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.
 
 
 
 
 
 

735 lines
21 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Harpoon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "basetfcombatweapon_shared.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#if defined( CLIENT_DLL )
#define CWeaponHarpoon C_WeaponHarpoon
#endif
class CHarpoon;
// Fist defines
#define FIST_RANGE 90
#if !defined( CLIENT_DLL )
ConVar weapon_harpoon_damage( "weapon_harpoon_damage","40", FCVAR_NONE, "Harpoon impale damage" );
ConVar weapon_fist_damage( "weapon_fist_damage","50", FCVAR_NONE, "Fist damage to everything other than objects" );
ConVar weapon_fist_damage_objects( "weapon_fist_damage_objects","150", FCVAR_NONE, "Fist damage to objects" );
#include "rope.h"
#include "rope_shared.h"
//-----------------------------------------------------------------------------
// Purpose: Harpoon thrown by the harpoon weapon
//-----------------------------------------------------------------------------
class CHarpoon : public CBaseAnimating
{
DECLARE_CLASS( CHarpoon, CBaseAnimating );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CHarpoon( void );
virtual void Spawn( void );
virtual void Precache( void );
void SetHarpoonAngles( void );
void FlyThink( void );
void ConstrainThink( void );
void HarpoonTouch( CBaseEntity *pOther );
static CHarpoon *Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner );
CRopeKeyframe *GetRope( void ) { return m_hRope; }
void SetRope( CRopeKeyframe *pRope ) { m_hRope = pRope; }
CBaseEntity *GetImpaledTarget( void ) { return m_hImpaledTarget; }
void SetLinkedHarpoon( CHarpoon *pLinkedHarpoon ) { m_hLinkedHarpoon = pLinkedHarpoon; }
void CheckLinkedHarpoon( void );
void ImpaleTarget( CBaseEntity *pOther );
private:
// Impaling
CNetworkVector( m_vecOffset );
CNetworkQAngle( m_angOffset );
float m_flConstrainLength;
CHandle< CRopeKeyframe > m_hRope;
EHANDLE m_hImpaledTarget;
CHandle< CHarpoon > m_hLinkedHarpoon;
};
LINK_ENTITY_TO_CLASS( harpoon, CHarpoon );
PRECACHE_REGISTER(harpoon);
IMPLEMENT_SERVERCLASS_ST(CHarpoon, DT_Harpoon)
SendPropVector( SENDINFO(m_vecOffset), -1, SPROP_COORD ),
SendPropVector( SENDINFO(m_angOffset), -1, SPROP_COORD ),
END_SEND_TABLE()
BEGIN_DATADESC( CHarpoon )
// Function Pointers
DEFINE_FUNCTION( HarpoonTouch ),
DEFINE_FUNCTION( FlyThink ),
DEFINE_FUNCTION( ConstrainThink ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHarpoon::CHarpoon( void )
{
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHarpoon::Spawn( void )
{
Precache();
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetSolid( SOLID_BBOX );
//m_flGravity = 1.0;
SetFriction( 0.75 );
SetModel( "models/weapons/w_harpoon.mdl" );
UTIL_SetSize(this, Vector( -4, -4, -4), Vector(4, 4, 4));
SetCollisionGroup( TFCOLLISION_GROUP_GRENADE );
SetTouch( HarpoonTouch );
SetThink( FlyThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHarpoon::Precache( void )
{
PrecacheModel( "models/weapons/w_harpoon.mdl" );
PrecacheScriptSound( "Harpoon.Impact" );
PrecacheScriptSound( "Harpoon.Impale" );
PrecacheScriptSound( "Harpoon.HitFlesh" );
PrecacheScriptSound( "Harpoon.HitMetal" );
PrecacheScriptSound( "Harpoon.Yank" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHarpoon::SetHarpoonAngles( void )
{
QAngle angles;
VectorAngles( GetAbsVelocity(), angles );
SetLocalAngles( angles );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHarpoon::HarpoonTouch( CBaseEntity *pOther )
{
// If we've stuck something, freeze. Make sure we hit it along our velocity.
if ( pOther->GetCollisionGroup() != TFCOLLISION_GROUP_SHIELD )
{
// Perform the collision response...
const trace_t &tr = CBaseEntity::GetTouchTrace( );
Vector vecNewVelocity;
PhysicsClipVelocity (GetAbsVelocity(), tr.plane.normal, vecNewVelocity, 2.0 - GetFriction());
SetAbsVelocity( vecNewVelocity );
}
else
{
// Move away from the shield...
