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625 lines
19 KiB
625 lines
19 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_flare.h"
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#include "soundent.h"
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#include "tf_fx.h"
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#include "tf_player.h"
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#include "tf_weapon_flaregun.h"
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#include "tf_gamerules.h"
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//=============================================================================
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//
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// TF Flare Projectile functions (Server specific).
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//
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#define FLARE_MODEL "models/weapons/w_models/w_flaregun_shell.mdl"
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#define FLARE_GRAVITY 0.3f
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#define FLARE_SPEED 2000.0f
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#define FLARE_THINK_CONTEXT "CTFProjectile_FlareThink"
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LINK_ENTITY_TO_CLASS( tf_projectile_flare, CTFProjectile_Flare );
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PRECACHE_WEAPON_REGISTER( tf_projectile_flare );
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IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_Flare, DT_TFProjectile_Flare )
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BEGIN_NETWORK_TABLE( CTFProjectile_Flare, DT_TFProjectile_Flare )
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SendPropBool( SENDINFO( m_bCritical ) ),
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END_NETWORK_TABLE()
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BEGIN_DATADESC( CTFProjectile_Flare )
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DEFINE_THINKFUNC( ImpactThink ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFProjectile_Flare::CTFProjectile_Flare()
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{
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m_bIsFromTaunt = false;
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m_bCritical = false;
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m_bImpact = false;
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m_flImpactTime = 0.0f;
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m_flNextSeekUpdate = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFProjectile_Flare::~CTFProjectile_Flare()
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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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CTFProjectile_Flare *CTFProjectile_Flare::Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, CBaseEntity *pScorer )
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{
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CTFProjectile_Flare *pFlare = static_cast<CTFProjectile_Flare*>( CBaseEntity::CreateNoSpawn( "tf_projectile_flare", vecOrigin, vecAngles, pOwner ) );
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if ( !pFlare )
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return NULL;
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pFlare->SetLauncher( pLauncher );
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// Initialize the owner.
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pFlare->SetOwnerEntity( pOwner );
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// Set team.
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pFlare->ChangeTeam( pOwner->GetTeamNumber() );
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// Save the scoring player.
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pFlare->SetScorer( pScorer );
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// Spawn.
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DispatchSpawn( pFlare );
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// Setup the initial velocity.
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Vector vecForward, vecRight, vecUp;
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AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );
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float flLaunchSpeed = pFlare->GetProjectileSpeed();
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Vector vecVelocity = vecForward * flLaunchSpeed;
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pFlare->SetAbsVelocity( vecVelocity );
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pFlare->SetupInitialTransmittedGrenadeVelocity( vecVelocity );
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float flGravity = FLARE_GRAVITY;
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pLauncher, flGravity, mult_projectile_speed );
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pFlare->SetGravity( flGravity );
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// Setup the initial angles.
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QAngle angles;
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VectorAngles( vecVelocity, angles );
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pFlare->SetAbsAngles( angles );
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return pFlare;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFProjectile_Flare::Spawn()
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{
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SetModel( FLARE_MODEL );
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BaseClass::Spawn();
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float flHeatSeekPower = GetHeatSeekPower();
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if ( flHeatSeekPower > 0.0f )
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{
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SetMoveType( MOVETYPE_CUSTOM, MOVECOLLIDE_DEFAULT );
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SetGravity( FLARE_GRAVITY );
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}
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else
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{
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
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SetGravity( FLARE_GRAVITY );
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}
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// Set team.
