entindex", entindex() );
|
||
|
event->SetInt( "health", Max( 0, (int)GetHealth() ) );
|
||
|
event->SetInt( "damageamount", flDamage );
|
||
|
event->SetBool( "crit", ( info.GetDamageType() & DMG_CRITICAL ) ? true : false );
|
||
|
|
||
|
CTFPlayer *pTFAttacker = ToTFPlayer( info.GetAttacker() );
|
||
|
if ( pTFAttacker )
|
||
|
{
|
||
|
event->SetInt( "attacker_player", pTFAttacker->GetUserID() );
|
||
|
|
||
|
if ( pTFAttacker->GetActiveTFWeapon() )
|
||
|
{
|
||
|
event->SetInt( "weaponid", pTFAttacker->GetActiveTFWeapon()->GetWeaponID() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
event->SetInt( "weaponid", 0 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// hurt by world
|
||
|
event->SetInt( "attacker_player", 0 );
|
||
|
event->SetInt( "weaponid", 0 );
|
||
|
}
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
return flDamage;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Repair / Help-Construct this object the specified amount
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::Construct( float flHealth )
|
||
|
{
|
||
|
// Multiply it by the repair rate
|
||
|
flHealth *= GetConstructionMultiplier();
|
||
|
if ( !flHealth )
|
||
|
return false;
|
||
|
|
||
|
if ( IsBuilding() )
|
||
|
{
|
||
|
// Reduce the construction time by the correct amount for the health passed in
|
||
|
float flConstructionTime = flHealth / ((GetMaxHealth() - OBJECT_CONSTRUCTION_STARTINGHEALTH) / m_flTotalConstructionTime);
|
||
|
if ( flConstructionTime < 0.0f )
|
||
|
{
|
||
|
flConstructionTime *= -1.0f;
|
||
|
}
|
||
|
|
||
|
m_flConstructionTimeLeft = MAX( 0, m_flConstructionTimeLeft - flConstructionTime);
|
||
|
m_flConstructionTimeLeft = clamp( m_flConstructionTimeLeft, 0.0f, m_flTotalConstructionTime );
|
||
|
|
||
|
m_flPercentageConstructed = m_flConstructionTimeLeft / m_flTotalConstructionTime;
|
||
|
|
||
|
if ( flHealth >= 0.0f )
|
||
|
{
|
||
|
// Only do this if we're not reversing construction
|
||
|
m_flPercentageConstructed = 1.0f - m_flPercentageConstructed;
|
||
|
}
|
||
|
m_flPercentageConstructed = clamp( (float) m_flPercentageConstructed, 0.0f, 1.0f );
|
||
|
|
||
|
// Increase health (unless it's a mini-building, which start at max health)
|
||
|
// Minibuildings build health at a reduced rate
|
||
|
// Staging_engy
|
||
|
{
|
||
|
SetHealth( MIN( GetMaxHealth(), m_flHealth + (IsMiniBuilding() ? (flHealth * 0.5f) : flHealth) ) );
|
||
|
}
|
||
|
|
||
|
// Return true if we're constructed now
|
||
|
if ( m_flConstructionTimeLeft <= 0.0f )
|
||
|
{
|
||
|
FinishedBuilding();
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Return true if we're already fully healed
|
||
|
if ( GetHealth() >= GetMaxHealth() )
|
||
|
return true;
|
||
|
|
||
|
// Increase health.
|
||
|
SetHealth( MIN( GetMaxHealth(), MAX( 1, m_flHealth + flHealth ) ) );
|
||
|
|
||
|
m_OnRepaired.FireOutput( this, this);
|
||
|
|
||
|
// Return true if we're fully healed now
|
||
|
if ( GetHealth() == GetMaxHealth() )
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------------------------------------------------
|
||
|
void CBaseObject::OnConstructionHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc )
|
||
|
{
|
||
|
// Get the player index
|
||
|
int iPlayerIndex = pPlayer->entindex();
|
||
|
|
||
|
// The time the repair is going to expire
|
||
|
float flRepairExpireTime = gpGlobals->curtime + 1.0;
|
||
|
|
||
|
// Update or Add the expire time to the list
|
||
|
int index = m_ConstructorList.Find( iPlayerIndex );
|
||
|
if ( index == m_ConstructorList.InvalidIndex() )
|
||
|
{
|
||
|
index = m_ConstructorList.Insert( iPlayerIndex );
|
||
|
m_ConstructorList[index].flValue = pWrench->GetConstructionValue();
|
||
|
}
|
||
|
|
||
|
m_ConstructorList[index].flHitTime = flRepairExpireTime;
|
||
|
|
||
|
// Play a construction hit effect.
|
||
|
CPVSFilter filter( hitLoc );
|
||
|
TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_build", hitLoc, QAngle(0,0,0) );
|
||
|
}
|
||
|
|
||
|
//----------------------------------------------------------------------------------------------------------------------------------------
|
||
|
float CBaseObject::GetConstructionMultiplier( void )
|
||
|
{
|
||
|
if ( IsUsingReverseBuild() )
|
||
|
return -1.0f;
|
||
|
|
||
|
float flMultiplier = 1.0;
|
||
|
|
||
|
// expire all the old
|
||
|
int i = m_ConstructorList.LastInorder();
|
||
|
while ( i != m_ConstructorList.InvalidIndex() )
|
||
|
{
|
||
|
int iThis = i;
|
||
|
i = m_ConstructorList.PrevInorder( i );
|
||
|
if ( m_ConstructorList[iThis].flHitTime < gpGlobals->curtime )
|
||
|
{
|
||
|
m_ConstructorList.RemoveAt( iThis );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// STAGING_ENGY
|
||
|
// each Player adds a fixed amount of speed boost
|
||
|
// Carry deploy hits add more
|
||
|
flMultiplier += ( m_ConstructorList[iThis].flValue );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// See if we have any attributes that want to modify our build rate
|
||
|
CTFPlayer* pBuilder = GetOwner();
|
||
|
if( pBuilder )
|
||
|
{
|
||
|
flMultiplier += pBuilder->GetObjectBuildSpeedMultiplier( ObjectType(), m_bCarryDeploy );
|
||
|
}
|
||
|
|
||
|
return flMultiplier;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Object is exploding because it was killed or detonate
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::Explode( void )
|
||
|
{
|
||
|
const char *pExplodeSound = GetObjectInfo( ObjectType() )->m_pExplodeSound;
|
||
|
|
||
|
if ( pExplodeSound && Q_strlen(pExplodeSound) > 0 )
|
||
|
{
|
||
|
EmitSound( pExplodeSound );
|
||
|
}
|
||
|
|
||
|
const char *pExplodeEffect = GetObjectInfo( ObjectType() )->m_pExplosionParticleEffect;
|
||
|
if ( pExplodeEffect && pExplodeEffect[0] != '\0' )
|
||
|
{
|
||
|
// Send to everyone - we're inside prediction for the engy who hit this off, but we
|
||
|
// don't predict that the hit will kill this object.