// Fling it out a little extra along the plane normal
Vector vecCenter;
AngleVectors( pOther->GetAbsAngles(), &vecCenter );
Vector vecNewVelocity;
VectorMultiply( vecCenter, 400.0f, vecNewVelocity );
SetAbsVelocity( vecNewVelocity );
}
if ( !pOther->IsBSPModel() && !pOther->GetBaseAnimating() )
return;
// At this point, it shouldn't affect player movement
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
// Remove myself soon
SetThink( SUB_Remove );
SetNextThink( gpGlobals->curtime + 30.0 );
m_hImpaledTarget = pOther;
// Should I impale something?
if ( pOther->GetBaseAnimating() )
{
CheckLinkedHarpoon();
if ( pOther->GetMoveType() != MOVETYPE_NONE )
{
ImpaleTarget( pOther );
return;
}
}
CheckLinkedHarpoon();
EmitSound( "Harpoon.Impact" );
// Stop moving
SetMoveType( MOVETYPE_NONE );
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if we've got a linked harpoon, and see if we should constrain something
//-----------------------------------------------------------------------------
void CHarpoon::CheckLinkedHarpoon( void )
{
if ( m_hLinkedHarpoon )
{
CHarpoon *pPlayerHarpoon = NULL;
CHarpoon *pNonMovingHarpoon = NULL;
// Find out if either of us has impaled something
if ( GetImpaledTarget() && m_hLinkedHarpoon->GetImpaledTarget() )
{
// Only care about players for now. One of the targets must be a player.
CBaseTFPlayer *pPlayer = NULL;
CBaseEntity *pOtherTarget = NULL;
if ( GetImpaledTarget()->IsPlayer() )
{
pPlayer = (CBaseTFPlayer*)GetImpaledTarget();
pPlayerHarpoon = this;
pNonMovingHarpoon = m_hLinkedHarpoon;
}
else if ( m_hLinkedHarpoon->GetImpaledTarget()->IsPlayer() )
{
pPlayer = (CBaseTFPlayer*)m_hLinkedHarpoon->GetImpaledTarget();
pNonMovingHarpoon = this;
pPlayerHarpoon = m_hLinkedHarpoon;
}
// Found a player?
if ( pPlayer )
{
pOtherTarget = pNonMovingHarpoon->GetImpaledTarget();
// For now, we have to be linked to a non-moving target. Eventually we could support linked moving targets.
// pOtherTarget == NULL means the harpoon's buried in the world.
if ( pOtherTarget->IsBSPModel() || pOtherTarget->GetMoveType() == MOVETYPE_NONE )
{
// Add a little slack
m_flConstrainLength = ( m_hLinkedHarpoon->GetAbsOrigin() - GetAbsOrigin() ).Length() + 150;
pPlayer->ActivateMovementConstraint( NULL, pNonMovingHarpoon->GetAbsOrigin(), m_flConstrainLength, 150.0f, 0.1f );
// Square it for later checking
m_flConstrainLength *= m_flConstrainLength;
// Start checking the length
pPlayerHarpoon->m_flConstrainLength = m_flConstrainLength;
pPlayerHarpoon->SetThink( ConstrainThink );
pPlayerHarpoon->SetNextThink( gpGlobals->curtime + 0.1f );
// Make the rope taught, and prevent it resizing
if ( m_hRope )
{
m_hRope->m_RopeFlags &= ~ROPE_RESIZE;
m_hRope->RecalculateLength();
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHarpoon::ImpaleTarget( CBaseEntity *pOther )
{
// Impale!