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m_nSkin = ( GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
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m_flCreationTime = gpGlobals->curtime;
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CTFPlayer *pScorer = ToTFPlayer( GetScorer() );
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if ( pScorer && pScorer->IsTaunting() && m_flCreationTime >= pScorer->GetTauntAttackTime() )
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{
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m_bIsFromTaunt = true;
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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 CTFProjectile_Flare::Precache()
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{
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PrecacheModel( FLARE_MODEL );
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PrecacheParticleSystem( "flaregun_trail_red" );
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PrecacheParticleSystem( "flaregun_trail_crit_red" );
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PrecacheParticleSystem( "flaregun_trail_blue" );
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PrecacheParticleSystem( "flaregun_trail_crit_blue" );
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PrecacheParticleSystem( "drg_manmelter_projectile" );
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PrecacheParticleSystem( "scorchshot_trail_red" );
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PrecacheParticleSystem( "scorchshot_trail_crit_red" );
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PrecacheParticleSystem( "scorchshot_trail_blue" );
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PrecacheParticleSystem( "scorchshot_trail_crit_blue" );
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PrecacheParticleSystem( "Explosions_MA_FlyingEmbers" );
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PrecacheParticleSystem( "pyrovision_flaregun_trail_blue" );
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PrecacheParticleSystem( "pyrovision_flaregun_trail_red" );
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PrecacheParticleSystem( "pyrovision_flaregun_trail_crit_blue" );
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PrecacheParticleSystem( "pyrovision_flaregun_trail_crit_red" );
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PrecacheParticleSystem( "pyrovision_scorchshot_trail_blue" );
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PrecacheParticleSystem( "pyrovision_scorchshot_trail_red" );
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PrecacheParticleSystem( "pyrovision_scorchshot_trail_crit_blue" );
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PrecacheParticleSystem( "pyrovision_scorchshot_trail_crit_red" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFProjectile_Flare::SetScorer( CBaseEntity *pScorer )
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{
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m_Scorer = pScorer;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBasePlayer *CTFProjectile_Flare::GetScorer( void )
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{
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return dynamic_cast<CBasePlayer *>( m_Scorer.Get() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFProjectile_Flare::GetDamageType()
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{
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int iDmgType = BaseClass::GetDamageType();
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if ( m_bCritical )
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{
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iDmgType |= DMG_CRITICAL;
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}
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return iDmgType;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFProjectile_Flare::Explode( trace_t *pTrace, CBaseEntity *pOther )
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{
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Vector vecOrigin = GetAbsOrigin();
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CBaseEntity *pAttacker = GetOwnerEntity();
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IScorer *pScorerInterface = dynamic_cast<IScorer*>( pAttacker );
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if ( pScorerInterface )
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{
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pAttacker = pScorerInterface->GetScorer();
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}
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CTFPlayer *pTFVictim = ToTFPlayer( pOther );
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CTFFlareGun *pFlareGun = dynamic_cast< CTFFlareGun* >( GetLauncher() );
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if ( pFlareGun )
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{
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if ( pFlareGun->GetFlareGunType() == FLAREGUN_SCORCHSHOT )
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{
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// When the scorch shot hits a player...
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if ( pTFVictim )
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{
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// Now it only collides with the world
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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Vector vVelocity = GetAbsVelocity();
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// Check if burning before damage
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bool bIsBurningVictim = pTFVictim->m_Shared.InCond( TF_COND_BURNING );
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int iDamageType = GetDamageType();
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// Prevent the normal push force cause we are going to add it
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iDamageType |= DMG_PREVENT_PHYSICS_FORCE;
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// Damage the player to push them back
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CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), iDamageType, m_bIsFromTaunt ? TF_DMG_CUSTOM_FLARE_PELLET : 0 );
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pTFVictim->TakeDamage( info );
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bool bIsEnemy = pAttacker && pTFVictim->GetTeamNumber() != pAttacker->GetTeamNumber();
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// Quick Fix Uber and teammates are immune to the force
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if ( !pTFVictim->m_Shared.InCond( TF_COND_MEGAHEAL ) && bIsEnemy )
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{
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Vector vecToTarget;
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vecToTarget = vVelocity;
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VectorNormalize( vecToTarget );
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vecToTarget.z = 1.0;
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// apply airblast - Apply stun if they are effectively grounded so we can knock them up
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if ( !pTFVictim->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) )
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{
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pTFVictim->m_Shared.StunPlayer( 0.5, 1.f, TF_STUN_MOVEMENT, ToTFPlayer( pAttacker ) );
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}
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float flForce = bIsBurningVictim ? 400.0f : 100.0f;
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pTFVictim->ApplyAirBlastImpulse( vecToTarget * flForce );
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}
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// It loses almost all of its speed and pops into the air
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vVelocity.x *= 0.07f;
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vVelocity.y *= 0.07f;
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vVelocity.z = 100.0f;
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SetAbsVelocity( vVelocity + RandomVector( -2.0f, 2.0f ) );
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// Point the new direction and randomly flip
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QAngle angForward;
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VectorAngles( vVelocity, angForward );
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SetAbsAngles( angForward );
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QAngle angRotation = RandomAngle( 180.0f, 720.0f );
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angRotation.x *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 );
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angRotation.y *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 );
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angRotation.z *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 );
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SetLocalAngularVelocity( angRotation );
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CPVSFilter filter( vecOrigin );
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EmitSound( filter, entindex(), "Rubber.BulletImpact" );
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// Save this entity as enemy, they will take 100% damage.
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if ( m_hEnemy.Get() == NULL )
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{
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m_hEnemy = pTFVictim;
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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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// If we've already got an impact time, don't impact again.
