Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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.
 
 
 
 
 
 

375 lines
10 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "c_tf_projectile_arrow.h"
#include "particles_new.h"
#include "SpriteTrail.h"
#include "c_tf_player.h"
#include "collisionutils.h"
#include "util_shared.h"
#include "c_rope.h"
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_Arrow, DT_TFProjectile_Arrow )
BEGIN_NETWORK_TABLE( C_TFProjectile_Arrow, DT_TFProjectile_Arrow )
RecvPropBool( RECVINFO( m_bArrowAlight ) ),
RecvPropBool( RECVINFO( m_bCritical ) ),
RecvPropInt( RECVINFO( m_iProjectileType ) ),
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_HealingBolt, DT_TFProjectile_HealingBolt )
BEGIN_NETWORK_TABLE( C_TFProjectile_HealingBolt, DT_TFProjectile_HealingBolt )
END_NETWORK_TABLE()
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_GrapplingHook, DT_TFProjectile_GrapplingHook )
BEGIN_NETWORK_TABLE( C_TFProjectile_GrapplingHook, DT_TFProjectile_GrapplingHook )
END_NETWORK_TABLE()
#define NEAR_MISS_THRESHOLD 120
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TFProjectile_Arrow::C_TFProjectile_Arrow( void )
{
m_fAttachTime = 0.f;
m_nextNearMissCheck = 0.f;
m_bNearMiss = false;
m_bArrowAlight = false;
m_bCritical = true;
m_pCritEffect = NULL;
m_iCachedDeflect = false;
m_flLifeTime = 40.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TFProjectile_Arrow::~C_TFProjectile_Arrow( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
#ifdef STAGING_ONLY
if ( m_iProjectileType == TF_PROJECTILE_SNIPERBULLET )
{
switch ( GetTeamNumber() )
{
case TF_TEAM_BLUE:
ParticleProp()->Create( "bullet_distortion_trail", PATTACH_ABSORIGIN_FOLLOW );
break;
case TF_TEAM_RED:
ParticleProp()->Create( "bullet_distortion_trail", PATTACH_ABSORIGIN_FOLLOW );
break;
}
}
else if ( m_bArrowAlight )
#else
if ( m_bArrowAlight )
#endif // STAGING_ONLY
{
ParticleProp()->Create( "flying_flaming_arrow", PATTACH_POINT_FOLLOW, "muzzle" );
}
}
if ( m_bCritical )
{
if ( updateType == DATA_UPDATE_CREATED || m_iCachedDeflect != GetDeflected() )
{
CreateCritTrail();
}
}
m_iCachedDeflect = GetDeflected();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::NotifyBoneAttached( C_BaseAnimating* attachTarget )
{
BaseClass::NotifyBoneAttached( attachTarget );
m_fAttachTime = gpGlobals->curtime;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::ClientThink( void )
{
// Perform a near-miss check.
if ( !m_bNearMiss && (gpGlobals->curtime > m_nextNearMissCheck) )
{
CheckNearMiss();
m_nextNearMissCheck = gpGlobals->curtime + 0.05f;
}
// Remove crit effect if we hit a wall.
if ( GetMoveType() == MOVETYPE_NONE && m_pCritEffect )
{
ParticleProp()->StopEmission( m_pCritEffect );
m_pCritEffect = NULL;
}
BaseClass::ClientThink();
// DO THIS LAST: Destroy us automatically after a period of time.
if ( m_pAttachedTo )
{
if ( gpGlobals->curtime - m_fAttachTime > m_flLifeTime )
{
Release();
return;
}
else if ( m_pAttachedTo->IsEffectActive( EF_NODRAW ) && !IsEffectActive( EF_NODRAW ) )
{
AddEffects( EF_NODRAW );
UpdateVisibility();
}
else if ( !m_pAttachedTo->IsEffectActive( EF_NODRAW ) && IsEffectActive( EF_NODRAW ) && (m_pAttachedTo != C_BasePlayer::GetLocalPlayer()) )
{
RemoveEffects( EF_NODRAW );
UpdateVisibility();
}
}
if ( IsDormant() && !IsEffectActive( EF_NODRAW ) )
{
AddEffects( EF_NODRAW );
UpdateVisibility();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::CheckNearMiss( void )
{
// Check against the local player. If we're near him play a near miss sound.
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer || !pLocalPlayer->IsAlive() )
return;
// If we are attached to something or stationary we don't want to do near miss checks.
if ( m_pAttachedTo || (GetMoveType() == MOVETYPE_NONE) )
{
m_bNearMiss = true;
return;
}
// Can't hear near miss sounds from friendly arrows.
if ( pLocalPlayer->GetTeamNumber() == GetTeamNumber() )
return;
Vector vecPlayerPos = pLocalPlayer->GetAbsOrigin();
Vector vecArrowPos = GetAbsOrigin(), forward;
AngleVectors( GetAbsAngles(), &forward );
Vector vecArrowDest = GetAbsOrigin() + forward * 200.f;
// If the arrow is moving away from the player just stop checking.
