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_bat.h"
#include "decals.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_basedoor.h"
#include "c_tf_player.h"
#include "IEffects.h"
#include "bone_setup.h"
#include "c_tf_gamestats.h"
// Server specific.
#else
#include "doors.h"
#include "tf_player.h"
#include "tf_ammo_pack.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#include "collisionutils.h"
#include "particle_parse.h"
#include "tf_projectile_base.h"
#include "tf_gamerules.h"
#endif
const float DEFAULT_ORNAMENT_EXPLODE_RADIUS = 50.0f;
const float DEFAULT_ORNAMENT_EXPLODE_DAMAGE_MULT = 0.9f;
//=============================================================================
//
// Weapon Bat tables.
//
// TFBat --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat, DT_TFWeaponBat )
BEGIN_NETWORK_TABLE( CTFBat, DT_TFWeaponBat )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat, CTFBat );
PRECACHE_WEAPON_REGISTER( tf_weapon_bat );
// -- TFBat
// TFBat_Fish --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Fish, DT_TFWeaponBat_Fish )
BEGIN_NETWORK_TABLE( CTFBat_Fish, DT_TFWeaponBat_Fish )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat_Fish )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat_fish, CTFBat_Fish );
PRECACHE_WEAPON_REGISTER( tf_weapon_bat_fish );
// -- TFBat_Fish
// TFBat_Wood --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Wood, DT_TFWeaponBat_Wood )
BEGIN_NETWORK_TABLE( CTFBat_Wood, DT_TFWeaponBat_Wood )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat_Wood )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat_wood, CTFBat_Wood );
PRECACHE_WEAPON_REGISTER( tf_weapon_bat_wood );
// -- TFBat_Wood
// CTFBat_Giftwrap --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBat_Giftwrap, DT_TFWeaponBat_Giftwrap )
BEGIN_NETWORK_TABLE( CTFBat_Giftwrap, DT_TFWeaponBat_Giftwrap )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFBat_Giftwrap )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_bat_giftwrap, CTFBat_Giftwrap );
PRECACHE_WEAPON_REGISTER( tf_weapon_bat_giftwrap );
// -- CTFBat_Giftwrap
// TFStunBall --
IMPLEMENT_NETWORKCLASS_ALIASED( TFStunBall, DT_TFProjectile_StunBall )
BEGIN_NETWORK_TABLE( CTFStunBall, DT_TFProjectile_StunBall )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( tf_projectile_stun_ball, CTFStunBall );
PRECACHE_WEAPON_REGISTER( tf_projectile_stun_ball );
#define TF_WEAPON_STUNBALL_VM_MODEL "models/weapons/v_models/v_baseball.mdl"
#define TF_WEAPON_STUNBALL_MODEL "models/weapons/w_models/w_baseball.mdl"
#if defined( GAME_DLL )
ConVar tf_scout_stunball_base_duration( "tf_scout_stunball_base_duration", "6.0", FCVAR_DEVELOPMENTONLY );
ConVar tf_scout_stunball_base_speed( "tf_scout_stunball_base_speed", "3000", FCVAR_DEVELOPMENTONLY );
ConVar sv_proj_stunball_damage( "sv_proj_stunball_damage", "15", FCVAR_DEVELOPMENTONLY );
#endif
// -- TFStunBall
// CTFBall_Ornament --
IMPLEMENT_NETWORKCLASS_ALIASED( TFBall_Ornament, DT_TFProjectileBall_Ornament )
BEGIN_NETWORK_TABLE( CTFBall_Ornament, DT_TFProjectileBall_Ornament )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( tf_projectile_ball_ornament, CTFBall_Ornament );
PRECACHE_WEAPON_REGISTER( tf_projectile_ball_ornament );
#define TF_WEAPON_BALL_ORNAMENT_VM_MODEL "models/weapons/c_models/c_xms_festive_ornament.mdl"
#define TF_WEAPON_BALL_ORNAMENT_MODEL "models/weapons/c_models/c_xms_festive_ornament.mdl"
#if defined( GAME_DLL )
//ConVar tf_scout_stunball_base_duration( "tf_scout_stunball_base_duration", "6.0", FCVAR_DEVELOPMENTONLY );
#endif
// -- CTFBall_Ornament
static string_t s_iszTrainName;
//=============================================================================
#define STUNBALL_TRAIL_ALPHA 128
//=============================================================================
//
// CTFBat
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFBat::CTFBat()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat::Smack( void )
{
BaseClass::Smack();
#ifdef GAME_DLL
if ( BatDeflects() )
{
#ifdef TF_RAID_MODE
if ( TFGameRules()->IsRaidMode() )
{
}
else
#endif // TF_RAID_MODE
{
DeflectProjectiles();
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat::PlayDeflectionSound( bool bPlayer )
{
WeaponSound( MELEE_HIT_WORLD );
}
//=============================================================================
//
// CTFBat_Wood
//
CTFBat_Wood::CTFBat_Wood()
{
m_iEnemyBallID = 0;
#ifdef CLIENT_DLL
m_hStunBallVM = NULL;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConVar tf_scout_bat_launch_delay( "tf_scout_bat_launch_delay", "0.1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::LaunchBallThink( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
LaunchBall();
#ifdef GAME_DLL
pPlayer->SpeakWeaponFire( MP_CONCEPT_BAT_BALL );
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
#ifdef CLIENT_DLL
C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::SecondaryAttackAnim( CTFPlayer *pPlayer )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
}
// SERVER ONLY --
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: Calculate the ball's initial position, angle, and velocity.
