Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_passtime_ball.h"
#include "tf_passtime_logic.h"
#include "passtime_convars.h"
#include "passtime_ballcontroller_playerseek.h"
#include "tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
namespace {
const int kPriority = 1; // same as homing, so they stack
}
//-----------------------------------------------------------------------------
CPasstimeBallControllerPlayerSeek::CPasstimeBallControllerPlayerSeek()
: CPasstimeBallController( kPriority ) // low priority
, m_fEnableTime( 0 )
{}
//-----------------------------------------------------------------------------
bool CPasstimeBallControllerPlayerSeek::Apply( CPasstimeBall *ball )
{
if ( gpGlobals->curtime < m_fEnableTime )
return false;
return Seek( ball, FindTarget( ball->GetThrower(), ball->GetAbsOrigin() ) );
}
//-----------------------------------------------------------------------------
CTFPlayer *CPasstimeBallControllerPlayerSeek::FindTarget( CTFPlayer *pIgnorePlayer, const Vector& ballOrigin ) const
{
CTFPlayer *pTarget = 0;
float closestPlayerDist = tf_passtime_ball_seek_range.GetFloat();
closestPlayerDist *= closestPlayerDist; // avoid some sqrts
// Treat this trace exactly like radius damage
CTraceFilterIgnorePlayers traceFilter( 0, COLLISION_GROUP_PLAYER_MOVEMENT );
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
if ( !pPlayer )
continue; // wat
if ( pPlayer == pIgnorePlayer )
continue;
const Vector& eyepos = pPlayer->WorldSpaceCenter();
const float dist = (eyepos - ballOrigin).LengthSqr();
if ( dist >= closestPlayerDist )
continue; // to far away
if ( pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
continue; // don't seek any disguised people
if ( !g_pPasstimeLogic->BCanPlayerPickUpBall( pPlayer ) )
continue; // can't pick it up
trace_t trace;
UTIL_TraceLine( ballOrigin, eyepos, MASK_PLAYERSOLID, &traceFilter, &trace );
if ( trace.fraction != 1 )
continue; // occluded
// chicken dinner
pTarget = pPlayer;
closestPlayerDist = dist;
}
return pTarget;
}
extern float GetCurrentGravity( void ); // tf_gamerules.h
//-----------------------------------------------------------------------------
bool CPasstimeBallControllerPlayerSeek::Seek( CPasstimeBall *ball, CTFPlayer *pTarget ) const
{
if ( !pTarget )
return false;
// taken from ballcontroller_homing
IPhysicsObject *pPhys = ball->VPhysicsGetObject();
Vector ballpos;
pPhys->GetPosition( &ballpos, 0 );
Vector targetvel = pTarget->EyePosition() - ballpos;
targetvel.NormalizeInPlace();
targetvel *= pTarget->TeamFortress_CalculateMaxSpeed() *
tf_passtime_ball_seek_speed_factor.GetFloat();
Vector currentvel;
pPhys->GetVelocity( &currentvel, 0 );
Vector steer = targetvel - currentvel;
pPhys->AddVelocity( &steer, 0 );
return true;
}
//-----------------------------------------------------------------------------
void CPasstimeBallControllerPlayerSeek::OnBallSpawned( CPasstimeBall *ball )
{
// NOTE: this hack is the only thing that prevents players from picking up
// balls immediately after they were thrown (including by nearby unrelated
// players)
m_fEnableTime = gpGlobals->curtime + 0.25f;
}