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if ( m_flImpactTime > 0.0 )
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return;
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// Save this entity as enemy, they will take 100% damage.
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if ( m_hEnemy.Get() == NULL )
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{
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m_hEnemy = pOther;
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}
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if ( !pTFVictim )
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{
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m_bImpact = true;
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}
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// Invisible.
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AddSolidFlags( FSOLID_NOT_SOLID );
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m_takedamage = DAMAGE_NO;
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bool bDetonate = false;
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bool bNoRandomCrit = false;
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if ( pFlareGun )
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{
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switch ( pFlareGun->GetFlareGunType() )
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{
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case FLAREGUN_DETONATE:
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bDetonate = true;
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break;
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case FLAREGUN_GRORDBORT:
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bNoRandomCrit = true;
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break;
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case FLAREGUN_SCORCHSHOT:
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bDetonate = true;
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bNoRandomCrit = true;
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break;
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}
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}
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// Flares that hit a burning player crit, unless it's a detonate flare - they mini-crit
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if ( pTFVictim && pTFVictim->m_Shared.InCond( TF_COND_BURNING ) && !bDetonate && !bNoRandomCrit )
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{
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m_bCritical = true;
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}
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CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), GetDamageType(), TF_DMG_CUSTOM_BURNING_FLARE );
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pOther->TakeDamage( info );
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// Remove the flare.
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if ( m_bImpact )
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{
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SetMoveType( MOVETYPE_FLY );
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SetAbsVelocity( vec3_origin );
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m_vecImpactNormal = pTrace->plane.normal;
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m_flImpactTime = gpGlobals->curtime + 0.1f;
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// Stick into and object and fizzle a little while.
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SetContextThink( &CTFProjectile_Flare::ImpactThink, gpGlobals->curtime, FLARE_THINK_CONTEXT );
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// Only do this for the Detonator
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if ( bDetonate )
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{
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// Scorch Shot can still light others in this case
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Detonate( pFlareGun->GetFlareGunType() != FLAREGUN_SCORCHSHOT );
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}
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}
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else
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{
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// Impact player sound.
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CPVSFilter filter( vecOrigin );
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EmitSound( filter, pOther->entindex(), "TFPlayer.FlareImpact" );
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SendDeathNotice();
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UTIL_Remove( this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Custom explode for air burst flare
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//-----------------------------------------------------------------------------
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void CTFProjectile_Flare::Explode_Air( trace_t *pTrace, int bitsDamageType, bool bSelfOnly )
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{
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// Invisible.
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AddSolidFlags( FSOLID_NOT_SOLID );
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m_takedamage = DAMAGE_NO;
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// Play explosion sound and effect.
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Vector vecOrigin = GetAbsOrigin();
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CPVSFilter filter( vecOrigin );
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CBaseEntity *pAttacker = GetOwnerEntity();
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int nDefID = -1;
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WeaponSound_t nSound = SPECIAL1;
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if ( pAttacker )
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{
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CTFFlareGun *pFlareGun = dynamic_cast<CTFFlareGun*>( ToTFPlayer( pAttacker )->GetActiveWeapon() );
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if ( pFlareGun )
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{
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CEconItemView *pItem = pFlareGun->GetAttributeContainer()->GetItem();
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nDefID = pItem->GetItemDefIndex();
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}
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// Damage.
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IScorer *pScorerInterface = dynamic_cast<IScorer*>( pAttacker );
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if ( pScorerInterface )
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{
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pAttacker = pScorerInterface->GetScorer();
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}
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float flRadius = bSelfOnly ? 0.f : GetRadius();
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if ( bSelfOnly )
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{
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bitsDamageType |= DMG_BLAST;
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nSound = SPECIAL2;
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}
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#if defined( _DEBUG ) && defined( STAGING_ONLY )
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// Debug!