//-----------------------------------------------------------------------------
void CTFBat_Wood::GetBallDynamics( Vector& vecLoc, QAngle& vecAngles, Vector& vecVelocity, AngularImpulse& angImpulse, CTFPlayer* pPlayer )
{
Vector vecForward, vecUp;
AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp );
vecLoc = pPlayer->GetAbsOrigin() + pPlayer->GetModelScale() * ( Vector( 0, 0, 50 ) + vecForward * 32.f );
vecAngles = pPlayer->GetAbsAngles();
// Calculate the initial impulse on the item.
vecVelocity = Vector( 0.0f, 0.0f, 0.0f );
vecVelocity += vecForward * 10;
vecVelocity += vecUp * 1;
VectorNormalize( vecVelocity );
vecVelocity *= tf_scout_stunball_base_speed.GetInt();
angImpulse = AngularImpulse( 0, random->RandomFloat( 0, 100 ), 0 );
}
// -- SERVER ONLY
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::SecondaryAttack( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Do we have any balls? If so, use them.
int iBallCount = pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 );
if ( (iBallCount > 0) && CanCreateBall( pPlayer ) )
{
SecondaryAttackAnim( pPlayer );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
SetContextThink( &CTFBat_Wood::LaunchBallThink, gpGlobals->curtime + tf_scout_bat_launch_delay.GetFloat(), "LAUNCH_BALL_THINK" );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.25;
#ifdef GAME_DLL
if ( pPlayer->m_Shared.IsStealthed() )
{
pPlayer->RemoveInvisibility();
}
#endif // GAME_DLL
}
}
//-----------------------------------------------------------------------------
// Purpose: Client Only. Show the stunball view model if necessary.
//-----------------------------------------------------------------------------
#ifdef CLIENT_DLL
void CTFBat_Wood::SetWeaponVisible( bool visible )
{
BaseClass::SetWeaponVisible( visible );
if ( !m_hStunBallVM )
return;
if ( visible )
{
m_hStunBallVM->RemoveEffects( EF_NODRAW );
}
else
{
m_hStunBallVM->AddEffects( EF_NODRAW );
}
}
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
bool bLocalPlayerAmmo = true;
if ( GetPlayerOwner() == C_BasePlayer::GetLocalPlayer() )
{
bLocalPlayerAmmo = GetPlayerOwner()->GetAmmoCount( TF_AMMO_GRENADES1 ) > 0;
}
if ( IsCarrierAlive() && ( WeaponState() == WEAPON_IS_ACTIVE ) && bLocalPlayerAmmo == true )
{
AddBallChild();
}
else
{
RemoveBallChild();
}
}
//-----------------------------------------------------------------------------
// Purpose: Client Only. Show the stunball view model if necessary.
//-----------------------------------------------------------------------------
void CTFBat_Wood::AddBallChild( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( !pPlayer->IsLocalPlayer() )
return;
if ( !pPlayer->GetViewModel() )
return;
if ( m_hStunBallVM )
return;
CTFViewModel* pBall = new class CTFViewModel();
if ( pBall != NULL )
{
pBall->InitializeAsClientEntity( GetBallViewModelName(), RENDER_GROUP_OPAQUE_ENTITY );
pBall->SetAbsOrigin( pPlayer->GetViewModel()->GetAbsOrigin() );
pBall->SetModel( GetBallViewModelName() );
pBall->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
CStudioHdr *pStudioHdr = pPlayer->GetViewModel()->GetModelPtr();
if ( pStudioHdr )
{
int iAttachment = Studio_FindAttachment( pStudioHdr, "weapon_bone_L" ) + 1;
pBall->SetParent( pPlayer->GetViewModel(), iAttachment );
}
pBall->AddEffects( EF_BONEMERGE );
pBall->SetMoveType( MOVETYPE_NONE );
pBall->AddSolidFlags( FSOLID_NOT_SOLID );
m_hStunBallVM.Set( pBall );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::Drop( const Vector &vecVelocity )
{
BaseClass::Drop( vecVelocity );
RemoveBallChild();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::WeaponReset( void )
{
RemoveBallChild();
BaseClass::WeaponReset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::UpdateOnRemove( void )
{
RemoveBallChild();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::RemoveBallChild()
{
if ( m_hStunBallVM )
{
m_hStunBallVM->Remove();
m_hStunBallVM = NULL;
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Determines if there is space to create a ball.
