You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
317 lines
8.7 KiB
317 lines
8.7 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: TF Nail Grenade.
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "tf_weaponbase.h"
|
||
|
#include "tf_gamerules.h"
|
||
|
#include "npcevent.h"
|
||
|
#include "engine/IEngineSound.h"
|
||
|
#include "tf_weapon_grenade_nail.h"
|
||
|
|
||
|
// Server specific.
|
||
|
#ifdef GAME_DLL
|
||
|
#include "tf_player.h"
|
||
|
#include "items.h"
|
||
|
#include "tf_weaponbase_grenadeproj.h"
|
||
|
#include "soundent.h"
|
||
|
#include "KeyValues.h"
|
||
|
#include "tf_projectile_nail.h"
|
||
|
#include "physics_saverestore.h"
|
||
|
#include "phys_controller.h"
|
||
|
#endif
|
||
|
|
||
|
#define GRENADE_NAIL_TIMER 3.0f //Seconds
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// TF Nail Grenade tables.
|
||
|
//
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( TFGrenadeNail, DT_TFGrenadeNail )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CTFGrenadeNail, DT_TFGrenadeNail )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CTFGrenadeNail )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_nail, CTFGrenadeNail );
|
||
|
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_nail );
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// TF Nail Grenade functions.
|
||
|
//
|
||
|
|
||
|
// Server specific.
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
BEGIN_DATADESC( CTFGrenadeNail )
|
||
|
END_DATADESC()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFWeaponBaseGrenadeProj *CTFGrenadeNail::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel,
|
||
|
AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags )
|
||
|
{
|
||
|
return CTFGrenadeNailProjectile::Create( vecSrc, vecAngles, vecVel, angImpulse,
|
||
|
pPlayer, GetTFWpnData(), flTime );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// TF Nail Grenade Projectile functions (Server specific).
|
||
|
//
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
BEGIN_DATADESC( CTFGrenadeNailProjectile )
|
||
|
DEFINE_THINKFUNC( EmitNails ),
|
||
|
DEFINE_EMBEDDED( m_GrenadeController ),
|
||
|
DEFINE_PHYSPTR( m_pMotionController ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
#define GRENADE_MODEL "models/weapons/w_models/w_grenade_nail.mdl"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( tf_weapon_grenade_nail_projectile, CTFGrenadeNailProjectile );
|
||
|
PRECACHE_WEAPON_REGISTER( tf_weapon_grenade_nail_projectile );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFGrenadeNailProjectile* CTFGrenadeNailProjectile::Create( const Vector &position, const QAngle &angles,
|
||
|
const Vector &velocity, const AngularImpulse &angVelocity,
|
||
|
CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags )
|
||
|
{
|
||
|
// Nail grenades are always thrown like discs
|
||
|
QAngle vecCustomAngles = angles;
|
||
|
vecCustomAngles.x = clamp( vecCustomAngles.x, -10,10 );
|
||
|
vecCustomAngles.z = clamp( vecCustomAngles.x, -10,10 );
|
||
|
Vector vecCustomAngVelocity = vec3_origin;
|
||
|
vecCustomAngVelocity.z = RandomFloat( -600, 600 );
|
||
|
CTFGrenadeNailProjectile *pGrenade = static_cast<CTFGrenadeNailProjectile*>( CTFWeaponBaseGrenadeProj::Create( "tf_weapon_grenade_nail_projectile", position, vecCustomAngles, velocity, vecCustomAngVelocity, pOwner, weaponInfo, timer, iFlags ) );
|
||
|
return pGrenade;
|
||
|
}
|
||
|
|
||
|
CTFGrenadeNailProjectile::~CTFGrenadeNailProjectile()
|
||
|
{
|
||
|
if ( m_pMotionController != NULL )
|
||
|
{
|
||
|
physenv->DestroyMotionController( m_pMotionController );
|
||
|
m_pMotionController = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGrenadeNailProjectile::Spawn()
|
||
|
{
|
||
|
SetModel( GRENADE_MODEL );
|
||
|
|
||
|
m_pMotionController = NULL;
|
||
|
|
||
|
UseClientSideAnimation();
|
||
|
|
||
|
BaseClass::Spawn();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGrenadeNailProjectile::Precache()
|
||
|
{
|
||
|
PrecacheModel( GRENADE_MODEL );
|
||
|
|
||
|
PrecacheScriptSound( "Weapon_Grenade_Nail.Launch" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGrenadeNailProjectile::BounceSound( void )
|
||
|
{
|
||
|
EmitSound( "Weapon_Grenade_Nail.Bounce" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFGrenadeNailProjectile::Detonate()
|
||
|
{
|
||
|
if ( ShouldNotDetonate() )
|
||
|
{
|
||
|
RemoveGrenade();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
StartEmittingNails();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFGrenadeNailProjectile::OnTakeDamage( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( m_pMotionController != NULL )
