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255 lines
8.0 KiB
255 lines
8.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Nail
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_projectile_nail.h"
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#include "tf_gamerules.h"
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#ifdef CLIENT_DLL
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#include "c_basetempentity.h"
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#include "c_te_legacytempents.h"
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#include "c_te_effect_dispatch.h"
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#include "input.h"
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#include "c_tf_player.h"
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#include "cliententitylist.h"
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#endif
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#ifdef GAME_DLL
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#include "tf_player.h"
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#endif
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//=============================================================================
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//
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// TF Syringe Projectile functions (Server specific).
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//
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#define SYRINGE_MODEL "models/weapons/w_models/w_syringe_proj.mdl"
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#define SYRINGE_DISPATCH_EFFECT "ClientProjectile_Syringe"
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LINK_ENTITY_TO_CLASS( tf_projectile_syringe, CTFProjectile_Syringe );
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PRECACHE_REGISTER( tf_projectile_syringe );
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#ifdef STAGING_ONLY
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LINK_ENTITY_TO_CLASS( tf_projectile_tranq, CTFProjectile_Tranq );
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PRECACHE_REGISTER( tf_projectile_tranq );
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#endif // STAGING_ONLY
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short g_sModelIndexSyringe;
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void PrecacheSyringe(void *pUser)
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{
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g_sModelIndexSyringe = modelinfo->GetModelIndex( SYRINGE_MODEL );
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}
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PRECACHE_REGISTER_FN(PrecacheSyringe);
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//-----------------------------------------------------------------------------
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// CTFProjectile_Syringe
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//-----------------------------------------------------------------------------
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#define SYRINGE_GRAVITY 0.3f
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#define SYRINGE_VELOCITY 1000.0f
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFBaseProjectile *CTFProjectile_Syringe::Create(
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const Vector &vecOrigin,
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const QAngle &vecAngles,
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CTFWeaponBaseGun *pLauncher /*= NULL*/,
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CBaseEntity *pOwner /*= NULL*/,
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CBaseEntity *pScorer /*= NULL*/,
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bool bCritical /*= false */
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) {
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return CTFBaseProjectile::Create( "tf_projectile_syringe", vecOrigin, vecAngles, pOwner, SYRINGE_VELOCITY, g_sModelIndexSyringe, SYRINGE_DISPATCH_EFFECT, pScorer, bCritical );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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unsigned int CTFProjectile_Syringe::PhysicsSolidMaskForEntity( void ) const
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{
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return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_REDTEAM | CONTENTS_BLUETEAM;
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}
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//-----------------------------------------------------------------------------
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float CTFProjectile_Syringe::GetGravity( void )
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{
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return SYRINGE_GRAVITY;
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}
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#ifdef STAGING_ONLY
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//-----------------------------------------------------------------------------
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// CTFProjectile_Tranq
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#define TRANQ_GRAVITY 0.1f
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#define TRANQ_VELOCITY 2000.0f
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#define TRANQ_STUN 0.50f
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#define TRANQ_DURATION 1.5f
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFBaseProjectile *CTFProjectile_Tranq::Create(
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const Vector &vecOrigin,
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const QAngle &vecAngles,
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CTFWeaponBaseGun *pLauncher /*= NULL*/,
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CBaseEntity *pOwner /*= NULL*/,
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CBaseEntity *pScorer /*= NULL*/,
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bool bCritical /*= false */
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) {
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return CTFBaseProjectile::Create( "tf_projectile_tranq", vecOrigin, vecAngles, pOwner, TRANQ_VELOCITY, g_sModelIndexSyringe, SYRINGE_DISPATCH_EFFECT, pScorer, bCritical );
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}
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//-----------------------------------------------------------------------------
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float CTFProjectile_Tranq::GetGravity( void )
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{
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return TRANQ_GRAVITY;
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}
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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void CTFProjectile_Tranq::ProjectileTouch( CBaseEntity *pOther )
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{
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// Verify a correct "other."
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Assert( pOther );
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
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return;
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// Handle hitting skybox (disappear).
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const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
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trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
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if( pTrace->surface.flags & SURF_SKY )
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{
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UTIL_Remove( this );
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return;
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}
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// pass through ladders
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if( pTrace->surface.flags & CONTENTS_LADDER )
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return;
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if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
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{
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// Projectile shields
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if ( InSameTeam( pOther ) && pOther->IsCombatItem() )
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return;
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}
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if ( pOther->IsWorld() )
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{
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SetAbsVelocity( vec3_origin );
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AddSolidFlags( FSOLID_NOT_SOLID );
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// Remove immediately. Clientside projectiles will stick in the wall for a bit.
