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

3207 lines
106 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// TF Flame Thrower
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_flamethrower.h"
#include "tf_fx_shared.h"
#include "in_buttons.h"
#include "ammodef.h"
#include "tf_gamerules.h"
#include "tf_weapon_rocketpack.h"
#include "debugoverlay_shared.h"
#include "soundenvelope.h"
#if defined( CLIENT_DLL )
#include "c_tf_player.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "prediction.h"
#include "haptics/ihaptics.h"
#include "c_tf_gamestats.h"
#else
#include "explode.h"
#include "tf_player.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#include "collisionutils.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "particle_parse.h"
#include "tf_weaponbase_grenadeproj.h"
#include "tf_weapon_compound_bow.h"
#include "tf_projectile_arrow.h"
#include "NextBot/NextBotManager.h"
#include "halloween/merasmus/merasmus_trick_or_treat_prop.h"
#include "tf_logic_robot_destruction.h"
#include "tf_passtime_logic.h"
ConVar tf_flamethrower_velocity( "tf_flamethrower_velocity", "2300.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Initial velocity of flame damage entities." );
ConVar tf_flamethrower_drag("tf_flamethrower_drag", "0.87", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Air drag of flame damage entities." );
ConVar tf_flamethrower_float("tf_flamethrower_float", "50.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Upward float velocity of flame damage entities." );
ConVar tf_flamethrower_vecrand("tf_flamethrower_vecrand", "0.05", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Random vector added to initial velocity of flame damage entities." );
ConVar tf_flamethrower_maxdamagedist("tf_flamethrower_maxdamagedist", "350.0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Maximum damage distance for flamethrower." );
ConVar tf_flamethrower_shortrangedamagemultiplier("tf_flamethrower_shortrangedamagemultiplier", "1.2", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Damage multiplier for close-in flamethrower damage." );
ConVar tf_flamethrower_velocityfadestart("tf_flamethrower_velocityfadestart", ".3", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Time at which attacker's velocity contribution starts to fade." );
ConVar tf_flamethrower_velocityfadeend("tf_flamethrower_velocityfadeend", ".5", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Time at which attacker's velocity contribution finishes fading." );
ConVar tf_flamethrower_burst_zvelocity( "tf_flamethrower_burst_zvelocity", "350", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
const float tf_flamethrower_burn_frequency = 0.075f;
const float tf_flamethrower_afterburn_rate = 0.4f;
static const char *s_pszFlameThrowerHitTargetThink = "FlameThrowerHitTargetThink";
#endif
ConVar tf_debug_flamethrower("tf_debug_flamethrower", "0", FCVAR_CHEAT | FCVAR_REPLICATED, "Visualize the flamethrower damage." );
ConVar tf_flamethrower_boxsize("tf_flamethrower_boxsize", "12.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Size of flame damage entities.", true, 1.f, true, 24.f );
ConVar tf_flamethrower_new_flame_offset( "tf_flamethrower_new_flame_offset", "40 5 0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Starting position relative to the flamethrower." );
const float tf_flamethrower_initial_afterburn_duration = 3.f;
const float tf_flamethrower_airblast_cone_angle = 35.0f;
#include "tf_pumpkin_bomb.h"
const float tf_flamethrower_new_flame_fire_delay = 0.02f;
const float tf_flamethrower_damage_per_tick = 13.f;
ConVar tf_flamethrower_burstammo("tf_flamethrower_burstammo", "20", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "How much ammo does the air burst use per shot." );
ConVar tf_flamethrower_flametime("tf_flamethrower_flametime", "0.5", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Time to live of flame damage entities." );
// If we're shipping this it needs to be better hooked with flame manager -- right now we just spawn 5 managers for
// prototyping
#ifdef WATERFALL_FLAMETHROWER_TEST
// TODO: ConVars for easier for easier testing, but should be attributes for shipping?