|
||
|
CDisablePredictionFiltering disabler;
|
||
|
|
||
|
Vector origin = GetAbsOrigin();
|
||
|
QAngle up(-90,0,0);
|
||
|
|
||
|
CPVSFilter filter( origin );
|
||
|
TE_TFParticleEffect( filter, 0.0f, pExplodeEffect, origin, up );
|
||
|
}
|
||
|
|
||
|
// create some delicious, metal filled gibs
|
||
|
CreateObjectGibs();
|
||
|
}
|
||
|
|
||
|
void CBaseObject::CreateObjectGibs( void )
|
||
|
{
|
||
|
if ( m_aGibs.Count() <= 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
const CObjectInfo *pObjectInfo = GetObjectInfo( ObjectType() );
|
||
|
|
||
|
// grant some percentage of the cost to build if number of metal to drop is not specified
|
||
|
const float flMetalCostPercentage = 0.5f;
|
||
|
const int nTotalMetal = pObjectInfo->m_iMetalToDropInGibs == 0 ? pObjectInfo->m_Cost * flMetalCostPercentage : pObjectInfo->m_iMetalToDropInGibs;
|
||
|
|
||
|
|
||
|
int nMetalPerGib = nTotalMetal / m_aGibs.Count();
|
||
|
int nLeftOver = nTotalMetal % m_aGibs.Count();
|
||
|
|
||
|
if ( IsMiniBuilding() )
|
||
|
{
|
||
|
// STAGING_ENGY
|
||
|
nMetalPerGib = 0;
|
||
|
nLeftOver = 0;
|
||
|
}
|
||
|
|
||
|
int i;
|
||
|
for ( i=0; i<m_aGibs.Count(); i++ )
|
||
|
{
|
||
|
// make sure we drop all metal include left over from int math
|
||
|
CreateAmmoPack( m_aGibs[i].modelName, i == 0 ? nMetalPerGib + nLeftOver : nMetalPerGib );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CTFAmmoPack* CBaseObject::CreateAmmoPack( const char *pchModel, int nMetal )
|
||
|
{
|
||
|
CTFAmmoPack *pAmmoPack = CTFAmmoPack::Create( GetAbsOrigin(), GetAbsAngles(), this, pchModel );
|
||
|
Assert( pAmmoPack );
|
||
|
if ( pAmmoPack )
|
||
|
{
|
||
|
pAmmoPack->ActivateWhenAtRest();
|
||
|
|
||
|
// Fill up the ammo pack.
|
||
|
pAmmoPack->GiveAmmo( nMetal, TF_AMMO_METAL );
|
||
|
|
||
|
// Calculate the initial impulse on the weapon.
|
||
|
Vector vecImpulse( random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( -0.5, 0.5 ), random->RandomFloat( 0.75, 1.25 ) );
|
||
|
VectorNormalize( vecImpulse );
|
||
|
vecImpulse *= random->RandomFloat( tf_obj_gib_velocity_min.GetFloat(), tf_obj_gib_velocity_max.GetFloat() );
|
||
|
|
||
|
// Cap the impulse.
|
||
|
float flSpeed = vecImpulse.Length();
|
||
|
if ( flSpeed > tf_obj_gib_maxspeed.GetFloat() )
|
||
|
{
|
||
|
VectorScale( vecImpulse, tf_obj_gib_maxspeed.GetFloat() / flSpeed, vecImpulse );
|
||
|
}
|
||
|
|
||
|
if ( pAmmoPack->VPhysicsGetObject() )
|
||
|
{
|
||
|
// We can probably remove this when the mass on the weapons is correct!
|
||
|
//pAmmoPack->VPhysicsGetObject()->SetMass( 25.0f );
|
||
|
AngularImpulse angImpulse( 0, random->RandomFloat( 0, 100 ), 0 );
|
||
|
pAmmoPack->VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse );
|
||
|
}
|
||
|
|
||
|
pAmmoPack->SetInitialVelocity( vecImpulse );
|
||
|
|
||
|
pAmmoPack->m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
|
||
|
|
||
|
// Give the ammo pack some health, so that trains can destroy it.
|
||
|
pAmmoPack->SetCollisionGroup( COLLISION_GROUP_DEBRIS );
|
||
|
pAmmoPack->m_takedamage = DAMAGE_YES;
|
||
|
pAmmoPack->SetHealth( 900 );
|
||
|
pAmmoPack->m_bObjGib = true;
|
||
|
|
||
|
if ( IsMiniBuilding() )
|
||
|
{
|
||
|
pAmmoPack->SetModelScale( 0.6f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pAmmoPack;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Object has been blown up. Drop resource chunks upto the value of my max health.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
m_bDying = true;
|
||
|
|
||
|
// Find the killer & the scorer
|
||
|
CBaseEntity *pInflictor = info.GetInflictor();
|
||
|
CBaseEntity *pKiller = info.GetAttacker();
|
||
|
CTFPlayer *pScorer = ToTFPlayer( TFGameRules()->GetDeathScorer( pKiller, pInflictor, this ) );
|
||
|
CTFPlayer *pAssister = NULL;
|
||
|
|
||
|
// If we are being carried,
|
||
|
|
||
|
// if this object has a sapper on it, and was not killed by the sapper (killed by damage other than crush, since sapper does crushing damage),
|
||
|
// award an assist to the owner of the sapper since it probably contributed to destroying this object
|
||
|
CObjectSapper *pSapper = GetSapper();
|
||
|
if ( pSapper && !( DMG_CRUSH & info.GetDamageType() ) && !m_bPlasmaDisable )
|
||
|
{
|
||
|
// give an assist to the sapper's owner
|
||
|
pAssister = pSapper->GetOwner();
|
||
|
if ( pAssister )
|
||
|
{
|
||
|
CTF_GameStats.Event_AssistDestroyBuilding( pAssister, this );
|
||
|
|
||
|
// Also increment the SapBuildings grind achievement
|
||
|
pAssister->AwardAchievement( ACHIEVEMENT_TF_SPY_SAPPER_GRIND );
|
||
|
}
|
||
|
}
|
||
|
else if ( pScorer )
|
||
|
{
|
||
|
// If a player is healing the scorer, give that player credit for the assist
|
||
|
CTFPlayer *pHealer = ToTFPlayer( static_cast<CBaseEntity *>( pScorer->m_Shared.GetFirstHealer() ) );
|
||
|
// Must be a medic to receive a healing assist, otherwise engineers get credit for assists from dispensers doing healing.
|
||
|
// Also don't give an assist for healing if the inflictor was a sentry gun, otherwise medics healing engineers get assists for the engineer's sentry kills.
|
||
|
if ( pHealer && ( pHealer->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC ) )
|
||
|
{
|
||
|
pAssister = pHealer;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Don't do anything if we were detonated or dismantled
|
||
|
if ( pScorer && pInflictor != this )
|
||
|
{
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "object_destroyed" );
|
||
|
|
||
|
// Work out what killed the player, and send a message to all clients about it
|
||
|
int iWeaponID;
|
||
|
const char *killer_weapon_name = TFGameRules()->GetKillingWeaponName( info, NULL, &iWeaponID );
|
||
|
const char *killer_weapon_log_name = killer_weapon_name;
|
||
|
|
||
|
CTFPlayer *pTFPlayer = GetOwner();
|
||
|
|
||
|
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase * >( pScorer->Weapon_OwnsThisID( iWeaponID ) );
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
|
||
|
|
||
|
if ( pItem )
|
||
|
{
|
||
|
if ( pItem->GetStaticData()->GetIconClassname() )
|
||
|
{
|
||
|
killer_weapon_name = pItem->GetStaticData()->GetIconClassname();
|
||
|
}
|
||
|
|
||
|
if ( pItem->GetStaticData()->GetLogClassname() )
|
||
|
{
|
||
|
killer_weapon_log_name = pItem->GetStaticData()->GetLogClassname();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
if ( pTFPlayer )
|
||
|
{
|
||
|
event->SetInt( "userid", pTFPlayer->GetUserID() );
|
||
|
}
|
||
|
if ( pAssister && ( pAssister != pScorer ) )
|
||
|
{
|
||
|
event->SetInt( "assister", pAssister->GetUserID() );
|
||
|
}
|
||
|
|
||
|
event->SetInt( "attacker", pScorer->GetUserID() ); // attacker
|
||
|
event->SetString( "weapon", killer_weapon_name );
|
||
|
event->SetString( "weapon_logclassname", killer_weapon_log_name );
|
||
|
event->SetInt( "weaponid", iWeaponID );
|
||
|
event->SetInt( "priority", 6 ); // HLTV event priority, not transmitted
|
||
|
event->SetInt( "objecttype", GetType() );
|
||
|
event->SetInt( "index", entindex() ); // object entity index
|
||
|
event->SetBool( "was_building", m_bBuilding );
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
CTF_GameStats.Event_PlayerDestroyedBuilding( pScorer, this );
|
||
|
pScorer->Event_KilledOther(this, info);
|
||
|
|
||
|
// Also track stats for strange sappers.