//-----------------------------------------------------------------------------
bool CTFBat_Wood::CanCreateBall( CTFPlayer* pPlayer )
{
int iWeaponMod = 0;
CALL_ATTRIB_HOOK_INT( iWeaponMod, set_weapon_mode );
if ( iWeaponMod == 0 )
return false;
if ( pPlayer->GetWaterLevel() == WL_Eyes )
return false;
Vector vecForward, vecUp;
AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp );
Vector vecBallStart = pPlayer->GetAbsOrigin() + Vector( 0, 0, 50 );
Vector vecBallEnd = vecBallStart + vecForward * 32.f;
// Trace out and see if we hit a wall.
trace_t trace;
CTraceFilterSimple traceFilter( this, COLLISION_GROUP_NONE );
UTIL_TraceHull( vecBallStart, vecBallEnd, -Vector(8,8,8), Vector(8,8,8), MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
if ( trace.DidHitWorld() || trace.startsolid )
return false;
else
{
if ( trace.m_pEnt )
{
// Don't let the player bat through doors.
CBaseDoor *pDoor = dynamic_cast<CBaseDoor*>( trace.m_pEnt );
if ( pDoor )
return false;
}
return true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Wood::LaunchBall( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
#if GAME_DLL
// Make a ball.
CBaseEntity* pBall = CreateBall();
if ( !pBall )
return;
if ( IsCurrentAttackACrit() )
{
WeaponSound( BURST );
}
WeaponSound( SPECIAL2 );
pPlayer->RemoveAmmo( 1, TF_AMMO_GRENADES1 );
#endif
StartEffectBarRegen();
}
// SERVER ONLY --
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: The wooden bat creates a baseball that stuns whomever it hits.
//-----------------------------------------------------------------------------
CBaseEntity* CTFBat_Wood::CreateBall( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return NULL;
// Do another check here, as the player may have moved to an invalid position
// since the first check (0.1 seconds ago). This fixes the ball sometimes
// going through thin geometry, such as windows and spawn blockers.
if ( !CanCreateBall( pPlayer ) )
return NULL;
// Determine the ball's initial location, angles, and velocity.
Vector vecLocation, vecVelocity;
QAngle vecAngles;
AngularImpulse angImpulse;
GetBallDynamics( vecLocation, vecAngles, vecVelocity, angImpulse, pPlayer );
// Create a stun ball.
CTFStunBall* pBall = CTFStunBall::Create( vecLocation, vecAngles, pPlayer );
Assert( pBall );
if ( !pBall )
return NULL;
CalcIsAttackCritical();
pBall->m_iOriginalOwnerID = m_iEnemyBallID;
m_iEnemyBallID = 0;
pBall->SetCritical( IsCurrentAttackACrit() );
pBall->InitGrenade( vecVelocity, angImpulse, pPlayer, GetTFWpnData() );
pBall->SetLauncher( this );
pBall->SetOwnerEntity( pPlayer );
pBall->SetInitialSpeed( tf_scout_stunball_base_speed.GetInt() );
return pBall;
}
// -- SERVER ONLY
#endif
//-----------------------------------------------------------------------------
// Purpose: Play pickup anim when we grab a new ball.
//-----------------------------------------------------------------------------
void CTFBat_Wood::PickedUpBall( void )
{
if ( WeaponState() == WEAPON_IS_ACTIVE )
{
SendWeaponAnim( ACT_VM_PULLBACK_SPECIAL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Play animation appropriate to ball status.
