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1295 lines
36 KiB
1295 lines
36 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_weapon_bat.h"
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#include "decals.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_basedoor.h"
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#include "c_tf_player.h"
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#include "IEffects.h"
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#include "bone_setup.h"
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#include "c_tf_gamestats.h"
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// Server specific.
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#else
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#include "doors.h"
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#include "tf_player.h"
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#include "tf_ammo_pack.h"
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#include "tf_gamestats.h"
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#include "ilagcompensationmanager.h"
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#include "collisionutils.h"
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#include "particle_parse.h"
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#include "tf_projectile_base.h"
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#include "tf_gamerules.h"
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#endif
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const float DEFAULT_ORNAMENT_EXPLODE_RADIUS = 50.0f;
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const float DEFAULT_ORNAMENT_EXPLODE_DAMAGE_MULT = 0.9f;
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//=============================================================================
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//
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// Weapon Bat tables.
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//
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// TFBat --
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IMPLEMENT_NETWORKCLASS_ALIASED( TFBat, DT_TFWeaponBat )
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BEGIN_NETWORK_TABLE( CTFBat, DT_TFWeaponBat )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFBat )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_bat, CTFBat );
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PRECACHE_WEAPON_REGISTER( tf_weapon_bat );
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// -- TFBat
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// TFBat_Fish --
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IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Fish, DT_TFWeaponBat_Fish )
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BEGIN_NETWORK_TABLE( CTFBat_Fish, DT_TFWeaponBat_Fish )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFBat_Fish )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_bat_fish, CTFBat_Fish );
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PRECACHE_WEAPON_REGISTER( tf_weapon_bat_fish );
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// -- TFBat_Fish
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// TFBat_Wood --
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IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Wood, DT_TFWeaponBat_Wood )
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BEGIN_NETWORK_TABLE( CTFBat_Wood, DT_TFWeaponBat_Wood )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFBat_Wood )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_bat_wood, CTFBat_Wood );
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PRECACHE_WEAPON_REGISTER( tf_weapon_bat_wood );
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// -- TFBat_Wood
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// CTFBat_Giftwrap --
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IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Giftwrap, DT_TFWeaponBat_Giftwrap )
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BEGIN_NETWORK_TABLE( CTFBat_Giftwrap, DT_TFWeaponBat_Giftwrap )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFBat_Giftwrap )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_bat_giftwrap, CTFBat_Giftwrap );
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PRECACHE_WEAPON_REGISTER( tf_weapon_bat_giftwrap );
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// -- CTFBat_Giftwrap
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// TFStunBall --
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IMPLEMENT_NETWORKCLASS_ALIASED( TFStunBall, DT_TFProjectile_StunBall )
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BEGIN_NETWORK_TABLE( CTFStunBall, DT_TFProjectile_StunBall )
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( tf_projectile_stun_ball, CTFStunBall );
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PRECACHE_WEAPON_REGISTER( tf_projectile_stun_ball );
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#define TF_WEAPON_STUNBALL_VM_MODEL "models/weapons/v_models/v_baseball.mdl"
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#define TF_WEAPON_STUNBALL_MODEL "models/weapons/w_models/w_baseball.mdl"
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#if defined( GAME_DLL )
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ConVar tf_scout_stunball_base_duration( "tf_scout_stunball_base_duration", "6.0", FCVAR_DEVELOPMENTONLY );
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ConVar tf_scout_stunball_base_speed( "tf_scout_stunball_base_speed", "3000", FCVAR_DEVELOPMENTONLY );
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ConVar sv_proj_stunball_damage( "sv_proj_stunball_damage", "15", FCVAR_DEVELOPMENTONLY );
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#endif
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// -- TFStunBall
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// CTFBall_Ornament --
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IMPLEMENT_NETWORKCLASS_ALIASED( TFBall_Ornament, DT_TFProjectileBall_Ornament )
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BEGIN_NETWORK_TABLE( CTFBall_Ornament, DT_TFProjectileBall_Ornament )
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( tf_projectile_ball_ornament, CTFBall_Ornament );
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PRECACHE_WEAPON_REGISTER( tf_projectile_ball_ornament );
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#define TF_WEAPON_BALL_ORNAMENT_VM_MODEL "models/weapons/c_models/c_xms_festive_ornament.mdl"
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#define TF_WEAPON_BALL_ORNAMENT_MODEL "models/weapons/c_models/c_xms_festive_ornament.mdl"
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#if defined( GAME_DLL )
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//ConVar tf_scout_stunball_base_duration( "tf_scout_stunball_base_duration", "6.0", FCVAR_DEVELOPMENTONLY );
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#endif
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// -- CTFBall_Ornament
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static string_t s_iszTrainName;
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//=============================================================================
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#define STUNBALL_TRAIL_ALPHA 128
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//=============================================================================
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//
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// CTFBat
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//
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFBat::CTFBat()
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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 CTFBat::Smack( void )
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{
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BaseClass::Smack();
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#ifdef GAME_DLL
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if ( BatDeflects() )
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{
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#ifdef TF_RAID_MODE
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if ( TFGameRules()->IsRaidMode() )
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{
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}
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else
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#endif // TF_RAID_MODE
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{
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DeflectProjectiles();
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBat::PlayDeflectionSound( bool bPlayer )
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{
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WeaponSound( MELEE_HIT_WORLD );
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}
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//=============================================================================
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//
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// CTFBat_Wood
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//
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CTFBat_Wood::CTFBat_Wood()
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{
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m_iEnemyBallID = 0;
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#ifdef CLIENT_DLL
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m_hStunBallVM = NULL;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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ConVar tf_scout_bat_launch_delay( "tf_scout_bat_launch_delay", "0.1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBat_Wood::LaunchBallThink( void )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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LaunchBall();
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#ifdef GAME_DLL
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pPlayer->SpeakWeaponFire( MP_CONCEPT_BAT_BALL );
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CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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#ifdef CLIENT_DLL
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C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBat_Wood::SecondaryAttackAnim( CTFPlayer *pPlayer )
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{
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
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}
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// SERVER ONLY --
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose: Calculate the ball's initial position, angle, and velocity.
