Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_mechanical_arm.h"
#include "in_buttons.h"
#if !defined( CLIENT_DLL )
#include "tf_player.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#include "particle_parse.h"
#include "tf_fx.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_team.h"
#include "tf_passtime_logic.h"
#else
#include "c_tf_player.h"
#endif
//=============================================================================
//
// tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFMechanicalArm, DT_TFMechanicalArm )
BEGIN_NETWORK_TABLE( CTFMechanicalArm, DT_TFMechanicalArm )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFMechanicalArm )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_mechanical_arm, CTFMechanicalArm );
PRECACHE_WEAPON_REGISTER( tf_weapon_mechanical_arm );
#define AMMO_BASE_PROJECTILE_SHOCK 10
#define AMMO_PER_PROJECTILE_SHOCK 5
//=============================================================================
//
// CTFMechanicalArm
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFMechanicalArm::CTFMechanicalArm()
{
#ifdef CLIENT_DLL
m_pParticleBeamEffect = NULL;
m_pParticleBeamSpark = NULL;
m_pEffectOwner = NULL;
#endif // CLIENT_DLL
}
CTFMechanicalArm::~CTFMechanicalArm()
{
#ifdef CLIENT_DLL
if ( m_pEffectOwner )
{
if ( m_pParticleBeamEffect )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamEffect );
m_pParticleBeamEffect = NULL;
}
if ( m_pParticleBeamSpark )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
m_pParticleBeamSpark = NULL;
}
m_pEffectOwner = NULL;
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMechanicalArm::Precache()
{
BaseClass::Precache();
PrecacheParticleSystem( "dxhr_arm_muzzleflash" );
PrecacheParticleSystem( "dxhr_arm_muzzleflash2" );
PrecacheParticleSystem( "dxhr_arm_impact" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFMechanicalArm::ShockAttack( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return false;
if ( pOwner->GetWaterLevel() == WL_Eyes )
return false;
// Enough ammo to shock at least one target?
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) < ( AMMO_BASE_PROJECTILE_SHOCK + AMMO_PER_PROJECTILE_SHOCK ) )
return false;
#ifdef GAME_DLL
if ( pOwner->m_Shared.IsStealthed() )
{
pOwner->RemoveInvisibility();
}
lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
Vector vecEye = pOwner->EyePosition();
Vector vecForward, vecRight, vecUp;
AngleVectors( pOwner->EyeAngles(), &vecForward, &vecRight, &vecUp );
Vector vecSize = Vector( 128, 128, 64 );
float flMaxElement = 0.0f;
for ( int i = 0; i < 3; ++i )
{
flMaxElement = MAX( flMaxElement, vecSize[i] );
}
Vector vecCenter = vecEye + vecForward * flMaxElement;
CUtlVector< CBaseEntity* > vecShockTargets;
// Get a list of entities in the box defined by vecSize at VecCenter.
// We will then try to deflect everything in the box.
const int maxCollectedEntities = 64;
CBaseEntity *pObjects[ maxCollectedEntities ];
int count = UTIL_EntitiesInBox( pObjects, maxCollectedEntities, vecCenter - vecSize, vecCenter + vecSize, FL_GRENADE | FL_CLIENT | FL_FAKECLIENT );
for ( int i = 0; i < count; i++ )
{
if ( IsValidVictim( pOwner, pObjects[i] ) )
{
vecShockTargets.AddToTail( pObjects[i] );
}
}
// Remove the base cost for attempting to fire, regardless of what we hit
pOwner->RemoveAmmo( AMMO_BASE_PROJECTILE_SHOCK, m_iPrimaryAmmoType );
// We attacked by didn't hit anything
if ( vecShockTargets.Count() == 0 )
{
lagcompensation->FinishLagCompensation( pOwner );
return true;
}
// Horribly hacked muzzle position
Vector vForward, vRight, vUp;
AngleVectors( pOwner->EyeAngles(), &vForward, &vRight, &vUp );
Vector vStart = pOwner->EyePosition()
+ (vForward * 40.0f)
+ (vRight * 15.0f)
+ (vUp * -10.0f);
FOR_EACH_VEC( vecShockTargets, i )
{
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) < AMMO_PER_PROJECTILE_SHOCK )
break;
CBaseEntity* pTarget = vecShockTargets[i];
Vector vecTarget = pTarget->WorldSpaceCenter();
ShockVictim( pOwner, pTarget );
pOwner->RemoveAmmo( AMMO_PER_PROJECTILE_SHOCK, m_iPrimaryAmmoType );
// Play an effect where the target is
CPVSFilter filter( vecTarget );
const char *shootsound = GetShootSound( SPECIAL3 );
if ( shootsound && *shootsound )
{
EmitSound( shootsound );
}
// play the electrical effect from the gun to the pipes