EmitSound( "Harpoon.Impale" );
// Calculate our impale offset
m_vecOffset = (pOther->GetAbsOrigin() - GetAbsOrigin());
m_angOffset = (pOther->GetAbsAngles() - GetAbsAngles());
FollowEntity( pOther );
// Do some damage to the target
if ( pOther->m_takedamage )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return;
pOther->TakeDamage( CTakeDamageInfo( this, pOwner, weapon_harpoon_damage.GetFloat(), DMG_GENERIC ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHarpoon::FlyThink( void )
{
SetHarpoonAngles();
SetNextThink( gpGlobals->curtime + 0.1f );
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if our target has moved beyond our length
//-----------------------------------------------------------------------------
void CHarpoon::ConstrainThink( void )
{
if ( !GetImpaledTarget() || !m_hLinkedHarpoon.Get() )
return;
// Moved too far away?
float flDistSq = m_hLinkedHarpoon->GetAbsOrigin().DistToSqr( GetImpaledTarget()->GetAbsOrigin() );
if ( flDistSq > m_flConstrainLength )
{
// Break the rope
if ( m_hRope )
{
m_hRope->DetachPoint(1);
m_hRope->DieAtNextRest();
m_hRope = NULL;
}
// If we're impaling a player, remove his movement constraint
if ( GetImpaledTarget()->IsPlayer() )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)GetImpaledTarget();
pPlayer->DeactivateMovementConstraint();
}
SetThink( NULL );
}
else
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHarpoon *CHarpoon::Create( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pOwner )
{
CHarpoon *pHarpoon = (CHarpoon*)CreateEntityByName("harpoon");
UTIL_SetOrigin( pHarpoon, vecOrigin );
pHarpoon->Spawn();
pHarpoon->ChangeTeam( pOwner->GetTeamNumber() );
pHarpoon->SetOwnerEntity( pOwner );
pHarpoon->SetAbsVelocity( vecForward );
pHarpoon->SetHarpoonAngles();
return pHarpoon;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CWeaponHarpoon : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponHarpoon, CBaseTFCombatWeapon );
public:
CWeaponHarpoon();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual void SecondaryAttack( void );
virtual float GetFireRate( void );
virtual void ThrowGrenade( void );
virtual void DetachRope( void );
virtual void YankHarpoon( void );
// Custom grenade types
virtual CHarpoon *CreateHarpoon( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
/*
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#endif
*/
public:
CNetworkVar( float, m_flStartedThrowAt );
float m_flCantThrowUntil;
float m_flSecondaryAttackAt;
bool m_bActiveHarpoon;
#if !defined( CLIENT_DLL )
CHandle< CRopeKeyframe > m_hRope;
CHandle< CHarpoon > m_hHarpoon;
#endif
private:
CWeaponHarpoon( const CWeaponHarpoon & );
};
LINK_ENTITY_TO_CLASS( weapon_harpoon, CWeaponHarpoon );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHarpoon, DT_WeaponHarpoon )
BEGIN_NETWORK_TABLE( CWeaponHarpoon, DT_WeaponHarpoon )
#if !defined( CLIENT_DLL )
SendPropTime( SENDINFO( m_flStartedThrowAt ) ),
#else
RecvPropTime( RECVINFO( m_flStartedThrowAt ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponHarpoon )
DEFINE_PRED_FIELD_TOL( m_flStartedThrowAt, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
END_PREDICTION_DATA()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponHarpoon::CWeaponHarpoon( void )
{
m_flStartedThrowAt = 0;
m_flCantThrowUntil = 0;
m_flSecondaryAttackAt = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponHarpoon::GetFireRate( void )
{
return 2.0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHarpoon::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
return;
// Look for button downs
if ( (pOwner->m_afButtonPressed & IN_ATTACK) && !m_flStartedThrowAt && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
// If we don't have a harpoon, throw one out. Otherwise, yank it back.