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//-----------------------------------------------------------------------------
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void CTFBat_Wood::GetBallDynamics( Vector& vecLoc, QAngle& vecAngles, Vector& vecVelocity, AngularImpulse& angImpulse, CTFPlayer* pPlayer )
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{
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Vector vecForward, vecUp;
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AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp );
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vecLoc = pPlayer->GetAbsOrigin() + pPlayer->GetModelScale() * ( Vector( 0, 0, 50 ) + vecForward * 32.f );
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vecAngles = pPlayer->GetAbsAngles();
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// Calculate the initial impulse on the item.
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vecVelocity = Vector( 0.0f, 0.0f, 0.0f );
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vecVelocity += vecForward * 10;
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vecVelocity += vecUp * 1;
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VectorNormalize( vecVelocity );
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vecVelocity *= tf_scout_stunball_base_speed.GetInt();
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angImpulse = AngularImpulse( 0, random->RandomFloat( 0, 100 ), 0 );
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}
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// -- SERVER ONLY
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBat_Wood::SecondaryAttack( void )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !CanAttack() )
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return;
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
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return;
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// Do we have any balls? If so, use them.
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int iBallCount = pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 );
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if ( (iBallCount > 0) && CanCreateBall( pPlayer ) )
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{
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SecondaryAttackAnim( pPlayer );
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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SetContextThink( &CTFBat_Wood::LaunchBallThink, gpGlobals->curtime + tf_scout_bat_launch_delay.GetFloat(), "LAUNCH_BALL_THINK" );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.25;
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#ifdef GAME_DLL
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if ( pPlayer->m_Shared.IsStealthed() )
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{
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pPlayer->RemoveInvisibility();
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}
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#endif // GAME_DLL
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Client Only. Show the stunball view model if necessary.
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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void CTFBat_Wood::SetWeaponVisible( bool visible )
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{
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BaseClass::SetWeaponVisible( visible );
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if ( !m_hStunBallVM )
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return;
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if ( visible )
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{
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m_hStunBallVM->RemoveEffects( EF_NODRAW );
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}
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else
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{
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m_hStunBallVM->AddEffects( EF_NODRAW );
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}
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}
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#endif
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFBat_Wood::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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bool bLocalPlayerAmmo = true;
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if ( GetPlayerOwner() == C_BasePlayer::GetLocalPlayer() )
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{
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bLocalPlayerAmmo = GetPlayerOwner()->GetAmmoCount( TF_AMMO_GRENADES1 ) > 0;
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}
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if ( IsCarrierAlive() && ( WeaponState() == WEAPON_IS_ACTIVE ) && bLocalPlayerAmmo == true )
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{
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AddBallChild();
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}
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else
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{
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RemoveBallChild();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Client Only. Show the stunball view model if necessary.
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//-----------------------------------------------------------------------------
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void CTFBat_Wood::AddBallChild( void )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !pPlayer->IsLocalPlayer() )
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return;
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if ( !pPlayer->GetViewModel() )
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return;
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if ( m_hStunBallVM )
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return;
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CTFViewModel* pBall = new class CTFViewModel();
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if ( pBall != NULL )
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{
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pBall->InitializeAsClientEntity( GetBallViewModelName(), RENDER_GROUP_OPAQUE_ENTITY );
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pBall->SetAbsOrigin( pPlayer->GetViewModel()->GetAbsOrigin() );
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pBall->SetModel( GetBallViewModelName() );
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pBall->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
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CStudioHdr *pStudioHdr = pPlayer->GetViewModel()->GetModelPtr();
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if ( pStudioHdr )
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{
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int iAttachment = Studio_FindAttachment( pStudioHdr, "weapon_bone_L" ) + 1;
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pBall->SetParent( pPlayer->GetViewModel(), iAttachment );
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}
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pBall->AddEffects( EF_BONEMERGE );
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pBall->SetMoveType( MOVETYPE_NONE );
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pBall->AddSolidFlags( FSOLID_NOT_SOLID );
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m_hStunBallVM.Set( pBall );
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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 CTFBat_Wood::Drop( const Vector &vecVelocity )
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{
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BaseClass::Drop( vecVelocity );
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RemoveBallChild();
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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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//-----------------------------------------------------------------------------
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||
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void CTFBat_Wood::WeaponReset( void )
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{
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RemoveBallChild();
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BaseClass::WeaponReset();
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}
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||
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//-----------------------------------------------------------------------------
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||
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// Purpose:
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||
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//-----------------------------------------------------------------------------
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||
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void CTFBat_Wood::UpdateOnRemove( void )
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{
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RemoveBallChild();
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BaseClass::UpdateOnRemove();
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}
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||
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||
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//-----------------------------------------------------------------------------
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||
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// Purpose:
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||
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//-----------------------------------------------------------------------------
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||
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void CTFBat_Wood::RemoveBallChild()
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{
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||
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if ( m_hStunBallVM )
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{
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m_hStunBallVM->Remove();
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||
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m_hStunBallVM = NULL;
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||
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}
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||
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}
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||
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||
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#endif
|
||
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||
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//-----------------------------------------------------------------------------
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||
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// Purpose: Determines if there is space to create a ball.