|
||
|
if ( pSapper )
|
||
|
{
|
||
|
CTFPlayer *pSapperOwner = pSapper->GetOwner();
|
||
|
Assert( pSapperOwner );
|
||
|
|
||
|
if ( pSapperOwner )
|
||
|
{
|
||
|
EconEntity_OnOwnerKillEaterEvent( dynamic_cast<CEconEntity *>( pSapperOwner->GetEntityForLoadoutSlot( LOADOUT_POSITION_BUILDING ) ),
|
||
|
pSapperOwner,
|
||
|
GetOwner(),
|
||
|
kKillEaterEvent_BuildingSapped );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check for Demo achievement:
|
||
|
// Kill an Engineer building that you can't see with a direct hit from a Grenade Launcher
|
||
|
|
||
|
if ( pScorer && pScorer->IsPlayerClass( TF_CLASS_DEMOMAN) )
|
||
|
{
|
||
|
if ( pScorer->GetActiveTFWeapon() && ( pScorer->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_GRENADELAUNCHER) )
|
||
|
{
|
||
|
if ( pInflictor && pInflictor->IsPlayer() == false )
|
||
|
{
|
||
|
CTFGrenadePipebombProjectile *pBaseGrenade = dynamic_cast< CTFGrenadePipebombProjectile* >( pInflictor );
|
||
|
if ( pBaseGrenade && pBaseGrenade->m_bTouched == false )
|
||
|
{
|
||
|
if ( pScorer->FVisible( this ) == false )
|
||
|
{
|
||
|
pScorer->AwardAchievement( ACHIEVEMENT_TF_DEMOMAN_KILL_BUILDING_DIRECT_HIT );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "object_detonated" );
|
||
|
|
||
|
if ( event )
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = GetOwner();
|
||
|
if ( pTFPlayer )
|
||
|
{
|
||
|
event->SetInt( "userid", pTFPlayer->GetUserID() );
|
||
|
}
|
||
|
event->SetInt( "objecttype", GetType() ); // object type
|
||
|
event->SetInt( "index", entindex() ); // object entity index
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Don't create gibs if it reversed back to a toolbox
|
||
|
if ( IsUsingReverseBuild() && ( DMG_CRUSH & info.GetDamageType() ) != 0 )
|
||
|
{
|
||
|
CTFAmmoPack *pAmmoPack = CreateAmmoPack( "models/weapons/w_models/w_toolbox.mdl", GetObjectInfo( ObjectType() )->m_iMetalToDropInGibs );
|
||
|
if ( pAmmoPack )
|
||
|
{
|
||
|
pAmmoPack->SetBodygroup( 1, 1 );
|
||
|
}
|
||
|
|
||
|
CObjectSapper *pSapper = GetSapper();
|
||
|
if ( pSapper )
|
||
|
{
|
||
|
pSapper->Explode();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Do an explosion.
|
||
|
Explode();
|
||
|
}
|
||
|
|
||
|
// Stats tracking for strange items.
|
||
|
EconEntity_OnOwnerKillEaterEvent( dynamic_cast<CEconEntity *>( info.GetWeapon() ),
|
||
|
pScorer,
|
||
|
GetOwner(),
|
||
|
kKillEaterEvent_BuildingDestroyed );
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Indicates this NPC's place in the relationship table.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Class_T CBaseObject::Classify( void )
|
||
|
{
|
||
|
return CLASS_NONE;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get the type of this object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseObject::GetType() const
|
||
|
{
|
||
|
return m_iObjectType;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Get the builder of this object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFPlayer *CBaseObject::GetBuilder( void ) const
|
||
|
{
|
||
|
return m_hBuilder;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return true if the Owning CTeam should clean this object up automatically
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::ShouldAutoRemove( void )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : iTeamNum -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::ChangeTeam( int iTeamNum )
|
||
|
{
|
||
|
CTFTeam *pTeam = ( CTFTeam * )GetGlobalTeam( iTeamNum );
|
||
|
CTFTeam *pExisting = ( CTFTeam * )GetTeam();
|
||
|
|
||
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::ChangeTeam old %s new %s\n", gpGlobals->curtime,
|
||
|
pExisting ? pExisting->GetName() : "NULL",
|
||
|
pTeam ? pTeam->GetName() : "NULL" ) );
|
||
|
|
||
|
// Already on this team
|
||
|
if ( GetTeamNumber() == iTeamNum )
|
||
|
return;
|
||
|
|
||
|
if ( pExisting )
|
||
|
{
|
||
|
// Remove it from current team ( if it's in one ) and give it to new team
|
||
|
pExisting->RemoveObject( this );
|
||
|
}
|
||
|
|
||
|
// Change to new team
|
||
|
BaseClass::ChangeTeam( iTeamNum );
|
||
|
|
||
|
// Add this object to the team's list
|
||
|
// But only if we're not placing it
|
||
|
if ( pTeam && (!m_bPlacing) )
|
||
|
{
|
||
|
pTeam->AddObject( this );
|
||
|
}
|
||
|
|
||
|
// Setup for our new team's model
|
||
|
CreateBuildPoints();
|
||
|
}
|
||
|
|
||
|
CObjectSapper* CBaseObject::GetSapper( void )
|
||
|
{
|
||
|
if ( !HasSapper() )
|
||
|
return NULL;
|
||
|
|
||
|
return dynamic_cast< CObjectSapper* >( FirstMoveChild() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return true if I have at least 1 sapper on me
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::HasSapper( void )
|
||
|
{
|
||
|
return m_bHasSapper;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::IsPlasmaDisabled( void )
|
||
|
{
|
||
|
return m_bPlasmaDisable;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::OnAddSapper( void )
|
||
|
{
|
||
|
// Assume we can only build 1 sapper per object
|
||
|
Assert( m_bHasSapper == false );
|
||
|
|
||
|
m_bHasSapper = true;
|
||
|
|
||
|
CTFPlayer *pPlayer = GetBuilder();
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
//pPlayer->HintMessage( HINT_OBJECT_YOUR_OBJECT_SAPPED, true );
|
||
|
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_SPY_SAPPER, GetResponseRulesModifier() );
