hl2sdk/game/shared/tf/tf_weapon_mechanical_arm.cpp
2025-02-19 18:36:16 -05:00

939 lines
27 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_mechanical_arm.h"
#include "in_buttons.h"
#if !defined( CLIENT_DLL )
#include "tf_player.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#include "particle_parse.h"
#include "tf_fx.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "tf_team.h"
#include "tf_passtime_logic.h"
#include "tf_gamerules.h"
#else
#include "c_tf_player.h"
#endif
//=============================================================================
//
// tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFMechanicalArm, DT_TFMechanicalArm )
BEGIN_NETWORK_TABLE( CTFMechanicalArm, DT_TFMechanicalArm )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFMechanicalArm )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_mechanical_arm, CTFMechanicalArm );
PRECACHE_WEAPON_REGISTER( tf_weapon_mechanical_arm );
#define AMMO_PER_PROJECTILE_SHOCK 5
const float tf_mecharm_orb_size = 100.f;
const float tf_mecharm_orb_speed = 700.f;
const int tf_mecharm_orb_cost = 65;
const int tf_mecharm_orb_zap_targets = 2;
const int tf_mecharm_orb_zap_damage = 15;
const float tf_mecharm_orb_lifetime = 1.2f;
//=============================================================================
//
// CTFMechanicalArm
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFMechanicalArm::CTFMechanicalArm()
{
#ifdef CLIENT_DLL
m_pParticleBeamEffect = NULL;
m_pParticleBeamSpark = NULL;
m_pEffectOwner = NULL;
#endif // CLIENT_DLL
}
CTFMechanicalArm::~CTFMechanicalArm()
{
#ifdef CLIENT_DLL
if ( m_pEffectOwner )
{
if ( m_pParticleBeamEffect )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamEffect );
m_pParticleBeamEffect = NULL;
}
if ( m_pParticleBeamSpark )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
m_pParticleBeamSpark = NULL;
}
m_pEffectOwner = NULL;
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMechanicalArm::Precache()
{
BaseClass::Precache();
PrecacheParticleSystem( "dxhr_arm_muzzleflash" );
PrecacheParticleSystem( "dxhr_arm_muzzleflash2" );
PrecacheParticleSystem( "dxhr_arm_impact" );
PrecacheScriptSound( "Weapon_Upgrade.ExplosiveHeadshot" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFMechanicalArm::ShockAttack( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return false;
if ( pOwner->GetWaterLevel() == WL_Eyes )
return false;
// Enough ammo to shock at least one target?
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) < tf_mecharm_orb_cost )
return false;
#ifdef GAME_DLL
if ( pOwner->m_Shared.IsStealthed() )
{
pOwner->RemoveInvisibility();
}
// Remove the base cost for attempting to fire, regardless of what we hit
pOwner->RemoveAmmo( tf_mecharm_orb_cost, m_iPrimaryAmmoType );
#endif
return true;
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFMechanicalArm::IsValidVictim( CTFPlayer *pOwner, CBaseEntity *pTarget )
{
if ( pTarget == NULL )
return false;
if ( pTarget == pOwner )
return false;
if ( pTarget->IsPlayer() && pTarget->GetTeamNumber() == TEAM_SPECTATOR )
return false;
if ( pTarget->GetTeamNumber() == pOwner->GetTeamNumber() )
return false;
if ( pTarget->IsPlayer() && !pTarget->IsAlive() )
return false;
if ( !pTarget->IsDeflectable() && !FClassnameIs( pTarget, "prop_physics" ) )
return false;
if ( pOwner->FVisible( pTarget, MASK_SOLID_BRUSHONLY ) == false )
return false;
if ( g_pPasstimeLogic && ( g_pPasstimeLogic->GetBall() == pTarget ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMechanicalArm::ShockVictim( CTFPlayer *pOwner, CBaseEntity *pTarget )
{
// Projectile
if ( !pTarget->IsPlayer() )
{
pTarget->SetThink( &BaseClass::SUB_Remove );
pTarget->SetNextThink( gpGlobals->curtime );
pTarget->SetTouch( NULL );
pTarget->AddEffects( EF_NODRAW );
pTarget->RemoveFlag( FL_GRENADE );
}
// deal damage
CTakeDamageInfo info;
info.SetDamageType( DMG_SHOCK );
info.SetAttacker( pOwner );
info.SetInflictor( this );
info.SetWeapon( this );
info.SetDamage( 20 );
info.SetDamagePosition( pTarget->WorldSpaceCenter() );
pTarget->TakeDamage( info );
// Achievement
CTFGrenadePipebombProjectile *pPipebomb = dynamic_cast<CTFGrenadePipebombProjectile*>( pTarget );
if ( pPipebomb && pPipebomb->HasStickyEffects() )
{
// If we are near a building, award achievement progress.