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||
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//-----------------------------------------------------------------------------
|
||
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bool CTFBat_Wood::CanCreateBall( CTFPlayer* pPlayer )
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||
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{
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||
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int iWeaponMod = 0;
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||
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CALL_ATTRIB_HOOK_INT( iWeaponMod, set_weapon_mode );
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||
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if ( iWeaponMod == 0 )
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||
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return false;
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||
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|
||
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if ( pPlayer->GetWaterLevel() == WL_Eyes )
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||
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return false;
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||
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||
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Vector vecForward, vecUp;
|
||
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AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp );
|
||
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Vector vecBallStart = pPlayer->GetAbsOrigin() + Vector( 0, 0, 50 );
|
||
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Vector vecBallEnd = vecBallStart + vecForward * 32.f;
|
||
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|
||
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// Trace out and see if we hit a wall.
|
||
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trace_t trace;
|
||
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CTraceFilterSimple traceFilter( this, COLLISION_GROUP_NONE );
|
||
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UTIL_TraceHull( vecBallStart, vecBallEnd, -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
|
||
|
if ( trace.DidHitWorld() || trace.startsolid )
|
||
|
return false;
|
||
|
else
|
||
|
{
|
||
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if ( trace.m_pEnt )
|
||
|
{
|
||
|
// Don't let the player bat through doors.
|
||
|
CBaseDoor *pDoor = dynamic_cast<CBaseDoor*>( trace.m_pEnt );
|
||
|
if ( pDoor )
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFBat_Wood::LaunchBall( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
#if GAME_DLL
|
||
|
// Make a ball.
|
||
|
CBaseEntity* pBall = CreateBall();
|
||
|
if ( !pBall )
|
||
|
return;
|
||
|
|
||
|
if ( IsCurrentAttackACrit() )
|
||
|
{
|
||
|
WeaponSound( BURST );
|
||
|
}
|
||
|
WeaponSound( SPECIAL2 );
|
||
|
pPlayer->RemoveAmmo( 1, TF_AMMO_GRENADES1 );
|
||
|
#endif
|
||
|
|
||
|
StartEffectBarRegen();
|
||
|
}
|
||
|
|
||
|
// SERVER ONLY --
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The wooden bat creates a baseball that stuns whomever it hits.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBaseEntity* CTFBat_Wood::CreateBall( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return NULL;
|
||
|
|
||
|
// Do another check here, as the player may have moved to an invalid position
|
||
|
// since the first check (0.1 seconds ago). This fixes the ball sometimes
|
||
|
// going through thin geometry, such as windows and spawn blockers.
|
||
|
if ( !CanCreateBall( pPlayer ) )
|
||
|
return NULL;
|
||
|
|
||
|
// Determine the ball's initial location, angles, and velocity.
|
||
|
Vector vecLocation, vecVelocity;
|
||
|
QAngle vecAngles;
|
||
|
AngularImpulse angImpulse;
|
||
|
GetBallDynamics( vecLocation, vecAngles, vecVelocity, angImpulse, pPlayer );
|
||
|
|
||
|
// Create a stun ball.
|
||
|
CTFStunBall* pBall = CTFStunBall::Create( vecLocation, vecAngles, pPlayer );
|
||
|
Assert( pBall );
|
||
|
if ( !pBall )
|
||
|
return NULL;
|
||
|
|
||
|
CalcIsAttackCritical();
|
||
|
|
||
|
pBall->m_iOriginalOwnerID = m_iEnemyBallID;
|
||
|
m_iEnemyBallID = 0;
|
||
|
|
||
|
pBall->SetCritical( IsCurrentAttackACrit() );
|
||
|
pBall->InitGrenade( vecVelocity, angImpulse, pPlayer, GetTFWpnData() );
|
||
|
pBall->SetLauncher( this );
|
||
|
pBall->SetOwnerEntity( pPlayer );
|
||
|
pBall->SetInitialSpeed( tf_scout_stunball_base_speed.GetInt() );
|
||
|
|
||
|
return pBall;
|
||
|
}
|
||
|
|
||
|
// -- SERVER ONLY
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play pickup anim when we grab a new ball.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFBat_Wood::PickedUpBall( void )
|
||
|
{
|
||
|
if ( WeaponState() == WEAPON_IS_ACTIVE )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_PULLBACK_SPECIAL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Play animation appropriate to ball status.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFBat_Wood::SendWeaponAnim( int iActivity )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return BaseClass::SendWeaponAnim( iActivity );