|
||
|
{
|
||
|
// motioncontroller is animating us, dont take hits that will disorient us
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnTakeDamage( info );
|
||
|
}
|
||
|
|
||
|
void CTFGrenadeNailProjectile::StartEmittingNails( void )
|
||
|
{
|
||
|
// 0.4 seconds later, emit nails
|
||
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
||
|
|
||
|
if ( pPhysicsObject )
|
||
|
{
|
||
|
m_pMotionController = physenv->CreateMotionController( &m_GrenadeController );
|
||
|
m_pMotionController->AttachObject( pPhysicsObject, true );
|
||
|
|
||
|
pPhysicsObject->EnableGravity( false );
|
||
|
|
||
|
pPhysicsObject->Wake();
|
||
|
}
|
||
|
|
||
|
QAngle ang(0,0,0);
|
||
|
Vector pos = GetAbsOrigin();
|
||
|
pos.z += 32;
|
||
|
m_GrenadeController.SetDesiredPosAndOrientation( pos, ang );
|
||
|
|
||
|
m_flNailAngle = 0;
|
||
|
m_iNumNailBurstsLeft = 40;
|
||
|
|
||
|
int animDesired = SelectWeightedSequence( ACT_RANGE_ATTACK1 );
|
||
|
ResetSequence( animDesired );
|
||
|
SetPlaybackRate( 1.0 );
|
||
|
|
||
|
Vector soundPosition = GetAbsOrigin() + Vector( 0, 0, 5 );
|
||
|
CPASAttenuationFilter filter( soundPosition );
|
||
|
EmitSound( filter, entindex(), "Weapon_Grenade_Nail.Launch" );
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
SetThink( &CTFGrenadeNailProjectile::EmitNails );
|
||
|
SetNextThink( gpGlobals->curtime + 0.4 );
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void CTFGrenadeNailProjectile::EmitNails( void )
|
||
|
{
|
||
|
m_iNumNailBurstsLeft--;
|
||
|
|
||
|
if ( m_iNumNailBurstsLeft < 0 )
|
||
|
{
|
||
|
BaseClass::Detonate();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Vector forward, up;
|
||
|
float flAngleToAdd = random->RandomFloat( 30, 40 );
|
||
|
|
||
|
// else release some nails
|
||
|
for ( int i=0; i < 4 ;i++ )
|
||
|
{
|
||
|
m_flNailAngle = UTIL_AngleMod( m_flNailAngle + flAngleToAdd );
|
||
|
|
||
|
QAngle angNail( random->RandomFloat( -3, 3 ), m_flNailAngle, 0 );
|
||
|
|
||
|
// Emit a nail
|
||
|
CTFProjectile_Nail *pNail = CTFProjectile_Nail::Create( GetAbsOrigin(), angNail, this, GetThrower() );
|
||
|
if ( pNail )
|
||
|
{
|
||
|
pNail->SetDamage( 18 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1 );
|
||
|
}
|
||
|
|
||
|
IMotionEvent::simresult_e CNailGrenadeController::Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
|
||
|
{
|
||
|
// Try to get to m_vecDesiredPosition
|
||
|
|
||
|
// Try to orient ourselves to m_angDesiredOrientation
|
||
|
|
||
|
Vector currentPos;
|
||
|
QAngle currentAng;
|
||
|
|
||
|
pObject->GetPosition( ¤tPos, ¤tAng );
|
||
|
|
||
|
Vector vecVel;
|
||
|
AngularImpulse angVel;
|
||
|
pObject->GetVelocity( &vecVel, &angVel );
|
||
|
|
||
|
linear.Init();
|
||
|
angular.Init();
|
||
|
|
||
|
if ( m_bReachedPos )
|
||
|
{
|
||
|
// Lock at this height
|
||
|
if ( vecVel.Length() > 1.0 )
|
||
|
{
|
||
|
AngularImpulse nil( 0,0,0 );
|
||
|
pObject->SetVelocityInstantaneous( &vec3_origin, &nil );
|
||
|
|
||
|
// For now teleport to the proper orientation
|
||
|
currentAng.x = 0;
|
||
|
currentAng.y = 0;
|
||
|
currentAng.z = 0;
|
||
|
pObject->SetPosition( currentPos, currentAng, true );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// not at the right height yet, keep moving up
|
||
|
linear.z = 50 * ( m_vecDesiredPosition.z - currentPos.z );
|
||
|
|
||
|
if ( currentPos.z > m_vecDesiredPosition.z )
|
||
|
{
|
||
|
// lock into position
|
||
|
m_bReachedPos = true;
|
||
|
}
|
||
|
|
||
|
// Start rotating in the right direction
|
||
|
// we'll lock angles once we reach proper height to stop the oscillating
|
||
|
matrix3x4_t matrix;
|
||
|
// get the object's local to world transform
|
||
|
pObject->GetPositionMatrix( &matrix );
|
||
|
|
||
|
Vector m_worldGoalAxis(0,0,1);
|
||
|
|
||
|
// Get the alignment axis in object space
|
||
|
Vector currentLocalTargetAxis;
|
||
|
VectorIRotate( m_worldGoalAxis, matrix, currentLocalTargetAxis );
|
||
|
|
||
|
float invDeltaTime = (1/deltaTime);
|
||
|
float m_angularLimit = 10;
|
||
|
|
||
|
angular = ComputeRotSpeedToAlignAxes( m_worldGoalAxis, currentLocalTargetAxis, angVel, 1.0, invDeltaTime * invDeltaTime, m_angularLimit * invDeltaTime );
|
||
|
}
|
||
|
|
||
|
return SIM_GLOBAL_ACCELERATION;
|
||
|
}
|
||
|
|
||
|
void CNailGrenadeController::SetDesiredPosAndOrientation( Vector pos, QAngle orientation )
|
||
|
{
|
||
|
m_vecDesiredPosition = pos;
|
||
|
m_angDesiredOrientation = orientation;
|
||
|
|
||
|
m_bReachedPos = false;
|
||
|
m_bReachedOrientation = false;
|
||
|
}
|
||
|
|
||
|
BEGIN_SIMPLE_DATADESC( CNailGrenadeController )
|
||
|
END_DATADESC()
|
||
|
|
||
|
#endif
|