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_WORLDORIGIN, vecTarget };
TE_TFParticleEffectComplex( filter, 0.0f, "dxhr_arm_muzzleflash", vStart, QAngle( 0, 0, 0 ), NULL, &controlPoint, pTarget, PATTACH_CUSTOMORIGIN );
}
lagcompensation->FinishLagCompensation( pOwner );
#endif
return true;
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
bool CTFMechanicalArm::IsValidVictim( CTFPlayer *pOwner, CBaseEntity *pTarget )
{
if ( pTarget == NULL )
return false;
if ( pTarget == pOwner )
return false;
if ( pTarget->IsPlayer() && pTarget->GetTeamNumber() == TEAM_SPECTATOR )
return false;
if ( pTarget->GetTeamNumber() == pOwner->GetTeamNumber() )
return false;
if ( pTarget->IsPlayer() && !pTarget->IsAlive() )
return false;
if ( !pTarget->IsDeflectable() && !FClassnameIs( pTarget, "prop_physics" ) )
return false;
if ( pOwner->FVisible( pTarget, MASK_SOLID_BRUSHONLY ) == false )
return false;
if ( g_pPasstimeLogic && ( g_pPasstimeLogic->GetBall() == pTarget ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
void CTFMechanicalArm::ShockVictim( CTFPlayer *pOwner, CBaseEntity *pTarget )
{
// Projectile
if ( !pTarget->IsPlayer() )
{
pTarget->SetThink( &BaseClass::SUB_Remove );
pTarget->SetNextThink( gpGlobals->curtime );
pTarget->SetTouch( NULL );
pTarget->AddEffects( EF_NODRAW );
pTarget->RemoveFlag( FL_GRENADE );
}
// deal damage
CTakeDamageInfo info;
info.SetDamageType( DMG_SHOCK );
info.SetAttacker( pOwner );
info.SetInflictor( this );
info.SetWeapon( this );
info.SetDamage( 20 );
info.SetDamagePosition( pTarget->WorldSpaceCenter() );
pTarget->TakeDamage( info );
// Achievement
CTFGrenadePipebombProjectile *pPipebomb = dynamic_cast<CTFGrenadePipebombProjectile*>( pTarget );
if ( pPipebomb && pPipebomb->HasStickyEffects() )
{
// If we are near a building, award achievement progress.
CTFTeam *pTeam = pOwner->GetTFTeam();
if ( pTeam )
{
for ( int j = 0; j < pTeam->GetNumObjects(); j++ )
{
CBaseObject *pTemp = pTeam->GetObject( j );
if ( pTemp && ( pTemp->ObjectType() != OBJ_ATTACHMENT_SAPPER ) )
{
if ( ( pTemp->GetAbsOrigin().DistTo( pPipebomb->GetAbsOrigin() ) < 100 ) &&
( pTemp->FVisible( pPipebomb, MASK_SOLID_BRUSHONLY ) ) )
{
pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_DESTROY_STICKIES, 1 );
break; // Only one award per sticky.
}
}
}
}
}
}
#endif
//-----------------------------------------------------------------------------
void CTFMechanicalArm::SecondaryAttack( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
// Are we capable of firing again?
if ( m_flNextSecondaryAttack > gpGlobals->curtime )
return;
if ( m_iPrimaryAmmoType == TF_AMMO_METAL )
{
if ( ( GetAmmoPerShot() > GetOwner()->GetAmmoCount( m_iPrimaryAmmoType ) ) ||
( pOwner->GetWaterLevel() == WL_Eyes ) )
{
WeaponSound( EMPTY );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.67f;
return;
}
}
if ( !CanAttack() )
return;
if ( ShockAttack() )
{
WeaponSound( SPECIAL3 );
}
else
{
WeaponSound( EMPTY );
}
#ifdef CLIENT_DLL
// Play an effect on the client so they have some kind of visual feedback that something happened
int iParticleAttachment = LookupAttachment( "muzzle" );
CNewParticleEffect* pEffect = ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, iParticleAttachment );
ParticleProp()->AddControlPoint( pEffect, 1, this, PATTACH_POINT_FOLLOW, "muzzle" );
#endif
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pOwner->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.67f;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.67f;
}
#ifdef CLIENT_DLL
void CTFMechanicalArm::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
UpdateParticleBeam();
}
//-----------------------------------------------------------------------------
void CTFMechanicalArm::StopParticleBeam( void )
{
if ( !m_pEffectOwner )
return;
// Different owners, kill the old effect
if ( m_pParticleBeamEffect )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamEffect );
m_pParticleBeamEffect = NULL;
}
if ( m_pParticleBeamSpark )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
m_pParticleBeamSpark = NULL;
}
m_pEffectOwner = NULL;
}
//-----------------------------------------------------------------------------
void CTFMechanicalArm::UpdateParticleBeam()
{
// Update Particle
// If we are attacking, update the particle (make it render)