|
||
|
|
||
|
if ( pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) > 0 )
|
||
|
{
|
||
|
switch ( iActivity )
|
||
|
{
|
||
|
case ACT_VM_DRAW:
|
||
|
iActivity = ACT_VM_DRAW_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_HOLSTER:
|
||
|
iActivity = ACT_VM_HOLSTER_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_IDLE:
|
||
|
iActivity = ACT_VM_IDLE_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_PULLBACK:
|
||
|
iActivity = ACT_VM_PULLBACK_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_PRIMARYATTACK:
|
||
|
iActivity = ACT_VM_PRIMARYATTACK_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_SECONDARYATTACK:
|
||
|
iActivity = ACT_VM_PRIMARYATTACK_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_HITCENTER:
|
||
|
iActivity = ACT_VM_HITCENTER_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_SWINGHARD:
|
||
|
iActivity = ACT_VM_SWINGHARD_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_IDLE_TO_LOWERED:
|
||
|
iActivity = ACT_VM_IDLE_TO_LOWERED_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_IDLE_LOWERED:
|
||
|
iActivity = ACT_VM_IDLE_LOWERED_SPECIAL;
|
||
|
break;
|
||
|
case ACT_VM_LOWERED_TO_IDLE:
|
||
|
iActivity = ACT_VM_LOWERED_TO_IDLE_SPECIAL;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::SendWeaponAnim( iActivity );
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// CTFStunBall
|
||
|
//
|
||
|
|
||
|
// SERVER ONLY --
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
CTFStunBall::CTFStunBall()
|
||
|
{
|
||
|
s_iszTrainName = AllocPooledString( "models/props_vehicles/train_enginecar.mdl" );
|
||
|
m_iOriginalOwnerID = 0;
|
||
|
m_pBallTrail = NULL;
|
||
|
m_flBallTrailLife = 1.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Static entity factory.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFStunBall* CTFStunBall::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner )
|
||
|
{
|
||
|
CTFStunBall* pBall = static_cast<CTFStunBall*>( CBaseAnimating::CreateNoSpawn( "tf_projectile_stun_ball", vecOrigin, vecAngles, pOwner ) );
|
||
|
if ( pBall )
|
||
|
{
|
||
|
DispatchSpawn( pBall );
|
||
|
}
|
||
|
|
||
|
return pBall;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFStunBall::Precache( void )
|
||
|
{
|
||
|
PrecacheModel( GetBallModelName() );
|
||
|
PrecacheModel( GetBallViewModelName() );
|
||
|
PrecacheModel( "effects/baseballtrail_red.vmt" );
|
||
|
PrecacheModel( "effects/baseballtrail_blu.vmt" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFStunBall::GetBallModelName( void ) const
|
||
|
{
|
||
|
return TF_WEAPON_STUNBALL_MODEL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFStunBall::GetBallViewModelName( void ) const
|
||
|
{
|
||
|
return TF_WEAPON_STUNBALL_VM_MODEL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Sets up initial properties.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFStunBall::Spawn( void )
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
SetModel( GetBallModelName() );
|
||
|
VPhysicsDestroyObject();
|
||
|
VPhysicsInitNormal( SOLID_BBOX, 0, false );
|
||
|
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
AddFlag( FL_GRENADE );
|
||
|
|
||
|
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
|
||
|
m_takedamage = DAMAGE_NO;
|
||
|
|
||
|
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 15, "DieContext" );
|
||
|
|
||
|
// Draw the trail for the Baseball on spawn
|
||
|
if ( !m_pBallTrail )
|
||
|
{
|
||
|
const char *pTrailTeamName = ( GetTeamNumber() == TF_TEAM_RED ) ? "effects/baseballtrail_red.vmt" : "effects/baseballtrail_blu.vmt";
|
||
|
CSpriteTrail *pTempTrail = NULL;
|
||
|
|
||
|
pTempTrail = CSpriteTrail::SpriteTrailCreate( pTrailTeamName, GetAbsOrigin(), true );
|
||
|
pTempTrail->FollowEntity( this );
|
||
|
pTempTrail->SetTransparency( kRenderTransAlpha, 255, 255, 255, STUNBALL_TRAIL_ALPHA, kRenderFxNone );
|
||
|
pTempTrail->SetStartWidth( 9 );
|
||
|
pTempTrail->SetTextureResolution( 1.0f / ( 96.0f * 1.0f ) );
|
||
|
pTempTrail->SetLifeTime( 0.4 );
|
||
|
pTempTrail->TurnOn();
|
||
|
pTempTrail->SetAttachment( this, 0 );
|
||
|
m_pBallTrail = pTempTrail;
|
||
|
SetContextThink( &CTFStunBall::RemoveBallTrail, gpGlobals->curtime + 3, "FadeBallTrail");
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFStunBall::Explode( trace_t *pTrace, int bitsDamageType )
|
||
|
{
|
||
|
if ( !IsAllowedToExplode() )
|
||
|
return;
|
||
|
|
||
|
BaseClass::Explode( pTrace, bitsDamageType );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Stun the person we smashed into.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
#define FLIGHT_TIME_TO_MAX_STUN 1.f
|
||
|
void CTFStunBall::ApplyBallImpactEffectOnVictim( CBaseEntity *pOther )
|
||
|
{
|
||
|
if ( !pOther || !pOther->IsPlayer() )
|
||
|
return;
|
||
|
|
||
|
CTFPlayer* pPlayer = ToTFPlayer( pOther );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
if ( m_bTouched )
|
||
|
return;
|
||
|
|
||
|
// Can't stun an invul player.
|
||
|
if ( pPlayer->m_Shared.IsInvulnerable() || pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) )
|
||
|
return;
|
||
|
|
||
|
// We have a more intense stun based on our travel time.