|
||
|
}
|
||
|
|
||
|
UpdateDisabledState();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::OnRemoveSapper( void )
|
||
|
{
|
||
|
m_bHasSapper = false;
|
||
|
UpdateDisabledState();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseObject::GetUpgradeMetalRequired()
|
||
|
{
|
||
|
return GetObjectInfo( GetType() )->m_UpgradeCost;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::ShowVGUIScreen( int panelIndex, bool bShow )
|
||
|
{
|
||
|
Assert( panelIndex >= 0 && panelIndex < m_hScreens.Count() );
|
||
|
if ( m_hScreens[panelIndex].Get() )
|
||
|
{
|
||
|
m_hScreens[panelIndex]->SetActive( bShow );
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Set the health of the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputSetHealth( inputdata_t &inputdata )
|
||
|
{
|
||
|
m_iMaxHealth = inputdata.value.Int();
|
||
|
SetHealth( m_iMaxHealth );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Add health to the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputAddHealth( inputdata_t &inputdata )
|
||
|
{
|
||
|
int iHealth = inputdata.value.Int();
|
||
|
SetHealth( MIN( GetMaxHealth(), m_flHealth + iHealth ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Remove health from the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputRemoveHealth( inputdata_t &inputdata )
|
||
|
{
|
||
|
int iDamage = inputdata.value.Int();
|
||
|
|
||
|
SetHealth( m_flHealth - iDamage );
|
||
|
if ( GetHealth() <= 0 )
|
||
|
{
|
||
|
m_lifeState = LIFE_DEAD;
|
||
|
m_OnDestroyed.FireOutput(this, this);
|
||
|
|
||
|
CTakeDamageInfo info( inputdata.pCaller, inputdata.pActivator, vec3_origin, GetAbsOrigin(), iDamage, DMG_GENERIC );
|
||
|
Killed( info );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputSetSolidToPlayer( inputdata_t &inputdata )
|
||
|
{
|
||
|
int ival = inputdata.value.Int();
|
||
|
ival = clamp( ival, (int)SOLID_TO_PLAYER_USE_DEFAULT, (int)SOLID_TO_PLAYER_NO );
|
||
|
OBJSOLIDTYPE stp = (OBJSOLIDTYPE)ival;
|
||
|
SetSolidToPlayers( stp );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputSetBuilder( inputdata_t &inputdata )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( inputdata.pActivator );
|
||
|
if ( GetBuilder() == NULL && pPlayer != NULL )
|
||
|
{
|
||
|
SetBuilder( pPlayer );
|
||
|
ChangeTeam( pPlayer->GetTeamNumber() );
|
||
|
pPlayer->AddObject( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputShow( inputdata_t &inputdata )
|
||
|
{
|
||
|
RemoveEffects( EF_NODRAW );
|
||
|
UpdateDisabledState();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputHide( inputdata_t &inputdata )
|
||
|
{
|
||
|
AddEffects( EF_NODRAW );
|
||
|
SetDisabled( true );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output : did this wrench hit do any work on the object?
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::InputWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc )
|
||
|
{
|
||
|
Assert( pPlayer );
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
bool bDidWork = false;
|
||
|
|
||
|
if ( HasSapper() )
|
||
|
{
|
||
|
// do damage to any attached buildings
|
||
|
CTakeDamageInfo info( pPlayer, pPlayer, pWrench, WRENCH_DMG_VS_SAPPER, DMG_CLUB, TF_DMG_WRENCH_FIX );
|
||
|
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast< IHasBuildPoints * >( this );
|
||
|
int iNumObjects = pBPInterface->GetNumObjectsOnMe();
|
||
|
for ( int iPoint=0;iPoint<iNumObjects;iPoint++ )
|
||
|
{
|
||
|
CBaseObject *pObject = GetBuildPointObject( iPoint );
|
||
|
|
||
|
if ( pObject && pObject->IsHostileUpgrade() )
|
||
|
{
|
||
|
int iBeforeHealth = pObject->GetHealth();
|
||
|
|
||
|
pObject->TakeDamage( info );
|
||
|
|
||
|
// This should always be true
|
||
|
if ( iBeforeHealth != pObject->GetHealth() )
|
||
|
{
|
||
|
bDidWork = true;
|
||
|
Assert( bDidWork );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if ( IsUpgrading() )
|
||
|
{
|
||
|
bDidWork = OnWrenchHit( pPlayer, pWrench, hitLoc );
|
||
|
// bDidWork = false;
|
||
|
}
|
||
|
else if ( IsBuilding() )
|
||
|
{
|
||
|
OnConstructionHit( pPlayer, pWrench, hitLoc );
|
||
|
bDidWork = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// upgrade, refill, repair damage
|
||
|
bDidWork = OnWrenchHit( pPlayer, pWrench, hitLoc );
|
||
|
}
|
||
|
|
||
|
if ( bDidWork )
|
||
|
{
|
||
|
pPlayer->m_AchievementData.AddTargetToHistory( this );
|
||
|
}
|
||
|
|
||
|
return bDidWork;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::OnWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc )
|
||
|
{
|
||
|
bool bRepairHit = false;
|
||
|
bool bUpgradeHit = false;
|
||
|
|
||
|
bRepairHit = Command_Repair( pPlayer, pWrench->GetRepairValue() );
|
||
|
|
||
|
if ( !bRepairHit )
|
||
|
{
|
||
|
bUpgradeHit = CheckUpgradeOnHit( pPlayer );
|
||
|
}
|
||
|
|
||
|
DoWrenchHitEffect( hitLoc, bRepairHit, bUpgradeHit );
|
||
|
|
||
|
return bUpgradeHit || bRepairHit;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DoWrenchHitEffect( Vector hitLoc, bool bRepairHit, bool bUpgradeHit )
|
||
|
{
|
||
|
if ( bRepairHit )
|
||
|
{
|
||
|
// Play a repair hit effect.
|
||
|
CPVSFilter filter( hitLoc );
|
||
|
TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_repair", hitLoc, QAngle(0,0,0) );
|
||
|
}
|
||
|
else if ( bUpgradeHit )
|
||
|
{
|
||
|
// Play an upgrade hit effect.