CTFTeam *pTeam = pOwner->GetTFTeam();
if ( pTeam )
{
for ( int j = 0; j < pTeam->GetNumObjects(); j++ )
{
CBaseObject *pTemp = pTeam->GetObject( j );
if ( pTemp && ( pTemp->ObjectType() != OBJ_ATTACHMENT_SAPPER ) )
{
if ( ( pTemp->GetAbsOrigin().DistTo( pPipebomb->GetAbsOrigin() ) < 100 ) &&
( pTemp->FVisible( pPipebomb, MASK_SOLID_BRUSHONLY ) ) )
{
pOwner->AwardAchievement( ACHIEVEMENT_TF_ENGINEER_DESTROY_STICKIES, 1 );
break; // Only one award per sticky.
}
}
}
}
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMechanicalArm::SecondaryAttack( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
// Are we capable of firing again?
if ( m_flNextSecondaryAttack > gpGlobals->curtime )
return;
if ( m_iPrimaryAmmoType == TF_AMMO_METAL )
{
if ( ( GetAmmoPerShot() > GetOwner()->GetAmmoCount( m_iPrimaryAmmoType ) ) ||
( pOwner->GetWaterLevel() == WL_Eyes ) )
{
WeaponSound( EMPTY );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.67f;
return;
}
}
if ( !CanAttack() )
return;
if ( ShockAttack() )
{
WeaponSound( SPECIAL3 );
#ifdef GAME_DLL
Vector vecForward, vecRight, vecUp;
AngleVectors( pOwner->EyeAngles(), &vecForward, &vecRight, &vecUp );
float fRight = 8.f;
if ( IsViewModelFlipped() )
{
fRight *= -1;
}
// Vector vecSrc = pOwner->Weapon_ShootPosition();
// vecSrc = vecSrc + ( vecUp * -9.0f ) + ( vecRight * 7.0f ) + ( vecForward * 3.0f );
Vector vecSrc = pOwner->EyePosition()
+ ( vecForward * 40.f )
+ ( vecRight * 15.f )
+ ( vecUp * -10.f );
QAngle angForward = pOwner->EyeAngles();
trace_t trace;
Vector vecEye = pOwner->EyePosition();
CTraceFilterSimple traceFilter( this, COLLISION_GROUP_PROJECTILE );
UTIL_TraceHull( vecEye, vecSrc, -Vector( 8.f, 8.f, 8.f ), Vector( 8.f, 8.f, 8.f ), MASK_SOLID_BRUSHONLY, &traceFilter, &trace );
if ( !trace.DidHit() )
{
CTFProjectile_MechanicalArmOrb *pOrb = static_cast< CTFProjectile_MechanicalArmOrb* >( CBaseEntity::CreateNoSpawn( "tf_projectile_mechanicalarmorb", vecSrc, angForward, pOwner ) );
if ( pOrb )
{
pOrb->SetOwnerEntity( pOwner );
pOrb->SetLauncher( this );
Vector vForward;
AngleVectors( angForward, &vForward, NULL, NULL );
pOrb->SetAbsVelocity( vForward * tf_mecharm_orb_speed );
pOrb->ChangeTeam( pOwner->GetTeamNumber() );
pOrb->SetCritical( false );
DispatchSpawn( pOrb );
}
}
#endif // GAME_DLL
}
else
{
WeaponSound( EMPTY );
}
#ifdef CLIENT_DLL
// Play an effect on the client so they have some kind of visual feedback that something happened
int iParticleAttachment = LookupAttachment( "muzzle" );
CNewParticleEffect* pEffect = ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, iParticleAttachment );
ParticleProp()->AddControlPoint( pEffect, 1, this, PATTACH_POINT_FOLLOW, "muzzle" );
#endif
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pOwner->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.67f;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.67f;
}
#ifdef CLIENT_DLL
void CTFMechanicalArm::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
UpdateParticleBeam();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMechanicalArm::StopParticleBeam( void )
{
if ( !m_pEffectOwner )
return;
// Different owners, kill the old effect