|
||
|
float flLifeTime = MIN( gpGlobals->curtime - m_flCreationTime, FLIGHT_TIME_TO_MAX_STUN );
|
||
|
float flLifeTimeRatio = flLifeTime / FLIGHT_TIME_TO_MAX_STUN;
|
||
|
if ( flLifeTimeRatio > 0.1f )
|
||
|
{
|
||
|
|
||
|
float flStun = 0.5f;
|
||
|
float flStunDuration = tf_scout_stunball_base_duration.GetFloat() * flLifeTimeRatio;
|
||
|
if ( IsCritical() )
|
||
|
flStunDuration += 2.0; // Extra two seconds of effect time if we're a critical hit.
|
||
|
int iStunFlags = TF_STUN_LOSER_STATE | TF_STUN_MOVEMENT;
|
||
|
if ( flLifeTimeRatio >= 1.f )
|
||
|
{
|
||
|
flStunDuration += 1.0;
|
||
|
iStunFlags = TF_STUN_CONTROLS;
|
||
|
iStunFlags |= TF_STUN_SPECIAL_SOUND;
|
||
|
CTF_GameStats.Event_PlayerStunBall( pOwner, true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CTF_GameStats.Event_PlayerStunBall( pOwner, false );
|
||
|
}
|
||
|
|
||
|
// Adjust stun amount and flags if we're hitting a boss or scaled enemy
|
||
|
if ( TFGameRules() && TFGameRules()->GameModeUsesMiniBosses() && ( pPlayer->IsMiniBoss() || pPlayer->GetModelScale() > 1.0f ) )
|
||
|
{
|
||
|
// If max range, freeze them in place - otherwise adjust it based on distance
|
||
|
flStun = flLifeTimeRatio >= 1.f ? 1.f : RemapValClamped( flLifeTimeRatio, 0.1f, 0.99f, 0.5f, 0.75 );
|
||
|
iStunFlags = flLifeTimeRatio >= 1.f ? ( TF_STUN_SPECIAL_SOUND | TF_STUN_MOVEMENT ) : TF_STUN_MOVEMENT;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer->GetWaterLevel() != WL_Eyes )
|
||
|
{
|
||
|
pPlayer->m_Shared.StunPlayer( flStunDuration, flStun, iStunFlags, pOwner );
|
||
|
if ( pPlayer->GetUserID() == m_iOriginalOwnerID )
|
||
|
{
|
||
|
// Holy crap! We just stunned a scout with their own ball.
|
||
|
// Give the player an achievement for this.
|
||
|
if ( pOwner->IsPlayerClass( TF_CLASS_SCOUT ) )
|
||
|
{
|
||
|
pOwner->AwardAchievement( ACHIEVEMENT_TF_SCOUT_STUN_SCOUT_WITH_THEIR_BALL );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Give 'em a love tap.
|
||
|
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
|
||
|
trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
|
||
|
|
||
|
CBaseEntity *pInflictor = GetLauncher();
|
||
|
CTakeDamageInfo info;
|
||
|
info.SetAttacker( GetOwnerEntity() );
|
||
|
info.SetInflictor( pInflictor );
|
||
|
info.SetWeapon( pInflictor );
|
||
|
info.SetDamage( GetDamage() );
|
||
|
info.SetDamageCustom( TF_DMG_CUSTOM_BASEBALL );
|
||
|
info.SetDamageForce( GetDamageForce() );
|
||
|
info.SetDamagePosition( GetAbsOrigin() );
|
||
|
int iDamageType = GetDamageType();
|
||
|
if ( IsCritical() )
|
||
|
iDamageType |= DMG_CRITICAL;
|
||
|
info.SetDamageType( iDamageType );
|
||
|
|
||
|
// Hurt 'em.
|
||
|
Vector dir;
|
||
|
AngleVectors( GetAbsAngles(), &dir );
|
||
|
pPlayer->DispatchTraceAttack( info, dir, pNewTrace );
|
||
|
ApplyMultiDamage();
|
||
|
|
||
|
// Make this ball fade faster now that it's hit something.
|
||
|
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 4, "DieContext" );
|
||
|
|
||
|
m_bTouched = true;
|
||
|
}
|
||
|
|
||
|
float CTFStunBall::GetDamage( void )
|
||
|
{
|
||
|
return sv_proj_stunball_damage.GetFloat();
|
||
|
}
|
||
|
|
||
|
Vector CTFStunBall::GetDamageForce( void )
|
||
|
{
|
||
|
Vector vecVelocity = GetAbsVelocity();
|
||
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
||
|
if ( pPhysicsObject )
|
||
|
{
|
||
|
pPhysicsObject->GetVelocity( &vecVelocity, NULL );
|
||
|
VectorNormalize( vecVelocity );
|
||
|
}
|
||
|
|
||
|
return (vecVelocity * GetDamage());
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: We hit something.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFStunBall::PipebombTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
if ( !pOther || !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
|
||
|
{
|
||
|
pOwner->SpeakConceptIfAllowed( MP_CONCEPT_BALL_MISSED );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Go away if we're hit by a moving train.
|
||
|
if ( pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Go away if we hit the skybox.
|
||
|
trace_t pTrace;
|
||
|
Vector velDir = GetAbsVelocity();
|
||
|
VectorNormalize( velDir );
|
||
|
Vector vecSpot = GetAbsOrigin() - velDir * 32;
|
||
|
UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
|
||
|
if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Ignore things that aren't players.
