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: static_prop - don't move, don't animate, don't do anything.
// physics_prop - move, take damage, but don't animate
//
//===========================================================================//
#include "cbase.h"
#include "tf_gamerules.h"
#include "tf_props.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar tf_soccer_ball_up_max( "tf_soccer_ball_up_max", "350", FCVAR_CHEAT );
ConVar tf_soccer_ball_multiplier( "tf_soccer_ball_multiplier", "4", FCVAR_CHEAT );
ConVar tf_soccer_ball_min_speed( "tf_soccer_ball_min_speed", "30", FCVAR_CHEAT );
// Ranges from ~ .3 (side swipe) to 1 (full head on hit). When it's >= this value,
// treat the hit as a full frontal 1.0 collision.
ConVar tf_soccer_front_hit_range( "tf_soccer_front_hit_range", ".95", FCVAR_CHEAT );
extern ConVar tf_halloween_kart_dash_speed;
extern ConVar tf_halloween_kart_normal_speed;
LINK_ENTITY_TO_CLASS( prop_soccer_ball, CPropSoccerBall );
BEGIN_DATADESC( CPropSoccerBall )
DEFINE_KEYFIELD( m_iszTriggers, FIELD_STRING, "trigger_name" ),
END_DATADESC()
void CPropSoccerBall::Precache()
{
PrecacheScriptSound( "BumperCar.HitBall" );
}
void CPropSoccerBall::Spawn()
{
BaseClass::Spawn();
SetSolid( SOLID_VPHYSICS ); // Use our vphys model for collision
SetSolidFlags( FSOLID_TRIGGER ); // Generate Touch functions, but dont collide
SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS ); // Need this one too so players dont get stopped
SetTouch( &CPropSoccerBall::BallTouch );
SetContextThink( &CPropSoccerBall::TriggerTouchThink, gpGlobals->curtime + 0.2f, "TriggerTouchThink" );
}
// Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this,
// we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to
// touch them. Our collision system is a vortex of insanity.
void CPropSoccerBall::TriggerTouchThink()
{
FOR_EACH_VEC( m_vecTriggers, i )
{
if ( m_vecTriggers[i]->PointIsWithin( GetAbsOrigin() ) )
{
m_vecTriggers[i]->StartTouch( this );
m_vecTriggers[i]->EndTouch( this );
}
}
SetContextThink( &CPropSoccerBall::TriggerTouchThink, gpGlobals->curtime + 0.2f, "TriggerTouchThink" );
}
void CPropSoccerBall::Activate()
{
CBaseTrigger* pTrigger = NULL;
do
{
pTrigger = dynamic_cast<CBaseTrigger *> ( gEntList.FindEntityByName( pTrigger, m_iszTriggers.ToCStr() ) );
if ( pTrigger )
{
m_vecTriggers.AddToTail( pTrigger );
}
} while ( pTrigger );
BaseClass::Activate();
}
bool CPropSoccerBall::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
TestHitboxes( ray, 0xFFFFFFFF, trace );
if ( trace.DidHit() )
{
IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj )
pObj->Wake();
}
return false;
}
void CPropSoccerBall::BallTouch( CBaseEntity *pOther )
{
if ( gpGlobals->curtime < m_flNextAllowedImpactTime )
return;
CTFPlayer *pTFPlayer = ToTFPlayer( pOther );
if ( pTFPlayer )
{
const float flSoccerBallMultiplier = tf_soccer_ball_multiplier.GetFloat();
// Get player direction and speed.
Vector vPlayer( pOther->GetAbsVelocity().x, pOther->GetAbsVelocity().y, 0.0f );
float flSpeed = vPlayer.Length2D();
vPlayer.NormalizeInPlace();
// Linearly scale up based on kart speed.
float fUp = tf_soccer_ball_up_max.GetFloat();
float fUpScale = flSpeed / tf_halloween_kart_dash_speed.GetFloat();
fUp = Clamp( fUp * fUpScale, 5.0f, fUp ) * flSoccerBallMultiplier;
// Get vector to ball from player.
Vector vToBall = GetAbsOrigin() - pOther->GetAbsOrigin();
vToBall.z = 0.0f;
vToBall.NormalizeInPlace();
// cosTheta ranges from about .3 (side swipe) to 1 (full head on hit).
float cosTheta = Max( 0.1f, vToBall.Dot( vPlayer ) );
// Scale speed based on incident angle and soccer ball multiplier hack.
flSpeed = Max( flSpeed * cosTheta, tf_soccer_ball_min_speed.GetFloat() );
flSpeed *= flSoccerBallMultiplier;
Vector vecVelocity;
if ( cosTheta >= tf_soccer_front_hit_range.GetFloat() )
{
// Front hit - snag player velocity and direction and use that.
//DevMsg( "%s cosTheta: %.2f front hit\n", __FUNCTION__, cosTheta );
vecVelocity = vPlayer;
}
else
{
// Side swipe. Scale vector by player speed and hit angle.
//DevMsg( "%s cosTheta: %.2f side hit\n", __FUNCTION__, cosTheta );
vecVelocity = vToBall;
}
vecVelocity *= flSpeed;
vecVelocity.z = fUp;
IPhysicsObject *pObj = VPhysicsGetObject();
pObj->Wake();
pObj->AddVelocity( &vecVelocity, NULL );
m_flNextAllowedImpactTime = gpGlobals->curtime + 0.1f;
EmitSound( "BumperCar.HitBall" );
ChangeTeam( pTFPlayer->GetTeamNumber() );
m_hLastToucher = pTFPlayer;
}
}