CTFPlayer *pFiringPlayer = ToTFPlayer( GetOwnerEntity() );
if ( !pFiringPlayer )
{
StopParticleBeam();
return;
}
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
C_BaseEntity *pEffectOwner = this;
if ( pLocalPlayer == pFiringPlayer )
{
pEffectOwner = pLocalPlayer->GetRenderedWeaponModel();
if ( !pEffectOwner )
{
StopParticleBeam();
return;
}
}
if ( m_pEffectOwner && m_pEffectOwner != pEffectOwner )
{
StopParticleBeam();
return;
}
if ( m_flNextSecondaryAttack > gpGlobals->curtime )
{
StopParticleBeam();
return;
}
m_pEffectOwner = pEffectOwner;
// Constantly perform the shock attack and update control points if attack is down and we've already fired
if ( pFiringPlayer
&& pFiringPlayer->m_nButtons & IN_ATTACK
&& pFiringPlayer->GetActiveWeapon() == this
&& pFiringPlayer->GetWaterLevel() != WL_Eyes
&& pFiringPlayer->m_flNextAttack < gpGlobals->curtime )
{
trace_t tr;
Vector vecAiming;
pFiringPlayer->EyeVectors( &vecAiming );
Vector vecEnd = pFiringPlayer->EyePosition() + vecAiming * 256.0f;
UTIL_TraceLine( pFiringPlayer->EyePosition(), vecEnd, ( MASK_SHOT & ~CONTENTS_HITBOX ), pFiringPlayer, DMG_GENERIC, &tr );
// Line laser
if ( !m_pParticleBeamEffect )
{
const char *pszEffectName = "dxhr_arm_muzzleflash2";
m_pParticleBeamEffect = pEffectOwner->ParticleProp()->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
}
if ( m_pParticleBeamEffect )
{
Vector vEndPos = tr.endpos - pFiringPlayer->GetAbsOrigin();
pEffectOwner->ParticleProp()->AddControlPoint( m_pParticleBeamEffect, 1, pFiringPlayer, PATTACH_ABSORIGIN_FOLLOW, NULL, vEndPos );
}
// Spark
if ( !m_pParticleBeamSpark && tr.m_pEnt && tr.m_pEnt->IsPlayer( ) )
{
m_pParticleBeamSpark = pEffectOwner->ParticleProp( )->Create( "dxhr_arm_impact", PATTACH_ABSORIGIN_FOLLOW );
}
else if ( m_pParticleBeamSpark && (!tr.m_pEnt || !tr.m_pEnt->IsPlayer() ) )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
m_pParticleBeamSpark = NULL;
}
if ( m_pParticleBeamSpark )
{
Vector vEndPos = tr.endpos - pFiringPlayer->GetAbsOrigin();
pEffectOwner->ParticleProp( )->AddControlPoint( m_pParticleBeamSpark, 1, pFiringPlayer, PATTACH_ABSORIGIN_FOLLOW, NULL, vEndPos );
}
}
else if ( m_pEffectOwner )
{
StopParticleBeam( );
}
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
void CTFMechanicalArm::PrimaryAttack()
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
if ( m_iPrimaryAmmoType == TF_AMMO_METAL )
{
if ( ( GetAmmoPerShot() > GetOwner()->GetAmmoCount( m_iPrimaryAmmoType ) ) ||
( pOwner->GetWaterLevel( ) == WL_Eyes ) )
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
return;
}
}
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Get the player owning the weapon.
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
#ifdef GAME_DLL
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, false );
int iAmmoPerShot = 0;
CALL_ATTRIB_HOOK_INT( iAmmoPerShot, mod_ammo_per_shot );
pOwner->RemoveAmmo( iAmmoPerShot, m_iPrimaryAmmoType );
//int nAmmoToTake = bShocked ? 0 : GetAmmoPerShot();
//pOwner->RemoveAmmo( nAmmoToTake, m_iPrimaryAmmoType );
FireProjectile( pPlayer );
#endif
#ifdef CLIENT_DLL
// Play an effect on the client so they have some kind of visual feedback that something happened
int iParticleAttachment = LookupAttachment( "muzzle" );
CNewParticleEffect* pEffect = ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, iParticleAttachment );
ParticleProp()->AddControlPoint( pEffect, 1, this, PATTACH_POINT_FOLLOW, "muzzle" );
#endif
WeaponSound( SINGLE );
// Set the weapon mode.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Set next attack times.
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
}
//-----------------------------------------------------------------------------
int CTFMechanicalArm::GetAmmoPerShot( void )
{
// Used by normal fire code, we only decrement ammo on ticks which uses an Attr
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFMechanicalArm::UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState )
{
if ( !pOwner )
return false;
iState = pOwner->GetActiveWeapon() == this;
bool res = BaseClass::UpdateBodygroups( pOwner, iState );
CTFPlayer *pTFOwner = ToTFPlayer( pOwner );
if ( pTFOwner )
{
CBaseViewModel *pVM = pTFOwner->GetViewModel();
if ( pVM )
{
pVM->SetBodygroup( 1, iState );
}
}
return res;
}