// (TODO: Add con commands to modify stock attributes on the fly)
ConVar tf_flamethrower_waterfall_damage_per_tick( "tf_flamethrower_waterfall_damage_per_tick", "7", FCVAR_REPLICATED );
#endif // WATERFALL_FLAMETHROWER_TEST
#if defined( GAME_DLL )
// TODO These should be cheat upon shipping probably
ConVar tf_airblast_cray( "tf_airblast_cray", "1", FCVAR_CHEAT,
"Use alternate cray airblast logic globally." );
ConVar tf_airblast_cray_debug( "tf_airblast_cray_debug", "0", FCVAR_CHEAT,
"Enable debugging overlays & output for cray airblast. "
"Value is length of time to show debug overlays in seconds." );
ConVar tf_airblast_cray_power( "tf_airblast_cray_power", "600", FCVAR_CHEAT,
"Amount of force cray airblast should apply unconditionally. "
"Set to 0 to only perform player momentum reflection.");
ConVar tf_airblast_cray_power_relative( "tf_airblast_cray_power_relative", "0", FCVAR_CHEAT,
"If set, the blast power power also inherits from the blast's forward momentum." );
ConVar tf_airblast_cray_reflect_coeff( "tf_airblast_cray_reflect_coeff", "2", FCVAR_CHEAT,
"The coefficient of reflective power cray airblast employs.\n"
" 0 - No reflective powers\n"
" 0-1 - Cancel out some/all incoming velocity\n"
" 1-2 - Reflect some/all incoming velocity outwards\n"
" 2+ - Reflect incoming velocity outwards and then some\n" );
ConVar tf_airblast_cray_reflect_cost_coeff( "tf_airblast_cray_reflect_cost_coeff", "0.5", FCVAR_CHEAT,
"What portion of power used for reflection is removed from the push effect. "
"Note that reflecting incoming momentum requires 2x the momentum - "
"to first neutralize and then reverse it. Setting this to 1 means that a "
"target running towards the blast at more than 50% blast-speed would have "
"a net pushback half that of a stationary target, since half the power was "
"used to negate their incoming momentum. A value of 0.5 would mean that "
"running towards the blast would not be beneficial vs being still, while "
"values >.5 would make it beneficial to do so, and <.5 detrimental." );
ConVar tf_airblast_cray_reflect_relative( "tf_airblast_cray_reflect_relative", "0", FCVAR_CHEAT,
"If set, the relative, rather than absolute, target velocity is considered "
"for reflection." );
ConVar tf_airblast_cray_ground_reflect( "tf_airblast_cray_ground_reflect", "1", FCVAR_CHEAT,
"If set, cray airblast reflects any airblast power directed into the ground "
"off of it, to prevent ground-stuck and provide a bit more control over "
"up-vs-forward vectoring" );
ConVar tf_airblast_cray_ground_minz( "tf_airblast_cray_ground_minz", "100", FCVAR_CHEAT,
"If set, cray airblast ensures the target has this minimum Z velocity after "
"reflections and impulse have been applied. "
"Set to 268.3281572999747 for exact old airblast Z behavior." );
ConVar tf_airblast_cray_lose_footing_duration( "tf_airblast_cray_lose_footing_duration", "0.5", FCVAR_CHEAT,
"How long the player should be unable to regain their footing after "
"being airblast, separate from air-control stun." );
ConVar tf_airblast_cray_stun_duration( "tf_airblast_cray_stun_duration", "0", FCVAR_CHEAT,
"If set, apply this duration of stun when initially hit by an airblast. "
"Does not apply to repeated airblasts.", true, 0.0f, true, 1.0f );
ConVar tf_airblast_cray_stun_amount( "tf_airblast_cray_stun_amount", "0", FCVAR_CHEAT,
"Amount of control loss to apply if stun_duration is set.",
true, 0.0f, true, 1.0f );
ConVar tf_airblast_cray_pitch_control( "tf_airblast_cray_pitch_control", "0", FCVAR_CHEAT,
