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159 lines
4.7 KiB
159 lines
4.7 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: static_prop - don't move, don't animate, don't do anything.
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// physics_prop - move, take damage, but don't animate
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//
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//===========================================================================//
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#include "cbase.h"
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#include "tf_gamerules.h"
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#include "tf_props.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar tf_soccer_ball_up_max( "tf_soccer_ball_up_max", "350", FCVAR_CHEAT );
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ConVar tf_soccer_ball_multiplier( "tf_soccer_ball_multiplier", "4", FCVAR_CHEAT );
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ConVar tf_soccer_ball_min_speed( "tf_soccer_ball_min_speed", "30", FCVAR_CHEAT );
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// Ranges from ~ .3 (side swipe) to 1 (full head on hit). When it's >= this value,
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// treat the hit as a full frontal 1.0 collision.
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ConVar tf_soccer_front_hit_range( "tf_soccer_front_hit_range", ".95", FCVAR_CHEAT );
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extern ConVar tf_halloween_kart_dash_speed;
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extern ConVar tf_halloween_kart_normal_speed;
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LINK_ENTITY_TO_CLASS( prop_soccer_ball, CPropSoccerBall );
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BEGIN_DATADESC( CPropSoccerBall )
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DEFINE_KEYFIELD( m_iszTriggers, FIELD_STRING, "trigger_name" ),
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END_DATADESC()
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void CPropSoccerBall::Precache()
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{
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PrecacheScriptSound( "BumperCar.HitBall" );
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}
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void CPropSoccerBall::Spawn()
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{
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BaseClass::Spawn();
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SetSolid( SOLID_VPHYSICS ); // Use our vphys model for collision
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SetSolidFlags( FSOLID_TRIGGER ); // Generate Touch functions, but dont collide
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SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS ); // Need this one too so players dont get stopped
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SetTouch( &CPropSoccerBall::BallTouch );
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SetContextThink( &CPropSoccerBall::TriggerTouchThink, gpGlobals->curtime + 0.2f, "TriggerTouchThink" );
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}
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// Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this,
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// we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to
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// touch them. Our collision system is a vortex of insanity.
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void CPropSoccerBall::TriggerTouchThink()
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{
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FOR_EACH_VEC( m_vecTriggers, i )
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{
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if ( m_vecTriggers[i]->PointIsWithin( GetAbsOrigin() ) )
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{
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m_vecTriggers[i]->StartTouch( this );
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m_vecTriggers[i]->EndTouch( this );
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}
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}
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SetContextThink( &CPropSoccerBall::TriggerTouchThink, gpGlobals->curtime + 0.2f, "TriggerTouchThink" );
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}
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void CPropSoccerBall::Activate()
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{
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CBaseTrigger* pTrigger = NULL;
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do
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{
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pTrigger = dynamic_cast<CBaseTrigger *> ( gEntList.FindEntityByName( pTrigger, m_iszTriggers.ToCStr() ) );
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if ( pTrigger )
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{
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m_vecTriggers.AddToTail( pTrigger );
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}
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} while ( pTrigger );
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BaseClass::Activate();
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}
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bool CPropSoccerBall::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
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{
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TestHitboxes( ray, 0xFFFFFFFF, trace );
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if ( trace.DidHit() )
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{
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IPhysicsObject *pObj = VPhysicsGetObject();
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if ( pObj )
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pObj->Wake();
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}
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return false;
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}
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void CPropSoccerBall::BallTouch( CBaseEntity *pOther )
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{
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if ( gpGlobals->curtime < m_flNextAllowedImpactTime )
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return;
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CTFPlayer *pTFPlayer = ToTFPlayer( pOther );
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if ( pTFPlayer )
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{
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const float flSoccerBallMultiplier = tf_soccer_ball_multiplier.GetFloat();
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// Get player direction and speed.
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Vector vPlayer( pOther->GetAbsVelocity().x, pOther->GetAbsVelocity().y, 0.0f );
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float flSpeed = vPlayer.Length2D();
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vPlayer.NormalizeInPlace();
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// Linearly scale up based on kart speed.
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float fUp = tf_soccer_ball_up_max.GetFloat();
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float fUpScale = flSpeed / tf_halloween_kart_dash_speed.GetFloat();
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fUp = Clamp( fUp * fUpScale, 5.0f, fUp ) * flSoccerBallMultiplier;
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// Get vector to ball from player.
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Vector vToBall = GetAbsOrigin() - pOther->GetAbsOrigin();
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vToBall.z = 0.0f;
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vToBall.NormalizeInPlace();
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// cosTheta ranges from about .3 (side swipe) to 1 (full head on hit).
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float cosTheta = Max( 0.1f, vToBall.Dot( vPlayer ) );
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// Scale speed based on incident angle and soccer ball multiplier hack.
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flSpeed = Max( flSpeed * cosTheta, tf_soccer_ball_min_speed.GetFloat() );
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flSpeed *= flSoccerBallMultiplier;
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Vector vecVelocity;
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if ( cosTheta >= tf_soccer_front_hit_range.GetFloat() )
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{
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// Front hit - snag player velocity and direction and use that.
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//DevMsg( "%s cosTheta: %.2f front hit\n", __FUNCTION__, cosTheta );
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vecVelocity = vPlayer;
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}
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else
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{
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// Side swipe. Scale vector by player speed and hit angle.
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//DevMsg( "%s cosTheta: %.2f side hit\n", __FUNCTION__, cosTheta );
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vecVelocity = vToBall;
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}
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vecVelocity *= flSpeed;
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vecVelocity.z = fUp;
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IPhysicsObject *pObj = VPhysicsGetObject();
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pObj->Wake();
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pObj->AddVelocity( &vecVelocity, NULL );
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m_flNextAllowedImpactTime = gpGlobals->curtime + 0.1f;
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EmitSound( "BumperCar.HitBall" );
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ChangeTeam( pTFPlayer->GetTeamNumber() );
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m_hLastToucher = pTFPlayer;
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}
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}
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