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.
160 lines
3.9 KiB
160 lines
3.9 KiB
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
//
|
||
|
//
|
||
|
//=============================================================================
|
||
|
#include "cbase.h"
|
||
|
|
||
|
#include "tf_player.h"
|
||
|
#include "tf_gamerules.h"
|
||
|
#include "particle_parse.h"
|
||
|
|
||
|
#include "../merasmus.h"
|
||
|
#include "merasmus_throwing_grenade.h"
|
||
|
#include "merasmus_stunned.h"
|
||
|
|
||
|
CMerasmusThrowingGrenade::CMerasmusThrowingGrenade( CTFPlayer* pTarget )
|
||
|
{
|
||
|
m_hTarget = pTarget;
|
||
|
}
|
||
|
|
||
|
|
||
|
ActionResult< CMerasmus > CMerasmusThrowingGrenade::OnStart( CMerasmus *me, Action< CMerasmus > *priorAction )
|
||
|
{
|
||
|
if ( m_hTarget == NULL )
|
||
|
{
|
||
|
return Done( "No Target" );
|
||
|
}
|
||
|
|
||
|
if ( !me->IsLineOfSightClear( m_hTarget ) )
|
||
|
{
|
||
|
CUtlVector< CTFPlayer * > playerVector;
|
||
|
|
||
|
// collect everyone
|
||
|
CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
|
||
|
CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
|
||
|
|
||
|
CUtlVector< CTFPlayer * > newTargetVector;
|
||
|
for ( int i=0; i<playerVector.Count(); ++i )
|
||
|
{
|
||
|
if ( playerVector[i] == m_hTarget )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( !me->IsLineOfSightClear( playerVector[i] ) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
newTargetVector.AddToTail( playerVector[i] );
|
||
|
}
|
||
|
|
||
|
if ( newTargetVector.Count() == 0 )
|
||
|
{
|
||
|
m_hTarget = NULL;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int which = RandomInt( 0, newTargetVector.Count() - 1 );
|
||
|
m_hTarget = newTargetVector[ which ];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_hTarget == NULL )
|
||
|
{
|
||
|
return Done( "No Target" );
|
||
|
}
|
||
|
|
||
|
me->GetLocomotionInterface()->FaceTowards( m_hTarget->WorldSpaceCenter() );
|
||
|
int iLayer = me->AddGesture( ACT_MP_ATTACK_STAND_ITEM1 );
|
||
|
float flDuration = me->GetLayerDuration( iLayer );
|
||
|
m_throwTimer.Start( flDuration );
|
||
|
|
||
|
// we want to release the grenade mid-animation
|
||
|
m_releaseGrenadeTimer.Start( 0.25f );
|
||
|
|
||
|
// hide his staff
|
||
|
int staffBodyGroup = me->FindBodygroupByName( "staff" );
|
||
|
me->SetBodygroup( staffBodyGroup, 2 );
|
||
|
|
||
|
// smooth out the bot's path following by moving toward a point farther down the path
|
||
|
m_path.SetMinLookAheadDistance( 100.0f );
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
ActionResult< CMerasmus > CMerasmusThrowingGrenade::Update( CMerasmus *me, float interval )
|
||
|
{
|
||
|
// Interupt if stunned
|
||
|
if ( me->HasStunTimer() )
|
||
|
{
|
||
|
return ChangeTo( new CMerasmusStunned, "Stun Interupt!" );
|
||
|
}
|
||
|
|
||
|
if ( m_releaseGrenadeTimer.HasStarted() && m_releaseGrenadeTimer.IsElapsed() )
|
||
|
{
|
||
|
m_releaseGrenadeTimer.Invalidate();
|
||
|
|
||
|
DispatchParticleEffect( "merasmus_shoot", PATTACH_ABSORIGIN_FOLLOW, me, "effect_hand_R" );
|
||
|
|
||
|
Vector vPos;
|
||
|
QAngle qAngles;
|
||
|
me->GetAttachment( "effect_hand_R", vPos, qAngles );
|
||
|
|
||
|
Vector vForward, vRight, vUp;
|
||
|
AngleVectors( me->EyeAngles(), &vForward, &vRight, &vUp );
|
||
|
float flLaunchSpeed = RandomFloat( 1500.f, 2000.f );
|
||
|
Vector vecVelocity = ( vForward * flLaunchSpeed ) + ( vUp * 200.0f ) + ( RandomFloat( -10.0f, 10.0f ) * vRight ) + ( RandomFloat( -10.0f, 10.0f ) * vUp );
|
||
|
CTFWeaponBaseGrenadeProj* pGrenade = CMerasmus::CreateMerasmusGrenade( vPos, vecVelocity, me );
|
||
|
if ( pGrenade )
|
||
|
{
|
||
|
if ( RandomInt( 0, 6 ) == 0 )
|
||
|
{
|
||
|
CPVSFilter filter( me->WorldSpaceCenter() );
|
||
|
if ( RandomInt(1,10) == 1 )
|
||
|
{
|
||
|
me->PlayLowPrioritySound( filter, "Halloween.MerasmusGrenadeThrowRare" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
me->PlayLowPrioritySound( filter, "Halloween.MerasmusGrenadeThrow" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_hTarget )
|
||
|
{
|
||
|
if ( me->IsRangeGreaterThan( m_hTarget, 100.f ) || !me->IsLineOfSightClear( m_hTarget ) )
|
||
|
{
|
||
|
if ( m_path.GetAge() > 1.0f )
|
||
|
{
|
||
|
CMerasmusPathCost cost( me );
|
||
|
m_path.Compute( me, m_hTarget, cost );
|
||
|
}
|
||
|
|
||
|
m_path.Update( me );
|
||
|
}
|
||
|
|
||
|
me->GetLocomotionInterface()->FaceTowards( m_hTarget->WorldSpaceCenter() );
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( m_throwTimer.IsElapsed() )
|
||
|
{
|
||
|
return Done( "Fire in the hole!" );
|
||
|
}
|
||
|
|
||
|
return Continue();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CMerasmusThrowingGrenade::OnEnd( CMerasmus *me, Action< CMerasmus > *nextAction )
|
||
|
{
|
||
|
// turn his staff back on
|
||
|
int staffBodyGroup = me->FindBodygroupByName( "staff" );
|
||
|
me->SetBodygroup( staffBodyGroup, 0 );
|
||
|
}
|