if ( m_pParticleBeamEffect )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamEffect );
m_pParticleBeamEffect = NULL;
}
if ( m_pParticleBeamSpark )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
m_pParticleBeamSpark = NULL;
}
m_pEffectOwner = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMechanicalArm::UpdateParticleBeam()
{
// Update Particle
// If we are attacking, update the particle (make it render)
CTFPlayer *pFiringPlayer = ToTFPlayer( GetOwnerEntity() );
if ( !pFiringPlayer )
{
StopParticleBeam();
return;
}
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
C_BaseEntity *pEffectOwner = this;
if ( pLocalPlayer == pFiringPlayer )
{
pEffectOwner = pLocalPlayer->GetRenderedWeaponModel();
if ( !pEffectOwner )
{
StopParticleBeam();
return;
}
}
if ( m_pEffectOwner && m_pEffectOwner != pEffectOwner )
{
StopParticleBeam();
return;
}
if ( m_flNextSecondaryAttack > gpGlobals->curtime )
{
StopParticleBeam();
return;
}
m_pEffectOwner = pEffectOwner;
// Constantly perform the shock attack and update control points if attack is down and we've already fired
if ( pFiringPlayer
&& pFiringPlayer->m_nButtons & IN_ATTACK
&& pFiringPlayer->GetActiveWeapon() == this
&& pFiringPlayer->GetWaterLevel() != WL_Eyes
&& pFiringPlayer->m_flNextAttack < gpGlobals->curtime )
{
trace_t tr;
Vector vecAiming;
pFiringPlayer->EyeVectors( &vecAiming );
Vector vecEnd = pFiringPlayer->EyePosition() + vecAiming * 256.0f;
UTIL_TraceLine( pFiringPlayer->EyePosition(), vecEnd, ( MASK_SHOT & ~CONTENTS_HITBOX ), pFiringPlayer, DMG_GENERIC, &tr );
// Line laser
if ( !m_pParticleBeamEffect )
{
const char *pszEffectName = "dxhr_arm_muzzleflash2";
m_pParticleBeamEffect = pEffectOwner->ParticleProp()->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
}
if ( m_pParticleBeamEffect )
{
Vector vEndPos = tr.endpos - pFiringPlayer->GetAbsOrigin();
pEffectOwner->ParticleProp()->AddControlPoint( m_pParticleBeamEffect, 1, pFiringPlayer, PATTACH_ABSORIGIN_FOLLOW, NULL, vEndPos );
}
// Spark
if ( !m_pParticleBeamSpark && tr.m_pEnt && tr.m_pEnt->IsPlayer( ) )
{
m_pParticleBeamSpark = pEffectOwner->ParticleProp( )->Create( "dxhr_arm_impact", PATTACH_ABSORIGIN_FOLLOW );
}
else if ( m_pParticleBeamSpark && (!tr.m_pEnt || !tr.m_pEnt->IsPlayer() ) )
{
m_pEffectOwner->ParticleProp()->StopEmissionAndDestroyImmediately( m_pParticleBeamSpark );
m_pParticleBeamSpark = NULL;
}
if ( m_pParticleBeamSpark )
{
Vector vEndPos = tr.endpos - pFiringPlayer->GetAbsOrigin();
pEffectOwner->ParticleProp( )->AddControlPoint( m_pParticleBeamSpark, 1, pFiringPlayer, PATTACH_ABSORIGIN_FOLLOW, NULL, vEndPos );
}
}
else if ( m_pEffectOwner )
{
StopParticleBeam( );
}
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMechanicalArm::PrimaryAttack()
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return;
float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
if ( m_iPrimaryAmmoType == TF_AMMO_METAL )
{
if ( ( GetAmmoPerShot() > GetOwner()->GetAmmoCount( m_iPrimaryAmmoType ) ) ||
( pOwner->GetWaterLevel( ) == WL_Eyes ) )
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
return;
}
}
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Get the player owning the weapon.