float dist1 = vecArrowPos.DistToSqr( vecPlayerPos );
float dist2 = vecArrowDest.DistToSqr( vecPlayerPos );
if ( dist2 > dist1 )
{
m_bNearMiss = true;
return;
}
// Check to see if the arrow is passing near the player.
Vector vecClosestPoint;
float dist;
CalcClosestPointOnLineSegment( vecPlayerPos, vecArrowPos, vecArrowDest, vecClosestPoint, &dist );
dist = vecPlayerPos.DistTo( vecClosestPoint );
if ( dist > NEAR_MISS_THRESHOLD )
return;
// The arrow is passing close to the local player.
m_bNearMiss = true;
SetNextClientThink( CLIENT_THINK_NEVER );
// If the arrow is about to hit something, don't play the sound and stop this check.
trace_t tr;
UTIL_TraceLine( vecArrowPos, vecArrowPos + forward * 400.f, CONTENTS_HITBOX|CONTENTS_MONSTER|CONTENTS_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.DidHit() )
return;
// We're good for a near miss!
float soundlen = 0;
EmitSound_t params;
params.m_flSoundTime = 0;
params.m_pSoundName = "Weapon_Arrow.Nearmiss";
params.m_pflSoundDuration = &soundlen;
CSingleUserRecipientFilter localFilter( pLocalPlayer );
EmitSound( localFilter, pLocalPlayer->entindex(), params );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFProjectile_Arrow::CreateCritTrail( void )
{
if ( IsDormant() )
return;
if ( m_pCritEffect )
{
ParticleProp()->StopEmission( m_pCritEffect );
m_pCritEffect = NULL;
}
if ( m_bCritical )
{
switch( GetTeamNumber() )
{
case TF_TEAM_BLUE:
m_pCritEffect = ParticleProp()->Create( "critical_rocket_blue", PATTACH_ABSORIGIN_FOLLOW );
break;
case TF_TEAM_RED:
m_pCritEffect = ParticleProp()->Create( "critical_rocket_red", PATTACH_ABSORIGIN_FOLLOW );
break;
default:
break;
}
}
}
//-----------------------------------------------------------------------------
void C_TFProjectile_HealingBolt::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
switch( GetTeamNumber() )
{
case TF_TEAM_BLUE:
ParticleProp()->Create( "healshot_trail_blue", PATTACH_ABSORIGIN_FOLLOW );
break;
case TF_TEAM_RED:
ParticleProp()->Create( "healshot_trail_red", PATTACH_ABSORIGIN_FOLLOW );
break;
}
}
BaseClass::OnDataChanged( updateType );
}
void C_TFProjectile_GrapplingHook::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
int nTeam = GetTeamNumber();
C_TFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pTFPlayer && pTFPlayer->IsPlayerClass( TF_CLASS_SPY ) && pTFPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pTFPlayer->GetTeamNumber() != GetLocalPlayerTeam() )
{
nTeam = pTFPlayer->m_Shared.GetDisguiseTeam();
}
const char *pszMaterialName = "cable/cable";
switch ( nTeam )
{
case TF_TEAM_BLUE:
pszMaterialName = "cable/cable_blue";
break;
case TF_TEAM_RED:
pszMaterialName = "cable/cable_red";
break;
}
C_BaseEntity *pStartEnt = GetOwnerEntity();
int iAttachment = 0;
if ( pTFPlayer )
{
CTFWeaponBase *pWeapon = assert_cast< CTFWeaponBase* >( pTFPlayer->GetActiveWeapon() );
if ( pWeapon )
{
pStartEnt = pWeapon;
int iMuzzle = pWeapon->LookupAttachment( "muzzle" );
if ( iMuzzle != -1 )
{
iAttachment = iMuzzle;
}
}
}
int iHookAttachment = LookupAttachment( "rope_locator" );
if ( iHookAttachment == -1 )
iHookAttachment = 0;
m_hRope = C_RopeKeyframe::Create( pStartEnt, this, iAttachment, iHookAttachment, 2, pszMaterialName );
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
void C_TFProjectile_GrapplingHook::UpdateOnRemove()
{
RemoveRope();
BaseClass::UpdateOnRemove();
}
void C_TFProjectile_GrapplingHook::ClientThink()
{
UpdateRope();
}
void C_TFProjectile_GrapplingHook::UpdateRope()
{
C_TFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() );
if ( !pTFPlayer || !pTFPlayer->IsAlive() )
{
RemoveRope();
return;
}
Vector vecStart = pTFPlayer->WorldSpaceCenter();
if ( pTFPlayer->GetActiveWeapon() )
{
int iAttachment = pTFPlayer->GetActiveWeapon()->LookupAttachment( "muzzle" );
if ( iAttachment != -1 )
{
GetAttachment( iAttachment, vecStart );
}
}
float flDist = vecStart.DistTo( WorldSpaceCenter() );
if ( m_hRope )
{
float flHangDist = pTFPlayer->GetGrapplingHookTarget() ? 0.1f * flDist : 1.5f * flDist;
assert_cast< C_RopeKeyframe* >( m_hRope.Get() )->SetupHangDistance( flHangDist );
}
}
void C_TFProjectile_GrapplingHook::RemoveRope()
{
if ( m_hRope )
{
m_hRope->Release();
m_hRope = NULL;
}
}