|
||
|
if ( !pOther->IsPlayer() )
|
||
|
return;
|
||
|
|
||
|
// If we hit a scout, pickup as ammo
|
||
|
if ( m_bTouched )
|
||
|
{
|
||
|
CTFPlayer* pPlayer = ToTFPlayer( pOther );
|
||
|
if ( pPlayer && pPlayer->IsPlayerClass( TF_CLASS_SCOUT ) &&
|
||
|
(pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) < pPlayer->GetMaxAmmo( TF_AMMO_GRENADES1 )) )
|
||
|
{
|
||
|
pPlayer->GiveAmmo( 1, TF_AMMO_GRENADES1 );
|
||
|
RemoveBallTrail();
|
||
|
UTIL_Remove( this );
|
||
|
|
||
|
CTFBat_Wood *pBat = (CTFBat_Wood *) pPlayer->Weapon_OwnsThisID( TF_WEAPON_BAT_WOOD );
|
||
|
if ( pBat )
|
||
|
{
|
||
|
// If this ball came from an enemy scout, remember who they were...
|
||
|
if ( pPlayer->GetTeamNumber() != GetTeamNumber() )
|
||
|
{
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
pBat->m_iEnemyBallID = pOwner->GetUserID();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If we have the bat up, we need to play the correct anim.
|
||
|
pBat->PickedUpBall();
|
||
|
}
|
||
|
|
||
|
// Say something.
|
||
|
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_GRAB_BALL, (pOther->GetTeamNumber() == GetTeamNumber()) ? "my_team:1" : "my_team:0" );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pOther == GetThrower() )
|
||
|
return;
|
||
|
|
||
|
if ( !InSameTeam( pOther ) && pOther->m_takedamage != DAMAGE_NO )
|
||
|
{
|
||
|
ApplyBallImpactEffectOnVictim( pOther );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: We hit something.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFStunBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
|
||
|
bool bWasTouched = m_bTouched;
|
||
|
BaseClass::VPhysicsCollision( index, pEvent );
|
||
|
if ( pOwner && !bWasTouched && m_bTouched )
|
||
|
{
|
||
|
pOwner->SpeakConceptIfAllowed( MP_CONCEPT_BALL_MISSED );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Fade and kill the trail
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFStunBall::RemoveBallTrail( void )
|
||
|
{
|
||
|
if (!m_pBallTrail)
|
||
|
return;
|
||
|
|
||
|
if (m_pBallTrail)
|
||
|
{
|
||
|
if (m_flBallTrailLife <= 0)
|
||
|
{
|
||
|
UTIL_Remove( m_pBallTrail);
|
||
|
m_flBallTrailLife = 1.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float fAlpha = STUNBALL_TRAIL_ALPHA * m_flBallTrailLife;
|
||
|
|
||
|
CSpriteTrail *pTempTrail = dynamic_cast< CSpriteTrail*>( m_pBallTrail.Get() );
|
||
|
|
||
|
if ( pTempTrail )
|
||
|
{
|
||
|
pTempTrail->SetBrightness( int(fAlpha) );
|
||
|
}
|
||
|
|
||
|
m_flBallTrailLife = m_flBallTrailLife - 0.1f;
|
||
|
SetContextThink( &CTFStunBall::RemoveBallTrail, gpGlobals->curtime + 0.05, "FadeBallTrail");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -- SERVER ONLY
|
||
|
#endif
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFStunBall::GetTrailParticleName( void )
|
||
|
{
|
||
|
int iTeamNumber = GetTeamNumber();
|
||
|
|
||
|
if ( GetDeflected() )
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
|
||
|
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
iTeamNumber = pOwner->GetTeamNumber();
|
||
|
}
|
||
|
}
|
||
|
if ( iTeamNumber == TF_TEAM_BLUE )
|
||
|
{
|
||
|
return "stunballtrail_blue";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return "stunballtrail_red";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFStunBall::CreateTrailParticles( void )
|
||
|
{
|
||
|
if ( pEffectTrail )
|
||
|
{
|
||
|
ParticleProp()->StopEmission( pEffectTrail );
|
||
|
}
|
||
|
if ( pEffectCrit )
|
||
|
{
|
||
|
ParticleProp()->StopEmission( pEffectCrit );
|
||
|
}
|
||
|
pEffectTrail = ParticleProp()->Create( GetTrailParticleName(), PATTACH_ABSORIGIN_FOLLOW );
|
||
|
int iTeamNumber = GetTeamNumber();
|
||
|
|
||
|
if ( GetDeflected() )
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
|
||
|
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
iTeamNumber = pOwner->GetTeamNumber();
|
||
|
}
|
||
|
}
|
||
|
if ( m_bCritical )
|
||
|
{
|
||
|
if ( iTeamNumber == TF_TEAM_BLUE )
|
||
|
{
|
||
|
pEffectCrit = ParticleProp()->Create( "stunballtrail_blue_crit", PATTACH_ABSORIGIN_FOLLOW );
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pEffectCrit = ParticleProp()->Create( "stunballtrail_red_crit", PATTACH_ABSORIGIN_FOLLOW );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFBat_Giftwrap::Spawn( void )
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
m_nSkin = ( GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBaseEntity *CTFBat_Giftwrap::CreateBall( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return NULL;
|
||
|
|
||
|
// Do another check here, as the player may have moved to an invalid position
|
||
|
// since the first check (0.1 seconds ago). This fixes the ball sometimes
|
||
|
// going through thin geometry, such as windows and spawn blockers.