"If set, allow controlling the pitch of the airblast, in addition to the yaw." );
#endif // defined( GAME_DLL )
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// position of end of muzzle relative to shoot position
#define TF_FLAMETHROWER_MUZZLEPOS_FORWARD 70.0f
#define TF_FLAMETHROWER_MUZZLEPOS_RIGHT 12.0f
#define TF_FLAMETHROWER_MUZZLEPOS_UP -12.0f
#define TF_FLAMETHROWER_AMMO_PER_SECOND_PRIMARY_ATTACK 14.0f
#define TF_FLAMETHROWER_HITACCURACY_MED 40.0f
#define TF_FLAMETHROWER_HITACCURACY_HIGH 60.0f
//-----------------------------------------------------------------------------
#define TF_WEAPON_BUBBLE_WAND_MODEL "models/player/items/pyro/mtp_bubble_wand.mdl"
//-----------------------------------------------------------------------------
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Only send to local player
//-----------------------------------------------------------------------------
void* SendProxy_SendLocalFlameThrowerDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
// Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if ( pWeapon )
{
// Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
if ( pPlayer )
{
pRecipients->SetOnly( pPlayer->GetClientIndex() );
return (void*)pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendLocalFlameThrowerDataTable );
#endif // CLIENT_DLL
IMPLEMENT_NETWORKCLASS_ALIASED( TFFlameThrower, DT_WeaponFlameThrower )
//-----------------------------------------------------------------------------
// Purpose: Only sent to the local player
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CTFFlameThrower, DT_LocalFlameThrower )
#if defined( CLIENT_DLL )
RecvPropInt( RECVINFO( m_iActiveFlames ) ),
RecvPropInt( RECVINFO( m_iDamagingFlames ) ),
RecvPropEHandle( RECVINFO( m_hFlameManager ) ),
RecvPropBool( RECVINFO( m_bHasHalloweenSpell ) ),
#else
SendPropInt( SENDINFO( m_iActiveFlames ), 5, SPROP_UNSIGNED | SPROP_CHANGES_OFTEN ),
SendPropInt( SENDINFO( m_iDamagingFlames ), 10, SPROP_UNSIGNED | SPROP_CHANGES_OFTEN ),
SendPropEHandle( SENDINFO( m_hFlameManager ) ),
SendPropBool( SENDINFO( m_bHasHalloweenSpell ) ),
#endif
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE( CTFFlameThrower, DT_WeaponFlameThrower )
#if defined( CLIENT_DLL )
RecvPropInt( RECVINFO( m_iWeaponState ) ),
RecvPropBool( RECVINFO( m_bCritFire ) ),
RecvPropBool( RECVINFO( m_bHitTarget ) ),
RecvPropFloat( RECVINFO( m_flChargeBeginTime ) ),
RecvPropDataTable("LocalFlameThrowerData", 0, 0, &REFERENCE_RECV_TABLE( DT_LocalFlameThrower ) ),
#else
SendPropInt( SENDINFO( m_iWeaponState ), 4, SPROP_UNSIGNED | SPROP_CHANGES_OFTEN ),
SendPropBool( SENDINFO( m_bCritFire ) ),
SendPropBool( SENDINFO( m_bHitTarget ) ),
SendPropFloat( SENDINFO( m_flChargeBeginTime ) ),
SendPropDataTable("LocalFlameThrowerData", 0, &REFERENCE_SEND_TABLE( DT_LocalFlameThrower ), SendProxy_SendLocalFlameThrowerDataTable ),
#endif
END_NETWORK_TABLE()
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA( CTFFlameThrower )
DEFINE_PRED_FIELD( m_iWeaponState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bCritFire, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_FIELD( m_flChargeBeginTime, FIELD_FLOAT ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( tf_weapon_flamethrower, CTFFlameThrower );
PRECACHE_WEAPON_REGISTER( tf_weapon_flamethrower );
BEGIN_DATADESC( CTFFlameThrower )
END_DATADESC()
// ------------------------------------------------------------------------------------------------ //
// CTFFlameThrower implementation.