if ( m_bActiveHarpoon )
{
YankHarpoon();
}
else
{
m_bActiveHarpoon = true;
m_flStartedThrowAt = gpGlobals->curtime;
PlayAttackAnimation( ACT_VM_PULLBACK );
m_flCantThrowUntil = gpGlobals->curtime + SequenceDuration();
}
}
else if ( m_flCantThrowUntil && m_bActiveHarpoon && !(pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime) && (m_flCantThrowUntil <= gpGlobals->curtime) )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
PrimaryAttack();
m_flStartedThrowAt = 0;
m_flCantThrowUntil = 0;
}
else if ( (pOwner->m_nButtons & IN_ATTACK2) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
PlayAttackAnimation( ACT_VM_SECONDARYATTACK );
m_flSecondaryAttackAt = gpGlobals->curtime + SequenceDuration() * 0.3;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
else if ( m_flSecondaryAttackAt && m_flSecondaryAttackAt < gpGlobals->curtime )
{
SecondaryAttack();
m_flSecondaryAttackAt = 0;
}
// No buttons down?
if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
{
WeaponIdle( );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHarpoon::PrimaryAttack( void )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
return;
ThrowGrenade();
// Setup for refire
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
CheckRemoveDisguise();
// If I'm now out of ammo, switch away
if ( !HasPrimaryAmmo() )
{
pPlayer->SelectLastItem();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHarpoon::SecondaryAttack( void )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
if ( !pPlayer )
return;
// Slap things in front of me
Vector vecForward;
Vector vecBox = Vector( FIST_RANGE,FIST_RANGE,FIST_RANGE * 1.5 ) * 0.5;
pPlayer->EyeVectors( &vecForward );
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecCenter = vecSrc + (FIST_RANGE * 0.5 * vecForward);
#if !defined( CLIENT_DLL )
//NDebugOverlay::Box( vecCenter, -Vector(2,2,2), Vector(2,2,2), 255,0,0,20,2.0);
//NDebugOverlay::Box( vecCenter, -vecBox, vecBox, 255,255,255,20,2.0);
bool bHitMetal = false;
bool bHitPlayer = false;
CBaseEntity *pList[100];
int count = UTIL_EntitiesInBox( pList, 100, vecSrc - vecBox, vecSrc + vecBox, FL_CLIENT|FL_NPC|FL_OBJECT );
for ( int i = 0; i < count; i++ )
{
CBaseEntity *pEntity = pList[i];
if ( !pEntity->m_takedamage )
continue;
if ( pEntity->InSameTeam( this ) )
continue;
//NDebugOverlay::EntityBounds( pEntity, 0,255,0,20,2.0);
if ( pEntity->IsPlayer() )
{
bHitPlayer = true;
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage.GetFloat(), DMG_CLUB );
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
pEntity->TakeDamage( info );
}
else if ( pEntity->Classify() == CLASS_MILITARY )
{
bHitMetal = true;
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage_objects.GetFloat(), DMG_CLUB );
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
pEntity->TakeDamage( info );
}
else
{
bHitMetal = true;
CTakeDamageInfo info( this, pPlayer, weapon_fist_damage.GetFloat(), DMG_CLUB );
CalculateMeleeDamageForce( &info, (pEntity->GetAbsOrigin() - vecCenter), pEntity->GetAbsOrigin() );
pEntity->TakeDamage( info );
}
}
// Play the right sound
if ( bHitPlayer )
{
EmitSound( "Harpoon.HitFlesh" );
}
else if ( bHitMetal )
{
EmitSound( "Harpoon.HitMetal" );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHarpoon::ThrowGrenade( void )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
if ( !pPlayer )
return;
BaseClass::WeaponSound(WPN_DOUBLE);
// Calculate launch velocity (3 seconds for max distance)