|
||
|
CPVSFilter filter( hitLoc );
|
||
|
TE_TFParticleEffect( filter, 0.0f, "nutsnbolts_upgrade", hitLoc, QAngle(0,0,0) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::CheckUpgradeOnHit( CTFPlayer *pPlayer )
|
||
|
{
|
||
|
if ( !CanBeUpgraded() )
|
||
|
return false;
|
||
|
|
||
|
if ( m_bCarryDeploy )
|
||
|
return false;
|
||
|
|
||
|
if ( CanBeUpgraded( pPlayer ) )
|
||
|
{
|
||
|
int iPlayerMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );
|
||
|
int nMaxToAdd = tf_obj_upgrade_per_hit.GetInt();
|
||
|
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
|
||
|
{
|
||
|
nMaxToAdd *= 2;
|
||
|
}
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, nMaxToAdd, upgrade_rate_mod );
|
||
|
int iAmountToAdd = MIN( nMaxToAdd, iPlayerMetal );
|
||
|
|
||
|
if ( iAmountToAdd > ( m_iUpgradeMetalRequired - m_iUpgradeMetal ) )
|
||
|
iAmountToAdd = ( m_iUpgradeMetalRequired - m_iUpgradeMetal );
|
||
|
|
||
|
if ( tf_cheapobjects.GetBool() == false && !ShouldQuickBuild() )
|
||
|
{
|
||
|
pPlayer->RemoveAmmo( iAmountToAdd, TF_AMMO_METAL );
|
||
|
}
|
||
|
|
||
|
// testing quick builds for engineers in Raid mode
|
||
|
if ( TFGameRules() && !TFGameRules()->IsPVEModeControlled( pPlayer ) )
|
||
|
{
|
||
|
#ifdef TF_RAID_MODE
|
||
|
if ( TFGameRules()->IsRaidMode() )
|
||
|
{
|
||
|
iAmountToAdd = 200;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( TFGameRules()->GameModeUsesUpgrades() && TFGameRules()->IsQuickBuildTime() )
|
||
|
{
|
||
|
iAmountToAdd = 200;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_iUpgradeMetal += iAmountToAdd;
|
||
|
|
||
|
bool bDidWork = false;
|
||
|
if ( iAmountToAdd > 0 )
|
||
|
{
|
||
|
bDidWork = true;
|
||
|
}
|
||
|
|
||
|
if ( m_iUpgradeMetal >= m_iUpgradeMetalRequired )
|
||
|
{
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_upgradedobject" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "userid", pPlayer->GetUserID() );
|
||
|
event->SetInt( "object", ObjectType() );
|
||
|
event->SetInt( "index", entindex() );
|
||
|
event->SetBool( "isbuilder", pPlayer == GetBuilder() );
|
||
|
|
||
|
gameeventmanager->FireEvent( event );
|
||
|
}
|
||
|
|
||
|
StartUpgrading();
|
||
|
m_iUpgradeMetal = 0;
|
||
|
}
|
||
|
|
||
|
return bDidWork;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::CanBeUpgraded( CTFPlayer *pPlayer )
|
||
|
{
|
||
|
// Already upgrading
|
||
|
if ( IsUpgrading() )
|
||
|
return false;
|
||
|
|
||
|
if ( IsMiniBuilding() || IsDisposableBuilding() )
|
||
|
return false;
|
||
|
|
||
|
// only engineers
|
||
|
if ( !ClassCanBuild( pPlayer->GetPlayerClass()->GetClassIndex(), GetType() ) )
|
||
|
return false;
|
||
|
|
||
|
// max upgraded
|
||
|
if ( m_iUpgradeLevel >= OBJ_MAX_UPGRADE_LEVEL )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Separated so it can be triggered by wrench hit or by vgui screen
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::Command_Repair( CTFPlayer *pActivator, float flRepairMod )
|
||
|
{
|
||
|
if ( !CanBeRepaired() )
|
||
|
return false;
|
||
|
|
||
|
const float flRepairToMetalRatio = 3.0f; // Amount Repaired per metal
|
||
|
float flTargetHeal = 100.0f * flRepairMod;
|
||
|
int iAmountToHeal = MIN( flTargetHeal, GetMaxHealth() - RoundFloatToInt( GetHealth() ) );
|
||
|
|
||
|
// repair the building
|
||
|
int iRepairCost = ceil( (float)( iAmountToHeal ) / flRepairToMetalRatio );
|
||
|
|
||
|
TRACE_OBJECT( UTIL_VarArgs( "%0.2f CBaseObject::Command_Repair ( %f / %d ) - cost = %d\n", gpGlobals->curtime,
|
||
|
GetHealth(),
|
||
|
GetMaxHealth(),
|
||
|
iRepairCost ) );
|
||
|
|
||
|
if ( iRepairCost > 0 )
|
||
|
{
|
||
|
if ( iRepairCost > pActivator->GetBuildResources() )
|
||
|
{
|
||
|
iRepairCost = pActivator->GetBuildResources();
|
||
|
}
|
||
|
|
||
|
pActivator->RemoveBuildResources( iRepairCost );
|
||
|
|
||
|
float flNewHealth = MIN( GetMaxHealth(), m_flHealth + ( iRepairCost * flRepairToMetalRatio ) );
|
||
|
|
||
|
if ( pActivator != GetBuilder() )
|
||
|
{
|
||
|
float flAmountRepaired = flNewHealth - m_flHealth;
|
||
|
pActivator->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_REPAIR_TEAM_GRIND, floor( flAmountRepaired ) );
|
||
|
}
|
||
|
|
||
|
SetHealth( flNewHealth );
|
||
|
|
||
|
return ( iRepairCost > 0 );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Upgrade this object a single level
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::StartUpgrading( void )
|
||
|
{
|
||
|
// Increase level
|
||
|
m_iUpgradeLevel++;
|
||
|
|
||
|
if ( GetHighestUpgradeLevel() < m_iUpgradeLevel )
|
||
|
{
|
||
|
m_iHighestUpgradeLevel = m_iUpgradeLevel;
|
||
|
}
|
||
|
|
||
|
// more health
|
||
|
if ( !m_bCarryDeploy && !IsUsingReverseBuild() )
|
||
|
{
|
||
|
int iMaxHealth = GetMaxHealthForCurrentLevel();
|
||
|
SetMaxHealth( iMaxHealth );
|
||
|
SetHealth( iMaxHealth );
|
||
|
}
|
||
|
|
||
|
const char *pUpgradeSound = GetObjectInfo( ObjectType() )->m_pUpgradeSound;
|
||
|
if ( pUpgradeSound && *pUpgradeSound )
|
||
|
{
|
||
|
EmitSound( pUpgradeSound );
|
||
|
}
|
||
|
|
||
|
if ( ( !m_bWasMapPlaced || ( m_iUpgradeLevel > (m_nDefaultUpgradeLevel+1) ) ) )
|
||
|
{
|
||
|
SetActivity( ACT_OBJ_UPGRADING );
|
||
|
|
||
|
float flConstructionTime = ( ShouldQuickBuild() ? 0 : GetObjectInfo( ObjectType() )->m_flUpgradeDuration );
|
||
|
float flReverseBuildingConstructionSpeed = GetReversesBuildingConstructionSpeed();
|
||
|
flConstructionTime /= ( flReverseBuildingConstructionSpeed == 0.0f ? 1.0f : flReverseBuildingConstructionSpeed );
|
||
|
|
||
|
m_flUpgradeCompleteTime = gpGlobals->curtime + flConstructionTime;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flUpgradeCompleteTime = gpGlobals->curtime; //asap
|
||
|
}
|
||
|
|
||
|
RemoveAllGestures();
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->IsInTraining() &&
|
||
|
TFGameRules()->GetTrainingModeLogic() &&
|
||
|
GetOwner() && GetOwner()->IsFakeClient() == false )
|
||
|
{
|
||
|
TFGameRules()->GetTrainingModeLogic()->OnPlayerUpgradedBuilding( GetOwner(), this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::FinishUpgrading( void )
|
||
|
{
|
||
|
const char *pUpgradeSound = GetObjectInfo( ObjectType() )->m_pUpgradeSound;
|
||
|
if ( pUpgradeSound && *pUpgradeSound )
|
||
|
{
|
||
|
EmitSound( pUpgradeSound );
|
||
|
}
|
||
|
|
||
|
if ( IsUsingReverseBuild() )
|
||
|
{
|
||
|
m_iUpgradeLevel--;
|
||
|
DoReverseBuild();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Playing the upgrade animation
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::UpgradeThink( void )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > m_flUpgradeCompleteTime )
|
||
|
{
|
||
|
FinishUpgrading();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handles health upgrade for objects we've already built
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::ApplyHealthUpgrade( void )
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = GetOwner();
|
||
|
if ( !pTFPlayer )
|
||
|
return;
|
||
|
|
||
|
int iHealth = GetMaxHealthForCurrentLevel();
|
||
|
SetMaxHealth( iHealth );
|
||
|
SetHealth( iHealth );
|
||
|
|
||
|
//DevMsg( "%i\n", GetMaxHealth() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::PlayStartupAnimation( void )
|
||
|
{
|
||
|
SetActivity( ACT_OBJ_STARTUP );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DetermineAnimation( void )
|
||
|
{
|
||
|
Activity desiredActivity = m_Activity;
|
||
|
|
||
|
switch ( m_Activity )
|
||
|
{
|
||
|
default:
|
||
|
{
|
||
|