// ------------------------------------------------------------------------------------------------ //
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFFlameThrower::CTFFlameThrower()
#if defined( CLIENT_DLL )
: m_FlameEffects( this )
, m_MmmmphEffect( this )
#endif
{
WeaponReset();
#if defined( CLIENT_DLL )
m_pFiringStartSound = NULL;
m_pFiringLoop = NULL;
m_pFiringAccuracyLoop = NULL;
m_pFiringHitLoop = NULL;
m_bFiringLoopCritical = false;
m_pPilotLightSound = NULL;
m_pSpinUpSound = NULL;
m_szAccuracySound = NULL;
m_bEffectsThinking = false;
m_bFullRageEffect = false;
#else
m_flTimeToStopHitSound = 0;
#endif
m_flSecondaryAnimTime = 0.f;
m_bHasHalloweenSpell.Set( false );
m_flMinPrimaryAttackBurstTime = 0.f;
m_szParticleEffectBlue[0] = '\0';
m_szParticleEffectRed[0] = '\0';
m_szParticleEffectBlueCrit[0] = '\0';
m_szParticleEffectRedCrit[0] = '\0';
ListenForGameEvent( "recalculate_holidays" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFFlameThrower::~CTFFlameThrower()
{
DestroySounds();
#if defined( CLIENT_DLL )
StopFullCritEffect();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFFlameThrower::GetNewFlameEffectInternal( int nTeam, bool bCrit )
{
static CSchemaAttributeDefHandle pAttrDef_FireParticleBlue( "fire particle blue" );
static CSchemaAttributeDefHandle pAttrDef_FireParticleRed( "fire particle red" );
static CSchemaAttributeDefHandle pAttrDef_FireParticleBlueCrit( "fire particle blue crit" );
static CSchemaAttributeDefHandle pAttrDef_FireParticleRedCrit( "fire particle red crit" );
char *pszParticleEffect = ( nTeam == TF_TEAM_BLUE ) ? ( bCrit ? m_szParticleEffectBlueCrit : m_szParticleEffectBlue ) : ( bCrit ? m_szParticleEffectRedCrit : m_szParticleEffectRed );
if ( !pszParticleEffect[0] )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem )
{
CAttribute_String attrModule;
const CEconItemAttributeDefinition *pAttrDef = ( nTeam == TF_TEAM_BLUE ) ? ( bCrit ? pAttrDef_FireParticleBlueCrit : pAttrDef_FireParticleBlue ) : ( bCrit ? pAttrDef_FireParticleRedCrit : pAttrDef_FireParticleRed );
if ( !pItem->FindAttribute( pAttrDef, &attrModule ) || !attrModule.has_value() )
{
V_strncpy( pszParticleEffect, bCrit ? ( ( nTeam == TF_TEAM_BLUE ) ? "new_flame_crit_blue" : "new_flame_crit_red" ) : "new_flame", MAX_PARTICLE_EFFECT_NAME_LENGTH );
}
else
{
V_strncpy( pszParticleEffect, attrModule.value().c_str(), MAX_PARTICLE_EFFECT_NAME_LENGTH );
}
}
}
return ( pszParticleEffect[0] ? pszParticleEffect : "new_flame" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::Precache( void )
{
BaseClass::Precache();
int iModelIndex = PrecacheModel( TF_WEAPON_BUBBLE_WAND_MODEL );
PrecacheGibsForModel( iModelIndex );
PrecacheParticleSystem( "pyro_blast" );
PrecacheParticleSystem( "flamethrower_rope" );
PrecacheScriptSound( "Weapon_FlameThrower.AirBurstAttack" );
PrecacheScriptSound( "TFPlayer.AirBlastImpact" );
PrecacheScriptSound( "Weapon_FlameThrower.AirBurstAttackDeflect" );
PrecacheParticleSystem( "deflect_fx" );
PrecacheParticleSystem( "drg_bison_idle" );
PrecacheParticleSystem( "medicgun_invulnstatus_fullcharge_blue" );
PrecacheParticleSystem( "medicgun_invulnstatus_fullcharge_red" );
PrecacheParticleSystem( "halloween_burningplayer_flyingbits" );
PrecacheParticleSystem( "torch_player_burn" );
PrecacheParticleSystem( "torch_red_core_1" );
// for airblast projectile turn into ammopack
PrecacheModel( "models/items/ammopack_small.mdl" );
#ifdef GAME_DLL
// only do this for the server here, since the client
// isn't ready for this yet when it calls into Precache()
