Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Nail
//
//=============================================================================
#include "cbase.h"
#include "tf_projectile_flare.h"
#include "soundent.h"
#include "tf_fx.h"
#include "tf_player.h"
#include "tf_weapon_flaregun.h"
#include "tf_gamerules.h"
//=============================================================================
//
// TF Flare Projectile functions (Server specific).
//
#define FLARE_MODEL "models/weapons/w_models/w_flaregun_shell.mdl"
#define FLARE_GRAVITY 0.3f
#define FLARE_SPEED 2000.0f
#define FLARE_THINK_CONTEXT "CTFProjectile_FlareThink"
LINK_ENTITY_TO_CLASS( tf_projectile_flare, CTFProjectile_Flare );
PRECACHE_WEAPON_REGISTER( tf_projectile_flare );
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_Flare, DT_TFProjectile_Flare )
BEGIN_NETWORK_TABLE( CTFProjectile_Flare, DT_TFProjectile_Flare )
SendPropBool( SENDINFO( m_bCritical ) ),
END_NETWORK_TABLE()
BEGIN_DATADESC( CTFProjectile_Flare )
DEFINE_THINKFUNC( ImpactThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Flare::CTFProjectile_Flare()
{
m_bIsFromTaunt = false;
m_bCritical = false;
m_bImpact = false;
m_flImpactTime = 0.0f;
m_flNextSeekUpdate = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Flare::~CTFProjectile_Flare()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Flare *CTFProjectile_Flare::Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, CBaseEntity *pScorer )
{
CTFProjectile_Flare *pFlare = static_cast<CTFProjectile_Flare*>( CBaseEntity::CreateNoSpawn( "tf_projectile_flare", vecOrigin, vecAngles, pOwner ) );
if ( !pFlare )
return NULL;
pFlare->SetLauncher( pLauncher );
// Initialize the owner.
pFlare->SetOwnerEntity( pOwner );
// Set team.
pFlare->ChangeTeam( pOwner->GetTeamNumber() );
// Save the scoring player.
pFlare->SetScorer( pScorer );
// Spawn.
DispatchSpawn( pFlare );
// Setup the initial velocity.
Vector vecForward, vecRight, vecUp;
AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );
float flLaunchSpeed = pFlare->GetProjectileSpeed();
Vector vecVelocity = vecForward * flLaunchSpeed;
pFlare->SetAbsVelocity( vecVelocity );
pFlare->SetupInitialTransmittedGrenadeVelocity( vecVelocity );
float flGravity = FLARE_GRAVITY;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pLauncher, flGravity, mult_projectile_speed );
pFlare->SetGravity( flGravity );
// Setup the initial angles.
QAngle angles;
VectorAngles( vecVelocity, angles );
pFlare->SetAbsAngles( angles );
return pFlare;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Spawn()
{
SetModel( FLARE_MODEL );
BaseClass::Spawn();
float flHeatSeekPower = GetHeatSeekPower();
if ( flHeatSeekPower > 0.0f )
{
SetMoveType( MOVETYPE_CUSTOM, MOVECOLLIDE_DEFAULT );
SetGravity( FLARE_GRAVITY );
}
else
{
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetGravity( FLARE_GRAVITY );
}
// Set team.