if ( IsUpgrading() )
|
||
|
{
|
||
|
desiredActivity = ACT_OBJ_UPGRADING;
|
||
|
}
|
||
|
else if ( IsPlacing() )
|
||
|
{
|
||
|
/*
|
||
|
if (1 || m_bPlacementOK )
|
||
|
{
|
||
|
desiredActivity = ACT_OBJ_PLACING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
desiredActivity = ACT_OBJ_IDLE;
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
else if ( IsBuilding() )
|
||
|
{
|
||
|
desiredActivity = ACT_OBJ_ASSEMBLING;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
desiredActivity = ACT_OBJ_RUNNING;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case ACT_OBJ_STARTUP:
|
||
|
{
|
||
|
if ( IsActivityFinished() )
|
||
|
{
|
||
|
desiredActivity = ACT_OBJ_RUNNING;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if ( desiredActivity == m_Activity )
|
||
|
return;
|
||
|
|
||
|
SetActivity( desiredActivity );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Attach this object to the specified object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void CBaseObject::AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin )
|
||
|
{
|
||
|
m_hBuiltOnEntity = pEntity;
|
||
|
m_iBuiltOnPoint = iPoint;
|
||
|
|
||
|
int iAttachment = 0;
|
||
|
|
||
|
if ( m_hBuiltOnEntity.Get() )
|
||
|
{
|
||
|
CTFPlayer *pTFPlayer = ToTFPlayer( pEntity );
|
||
|
if ( pTFPlayer )
|
||
|
{
|
||
|
iAttachment = pTFPlayer->LookupAttachment( "head" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CBaseAnimating *pAnimate = dynamic_cast<CBaseAnimating*>( pEntity );
|
||
|
if ( pAnimate )
|
||
|
{
|
||
|
iAttachment = pAnimate->LookupBone( "weapon_bone" );
|
||
|
if ( iAttachment >= 1 )
|
||
|
{
|
||
|
FollowEntity( m_hBuiltOnEntity.Get() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Parent ourselves to the object
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>( pEntity );
|
||
|
Assert( pBPInterface );
|
||
|
if ( pBPInterface )
|
||
|
{
|
||
|
iAttachment = pBPInterface->GetBuildPointAttachmentIndex( iPoint );
|
||
|
|
||
|
// re-link to the build points if the sapper is already built
|
||
|
if ( !( IsPlacing() || IsBuilding() ) )
|
||
|
{
|
||
|
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, this );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetParent( m_hBuiltOnEntity.Get(), iAttachment );
|
||
|
|
||
|
if ( iAttachment >= 1 )
|
||
|
{
|
||
|
// Stick right onto the attachment point.
|
||
|
vecOrigin.Init();
|
||
|
SetLocalOrigin( vecOrigin );
|
||
|
SetLocalAngles( QAngle(0,0,0) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetAbsOrigin( vecOrigin );
|
||
|
vecOrigin = GetLocalOrigin();
|
||
|
}
|
||
|
|
||
|
SetupAttachedVersion();
|
||
|
}
|
||
|
|
||
|
Assert( m_hBuiltOnEntity.Get() == GetMoveParent() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Detach this object from its parent, if it has one
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DetachObjectFromObject( void )
|
||
|
{
|
||
|
if ( !GetParentObject() )
|
||
|
return;
|
||
|
|
||
|
// Clear the build point
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(GetParentObject() );
|
||
|
Assert( pBPInterface );
|
||
|
pBPInterface->SetObjectOnBuildPoint( m_iBuiltOnPoint, NULL );
|
||
|
|
||
|
SetParent( NULL );
|
||
|
m_hBuiltOnEntity = NULL;
|
||
|
m_iBuiltOnPoint = 0;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Spawn any objects specified inside the mdl
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SpawnEntityOnBuildPoint( const char *pEntityName, int iAttachmentNumber )
|
||
|
{
|
||
|
// Try and spawn the object
|
||
|
CBaseEntity *pEntity = CreateEntityByName( pEntityName );
|
||
|
if ( !pEntity )
|
||
|
return;
|
||
|
|
||
|
Vector vecOrigin;
|
||
|
QAngle vecAngles;
|
||
|
GetAttachment( iAttachmentNumber, vecOrigin, vecAngles );
|
||
|
pEntity->SetAbsOrigin( vecOrigin );
|
||
|
pEntity->SetAbsAngles( vecAngles );
|
||
|
pEntity->Spawn();
|
||
|
|
||
|
// If it's an object, finish setting it up
|
||
|
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEntity);
|
||
|
if ( !pObject )
|
||
|
return;
|
||
|
|
||
|
// Add a buildpoint here
|
||
|
int iPoint = AddBuildPoint( iAttachmentNumber );
|
||
|
AddValidObjectToBuildPoint( iPoint, pObject->GetType() );
|
||
|
pObject->SetBuilder( GetBuilder() );
|
||
|
pObject->ChangeTeam( GetTeamNumber() );
|
||
|
if ( !(pObject->m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
|
||
|
{
|
||
|
pObject->SpawnControlPanels();
|
||
|
}
|
||
|
pObject->SetHealth( pObject->GetMaxHealth() );
|
||
|
pObject->FinishedBuilding();
|
||
|
pObject->AttachObjectToObject( this, iPoint, vecOrigin );
|
||
|
//pObject->m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
|
||
|
|
||
|
IHasBuildPoints *pBPInterface = dynamic_cast<IHasBuildPoints*>(this);
|
||
|
Assert( pBPInterface );
|
||
|
pBPInterface->SetObjectOnBuildPoint( iPoint, pObject );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Spawn any objects specified inside the mdl
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SpawnObjectPoints( void )
|
||
|
{
|
||
|
KeyValues *modelKeyValues = new KeyValues("");
|
||
|
if ( !modelKeyValues->LoadFromBuffer( modelinfo->GetModelName( GetModel() ), modelinfo->GetModelKeyValueText( GetModel() ) ) )
|
||
|
{
|
||
|
modelKeyValues->deleteThis();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Do we have a build point section?
|
||
|
KeyValues *pkvAllObjectPoints = modelKeyValues->FindKey("object_points");
|
||
|
if ( !pkvAllObjectPoints )
|
||
|
{
|
||
|
modelKeyValues->deleteThis();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Start grabbing the sounds and slotting them in
|
||
|
KeyValues *pkvObjectPoint;
|
||
|
for ( pkvObjectPoint = pkvAllObjectPoints->GetFirstSubKey(); pkvObjectPoint; pkvObjectPoint = pkvObjectPoint->GetNextKey() )
|
||
|
{
|
||
|
// Find the attachment first
|
||
|
const char *sAttachment = pkvObjectPoint->GetName();
|
||
|
int iAttachmentNumber = LookupAttachment( sAttachment );
|
||
|
if ( iAttachmentNumber <= 0 )
|
||
|
{
|
||
|
Msg( "ERROR: Model %s specifies object point %s, but has no attachment named %s.\n", STRING(GetModelName()), pkvObjectPoint->GetString(), pkvObjectPoint->GetString() );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// Now see what we're supposed to spawn there
|
||
|
// The count check is because it seems wrong to emit multiple entities on the same point
|
||
|
int nCount = 0;
|
||
|
KeyValues *pkvObject;
|
||
|
for ( pkvObject = pkvObjectPoint->GetFirstSubKey(); pkvObject; pkvObject = pkvObject->GetNextKey() )
|
||
|
{
|
||
|
SpawnEntityOnBuildPoint( pkvObject->GetName(), iAttachmentNumber );
|
||
|
++nCount;
|
||
|
Assert( nCount <= 1 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
modelKeyValues->deleteThis();
|
||
|
}
|
||
|
|
||
|
bool CBaseObject::IsSolidToPlayers( void ) const
|
||
|
{
|
||
|
switch ( m_SolidToPlayers )
|
||
|
{
|
||
|
default:
|
||
|
break;
|
||
|
case SOLID_TO_PLAYER_USE_DEFAULT:
|
||
|
{
|
||
|
if ( GetObjectInfo( ObjectType() ) )
|
||
|
{
|
||
|
return GetObjectInfo( ObjectType() )->m_bSolidToPlayerMovement;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case SOLID_TO_PLAYER_YES:
|
||
|
return true;
|
||
|
case SOLID_TO_PLAYER_NO:
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void CBaseObject::SetSolidToPlayers( OBJSOLIDTYPE stp, bool force )
|
||
|
{
|
||
|
bool changed = stp != m_SolidToPlayers;
|
||
|
m_SolidToPlayers = stp;
|
||
|
|
||
|
if ( changed || force )
|
||
|
{
|
||
|
SetCollisionGroup(
|
||
|
IsSolidToPlayers() ?