PrecacheParticleSystem( GetNewFlameEffectInternal( TF_TEAM_BLUE, false ) );
PrecacheParticleSystem( GetNewFlameEffectInternal( TF_TEAM_BLUE, true ) );
PrecacheParticleSystem( GetNewFlameEffectInternal( TF_TEAM_RED, false ) );
PrecacheParticleSystem( GetNewFlameEffectInternal( TF_TEAM_RED, true ) );
#endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::CanAirBlast() const
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return false;
int iAirblastDisabled = 0;
CALL_ATTRIB_HOOK_INT( iAirblastDisabled, airblast_disabled );
return ( iAirblastDisabled == 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::CanAirBlastPushPlayer() const
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return false;
if ( !CanAirBlast() )
return false;
int iNoPushPlayer = 0;
CALL_ATTRIB_HOOK_INT( iNoPushPlayer, airblast_pushback_disabled );
return ( iNoPushPlayer == 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::CanAirBlastDeflectProjectile() const
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return false;
if ( !CanAirBlast() )
return false;
int iDeflectProjectilesDisabled = 0;
CALL_ATTRIB_HOOK_INT( iDeflectProjectilesDisabled, airblast_deflect_projectiles_disabled );
return ( iDeflectProjectilesDisabled == 0 );
}
bool CTFFlameThrower::CanAirBlastPutOutTeammate() const
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return false;
if ( !CanAirBlast() )
return false;
int iPutOutTeammateDisabled = 0;
CALL_ATTRIB_HOOK_INT( iPutOutTeammateDisabled, airblast_put_out_teammate_disabled );
return ( iPutOutTeammateDisabled == 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::DestroySounds( void )
{
#if defined( CLIENT_DLL )
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
if ( m_pFiringStartSound )
{
controller.SoundDestroy( m_pFiringStartSound );
m_pFiringStartSound = NULL;
}
if ( m_pFiringLoop )
{
controller.SoundDestroy( m_pFiringLoop );
m_pFiringLoop = NULL;
}
if ( m_pPilotLightSound )
{
controller.SoundDestroy( m_pPilotLightSound );
m_pPilotLightSound = NULL;
}
if ( m_pSpinUpSound )
{
controller.SoundDestroy( m_pSpinUpSound );
m_pSpinUpSound = NULL;
}
if ( m_pFiringAccuracyLoop )
{
controller.SoundDestroy( m_pFiringAccuracyLoop );
m_pFiringAccuracyLoop = NULL;
}
StopHitSound();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::WeaponReset( void )
{
BaseClass::WeaponReset();
SetWeaponState( FT_STATE_IDLE );
m_bCritFire = false;
m_bHitTarget = false;
m_flStartFiringTime = 0.f;
m_flMinPrimaryAttackBurstTime = 0.f;
m_flAmmoUseRemainder = 0.f;
m_flChargeBeginTime = 0.f;
m_flSpinupBeginTime = 0.f;
ResetFlameHitCount();
DestroySounds();
#if defined( CLIENT_DLL )
StopFullCritEffect();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::WeaponIdle( void )
{
BaseClass::WeaponIdle();
SetWeaponState( FT_STATE_IDLE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::Spawn( void )
{
m_iAltFireHint = HINT_ALTFIRE_FLAMETHROWER;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::UpdateOnRemove( void )
{
#ifdef CLIENT_DLL
m_FlameEffects.StopEffects();
m_MmmmphEffect.StopEffects();
StopPilotLight();
StopFullCritEffect();
m_bEffectsThinking = false;
#endif // CLIENT_DLL
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::Holster( CBaseCombatWeapon *pSwitchingTo )
{
SetWeaponState( FT_STATE_IDLE );
m_bCritFire = false;
m_bHitTarget = false;
m_flChargeBeginTime = 0;
#if defined ( CLIENT_DLL )
StopFlame();
StopPilotLight();
StopFullCritEffect();
m_bEffectsThinking = false;
#endif
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::ItemPostFrame()
{
if ( m_bLowered )
return;
// Get the player owning the weapon.