m_nSkin = ( GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
m_flCreationTime = gpGlobals->curtime;
CTFPlayer *pScorer = ToTFPlayer( GetScorer() );
if ( pScorer && pScorer->IsTaunting() && m_flCreationTime >= pScorer->GetTauntAttackTime() )
{
m_bIsFromTaunt = true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Precache()
{
PrecacheModel( FLARE_MODEL );
PrecacheParticleSystem( "flaregun_trail_red" );
PrecacheParticleSystem( "flaregun_trail_crit_red" );
PrecacheParticleSystem( "flaregun_trail_blue" );
PrecacheParticleSystem( "flaregun_trail_crit_blue" );
PrecacheParticleSystem( "drg_manmelter_projectile" );
PrecacheParticleSystem( "scorchshot_trail_red" );
PrecacheParticleSystem( "scorchshot_trail_crit_red" );
PrecacheParticleSystem( "scorchshot_trail_blue" );
PrecacheParticleSystem( "scorchshot_trail_crit_blue" );
PrecacheParticleSystem( "Explosions_MA_FlyingEmbers" );
PrecacheParticleSystem( "pyrovision_flaregun_trail_blue" );
PrecacheParticleSystem( "pyrovision_flaregun_trail_red" );
PrecacheParticleSystem( "pyrovision_flaregun_trail_crit_blue" );
PrecacheParticleSystem( "pyrovision_flaregun_trail_crit_red" );
PrecacheParticleSystem( "pyrovision_scorchshot_trail_blue" );
PrecacheParticleSystem( "pyrovision_scorchshot_trail_red" );
PrecacheParticleSystem( "pyrovision_scorchshot_trail_crit_blue" );
PrecacheParticleSystem( "pyrovision_scorchshot_trail_crit_red" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::SetScorer( CBaseEntity *pScorer )
{
m_Scorer = pScorer;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBasePlayer *CTFProjectile_Flare::GetScorer( void )
{
return dynamic_cast<CBasePlayer *>( m_Scorer.Get() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFProjectile_Flare::GetDamageType()
{
int iDmgType = BaseClass::GetDamageType();
if ( m_bCritical )
{
iDmgType |= DMG_CRITICAL;
}
return iDmgType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Explode( trace_t *pTrace, CBaseEntity *pOther )
{
Vector vecOrigin = GetAbsOrigin();
CBaseEntity *pAttacker = GetOwnerEntity();
IScorer *pScorerInterface = dynamic_cast<IScorer*>( pAttacker );
if ( pScorerInterface )
{
pAttacker = pScorerInterface->GetScorer();
}
CTFPlayer *pTFVictim = ToTFPlayer( pOther );
CTFFlareGun *pFlareGun = dynamic_cast< CTFFlareGun* >( GetLauncher() );
if ( pFlareGun )
{
if ( pFlareGun->GetFlareGunType() == FLAREGUN_SCORCHSHOT )
{
// When the scorch shot hits a player...
if ( pTFVictim )
{
// Now it only collides with the world
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
Vector vVelocity = GetAbsVelocity();
// Check if burning before damage
bool bIsBurningVictim = pTFVictim->m_Shared.InCond( TF_COND_BURNING );
int iDamageType = GetDamageType();
// Prevent the normal push force cause we are going to add it
iDamageType |= DMG_PREVENT_PHYSICS_FORCE;
// Damage the player to push them back
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), iDamageType, m_bIsFromTaunt ? TF_DMG_CUSTOM_FLARE_PELLET : 0 );
pTFVictim->TakeDamage( info );
bool bIsEnemy = pAttacker && pTFVictim->GetTeamNumber() != pAttacker->GetTeamNumber();
// Quick Fix Uber and teammates are immune to the force
if ( !pTFVictim->m_Shared.InCond( TF_COND_MEGAHEAL ) && bIsEnemy )
{
Vector vecToTarget;
vecToTarget = vVelocity;
VectorNormalize( vecToTarget );
vecToTarget.z = 1.0;
// apply airblast - Apply stun if they are effectively grounded so we can knock them up
if ( !pTFVictim->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) )
{
pTFVictim->m_Shared.StunPlayer( 0.5, 1.f, TF_STUN_MOVEMENT, ToTFPlayer( pAttacker ) );
}
float flForce = bIsBurningVictim ? 400.0f : 100.0f;
pTFVictim->ApplyAirBlastImpulse( vecToTarget * flForce );
}
// It loses almost all of its speed and pops into the air
vVelocity.x *= 0.07f;
vVelocity.y *= 0.07f;
vVelocity.z = 100.0f;
SetAbsVelocity( vVelocity + RandomVector( -2.0f, 2.0f ) );
// Point the new direction and randomly flip
QAngle angForward;
VectorAngles( vVelocity, angForward );
SetAbsAngles( angForward );
QAngle angRotation = RandomAngle( 180.0f, 720.0f );
angRotation.x *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 );
angRotation.y *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 );
angRotation.z *= ( RandomInt( 0, 1 ) == 0 ? 1 : -1 );
SetLocalAngularVelocity( angRotation );
CPVSFilter filter( vecOrigin );
EmitSound( filter, entindex(), "Rubber.BulletImpact" );
// Save this entity as enemy, they will take 100% damage.
if ( m_hEnemy.Get() == NULL )
{
m_hEnemy = pTFVictim;
}
return;
}
}
}
// If we've already got an impact time, don't impact again.
if ( m_flImpactTime > 0.0 )
return;
// Save this entity as enemy, they will take 100% damage.
if ( m_hEnemy.Get() == NULL )
{
m_hEnemy = pOther;
}
if ( !pTFVictim )
{
m_bImpact = true;
}
// Invisible.