|
||
|
TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT :
|
||
|
TFCOLLISION_GROUP_OBJECT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int CBaseObject::DrawDebugTextOverlays(void)
|
||
|
{
|
||
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
||
|
|
||
|
if (m_debugOverlays & OVERLAY_TEXT_BIT)
|
||
|
{
|
||
|
char tempstr[512];
|
||
|
|
||
|
Q_snprintf( tempstr, sizeof( tempstr ),"Health: %f / %d ( %.1f )", GetHealth(), GetMaxHealth(), (float)GetHealth() / (float)GetMaxHealth() );
|
||
|
EntityText(text_offset,tempstr,0);
|
||
|
text_offset++;
|
||
|
|
||
|
CTFPlayer *pBuilder = GetBuilder();
|
||
|
|
||
|
Q_snprintf( tempstr, sizeof( tempstr ),"Built by: (%d) %s",
|
||
|
pBuilder ? pBuilder->entindex() : -1,
|
||
|
pBuilder ? pBuilder->GetPlayerName() : "invalid builder" );
|
||
|
EntityText(text_offset,tempstr,0);
|
||
|
text_offset++;
|
||
|
|
||
|
if ( IsBuilding() )
|
||
|
{
|
||
|
Q_snprintf( tempstr, sizeof( tempstr ),"Build Rate: %.1f", GetConstructionMultiplier() );
|
||
|
EntityText(text_offset,tempstr,0);
|
||
|
text_offset++;
|
||
|
}
|
||
|
}
|
||
|
return text_offset;
|
||
|
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Change build orientation
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::RotateBuildAngles( void )
|
||
|
{
|
||
|
// rotate the build angles by 90 degrees ( final angle calculated after we network this )
|
||
|
m_iDesiredBuildRotations++;
|
||
|
m_iDesiredBuildRotations = m_iDesiredBuildRotations % 4;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: called on edge cases to see if we need to change our disabled state
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::UpdateDisabledState( void )
|
||
|
{
|
||
|
const bool bShouldBeEnabled = !m_bHasSapper
|
||
|
&& !m_bPlasmaDisable
|
||
|
&& (!TFGameRules()->RoundHasBeenWon() || TFGameRules()->GetWinningTeam() == GetTeamNumber());
|
||
|
|
||
|
SetDisabled( !bShouldBeEnabled );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: called when our disabled state changes
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetDisabled( bool bDisabled )
|
||
|
{
|
||
|
if ( bDisabled && !m_bDisabled )
|
||
|
{
|
||
|
OnStartDisabled();
|
||
|
}
|
||
|
else if ( !bDisabled && m_bDisabled )
|
||
|
{
|
||
|
OnEndDisabled();
|
||
|
}
|
||
|
|
||
|
m_bDisabled = bDisabled;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::SetPlasmaDisabled( float flDuration )
|
||
|
{
|
||
|
m_bPlasmaDisable = true;
|
||
|
m_flPlasmaDisableTime = gpGlobals->curtime + flDuration;
|
||
|
UpdateDisabledState();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::OnStartDisabled( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::OnEndDisabled( void )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called when the model changes, find new attachments for the children
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::ReattachChildren( void )
|
||
|
{
|
||
|
// Go through and store the children one by one, then reattach them. We need
|
||
|
// to store them like this because if we didnt and instead went through and
|
||
|
// reattached them as we iterated over them we could get into a state where we have
|
||
|
// children A and B and A has B as a sibling and B has NULL has a sibling,
|
||
|
// but we reattach B first which set's B's sibling to A creating a infinite loop
|
||
|
CUtlVector<CBaseEntity*> vecChildren;
|
||
|
for (CBaseEntity *pChild = FirstMoveChild(); pChild; pChild = pChild->NextMovePeer())
|
||
|
{
|
||
|
if( vecChildren.Find( pChild ) != vecChildren.InvalidIndex() )
|
||
|
{
|
||
|
AssertMsg( 0, "Cyclic siblings found when reattaching children!" );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
vecChildren.AddToTail( pChild );
|
||
|
}
|
||
|
|
||
|
int iNumBuildPoints = GetNumBuildPoints();
|
||
|
FOR_EACH_VEC( vecChildren, i )
|
||
|
{
|
||
|
CBaseObject *pObject = dynamic_cast<CBaseObject *>( vecChildren[i] );
|
||
|
|
||
|
if ( !pObject )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
Assert( pObject->GetParent() == this );
|
||
|
|
||
|
// get the type
|
||
|
int iObjectType = pObject->GetType();
|
||
|
|
||
|
bool bReattached = false;
|
||
|
|
||
|
Vector vecDummy;
|
||
|
|
||
|
for ( int j = 0; j < iNumBuildPoints && bReattached == false; j++ )
|
||
|
{
|
||
|
// Can this object build on this point?
|
||
|
if ( CanBuildObjectOnBuildPoint( j, iObjectType ) )
|
||
|
{
|
||
|
pObject->AttachObjectToObject( this, j, vecDummy );
|
||
|
bReattached = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we can't find an attach for the child, remove it and print an error
|
||
|
if ( bReattached == false )
|
||
|
{
|
||
|
if ( m_bCarried && ( pObject->GetType() == OBJ_ATTACHMENT_SAPPER ) )
|
||
|
{
|
||
|
pObject->ResetPlacement();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pObject->DestroyObject();
|
||
|
Assert( !"Couldn't find attachment point on upgraded object for existing child.\n" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CBaseObject::SetModel( const char *pModel )
|
||
|
{
|
||
|
// Skip if we're already the proper model
|
||
|
if ( V_strcmp( GetModelName().ToCStr(), pModel ) == 0 )
|
||
|
return;
|
||
|
|
||
|
BaseClass::SetModel( pModel );
|
||
|
|
||
|
// Clear out the gib list and create a new one.