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ConVarRef tf_rocket_show_radius( "tf_rocket_show_radius" );
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if ( tf_rocket_show_radius.GetBool() )
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{
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DrawRadius( flRadius );
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}
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#endif
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CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), bitsDamageType | DMG_HALF_FALLOFF, TF_DMG_CUSTOM_FLARE_EXPLOSION );
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CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, flRadius, NULL, TF_FLARE_RADIUS_FOR_FJS );
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TFGameRules()->RadiusDamage( radiusinfo );
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}
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const char *pszParticle = bSelfOnly ? "Explosions_MA_FlyingEmbers" : "ExplosionCore_MidAir_Flare";
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TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), entindex(), nDefID, nSound );
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|
TE_TFParticleEffect( filter, 0.0f, pszParticle, vecOrigin, pTrace->plane.normal, vec3_angle );
|
||
|
CSoundEnt::InsertSound ( SOUND_COMBAT, vecOrigin, 1024, 3.0 );
|
||
|
|
||
|
SendDeathNotice();
|
||
|
UTIL_Remove( this );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Alt-fire air burst flare
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFProjectile_Flare::Detonate( bool bSelfOnly )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
Vector vecSpot;
|
||
|
|
||
|
SetThink( NULL );
|
||
|
|
||
|
vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );
|
||
|
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -32 ), MASK_SHOT_HULL, this, COLLISION_GROUP_NONE, & tr);
|
||
|
|
||
|
Explode_Air( &tr, GetDamageType(), bSelfOnly );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFProjectile_Flare::GetRadius( void )
|
||
|
{
|
||
|
float flRadius = TF_FLARE_DET_RADIUS;
|
||
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher, flRadius, mult_explosion_radius );
|
||
|
return flRadius;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Let the flaregun know we're gone
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFProjectile_Flare::SendDeathNotice( void )
|
||
|
{
|
||
|
CBaseEntity *pAttacker = GetOwnerEntity();
|
||
|
if ( !pAttacker )
|
||
|
return;
|
||
|
|
||
|
CTFFlareGun *pFlareGun = dynamic_cast<CTFFlareGun*>( ToTFPlayer( pAttacker )->GetActiveWeapon() );
|
||
|
if ( pFlareGun && pFlareGun->GetFlareGunType() == FLAREGUN_DETONATE )
|
||
|
{
|
||
|
pFlareGun->DeathNotice( this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFProjectile_Flare::ImpactThink( void )
|
||
|
{
|
||
|
if ( gpGlobals->curtime > m_flImpactTime )
|
||
|
{
|
||
|
// If we hit anything other than the player create an impact - effect, sound, etc.
|
||
|
if ( m_hEnemy.Get() )
|
||
|
{
|
||
|
Vector vecOrigin = GetAbsOrigin();
|
||
|
CPVSFilter filter( vecOrigin );
|
||
|
TE_TFExplosion( filter, 0.0f, vecOrigin, m_vecImpactNormal, GetWeaponID(), m_hEnemy.Get()->entindex() );
|
||
|
}
|
||
|
|
||
|
SendDeathNotice();
|
||
|
UTIL_Remove( this );
|
||
|
SetContextThink( NULL, 0, FLARE_THINK_CONTEXT );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetContextThink( &CTFProjectile_Flare::ImpactThink, gpGlobals->curtime + 0.1f, FLARE_THINK_CONTEXT );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CTFProjectile_Flare::PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity )
|
||
|
{
|
||
|
if ( m_flNextSeekUpdate < gpGlobals->curtime )
|
||
|
{
|
||
|
CTFPlayer *pBestTarget = NULL;
|
||
|
const float flMaxSeekDistanceSqr = ( 1024.0f * 1024.0f );
|
||
|
float flBestDistance = flMaxSeekDistanceSqr;
|
||
|
|
||
|
// Loop through players and attempt to find a seek target
|
||
|
int i;
|
||
|
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( i ) );
|
||
|
if ( !pPlayer )
|
||
|
continue;
|
||
|
|
||
|
bool bBurning = pPlayer->m_Shared.InCond( TF_COND_BURNING );