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
bool bDetonate = false;
bool bNoRandomCrit = false;
if ( pFlareGun )
{
switch ( pFlareGun->GetFlareGunType() )
{
case FLAREGUN_DETONATE:
bDetonate = true;
break;
case FLAREGUN_GRORDBORT:
bNoRandomCrit = true;
break;
case FLAREGUN_SCORCHSHOT:
bDetonate = true;
bNoRandomCrit = true;
break;
}
}
// Flares that hit a burning player crit, unless it's a detonate flare - they mini-crit
if ( pTFVictim && pTFVictim->m_Shared.InCond( TF_COND_BURNING ) && !bDetonate && !bNoRandomCrit )
{
m_bCritical = true;
}
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), GetDamageType(), TF_DMG_CUSTOM_BURNING_FLARE );
pOther->TakeDamage( info );
// Remove the flare.
if ( m_bImpact )
{
SetMoveType( MOVETYPE_FLY );
SetAbsVelocity( vec3_origin );
m_vecImpactNormal = pTrace->plane.normal;
m_flImpactTime = gpGlobals->curtime + 0.1f;
// Stick into and object and fizzle a little while.
SetContextThink( &CTFProjectile_Flare::ImpactThink, gpGlobals->curtime, FLARE_THINK_CONTEXT );
// Only do this for the Detonator
if ( bDetonate )
{
// Scorch Shot can still light others in this case
Detonate( pFlareGun->GetFlareGunType() != FLAREGUN_SCORCHSHOT );
}
}
else
{
// Impact player sound.
CPVSFilter filter( vecOrigin );
EmitSound( filter, pOther->entindex(), "TFPlayer.FlareImpact" );
SendDeathNotice();
UTIL_Remove( this );
}
}
//-----------------------------------------------------------------------------
// Purpose: Custom explode for air burst flare
//-----------------------------------------------------------------------------
void CTFProjectile_Flare::Explode_Air( trace_t *pTrace, int bitsDamageType, bool bSelfOnly )
{
// Invisible.
AddSolidFlags( FSOLID_NOT_SOLID );
m_takedamage = DAMAGE_NO;
// Play explosion sound and effect.
Vector vecOrigin = GetAbsOrigin();
CPVSFilter filter( vecOrigin );
CBaseEntity *pAttacker = GetOwnerEntity();
int nDefID = -1;
WeaponSound_t nSound = SPECIAL1;
if ( pAttacker )
{
CTFFlareGun *pFlareGun = dynamic_cast<CTFFlareGun*>( ToTFPlayer( pAttacker )->GetActiveWeapon() );
if ( pFlareGun )
{
CEconItemView *pItem = pFlareGun->GetAttributeContainer()->GetItem();
nDefID = pItem->GetItemDefIndex();
}
// Damage.
IScorer *pScorerInterface = dynamic_cast<IScorer*>( pAttacker );
if ( pScorerInterface )
{
pAttacker = pScorerInterface->GetScorer();
}
float flRadius = bSelfOnly ? 0.f : GetRadius();
if ( bSelfOnly )
{
bitsDamageType |= DMG_BLAST;
nSound = SPECIAL2;
}
#if defined( _DEBUG ) && defined( STAGING_ONLY )
// Debug!
ConVarRef tf_rocket_show_radius( "tf_rocket_show_radius" );
if ( tf_rocket_show_radius.GetBool() )
{
DrawRadius( flRadius );
}
#endif
CTakeDamageInfo info( this, pAttacker, m_hLauncher, vec3_origin, vecOrigin, GetDamage(), bitsDamageType | DMG_HALF_FALLOFF, TF_DMG_CUSTOM_FLARE_EXPLOSION );
CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, flRadius, NULL, TF_FLARE_RADIUS_FOR_FJS );
TFGameRules()->RadiusDamage( radiusinfo );
}
const char *pszParticle = bSelfOnly ? "Explosions_MA_FlyingEmbers" : "ExplosionCore_MidAir_Flare";
TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, GetWeaponID(), entindex(), nDefID, nSound );
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;
}