|
||
|
m_aGibs.Purge();
|
||
|
BuildGibList( m_aGibs, GetModelIndex(), 1.0f, COLLISION_GROUP_NONE );
|
||
|
|
||
|
CObjectSapper *pSapper = GetSapper();
|
||
|
if ( pSapper )
|
||
|
{
|
||
|
pSapper->OnGoActive();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::Activate( void )
|
||
|
{
|
||
|
BaseClass::Activate();
|
||
|
|
||
|
InitializeMapPlacedObject();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Map placed objects need to setup here.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InitializeMapPlacedObject( void )
|
||
|
{
|
||
|
m_bWasMapPlaced = true;
|
||
|
//m_fObjectFlags |= OF_CANNOT_BE_DISMANTLED;
|
||
|
|
||
|
// If a map-placed object spawns child objects with their own control
|
||
|
// panels, all of this lovely code will already have been run
|
||
|
if ( m_hBuiltOnEntity.Get() )
|
||
|
return;
|
||
|
|
||
|
SetBuilder( NULL );
|
||
|
|
||
|
// NOTE: We must spawn the control panels now, instead of during
|
||
|
// Spawn, because until placement is started, we don't actually know
|
||
|
// the position of the control panel because we don't know what it's
|
||
|
// been attached to (could be a vehicle which supplies a different
|
||
|
// place for the control panel)
|
||
|
|
||
|
if ( !(m_fObjectFlags & OF_DOESNT_HAVE_A_MODEL) )
|
||
|
{
|
||
|
SpawnControlPanels();
|
||
|
}
|
||
|
|
||
|
SetHealth( GetMaxHealth() );
|
||
|
|
||
|
//AlignToGround( GetAbsOrigin() );
|
||
|
FinishedBuilding();
|
||
|
|
||
|
// Set the skin
|
||
|
m_nSkin = ( GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Turns the object into one carried by someone.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::MakeCarriedObject( CTFPlayer *pCarrier )
|
||
|
{
|
||
|
if ( pCarrier )
|
||
|
{
|
||
|
// Make the object inactive.
|
||
|
m_bCarried = true;
|
||
|
m_bCarryDeploy = false;
|
||
|
pCarrier->m_Shared.SetCarriedObject( this );
|
||
|
m_iHealthOnPickup = m_iHealth; // If we are damaged, we want to remember how much damage we had sustained.
|
||
|
|
||
|
// Remove screens.
|
||
|
DestroyScreens();
|
||
|
|
||
|
// Mount it to the player.
|
||
|
FollowEntity( pCarrier );
|
||
|
|
||
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_carryobject" );
|
||
|
if ( event )
|
||
|
{
|
||
|
event->SetInt( "userid", pCarrier->GetUserID() );
|
||
|
event->SetInt( "object", GetType() );
|
||
|
event->SetInt( "index", entindex() ); // object entity index
|
||
|
|
||
|
gameeventmanager->FireEvent( event, true ); // don't send to clients
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Turns the object into one carried by someone.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DropCarriedObject( CTFPlayer* pCarrier )
|
||
|
{
|
||
|
m_bCarried = false;
|
||
|
m_bCarryDeploy = false;
|
||
|
|
||
|
if ( pCarrier )
|
||
|
{
|
||
|
pCarrier->m_Shared.SetCarriedObject( NULL );
|
||
|
}
|
||
|
|
||
|
StopFollowingEntity();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Instantly build and upgrade this object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::DoQuickBuild( bool bForceMax /* = false */ )
|
||
|
{
|
||
|
if ( IsBuilding() )
|
||
|
{
|
||
|
FinishedBuilding();
|
||
|
}
|
||
|
|
||
|
int iTargetLevel = ( ( ( TFGameRules() && TFGameRules()->IsQuickBuildTime() ) || bForceMax ) ? OBJ_MAX_UPGRADE_LEVEL : GetUpgradeLevel() );
|
||
|
|
||
|
if ( CanBeUpgraded( GetOwner() ) )
|
||
|
{
|
||
|
for ( int i = GetUpgradeLevel(); i < iTargetLevel; i++ )
|
||
|
{
|
||
|
StartUpgrading();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int iMaxHealth = GetMaxHealthForCurrentLevel();
|
||
|
SetMaxHealth( iMaxHealth );
|
||
|
SetHealth( iMaxHealth );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Builds instantly under certain conditions/modes
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CBaseObject::ShouldQuickBuild( void )
|
||
|
{
|
||
|
if ( TFGameRules() )
|
||
|
{
|
||
|
if ( GetType() == OBJ_ATTACHMENT_SAPPER )
|
||
|
return false;
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
if ( GetType() == OBJ_SPY_TRAP )
|
||
|
return false;
|
||
|
#endif
|
||
|
|
||
|
if ( TFGameRules()->IsQuickBuildTime() )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if ( TFGameRules()->IsMannVsMachineMode() )
|
||
|
{
|
||
|
if ( GetTeamNumber() == TF_TEAM_PVE_INVADERS )
|
||
|
{
|
||
|
// Engineer bots in MvM deploy pre-built sentries that build up at the normal rate
|
||
|
return m_bForceQuickBuild;
|
||
|
}
|
||
|
|
||
|
if ( m_bCarryDeploy || TFGameRules()->State_Get() == GR_STATE_BETWEEN_RNDS )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return m_bForceQuickBuild;
|
||
|
}
|
||
|
|
||
|
void CBaseObject::DoReverseBuild( void )
|
||
|
{
|
||
|
m_iHighestUpgradeLevel = m_iUpgradeLevel;
|
||
|
m_iUpgradeMetal = 0;
|
||
|
|
||
|
int iMaxHealth = GetMaxHealthForCurrentLevel();
|
||
|
SetMaxHealth( iMaxHealth );
|
||
|
if ( GetHealth() > iMaxHealth )
|
||
|
{
|
||
|
SetHealth( iMaxHealth );
|
||
|
}
|
||
|
|
||
|
if ( m_iUpgradeLevel > 1 )
|
||
|
{
|
||
|
m_iUpgradeLevel--;
|
||
|
StartUpgrading();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bBuilding = true;
|
||
|
m_bCarryDeploy = false;
|
||
|
m_flTotalConstructionTime = m_flConstructionTimeLeft = GetTotalTime();
|
||
|
m_flConstructionStartTime = gpGlobals->curtime;
|
||
|
SetStartBuildingModel();
|
||
|
SetControlPanelsActive( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float CBaseObject::GetReversesBuildingConstructionSpeed( void )
|
||
|
{
|
||
|
CObjectSapper *pSapper = GetSapper();
|
||
|
if ( !pSapper )
|
||
|
return 0.0f;
|
||
|
|
||
|
return pSapper->GetReversesBuildingConstructionSpeed();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputEnable( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( IsDisabled() )
|
||
|
{
|
||
|
UpdateDisabledState();
|
||
|
if ( !IsDisabled() )
|
||
|
{
|
||
|
OnGoActive();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CBaseObject::InputDisable( inputdata_t &inputdata )
|
||
|
{
|
||
|
if ( !IsDisabled() )
|
||
|
{
|
||
|
SetDisabled( true );
|
||
|
OnGoInactive();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CBaseObject::GetMaxHealthForCurrentLevel( void )
|
||
|
{
|
||
|
int iMaxHealth = IsMiniBuilding() ? GetMiniBuildingStartingHealth() : GetBaseHealth();
|
||
|
if ( GetOwner() && !m_bDisposableBuilding )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwner(), iMaxHealth, mult_engy_building_health );
|
||
|
}
|
||
|
|
||
|
if ( !IsMiniBuilding() && ( GetUpgradeLevel() > 1 ) )
|
||
|
{
|
||
|
float flMultiplier = pow( UPGRADE_LEVEL_HEALTH_MULTIPLIER, GetUpgradeLevel() - 1 );
|
||
|
iMaxHealth = (int)( iMaxHealth * flMultiplier );
|
||
|
}
|
||
|
|
||
|
return iMaxHealth;
|
||
|
}
|