//-----------------------------------------------------------------------------
bool CTFBat_Wood::SendWeaponAnim( int iActivity )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::SendWeaponAnim( iActivity );
if ( pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) > 0 )
{
switch ( iActivity )
{
case ACT_VM_DRAW:
iActivity = ACT_VM_DRAW_SPECIAL;
break;
case ACT_VM_HOLSTER:
iActivity = ACT_VM_HOLSTER_SPECIAL;
break;
case ACT_VM_IDLE:
iActivity = ACT_VM_IDLE_SPECIAL;
break;
case ACT_VM_PULLBACK:
iActivity = ACT_VM_PULLBACK_SPECIAL;
break;
case ACT_VM_PRIMARYATTACK:
iActivity = ACT_VM_PRIMARYATTACK_SPECIAL;
break;
case ACT_VM_SECONDARYATTACK:
iActivity = ACT_VM_PRIMARYATTACK_SPECIAL;
break;
case ACT_VM_HITCENTER:
iActivity = ACT_VM_HITCENTER_SPECIAL;
break;
case ACT_VM_SWINGHARD:
iActivity = ACT_VM_SWINGHARD_SPECIAL;
break;
case ACT_VM_IDLE_TO_LOWERED:
iActivity = ACT_VM_IDLE_TO_LOWERED_SPECIAL;
break;
case ACT_VM_IDLE_LOWERED:
iActivity = ACT_VM_IDLE_LOWERED_SPECIAL;
break;
case ACT_VM_LOWERED_TO_IDLE:
iActivity = ACT_VM_LOWERED_TO_IDLE_SPECIAL;
break;
default:
break;
}
}
return BaseClass::SendWeaponAnim( iActivity );
}
//=============================================================================
//
// CTFStunBall
//
// SERVER ONLY --
#ifdef GAME_DLL
CTFStunBall::CTFStunBall()
{
s_iszTrainName = AllocPooledString( "models/props_vehicles/train_enginecar.mdl" );
m_iOriginalOwnerID = 0;
m_pBallTrail = NULL;
m_flBallTrailLife = 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Static entity factory.
//-----------------------------------------------------------------------------
CTFStunBall* CTFStunBall::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner )
{
CTFStunBall* pBall = static_cast<CTFStunBall*>( CBaseAnimating::CreateNoSpawn( "tf_projectile_stun_ball", vecOrigin, vecAngles, pOwner ) );
if ( pBall )
{
DispatchSpawn( pBall );
}
return pBall;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFStunBall::Precache( void )
{
PrecacheModel( GetBallModelName() );
PrecacheModel( GetBallViewModelName() );
PrecacheModel( "effects/baseballtrail_red.vmt" );
PrecacheModel( "effects/baseballtrail_blu.vmt" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
const char *CTFStunBall::GetBallModelName( void ) const
{
return TF_WEAPON_STUNBALL_MODEL;
}
//-----------------------------------------------------------------------------
const char *CTFStunBall::GetBallViewModelName( void ) const
{
return TF_WEAPON_STUNBALL_VM_MODEL;
}
//-----------------------------------------------------------------------------
// Purpose: Sets up initial properties.
//-----------------------------------------------------------------------------
void CTFStunBall::Spawn( void )
{
BaseClass::Spawn();
SetModel( GetBallModelName() );
VPhysicsDestroyObject();
VPhysicsInitNormal( SOLID_BBOX, 0, false );
AddSolidFlags( FSOLID_TRIGGER );
AddFlag( FL_GRENADE );
SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
m_takedamage = DAMAGE_NO;
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 15, "DieContext" );
// Draw the trail for the Baseball on spawn
if ( !m_pBallTrail )
{
const char *pTrailTeamName = ( GetTeamNumber() == TF_TEAM_RED ) ? "effects/baseballtrail_red.vmt" : "effects/baseballtrail_blu.vmt";
CSpriteTrail *pTempTrail = NULL;
pTempTrail = CSpriteTrail::SpriteTrailCreate( pTrailTeamName, GetAbsOrigin(), true );
pTempTrail->FollowEntity( this );
pTempTrail->SetTransparency( kRenderTransAlpha, 255, 255, 255, STUNBALL_TRAIL_ALPHA, kRenderFxNone );
pTempTrail->SetStartWidth( 9 );
pTempTrail->SetTextureResolution( 1.0f / ( 96.0f * 1.0f ) );
pTempTrail->SetLifeTime( 0.4 );
pTempTrail->TurnOn();
pTempTrail->SetAttachment( this, 0 );
m_pBallTrail = pTempTrail;
SetContextThink( &CTFStunBall::RemoveBallTrail, gpGlobals->curtime + 3, "FadeBallTrail");
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFStunBall::Explode( trace_t *pTrace, int bitsDamageType )
{
if ( !IsAllowedToExplode() )
return;
BaseClass::Explode( pTrace, bitsDamageType );
}
//-----------------------------------------------------------------------------
// Purpose: Stun the person we smashed into.