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UTIL_Remove( this );
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return;
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}
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// determine the inflictor, which is the weapon which fired this projectile
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CBaseEntity *pInflictor = GetLauncher();
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CTakeDamageInfo info;
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info.SetAttacker( GetOwnerEntity() ); // the player who operated the thing that emitted nails
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info.SetInflictor( pInflictor ); // the weapon that emitted this projectile
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info.SetWeapon( pInflictor );
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info.SetDamage( GetDamage() );
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info.SetDamageForce( GetDamageForce() );
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info.SetDamagePosition( GetAbsOrigin() );
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info.SetDamageType( GetDamageType() );
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Vector dir;
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AngleVectors( GetAbsAngles(), &dir );
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pOther->DispatchTraceAttack( info, dir, pNewTrace );
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ApplyMultiDamage();
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CTFPlayer *pTFVictim = ToTFPlayer( pOther );
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CTFPlayer *pTFOwner = ToTFPlayer( GetOwnerEntity() );
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if ( pTFVictim && pTFOwner && !InSameTeam( pTFVictim ) )
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{
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// Apply Slow Condition
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pTFVictim->m_Shared.StunPlayer( TRANQ_DURATION, TRANQ_STUN, TF_STUN_MOVEMENT, pTFOwner );
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pTFVictim->m_Shared.AddCond( TF_COND_TRANQ_MARKED, PERMANENT_CONDITION, pTFOwner ); // Tranq marked until you die
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pTFVictim->ApplyPunchImpulseX( -2.0f ); // Apply a flinch
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// Apply a boost to the attacker
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//pTFOwner->m_Shared.AddCond( TF_COND_SPEED_BOOST, 3.0f );
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pTFOwner->m_Shared.AddCond( TF_COND_TRANQ_SPY_BOOST, 3.0f );
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}
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UTIL_Remove( this );
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}
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#endif // GAME_DLL
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#endif // STAGING_ONLY
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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void GetSyringeTrailParticleName( CTFPlayer *pPlayer, CAttribute_String *attrParticleName, bool bCritical )
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{
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int iTeamNumber = TF_TEAM_RED;
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if ( pPlayer )
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{
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iTeamNumber = pPlayer->GetTeamNumber();
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CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
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if ( pWeapon )
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{
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static CSchemaAttributeDefHandle pAttrDef_ParticleName( "projectile particle name" );
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CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
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if ( pAttrDef_ParticleName && pItem )
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{
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if ( pItem->FindAttribute( pAttrDef_ParticleName, attrParticleName ) )
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{
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const char * pParticleName = attrParticleName->value().c_str();
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if ( iTeamNumber == TF_TEAM_BLUE && V_stristr( pParticleName, "_teamcolor_red" ))
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{
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static char pBlue[256];
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V_StrSubst( attrParticleName->value().c_str(), "_teamcolor_red", "_teamcolor_blue", pBlue, 256 );
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attrParticleName->set_value( pBlue );
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}
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return;
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}
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}
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}
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}
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if ( iTeamNumber == TF_TEAM_BLUE )
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{
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attrParticleName->set_value( bCritical ? "nailtrails_medic_blue_crit" : "nailtrails_medic_blue" );
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}
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else
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{
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attrParticleName->set_value( bCritical ? "nailtrails_medic_red_crit" : "nailtrails_medic_red" );
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}
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return;
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}
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//-----------------------------------------------------------------------------
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// Purpose: For Synrgine Projectiles, Add effects
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//-----------------------------------------------------------------------------
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void ClientsideProjectileSyringeCallback( const CEffectData &data )
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{
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// Get the syringe and add it to the client entity list, so we can attach a particle system to it.
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C_TFPlayer *pPlayer = dynamic_cast<C_TFPlayer*>( ClientEntityList().GetBaseEntityFromHandle( data.m_hEntity ) );
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if ( pPlayer )
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{
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C_LocalTempEntity *pSyringe = ClientsideProjectileCallback( data, SYRINGE_GRAVITY );
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if ( pSyringe )
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{
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CAttribute_String attrParticleName;
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pSyringe->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
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bool bCritical = ( ( data.m_nDamageType & DMG_CRITICAL ) != 0 );
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GetSyringeTrailParticleName( pPlayer, &attrParticleName, bCritical );
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pSyringe->AddParticleEffect( attrParticleName.value().c_str() );
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pSyringe->AddEffects( EF_NOSHADOW );
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pSyringe->flags |= FTENT_USEFASTCOLLISIONS;
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}
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}
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}
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DECLARE_CLIENT_EFFECT( SYRINGE_DISPATCH_EFFECT, ClientsideProjectileSyringeCallback );
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#endif
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