|
||
|
if ( !CanCreateBall( pPlayer ) )
|
||
|
return NULL;
|
||
|
|
||
|
// Determine the ball's initial location, angles, and velocity.
|
||
|
Vector vecLocation, vecVelocity;
|
||
|
QAngle vecAngles;
|
||
|
AngularImpulse angImpulse;
|
||
|
GetBallDynamics( vecLocation, vecAngles, vecVelocity, angImpulse, pPlayer );
|
||
|
|
||
|
// Create the ornament ball.
|
||
|
CTFBall_Ornament *pBall = CTFBall_Ornament::Create( vecLocation, vecAngles, pPlayer );
|
||
|
Assert( pBall );
|
||
|
if ( !pBall )
|
||
|
return NULL;
|
||
|
|
||
|
CalcIsAttackCritical();
|
||
|
|
||
|
pBall->m_iOriginalOwnerID = m_iEnemyBallID;
|
||
|
m_iEnemyBallID = 0;
|
||
|
|
||
|
pBall->SetCritical( IsCurrentAttackACrit() );
|
||
|
pBall->InitGrenade( vecVelocity, angImpulse, pPlayer, GetTFWpnData() );
|
||
|
pBall->SetLauncher( this );
|
||
|
pBall->SetOwnerEntity( pPlayer );
|
||
|
pBall->SetInitialSpeed( tf_scout_stunball_base_speed.GetInt() );
|
||
|
pBall->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
|
||
|
|
||
|
return pBall;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFBall_Ornament::Precache( void )
|
||
|
{
|
||
|
PrecacheScriptSound( "BallBuster.OrnamentImpactRange" );
|
||
|
PrecacheScriptSound( "BallBuster.OrnamentImpact" );
|
||
|
PrecacheScriptSound( "BallBuster.HitBall" );
|
||
|
PrecacheScriptSound( "BallBuster.HitFlesh" );
|
||
|
PrecacheScriptSound( "BallBuster.HitWorld" );
|
||
|
PrecacheScriptSound( "BallBuster.DrawCatch" );
|
||
|
PrecacheScriptSound( "BallBuster.Ornament_DrawCatch" );
|
||
|
PrecacheScriptSound( "BallBuster.Ball_HitWorld" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFBall_Ornament *CTFBall_Ornament::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner )
|
||
|
{
|
||
|
CTFBall_Ornament* pBall = static_cast< CTFBall_Ornament * >( CBaseAnimating::CreateNoSpawn( "tf_projectile_ball_ornament", vecOrigin, vecAngles, pOwner ) );
|
||
|
if ( pBall )
|
||
|
{
|
||
|
DispatchSpawn( pBall );
|
||
|
}
|
||
|
|
||
|
return pBall;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFBall_Ornament::GetBallModelName( void ) const
|
||
|
{
|
||
|
return TF_WEAPON_BALL_ORNAMENT_MODEL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFBall_Ornament::GetBallViewModelName( void ) const
|
||
|
{
|
||
|
return TF_WEAPON_BALL_ORNAMENT_VM_MODEL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFBall_Ornament::ApplyBallImpactEffectOnVictim( CBaseEntity *pOther )
|
||
|
{
|
||
|
if ( !pOther || !pOther->IsPlayer() )
|
||
|
return;
|
||
|
|
||
|
CTFPlayer* pPlayer = ToTFPlayer( pOther );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
if ( m_bTouched )
|
||
|
return;
|
||
|
|
||
|
// Can't bleed an invul player.
|
||
|
if ( pPlayer->m_Shared.IsInvulnerable() || pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) )
|
||
|
return;
|
||
|
|
||
|
bool bIsCriticalHit = IsCritical();
|
||
|
float flBleedTime = 5.0f;
|
||
|
bool bIsLongRangeHit = false;
|
||
|
|
||
|
// long distance hit is always a crit
|
||
|
float flLifeTime = gpGlobals->curtime - m_flCreationTime;
|
||
|
if ( flLifeTime >= FLIGHT_TIME_TO_MAX_STUN )
|
||
|
{
|
||
|
bIsCriticalHit = true;
|
||
|
bIsLongRangeHit = true;
|
||
|
}
|
||
|
|
||
|
// just do the bleed effect directly since the bleed
|
||
|
// attribute comes from the inflictor, which is the bat.
|
||
|
pPlayer->m_Shared.MakeBleed( pOwner, (CTFBat_Giftwrap *)GetLauncher(), flBleedTime );
|
||
|
|
||
|
// Apply particle effect to victim (the remaining effects happen inside Explode)
|
||
|
DispatchParticleEffect( "xms_ornament_glitter", PATTACH_POINT_FOLLOW, pPlayer, "head" );
|
||
|
|
||
|
// Give 'em a love tap.
|
||
|
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
|
||
|
trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
|
||
|
|
||
|
CBaseEntity *pInflictor = GetLauncher();
|
||
|
CTakeDamageInfo info;
|
||
|
info.SetAttacker( GetOwnerEntity() );
|
||
|
info.SetInflictor( pInflictor );
|
||
|
info.SetWeapon( pInflictor );
|
||
|
info.SetDamage( GetDamage() );
|
||
|
info.SetDamageCustom( TF_DMG_CUSTOM_BASEBALL );
|
||
|
info.SetDamageForce( GetDamageForce() );
|
||
|
info.SetDamagePosition( GetAbsOrigin() );
|
||
|
int iDamageType = GetDamageType();
|
||
|
if ( bIsCriticalHit )
|
||
|
iDamageType |= DMG_CRITICAL;
|
||
|
info.SetDamageType( iDamageType );
|
||
|
|
||
|
// Hurt 'em.
