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. ============//
// boss_alpha_get_off_me.cpp
// Michael Booth, November 2010
#include "cbase.h"
#ifdef TF_RAID_MODE
#include "tf_player.h"
#include "player_vs_environment/boss_alpha/boss_alpha.h"
#include "player_vs_environment/boss_alpha/behavior/boss_alpha_get_off_me.h"
ConVar tf_boss_alpha_charge_pushaway_force( "tf_boss_alpha_charge_pushaway_force", "500"/*, FCVAR_CHEAT*/ );
//---------------------------------------------------------------------------------------------
void PushawayPlayer( CTFPlayer *victim, const Vector &pushOrigin, float pushForce )
{
if ( !victim )
return;
if ( victim->GetFlags() & FL_ONGROUND )
{
// launching into the air
victim->SetAbsVelocity( vec3_origin );
const float stunTime = 0.5f;
victim->m_Shared.StunPlayer( stunTime, 1.0, TF_STUN_MOVEMENT );
victim->ApplyPunchImpulseX( RandomInt( 10, 15 ) );
victim->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:0,victim:1" );
}
victim->RemoveFlag( FL_ONGROUND );
Vector toVictim = victim->WorldSpaceCenter() - pushOrigin;
toVictim.z = 0.0f;
toVictim.NormalizeInPlace();
toVictim.z = 1.0f;
victim->ApplyAbsVelocityImpulse( pushForce * toVictim );
}
//---------------------------------------------------------------------------------------------
ActionResult< CBossAlpha > CBossAlphaGetOffMe::OnStart( CBossAlpha *me, Action< CBossAlpha > *priorAction )
{
me->AddGestureSequence( me->LookupSequence( "gesture_melee_help" ) );
m_timer.Start( 0.5f );
me->AddCondition( CBossAlpha::BUSY );
return Continue();
}
//---------------------------------------------------------------------------------------------
ActionResult< CBossAlpha > CBossAlphaGetOffMe::Update( CBossAlpha *me, float interval )
{
if ( m_timer.IsElapsed() )
{
// blast players off of my head
CUtlVector< CTFPlayer * > onMeVector;
me->CollectPlayersStandingOnMe( &onMeVector );
Vector headPos;
QAngle headAngles;
if ( me->GetAttachment( "head", headPos, headAngles ) )
{
for( int i=0; i<onMeVector.Count(); ++i )
{
// push 'em off
PushawayPlayer( onMeVector[i], headPos, tf_boss_alpha_charge_pushaway_force.GetFloat() );
}
}
me->EmitSound( "Weapon_FlameThrower.AirBurstAttack" );
return Done();
}
return Continue();
}
//---------------------------------------------------------------------------------------------
void CBossAlphaGetOffMe::OnEnd( CBossAlpha *me, Action< CBossAlpha > *nextAction )
{
me->RemoveCondition( CBossAlpha::BUSY );
}
#endif // TF_RAID_MODE