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return;
#ifdef CLIENT_DLL
if ( !m_bEffectsThinking )
{
m_bEffectsThinking = true;
SetContextThink( &CTFFlameThrower::ClientEffectsThink, gpGlobals->curtime, "EFFECTS_THINK" );
}
#endif
int iAmmo = pOwner->GetAmmoCount( m_iPrimaryAmmoType );
m_bFiredSecondary = false;
if ( pOwner->IsAlive() && ( pOwner->m_nButtons & IN_ATTACK2 ) )
{
SecondaryAttack();
}
// Fixes an exploit where the airblast effect repeats while +attack is active
if ( m_bFiredBothAttacks )
{
if ( pOwner->m_nButtons & IN_ATTACK && !( pOwner->m_nButtons & IN_ATTACK2 ) )
{
pOwner->m_nButtons &= ~IN_ATTACK;
}
m_bFiredBothAttacks = false;
}
if ( !( pOwner->m_nButtons & IN_ATTACK ) )
{
// We were forced to fire, but time's up
if ( m_flMinPrimaryAttackBurstTime > 0.f && gpGlobals->curtime > m_flMinPrimaryAttackBurstTime )
{
m_flMinPrimaryAttackBurstTime = 0.f;
#ifdef GAME_DLL
if ( m_hFlameManager )
{ m_hFlameManager->StopFiring(); }
#endif // GAME_DLL
//DevMsg( "Stop Firing\n" );
}
}
if ( pOwner->m_nButtons & IN_ATTACK && pOwner->m_nButtons & IN_ATTACK2 )
{
m_bFiredBothAttacks = true;
}
// Force a min window of emission to prevent a case where
// tap-spamming +attack can create invisible flame points.
bool bForceFire = ( m_flMinPrimaryAttackBurstTime > 0.f && gpGlobals->curtime < m_flMinPrimaryAttackBurstTime );
if ( !m_bFiredSecondary )
{
bool bSpinDown = m_flSpinupBeginTime > 0.0f;
if ( pOwner->IsAlive() && ( ( pOwner->m_nButtons & IN_ATTACK ) || bForceFire ) && iAmmo > 0 )
{
PrimaryAttack();
bSpinDown = false;
}
else if ( m_iWeaponState > FT_STATE_IDLE && m_iWeaponState != FT_STATE_SECONDARY )
{
SendWeaponAnim( ACT_MP_ATTACK_STAND_POSTFIRE );
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_POST );
SetWeaponState( FT_STATE_IDLE );
m_bCritFire = false;
m_bHitTarget = false;
}
if ( bSpinDown )
{
m_flSpinupBeginTime = 0.0f;
#if defined( CLIENT_DLL )
if ( m_pSpinUpSound )
{
float flSpinUpTime = GetSpinUpTime();
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundChangePitch( m_pSpinUpSound, 40, flSpinUpTime * 0.5f );
controller.SoundChangeVolume( m_pSpinUpSound, 0.0f, flSpinUpTime * 2.0f );
}
#endif
}
}
if ( !( ( pOwner->m_nButtons & IN_ATTACK ) || ( pOwner->m_nButtons & IN_RELOAD ) || ( pOwner->m_nButtons & IN_ATTACK2 ) || m_bFiredSecondary ) && !bForceFire )
{
// no fire buttons down or reloading
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) && m_flSecondaryAnimTime < gpGlobals->curtime )
{
WeaponIdle();
}
}
// charged airblast
int iChargedAirblast = 0;
CALL_ATTRIB_HOOK_INT( iChargedAirblast, set_charged_airblast );
if ( iChargedAirblast != 0 )
{
if ( m_flChargeBeginTime > 0 )
{
// If we're not holding down the attack button, launch the flame rocket
if ( !(pOwner->m_nButtons & IN_ATTACK2) )
{
//FireProjectile( pOwner );
float flMultAmmoPerShot = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( flMultAmmoPerShot, mult_airblast_cost );
int iAmmoPerShot = tf_flamethrower_burstammo.GetInt() * flMultAmmoPerShot;
FireAirBlast( iAmmoPerShot );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::PrimaryAttack()
{
float flSpinUpTime = GetSpinUpTime();
if ( flSpinUpTime > 0.0f )
{
if ( m_flSpinupBeginTime > 0.0f )
{
if ( gpGlobals->curtime - m_flSpinupBeginTime < flSpinUpTime )