|
||
|
|
||
|
if ( !bBurning ||
|
||
|
pPlayer->InSameTeam( this ) ||
|
||
|
( pPlayer->m_Shared.GetDisguiseTeam() == GetTeamNumber() && !bBurning ) ||
|
||
|
( pPlayer->m_Shared.IsStealthed() && !bBurning ) ||
|
||
|
pPlayer->GetTeamNumber() == TEAM_SPECTATOR ||
|
||
|
!pPlayer->IsAlive() )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
Vector vToTarget = pPlayer->WorldSpaceCenter() - GetAbsOrigin();
|
||
|
VectorNormalize( vToTarget );
|
||
|
|
||
|
Vector vForward = *pNewVelocity;
|
||
|
VectorNormalize( vForward );
|
||
|
|
||
|
if ( vToTarget.Dot( vForward ) < -0.25f )
|
||
|
continue;
|
||
|
|
||
|
float flDistanceSqr = pPlayer->WorldSpaceCenter().DistToSqr( GetAbsOrigin() );
|
||
|
if ( flBestDistance > flDistanceSqr )
|
||
|
{
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( pPlayer->WorldSpaceCenter(), GetAbsOrigin(), MASK_SOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr );
|
||
|
if ( !tr.DidHit() || tr.m_pEnt == this )
|
||
|
{
|
||
|
flBestDistance = flDistanceSqr;
|
||
|
pBestTarget = pPlayer;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float flHeatSeekPower = GetHeatSeekPower();
|
||
|
|
||
|
QAngle angToTarget = *pNewAngles;
|
||
|
|
||
|
if ( pBestTarget )
|
||
|
{
|
||
|
Vector vToTarget = pBestTarget->WorldSpaceCenter() - GetAbsOrigin();
|
||
|
VectorAngles( vToTarget, angToTarget );
|
||
|
}
|
||
|
|
||
|
const float flUpdatesPerSecond = 4.0f;
|
||
|
|
||
|
if ( angToTarget != *pNewAngles )
|
||
|
{
|
||
|
pNewAngVelocity->x = Approach( UTIL_AngleDiff( angToTarget.x, pNewAngles->x ) * flUpdatesPerSecond, pNewAngVelocity->x, flHeatSeekPower );
|
||
|
pNewAngVelocity->y = Approach( UTIL_AngleDiff( angToTarget.y, pNewAngles->y ) * flUpdatesPerSecond, pNewAngVelocity->y, flHeatSeekPower );
|
||
|
pNewAngVelocity->z = Approach( UTIL_AngleDiff( angToTarget.z, pNewAngles->z ) * flUpdatesPerSecond, pNewAngVelocity->z, flHeatSeekPower );
|
||
|
|
||
|
const float flMaxAngularVelocity = 360.0f;
|
||
|
pNewAngVelocity->x = clamp( pNewAngVelocity->x, -flMaxAngularVelocity, flMaxAngularVelocity );
|
||
|
pNewAngVelocity->y = clamp( pNewAngVelocity->y, -flMaxAngularVelocity, flMaxAngularVelocity );
|
||
|
pNewAngVelocity->z = clamp( pNewAngVelocity->z, -flMaxAngularVelocity, flMaxAngularVelocity );
|
||
|
}
|
||
|
|
||
|
m_flNextSeekUpdate = gpGlobals->curtime + ( 1.0f / flUpdatesPerSecond );
|
||
|
}
|
||
|
|
||
|
*pNewAngles += *pNewAngVelocity * gpGlobals->frametime;
|
||
|
|
||
|
Vector vForward;
|
||
|
AngleVectors( *pNewAngles, &vForward );
|
||
|
*pNewVelocity = vForward * GetProjectileSpeed();
|
||
|
|
||
|
*pNewPosition += *pNewVelocity * gpGlobals->frametime;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Flare was deflected.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFProjectile_Flare::Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir )
|
||
|
{
|
||
|
CTFPlayer *pTFDeflector = ToTFPlayer( pDeflectedBy );
|
||
|
if ( !pTFDeflector )
|
||
|
return;
|
||
|
|
||
|
ChangeTeam( pTFDeflector->GetTeamNumber() );
|
||
|
SetLauncher( pTFDeflector->GetActiveWeapon() );
|
||
|
|
||
|
CTFPlayer* pOldOwner = ToTFPlayer( GetOwnerEntity() );
|
||
|
SetOwnerEntity( pTFDeflector );
|
||
|
|
||
|
if ( pOldOwner )
|
||
|
{
|
||
|
pOldOwner->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:1,victim:1" );
|
||
|
}
|
||
|
|
||
|
if ( pTFDeflector->m_Shared.IsCritBoosted() )
|
||
|
{
|
||
|
SetCritical( true );
|
||
|
}
|
||
|
|
||
|
CTFWeaponBase::SendObjectDeflectedEvent( pTFDeflector, pOldOwner, GetWeaponID(), this );
|
||
|
|
||
|
IncrementDeflected();
|
||
|
SetScorer( pTFDeflector );
|
||
|
}
|
||
|
|
||
|
float CTFProjectile_Flare::GetProjectileSpeed( void ) const
|
||
|
{
|
||
|
float flLaunchSpeed = FLARE_SPEED;
|
||
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher, flLaunchSpeed, mult_projectile_speed );
|
||
|
|
||
|
return flLaunchSpeed;
|
||
|
}
|
||
|
|
||
|
float CTFProjectile_Flare::GetHeatSeekPower( void ) const
|
||
|
{
|
||
|
float flHeatSeekPower = 0.0;
|
||
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_hLauncher, flHeatSeekPower, mod_projectile_heat_seek_power );
|
||
|
|
||
|
return flHeatSeekPower;
|
||
|
}
|