//-----------------------------------------------------------------------------
#define FLIGHT_TIME_TO_MAX_STUN 1.f
void CTFStunBall::ApplyBallImpactEffectOnVictim( CBaseEntity *pOther )
{
if ( !pOther || !pOther->IsPlayer() )
return;
CTFPlayer* pPlayer = ToTFPlayer( pOther );
if ( !pPlayer )
return;
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
if ( m_bTouched )
return;
// Can't stun an invul player.
if ( pPlayer->m_Shared.IsInvulnerable() || pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) )
return;
// We have a more intense stun based on our travel time.
float flLifeTime = MIN( gpGlobals->curtime - m_flCreationTime, FLIGHT_TIME_TO_MAX_STUN );
float flLifeTimeRatio = flLifeTime / FLIGHT_TIME_TO_MAX_STUN;
if ( flLifeTimeRatio > 0.1f )
{
float flStun = 0.5f;
float flStunDuration = tf_scout_stunball_base_duration.GetFloat() * flLifeTimeRatio;
if ( IsCritical() )
flStunDuration += 2.0; // Extra two seconds of effect time if we're a critical hit.
int iStunFlags = TF_STUN_LOSER_STATE | TF_STUN_MOVEMENT;
if ( flLifeTimeRatio >= 1.f )
{
flStunDuration += 1.0;
iStunFlags = TF_STUN_CONTROLS;
iStunFlags |= TF_STUN_SPECIAL_SOUND;
CTF_GameStats.Event_PlayerStunBall( pOwner, true );
}
else
{
CTF_GameStats.Event_PlayerStunBall( pOwner, false );
}
// Adjust stun amount and flags if we're hitting a boss or scaled enemy
if ( TFGameRules() && TFGameRules()->GameModeUsesMiniBosses() && ( pPlayer->IsMiniBoss() || pPlayer->GetModelScale() > 1.0f ) )
{
// If max range, freeze them in place - otherwise adjust it based on distance
flStun = flLifeTimeRatio >= 1.f ? 1.f : RemapValClamped( flLifeTimeRatio, 0.1f, 0.99f, 0.5f, 0.75 );
iStunFlags = flLifeTimeRatio >= 1.f ? ( TF_STUN_SPECIAL_SOUND | TF_STUN_MOVEMENT ) : TF_STUN_MOVEMENT;
}
if ( pPlayer->GetWaterLevel() != WL_Eyes )
{
pPlayer->m_Shared.StunPlayer( flStunDuration, flStun, iStunFlags, pOwner );
if ( pPlayer->GetUserID() == m_iOriginalOwnerID )
{
// Holy crap! We just stunned a scout with their own ball.
// Give the player an achievement for this.
if ( pOwner->IsPlayerClass( TF_CLASS_SCOUT ) )
{
pOwner->AwardAchievement( ACHIEVEMENT_TF_SCOUT_STUN_SCOUT_WITH_THEIR_BALL );
}
}
}
}
// Give 'em a love tap.
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
CBaseEntity *pInflictor = GetLauncher();
CTakeDamageInfo info;
info.SetAttacker( GetOwnerEntity() );
info.SetInflictor( pInflictor );
info.SetWeapon( pInflictor );
info.SetDamage( GetDamage() );
info.SetDamageCustom( TF_DMG_CUSTOM_BASEBALL );
info.SetDamageForce( GetDamageForce() );
info.SetDamagePosition( GetAbsOrigin() );
int iDamageType = GetDamageType();
if ( IsCritical() )
iDamageType |= DMG_CRITICAL;
info.SetDamageType( iDamageType );
// Hurt 'em.
Vector dir;
AngleVectors( GetAbsAngles(), &dir );
pPlayer->DispatchTraceAttack( info, dir, pNewTrace );
ApplyMultiDamage();
// Make this ball fade faster now that it's hit something.
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + 4, "DieContext" );
m_bTouched = true;
}
float CTFStunBall::GetDamage( void )
{
return sv_proj_stunball_damage.GetFloat();
}
Vector CTFStunBall::GetDamageForce( void )
{
Vector vecVelocity = GetAbsVelocity();
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->GetVelocity( &vecVelocity, NULL );
VectorNormalize( vecVelocity );
}
return (vecVelocity * GetDamage());
}
//-----------------------------------------------------------------------------
// Purpose: We hit something.