float flThrowTime = MIN( (gpGlobals->curtime - m_flStartedThrowAt), 3.0 );
float flSpeed = 1000 + (200 * flThrowTime);
PlayAttackAnimation( ACT_VM_PRIMARYATTACK );
// If the player's crouched, roll the grenade
if ( pPlayer->GetFlags() & FL_DUCKING )
{
// Launch the grenade
Vector vecForward;
QAngle vecAngles = pPlayer->EyeAngles();
// Throw it up just a tad
vecAngles.x = -1;
AngleVectors( vecAngles, &vecForward, NULL, NULL);
Vector vecOrigin;
VectorLerp( pPlayer->EyePosition(), pPlayer->GetAbsOrigin(), 0.25f, vecOrigin );
vecOrigin += (vecForward * 16);
vecForward = vecForward * flSpeed;
CreateHarpoon(vecOrigin, vecForward, pPlayer );
}
else
{
// Launch the grenade
Vector vecForward;
QAngle vecAngles = pPlayer->EyeAngles();
AngleVectors( vecAngles, &vecForward, NULL, NULL);
Vector vecOrigin = pPlayer->EyePosition();
vecOrigin += (vecForward * 16);
vecForward = vecForward * flSpeed;
CreateHarpoon(vecOrigin, vecForward, pPlayer );
}
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
//-----------------------------------------------------------------------------
// Purpose: Give the harpoon a yank
//-----------------------------------------------------------------------------
void CWeaponHarpoon::YankHarpoon( void )
{
CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>( GetOwner() );
if ( !pPlayer )
return;
#if !defined( CLIENT_DLL )
if ( m_bActiveHarpoon && m_hHarpoon.Get() )
{
// If the harpoon's impaled something, pull it towards me
CBaseEntity *pTarget = m_hHarpoon->GetImpaledTarget();
if ( pTarget )
{
if ( !pTarget->IsBSPModel() && pTarget->GetMoveType() != MOVETYPE_NONE )
{
// Bring him to me!
EmitSound( "Harpoon.Yank" );
// Get a yank vector, and raise it a little to get them off the ground if they're on it
Vector vecOverHere = ( pPlayer->GetAbsOrigin() - pTarget->GetAbsOrigin() );
VectorNormalize( vecOverHere );
if ( pTarget->GetFlags() & FL_ONGROUND )
{
pTarget->SetGroundEntity( NULL );
vecOverHere.z = 0.5;
}
pTarget->ApplyAbsVelocityImpulse( vecOverHere * 500 );
PlayAttackAnimation( ACT_VM_HAULBACK );
}
}
m_hHarpoon->SetThink( SUB_Remove );
m_hHarpoon->SetNextThink( gpGlobals->curtime + 5.0 );
m_hHarpoon = NULL;
m_bActiveHarpoon = false;
}
DetachRope();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHarpoon::DetachRope( void )
{
#if !defined( CLIENT_DLL )
if ( m_hRope )
{
m_hRope->DetachPoint(1);
m_hRope->DieAtNextRest();
m_hRope = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHarpoon *CWeaponHarpoon::CreateHarpoon( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner )
{
#if !defined( CLIENT_DLL )
CHarpoon *pHarpoon = CHarpoon::Create(vecOrigin, vecAngles, pOwner );
if ( pHarpoon )
{
// Create the rope on first throw. Otherwise attach our existing rope.
if ( !m_hRope )
{
CRopeKeyframe *pRope = CRopeKeyframe::Create( pHarpoon, pOwner, 0, 0 );
if ( pRope )
{
pRope->m_RopeLength = 1.0;
pRope->m_Slack = 50.0f;
pRope->m_Width = 2;
pRope->m_nSegments = ROPE_MAX_SEGMENTS;
pRope->m_RopeFlags |= ROPE_RESIZE | ROPE_COLLIDE;
}
m_hRope = pRope;
pHarpoon->SetRope( m_hRope );
}
else
{
m_hRope->SetEndPoint( pHarpoon, 0 );
pHarpoon->SetRope( m_hRope );
m_hRope = NULL;
}
// Do we already have a harpoon out?
CHarpoon *pOldHarpoon = m_hHarpoon;
m_hHarpoon = pHarpoon;
if ( pOldHarpoon )
{
pOldHarpoon->SetLinkedHarpoon( m_hHarpoon );
pHarpoon->SetLinkedHarpoon( pOldHarpoon );
m_hHarpoon = NULL;
}
}
return pHarpoon;
#else
return NULL;
#endif
}