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
#ifdef GAME_DLL
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, false );
int iAmmoPerShot = 0;
CALL_ATTRIB_HOOK_INT( iAmmoPerShot, mod_ammo_per_shot );
pOwner->RemoveAmmo( iAmmoPerShot, m_iPrimaryAmmoType );
//int nAmmoToTake = bShocked ? 0 : GetAmmoPerShot();
//pOwner->RemoveAmmo( nAmmoToTake, m_iPrimaryAmmoType );
FireProjectile( pPlayer );
#endif
#ifdef CLIENT_DLL
// Play an effect on the client so they have some kind of visual feedback that something happened
int iParticleAttachment = LookupAttachment( "muzzle" );
CNewParticleEffect* pEffect = ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, iParticleAttachment );
ParticleProp()->AddControlPoint( pEffect, 1, this, PATTACH_POINT_FOLLOW, "muzzle" );
#endif
WeaponSound( SINGLE );
// Set the weapon mode.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Set next attack times.
m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFMechanicalArm::GetAmmoPerShot( void )
{
// Used by normal fire code, we only decrement ammo on ticks which uses an Attr
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFMechanicalArm::UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState )
{
if ( !pOwner )
return false;
iState = pOwner->GetActiveWeapon() == this;
bool res = BaseClass::UpdateBodygroups( pOwner, iState );
CTFPlayer *pTFOwner = ToTFPlayer( pOwner );
if ( pTFOwner )
{
CBaseViewModel *pVM = pTFOwner->GetViewModel();
if ( pVM )
{
pVM->SetBodygroup( 1, iState );
}
}
return res;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_MechanicalArmOrb, DT_TFProjectile_MechanicalArmOrb )
BEGIN_NETWORK_TABLE( CTFProjectile_MechanicalArmOrb, DT_TFProjectile_MechanicalArmOrb )
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( tf_projectile_mechanicalarmorb, CTFProjectile_MechanicalArmOrb );
PRECACHE_WEAPON_REGISTER( tf_projectile_mechanicalarmorb );
const char *pszParticleRed = "dxhr_lightningball_parent_red";
const char *pszParticleBlue = "dxhr_lightningball_parent_blue";
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_MechanicalArmOrb::CTFProjectile_MechanicalArmOrb()
{
#ifdef CLIENT_DLL
m_pTrailParticle = NULL;
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_MechanicalArmOrb::~CTFProjectile_MechanicalArmOrb()
{
#ifdef CLIENT_DLL
if ( m_pTrailParticle )
{
ParticleProp()->StopEmissionAndDestroyImmediately( m_pTrailParticle );
m_pTrailParticle = NULL;
}
#endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::Precache()
{
BaseClass::Precache();
PrecacheModel( "models/weapons/w_models/w_drg_ball.mdl" );
PrecacheParticleSystem( pszParticleRed );
PrecacheParticleSystem( pszParticleBlue );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::Spawn()
{
BaseClass::Spawn();
SetModel( "models/weapons/w_models/w_drg_ball.mdl" );
#ifdef GAME_DLL
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
SetRenderMode( kRenderTransAlpha );
SetRenderColorA( 1 );
CollisionProp()->SetCollisionBounds( Vector( -1.f, -1.f, -1.f ), Vector( 1.f, 1.f, 1.f ) );
SetCollisionGroup( TFCOLLISION_GROUP_ROCKET_BUT_NOT_WITH_OTHER_ROCKETS );
AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );
AddEffects( EF_NOSHADOW );
SetGravity( 0.f );
SetTouch( &CTFBaseRocket::RocketTouch );
AddFlag( FL_GRENADE );
SetContextThink( &CTFProjectile_MechanicalArmOrb::OrbThink, gpGlobals->curtime, "OrbThink" );
SetContextThink( &CTFProjectile_MechanicalArmOrb::ExplodeAndRemove, gpGlobals->curtime + tf_mecharm_orb_lifetime, "ExplodeAndRemoveThink" );
m_flOrbNextAttackTime = -1.f;
#endif // GAME_DLL
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFProjectile_MechanicalArmOrb::ShouldProjectileIgnore( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther )
return true;
if ( pOther->IsWorld() )
return false;
if ( GetOwnerEntity() == pOther )
return true;
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet( FSOLID_VOLUME_CONTENTS ) )
return true;
if ( pOther->GetCollisionGroup() == TFCOLLISION_GROUP_RESPAWNROOMS )
return true;
if ( pOther->IsFuncLOD() )
return true;
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
if ( pTrace->surface.flags & CONTENTS_LADDER )
return true;
if ( !ShouldTouchNonWorldSolid( pOther, pTrace ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::RocketTouch( CBaseEntity *pOther )
{
if ( pOther->IsPlayer() )
return;
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
if ( pTrace->surface.flags & SURF_SKY )
{
UTIL_Remove( this );
return;
}
if ( ShouldProjectileIgnore( pOther ) )
return;
// End if we run into something
ExplodeAndRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::ExplodeAndRemove( void )
{
// Particle
const char *pszParticleName = ( GetTeamNumber() == TF_TEAM_BLUE ) ? "drg_cow_explosioncore_normal_blue" : "drg_cow_explosioncore_normal";
CPVSFilter filter( GetAbsOrigin() );
TE_TFParticleEffect( filter, 0.f, pszParticleName, GetAbsOrigin(), vec3_angle );
EmitSound( filter, entindex(), "Halloween.spell_lightning_impact" );
// Go out with a bang
CheckForPlayers( 16 );
#ifdef CLIENT_DLL
if ( m_pTrailParticle )
{
ParticleProp()->StopEmissionAndDestroyImmediately( m_pTrailParticle );
m_pTrailParticle = NULL;
}
#endif // CLIENT_DLL
SetContextThink( &CBaseGrenade::SUB_Remove, gpGlobals->curtime, "RemoveThink" );
return;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::ZapPlayer( const CTakeDamageInfo &info, trace_t *pTrace, CTFPlayer *pTFPlayer )
{
if ( !pTrace )
return;
if ( !pTFPlayer )
return;
// Shoot a beam at them
CPVSFilter filter( pTFPlayer->WorldSpaceCenter() );
Vector vStart = WorldSpaceCenter();
Vector vEnd = pTFPlayer->EyePosition();
const char *pszHitEffect = ( GetTeamNumber() == TF_TEAM_BLUE ) ? "dxhr_lightningball_hit_blue" : "dxhr_lightningball_hit_red";
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd };
TE_TFParticleEffectComplex( filter, 0.0f, pszHitEffect, vStart, QAngle( 0, 0, 0 ), NULL, &controlPoint, pTFPlayer, PATTACH_CUSTOMORIGIN );
// Hurt 'em.
Vector dir;
AngleVectors( GetAbsAngles(), &dir );
pTFPlayer->DispatchTraceAttack( info, dir, pTrace );
ApplyMultiDamage();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::CheckForPlayers( int nNumToZap )
{
CTFPlayer *pTFOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pTFOwner )
return;
CTakeDamageInfo info;
info.SetAttacker( pTFOwner );
info.SetInflictor( this );
info.SetWeapon( GetLauncher() );
info.SetDamage( tf_mecharm_orb_zap_damage );
info.SetDamageCustom( TF_DMG_CUSTOM_PLASMA );
info.SetDamagePosition( GetAbsOrigin() );
info.SetDamageType( DMG_SHOCK );
CBaseEntity *pListOfEntities[5];
int iEntities = UTIL_EntitiesInSphere( pListOfEntities, 5, GetAbsOrigin(), tf_mecharm_orb_size, FL_CLIENT | FL_FAKECLIENT | FL_NPC );
// Shuffle the list
for ( int i = iEntities - 1; i > 0; --i )
{
V_swap( pListOfEntities[i], pListOfEntities[RandomInt( 0, i )] );
}
CTraceFilterIgnoreTeammates tracefilter( this, COLLISION_GROUP_NONE, GetTeamNumber() );
// Zap as many targets as we're told to, if we can
int nHits = 0;
for ( int i = 0; i < iEntities && nHits < nNumToZap; ++i )
{
CBaseEntity* pTarget = pListOfEntities[i];
if ( !pTarget )
continue;
if ( !pTarget->IsAlive() )
continue;
if ( pTFOwner->InSameTeam( pTarget ) )
continue;
if ( !FVisible( pTarget, MASK_OPAQUE ) )
continue;
CTFPlayer *pTFPlayer = ToTFPlayer( pTarget );
if ( pTFPlayer )
{
if ( pTFPlayer->m_Shared.InCond( TF_COND_PHASE ) || pTFPlayer->m_Shared.InCond( TF_COND_PASSTIME_INTERCEPTION ) )
continue;