//-----------------------------------------------------------------------------
void CTFStunBall::PipebombTouch( CBaseEntity *pOther )
{
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
if ( !pOther || !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
{
pOwner->SpeakConceptIfAllowed( MP_CONCEPT_BALL_MISSED );
return;
}
// Go away if we're hit by a moving train.
if ( pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) )
{
UTIL_Remove( this );
return;
}
// Go away if we hit the skybox.
trace_t pTrace;
Vector velDir = GetAbsVelocity();
VectorNormalize( velDir );
Vector vecSpot = GetAbsOrigin() - velDir * 32;
UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
// Ignore things that aren't players.
if ( !pOther->IsPlayer() )
return;
// If we hit a scout, pickup as ammo
if ( m_bTouched )
{
CTFPlayer* pPlayer = ToTFPlayer( pOther );
if ( pPlayer && pPlayer->IsPlayerClass( TF_CLASS_SCOUT ) &&
(pPlayer->GetAmmoCount( TF_AMMO_GRENADES1 ) < pPlayer->GetMaxAmmo( TF_AMMO_GRENADES1 )) )
{
pPlayer->GiveAmmo( 1, TF_AMMO_GRENADES1 );
RemoveBallTrail();
UTIL_Remove( this );
CTFBat_Wood *pBat = (CTFBat_Wood *) pPlayer->Weapon_OwnsThisID( TF_WEAPON_BAT_WOOD );
if ( pBat )
{
// If this ball came from an enemy scout, remember who they were...
if ( pPlayer->GetTeamNumber() != GetTeamNumber() )
{
if ( pOwner )
{
pBat->m_iEnemyBallID = pOwner->GetUserID();
}
}
// If we have the bat up, we need to play the correct anim.
pBat->PickedUpBall();
}
// Say something.
pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_GRAB_BALL, (pOther->GetTeamNumber() == GetTeamNumber()) ? "my_team:1" : "my_team:0" );
}
return;
}
if ( pOther == GetThrower() )
return;
if ( !InSameTeam( pOther ) && pOther->m_takedamage != DAMAGE_NO )
{
ApplyBallImpactEffectOnVictim( pOther );
}
}
//-----------------------------------------------------------------------------
// Purpose: We hit something.
//-----------------------------------------------------------------------------
void CTFStunBall::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
bool bWasTouched = m_bTouched;
BaseClass::VPhysicsCollision( index, pEvent );
if ( pOwner && !bWasTouched && m_bTouched )
{
pOwner->SpeakConceptIfAllowed( MP_CONCEPT_BALL_MISSED );
}
}
//-----------------------------------------------------------------------------
// Purpose: Fade and kill the trail
//-----------------------------------------------------------------------------
void CTFStunBall::RemoveBallTrail( void )
{
if (!m_pBallTrail)
return;
if (m_pBallTrail)
{
if (m_flBallTrailLife <= 0)
{
UTIL_Remove( m_pBallTrail);
m_flBallTrailLife = 1.0f;
}
else
{
float fAlpha = STUNBALL_TRAIL_ALPHA * m_flBallTrailLife;
CSpriteTrail *pTempTrail = dynamic_cast< CSpriteTrail*>( m_pBallTrail.Get() );
if ( pTempTrail )
{
pTempTrail->SetBrightness( int(fAlpha) );
}
m_flBallTrailLife = m_flBallTrailLife - 0.1f;
SetContextThink( &CTFStunBall::RemoveBallTrail, gpGlobals->curtime + 0.05, "FadeBallTrail");
}
}
}
// -- SERVER ONLY
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFStunBall::GetTrailParticleName( void )
{
int iTeamNumber = GetTeamNumber();
if ( GetDeflected() )
{
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner )
{
iTeamNumber = pOwner->GetTeamNumber();
}
}
if ( iTeamNumber == TF_TEAM_BLUE )
{
return "stunballtrail_blue";
}
else
{
return "stunballtrail_red";
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFStunBall::CreateTrailParticles( void )
{
if ( pEffectTrail )
{
ParticleProp()->StopEmission( pEffectTrail );
}
if ( pEffectCrit )
{
ParticleProp()->StopEmission( pEffectCrit );
}
pEffectTrail = ParticleProp()->Create( GetTrailParticleName(), PATTACH_ABSORIGIN_FOLLOW );
int iTeamNumber = GetTeamNumber();
if ( GetDeflected() )
{
CTFPlayer *pOwner = ToTFPlayer( GetDeflectOwner() );
if ( pOwner )
{
iTeamNumber = pOwner->GetTeamNumber();
}
}
if ( m_bCritical )
{
if ( iTeamNumber == TF_TEAM_BLUE )
{
pEffectCrit = ParticleProp()->Create( "stunballtrail_blue_crit", PATTACH_ABSORIGIN_FOLLOW );
}
else
{
pEffectCrit = ParticleProp()->Create( "stunballtrail_red_crit", PATTACH_ABSORIGIN_FOLLOW );
}
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBat_Giftwrap::Spawn( void )
{
BaseClass::Spawn();
m_nSkin = ( GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity *CTFBat_Giftwrap::CreateBall( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return NULL;
// Do another check here, as the player may have moved to an invalid position
// since the first check (0.1 seconds ago). This fixes the ball sometimes
// going through thin geometry, such as windows and spawn blockers.
if ( !CanCreateBall( pPlayer ) )
return NULL;
// Determine the ball's initial location, angles, and velocity.