|
||
|
Vector dir;
|
||
|
AngleVectors( GetAbsAngles(), &dir );
|
||
|
pPlayer->DispatchTraceAttack( info, dir, pNewTrace );
|
||
|
ApplyMultiDamage();
|
||
|
|
||
|
// the ball shatters
|
||
|
UTIL_Remove( this );
|
||
|
|
||
|
m_bTouched = true;
|
||
|
}
|
||
|
|
||
|
void CTFBall_Ornament::PipebombTouch( CBaseEntity *pOther )
|
||
|
{
|
||
|
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
// Go away if we're hit by a moving train.
|
||
|
if ( pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Go away if we hit the skybox.
|
||
|
trace_t pTrace;
|
||
|
Vector velDir = GetAbsVelocity();
|
||
|
VectorNormalize( velDir );
|
||
|
Vector vecSpot = GetAbsOrigin() - velDir * 32;
|
||
|
UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
|
||
|
if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY )
|
||
|
{
|
||
|
UTIL_Remove( this );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( pOther == GetThrower() )
|
||
|
return;
|
||
|
|
||
|
// Explode (does radius damage, triggers particles and sound effects).
|
||
|
Explode( &pTrace, DMG_BLAST|DMG_PREVENT_PHYSICS_FORCE );
|
||
|
|
||
|
if ( !InSameTeam( pOther ) && pOther->m_takedamage != DAMAGE_NO )
|
||
|
{
|
||
|
ApplyBallImpactEffectOnVictim( pOther );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CTFBall_Ornament::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
|
||
|
{
|
||
|
BaseClass::VPhysicsCollision( index, pEvent );
|
||
|
|
||
|
int otherIndex = !index;
|
||
|
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
|
||
|
|
||
|
if ( !pHitEntity )
|
||
|
return;
|
||
|
|
||
|
// Break if we hit the world.
|
||
|
if ( pHitEntity->IsWorld() )
|
||
|
{
|
||
|
// Explode immediately next frame. (Can't explode in the collision callback.)
|
||
|
m_vCollisionVelocity = pEvent->preVelocity[index];
|
||
|
SetContextThink( &CTFBall_Ornament::VPhysicsCollisionThink, gpGlobals->curtime, "OrnamentCollisionThink" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CTFBall_Ornament::VPhysicsCollisionThink( void )
|
||
|
{
|
||
|
trace_t pTrace;
|
||
|
Vector velDir = m_vCollisionVelocity;
|
||
|
VectorNormalize( velDir );
|
||
|
Vector vecSpot = GetAbsOrigin() - velDir * 16;
|
||
|
UTIL_TraceLine( vecSpot, vecSpot + velDir * 32, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
|
||
|
|
||
|
Explode( &pTrace, DMG_BLAST|DMG_PREVENT_PHYSICS_FORCE );
|
||
|
}
|
||
|
|
||
|
void CTFBall_Ornament::Explode( trace_t *pTrace, int bitsDamageType )
|
||
|
{
|
||
|
// Create smashed glass particles when we explode
|
||
|
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( pOwner && pOwner->GetTeamNumber() == TF_TEAM_RED )
|
||
|
{
|
||
|
DispatchParticleEffect( "xms_ornament_smash_red", GetAbsOrigin(), GetAbsAngles() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DispatchParticleEffect( "xms_ornament_smash_blue", GetAbsOrigin(), GetAbsAngles() );
|
||
|
}
|
||
|
|
||
|
Vector vecOrigin = GetAbsOrigin();
|
||
|
|
||
|
// sound effects
|
||
|
EmitSound_t params;
|
||
|
params.m_flSoundTime = 0;
|
||
|
params.m_pflSoundDuration = 0;
|
||
|
params.m_pSoundName = "BallBuster.OrnamentImpact";
|
||
|
CPASFilter filter( vecOrigin );
|
||
|
filter.RemoveRecipient( pOwner );
|
||
|
EmitSound( filter, entindex(), params );
|
||
|
CSingleUserRecipientFilter attackerFilter( pOwner );
|
||
|
EmitSound( attackerFilter, pOwner->entindex(), params );
|
||
|
|
||
|
// Explosion damage is some fraction of our base damage
|
||
|
float flExplodeDamage = GetDamage() * DEFAULT_ORNAMENT_EXPLODE_DAMAGE_MULT;
|
||
|
|
||
|
// Do radius damage
|
||
|
Vector vecBlastForce(0.0f, 0.0f, 0.0f);
|
||
|
CTakeDamageInfo info( this, GetThrower(), m_hLauncher, vecBlastForce, GetAbsOrigin(), flExplodeDamage, bitsDamageType, TF_DMG_CUSTOM_BASEBALL, &vecOrigin );
|
||
|
CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, DEFAULT_ORNAMENT_EXPLODE_RADIUS, nullptr, 0.0f, 0.0f );
|
||
|
TFGameRules()->RadiusDamage( radiusinfo );
|
||
|
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|