if ( pTFPlayer->m_Shared.IsInvulnerable() )
continue;
}
trace_t trace;
UTIL_TraceLine( GetAbsOrigin(), pTarget->GetAbsOrigin(), ( MASK_SHOT & ~( CONTENTS_HITBOX ) ), &tracefilter, &trace );
if ( trace.DidHitWorld() )
continue;
ZapPlayer( info, &trace, pTFPlayer );
++nHits;
}
// We zapped someone. Play a sound
if ( nHits > 0 )
{
EmitSound( "TFPlayer.MedicChargedDeath" );
// If the owner is close, zap them too -- to punish shoot-the-floor patterns
if ( ( pTFOwner->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr() < Square( 80.f ) )
{
trace_t trace;
UTIL_TraceLine( GetAbsOrigin(), pTFOwner->GetAbsOrigin(), ( MASK_SHOT & ~( CONTENTS_HITBOX ) ), &tracefilter, &trace );
ZapPlayer( info, &trace, pTFOwner );
}
}
m_flOrbNextAttackTime = gpGlobals->curtime + 0.15f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::CheckForProjectiles( void )
{
const int nMaxEnts = 16;
const float flRadius = tf_mecharm_orb_size * 1.5f; // Bloat it a little
Vector vecPos = GetAbsOrigin();
CBaseEntity *pObjects[nMaxEnts];
int nCount = UTIL_EntitiesInSphere( pObjects, nMaxEnts, vecPos, flRadius, FL_GRENADE );
//NDebugOverlay::Sphere( vecPos, flRadius, 0, 255, 0, false, 0.35f );
CTFPlayer *pTFOwner = ToTFPlayer( GetOwnerEntity() );
bool bAnnihilate = false;
// Destroy projectiles along the way
for ( int i = 0; i < nCount; i++ )
{
if ( !pObjects[i] )
continue;
if ( pObjects[i] == this )
continue;
if ( pObjects[i]->InSameTeam( this ) )
continue;
if ( pObjects[i]->GetAbsOrigin().DistToSqr( GetAbsOrigin() ) > Square( tf_mecharm_orb_size ) )
continue;
if ( !FVisible( pObjects[i], MASK_SOLID ) )
continue;
CBaseProjectile *pProjectile = dynamic_cast< CBaseProjectile* >( pObjects[i] );
if ( pProjectile && pProjectile->IsDestroyable( true ) )
{
CPVSFilter filter( WorldSpaceCenter() );
const char *pszHitEffect = ( GetTeamNumber() == TF_TEAM_BLUE ) ? "dxhr_lightningball_hit_blue" : "dxhr_lightningball_hit_red";
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, pObjects[i]->GetAbsOrigin() };
TE_TFParticleEffectComplex( filter, 0.0f, pszHitEffect, WorldSpaceCenter(), QAngle( 0, 0, 0 ), NULL, &controlPoint, pProjectile, PATTACH_CUSTOMORIGIN );
EmitSound( "Weapon_Upgrade.ExplosiveHeadshot" );
// If we touch another orb, then we need to annihilate. Destroy the other orb, and also destroy ourselves
CTFProjectile_MechanicalArmOrb* pOtherOrb = dynamic_cast< CTFProjectile_MechanicalArmOrb* >( pProjectile );
if ( pOtherOrb )
{
pOtherOrb->ExplodeAndRemove();
bAnnihilate = true;
}
else
{
pProjectile->Destroy( true, false );
}
if ( pTFOwner )
{
CTF_GameStats.Event_PlayerAwardBonusPoints( pTFOwner, NULL, 2 );
}
}
}
// We hit another orb. Destroy ourselves
if ( bAnnihilate )
{
ExplodeAndRemove();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::OrbThink( void )
{
if ( gpGlobals->curtime >= m_flOrbNextAttackTime )
{
CheckForPlayers( tf_mecharm_orb_zap_targets );
}
CheckForProjectiles();
SetContextThink( &CTFProjectile_MechanicalArmOrb::OrbThink, gpGlobals->curtime + 0.1f, "OrbThink" );
}
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
m_iTeamNumPrev = GetTeamNumber();
CreateTrails();
}
else if ( updateType == DATA_UPDATE_DATATABLE_CHANGED )
{
if ( m_iTeamNumPrev != GetTeamNumber() )
{
m_iTeamNumPrev = GetTeamNumber();
if ( m_pTrailParticle )
{
ParticleProp()->StopEmissionAndDestroyImmediately( m_pTrailParticle );
m_pTrailParticle = NULL;
}
CreateTrails();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_MechanicalArmOrb::CreateTrails( void )
{
BaseClass::CreateTrails();
if ( !m_pTrailParticle )
{
m_pTrailParticle = ParticleProp()->Create( ( GetTeamNumber() == TF_TEAM_BLUE ? pszParticleBlue : pszParticleRed ), PATTACH_ABSORIGIN_FOLLOW );
}
}
#endif // CLIENT_DLL