Vector vecLocation, vecVelocity;
QAngle vecAngles;
AngularImpulse angImpulse;
GetBallDynamics( vecLocation, vecAngles, vecVelocity, angImpulse, pPlayer );
// Create the ornament ball.
CTFBall_Ornament *pBall = CTFBall_Ornament::Create( vecLocation, vecAngles, pPlayer );
Assert( pBall );
if ( !pBall )
return NULL;
CalcIsAttackCritical();
pBall->m_iOriginalOwnerID = m_iEnemyBallID;
m_iEnemyBallID = 0;
pBall->SetCritical( IsCurrentAttackACrit() );
pBall->InitGrenade( vecVelocity, angImpulse, pPlayer, GetTFWpnData() );
pBall->SetLauncher( this );
pBall->SetOwnerEntity( pPlayer );
pBall->SetInitialSpeed( tf_scout_stunball_base_speed.GetInt() );
pBall->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) ? 1 : 0;
return pBall;
}
//-----------------------------------------------------------------------------
void CTFBall_Ornament::Precache( void )
{
PrecacheScriptSound( "BallBuster.OrnamentImpactRange" );
PrecacheScriptSound( "BallBuster.OrnamentImpact" );
PrecacheScriptSound( "BallBuster.HitBall" );
PrecacheScriptSound( "BallBuster.HitFlesh" );
PrecacheScriptSound( "BallBuster.HitWorld" );
PrecacheScriptSound( "BallBuster.DrawCatch" );
PrecacheScriptSound( "BallBuster.Ornament_DrawCatch" );
PrecacheScriptSound( "BallBuster.Ball_HitWorld" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
CTFBall_Ornament *CTFBall_Ornament::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner )
{
CTFBall_Ornament* pBall = static_cast< CTFBall_Ornament * >( CBaseAnimating::CreateNoSpawn( "tf_projectile_ball_ornament", vecOrigin, vecAngles, pOwner ) );
if ( pBall )
{
DispatchSpawn( pBall );
}
return pBall;
}
//-----------------------------------------------------------------------------
const char *CTFBall_Ornament::GetBallModelName( void ) const
{
return TF_WEAPON_BALL_ORNAMENT_MODEL;
}
//-----------------------------------------------------------------------------
const char *CTFBall_Ornament::GetBallViewModelName( void ) const
{
return TF_WEAPON_BALL_ORNAMENT_VM_MODEL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBall_Ornament::ApplyBallImpactEffectOnVictim( CBaseEntity *pOther )
{
if ( !pOther || !pOther->IsPlayer() )
return;
CTFPlayer* pPlayer = ToTFPlayer( pOther );
if ( !pPlayer )
return;
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
if ( m_bTouched )
return;
// Can't bleed an invul player.
if ( pPlayer->m_Shared.IsInvulnerable() || pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE_WEARINGOFF ) )
return;
bool bIsCriticalHit = IsCritical();
float flBleedTime = 5.0f;
bool bIsLongRangeHit = false;
// long distance hit is always a crit
float flLifeTime = gpGlobals->curtime - m_flCreationTime;
if ( flLifeTime >= FLIGHT_TIME_TO_MAX_STUN )
{
bIsCriticalHit = true;
bIsLongRangeHit = true;
}
// just do the bleed effect directly since the bleed
// attribute comes from the inflictor, which is the bat.
pPlayer->m_Shared.MakeBleed( pOwner, (CTFBat_Giftwrap *)GetLauncher(), flBleedTime );
// Apply particle effect to victim (the remaining effects happen inside Explode)
DispatchParticleEffect( "xms_ornament_glitter", PATTACH_POINT_FOLLOW, pPlayer, "head" );
// Give 'em a love tap.
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
CBaseEntity *pInflictor = GetLauncher();
CTakeDamageInfo info;
info.SetAttacker( GetOwnerEntity() );
info.SetInflictor( pInflictor );
info.SetWeapon( pInflictor );
info.SetDamage( GetDamage() );
info.SetDamageCustom( TF_DMG_CUSTOM_BASEBALL );
info.SetDamageForce( GetDamageForce() );
info.SetDamagePosition( GetAbsOrigin() );
int iDamageType = GetDamageType();
if ( bIsCriticalHit )
iDamageType |= DMG_CRITICAL;
info.SetDamageType( iDamageType );
// Hurt 'em.
Vector dir;
AngleVectors( GetAbsAngles(), &dir );
pPlayer->DispatchTraceAttack( info, dir, pNewTrace );
ApplyMultiDamage();
// the ball shatters
UTIL_Remove( this );
m_bTouched = true;
}
void CTFBall_Ornament::PipebombTouch( CBaseEntity *pOther )
{
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
// Go away if we're hit by a moving train.
if ( pOther->GetModelName() == s_iszTrainName && ( pOther->GetAbsVelocity().LengthSqr() > 1.0f ) )
{
UTIL_Remove( this );
return;
}
// Go away if we hit the skybox.
trace_t pTrace;
Vector velDir = GetAbsVelocity();
VectorNormalize( velDir );
Vector vecSpot = GetAbsOrigin() - velDir * 32;
UTIL_TraceLine( vecSpot, vecSpot + velDir * 64, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
if ( pTrace.fraction < 1.0 && pTrace.surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
if ( pOther == GetThrower() )
return;
// Explode (does radius damage, triggers particles and sound effects).
Explode( &pTrace, DMG_BLAST|DMG_PREVENT_PHYSICS_FORCE );
if ( !InSameTeam( pOther ) && pOther->m_takedamage != DAMAGE_NO )
{
ApplyBallImpactEffectOnVictim( pOther );
}
}
void CTFBall_Ornament::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
BaseClass::VPhysicsCollision( index, pEvent );
int otherIndex = !index;
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
if ( !pHitEntity )
return;
// Break if we hit the world.
if ( pHitEntity->IsWorld() )
{
// Explode immediately next frame. (Can't explode in the collision callback.)
m_vCollisionVelocity = pEvent->preVelocity[index];
SetContextThink( &CTFBall_Ornament::VPhysicsCollisionThink, gpGlobals->curtime, "OrnamentCollisionThink" );
}
}
void CTFBall_Ornament::VPhysicsCollisionThink( void )
{
trace_t pTrace;
Vector velDir = m_vCollisionVelocity;
VectorNormalize( velDir );
Vector vecSpot = GetAbsOrigin() - velDir * 16;
UTIL_TraceLine( vecSpot, vecSpot + velDir * 32, MASK_SOLID, this, COLLISION_GROUP_NONE, &pTrace );
Explode( &pTrace, DMG_BLAST|DMG_PREVENT_PHYSICS_FORCE );
}
void CTFBall_Ornament::Explode( trace_t *pTrace, int bitsDamageType )
{
// Create smashed glass particles when we explode
CTFPlayer* pOwner = ToTFPlayer( GetOwnerEntity() );
if ( pOwner && pOwner->GetTeamNumber() == TF_TEAM_RED )
{
DispatchParticleEffect( "xms_ornament_smash_red", GetAbsOrigin(), GetAbsAngles() );
}
else
{
DispatchParticleEffect( "xms_ornament_smash_blue", GetAbsOrigin(), GetAbsAngles() );
}
Vector vecOrigin = GetAbsOrigin();
// sound effects
EmitSound_t params;
params.m_flSoundTime = 0;
params.m_pflSoundDuration = 0;
params.m_pSoundName = "BallBuster.OrnamentImpact";
CPASFilter filter( vecOrigin );
filter.RemoveRecipient( pOwner );
EmitSound( filter, entindex(), params );
CSingleUserRecipientFilter attackerFilter( pOwner );
EmitSound( attackerFilter, pOwner->entindex(), params );
// Explosion damage is some fraction of our base damage
float flExplodeDamage = GetDamage() * DEFAULT_ORNAMENT_EXPLODE_DAMAGE_MULT;
// Do radius damage
Vector vecBlastForce(0.0f, 0.0f, 0.0f);
CTakeDamageInfo info( this, GetThrower(), m_hLauncher, vecBlastForce, GetAbsOrigin(), flExplodeDamage, bitsDamageType, TF_DMG_CUSTOM_BASEBALL, &vecOrigin );
CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, DEFAULT_ORNAMENT_EXPLODE_RADIUS, nullptr, 0.0f, 0.0f );
TFGameRules()->RadiusDamage( radiusinfo );
UTIL_Remove( this );
}
#endif