{
return;
}
}
else
{
m_flSpinupBeginTime = gpGlobals->curtime;
#if defined( CLIENT_DLL )
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
if ( !m_pSpinUpSound )
{
// Create the looping pilot light sound
const char *pchSpinUpSound = GetShootSound( RELOAD );
CLocalPlayerFilter filter;
m_pSpinUpSound = controller.SoundCreate( filter, entindex(), pchSpinUpSound );
controller.Play( m_pSpinUpSound, 0.0f, 40 );
}
if ( m_pSpinUpSound )
{
controller.SoundChangePitch( m_pSpinUpSound, 100, flSpinUpTime );
controller.SoundChangeVolume( m_pSpinUpSound, 1.0f, flSpinUpTime * 0.1f );
}
#endif
return;
}
}
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Get the player owning the weapon.
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return;
if ( !CanAttack() )
{
#if defined ( CLIENT_DLL )
StopFlame();
#endif
SetWeaponState( FT_STATE_IDLE );
return;
}
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
CalcIsAttackCritical();
// Because the muzzle is so long, it can stick through a wall if the player is right up against it.
// Make sure the weapon can't fire in this condition by tracing a line between the eye point and the end of the muzzle.
trace_t trace;
Vector vecEye = pOwner->EyePosition();
Vector vecMuzzlePos = GetVisualMuzzlePos();
CTraceFilterIgnoreObjects traceFilter( this, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecEye, vecMuzzlePos, MASK_SOLID, &traceFilter, &trace );
if ( trace.fraction < 1.0 && ( !trace.m_pEnt || trace.m_pEnt->m_takedamage == DAMAGE_NO ) )
{
// there is something between the eye and the end of the muzzle, most likely a wall, don't fire, and stop firing if we already are
if ( m_iWeaponState > FT_STATE_IDLE )
{
#if defined ( CLIENT_DLL )
StopFlame();
#endif
SetWeaponState( FT_STATE_IDLE );
}
return;
}
switch ( m_iWeaponState )
{
case FT_STATE_IDLE:
{
// Just started, play PRE and start looping view model anim
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRE );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_flStartFiringTime = gpGlobals->curtime + 0.16; // 5 frames at 30 fps
// Force a min window of emission to prevent a case where
// tap-spamming +attack can create invisible flame points.
if ( m_flMinPrimaryAttackBurstTime == 0.f )
{
m_flMinPrimaryAttackBurstTime = gpGlobals->curtime + 0.2f;
}
SetWeaponState( FT_STATE_STARTFIRING );
}
break;
case FT_STATE_STARTFIRING:
{
// if some time has elapsed, start playing the looping third person anim
if ( gpGlobals->curtime > m_flStartFiringTime )
{
SetWeaponState( FT_STATE_FIRING );
m_flNextPrimaryAttackAnim = gpGlobals->curtime;
}
}
break;
case FT_STATE_FIRING:
{
if ( gpGlobals->curtime >= m_flNextPrimaryAttackAnim )
{
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
m_flNextPrimaryAttackAnim = gpGlobals->curtime + 1.4; // fewer than 45 frames!
}
}
break;
default:
break;
}
#ifdef CLIENT_DLL
// Restart our particle effect if we've transitioned across water boundaries
if ( m_iParticleWaterLevel != -1 && pOwner->GetWaterLevel() != m_iParticleWaterLevel )
{
if ( m_iParticleWaterLevel == WL_Eyes || pOwner->GetWaterLevel() == WL_Eyes )
{
RestartParticleEffect();
}
}
#endif
#if !defined (CLIENT_DLL)
// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
pOwner->NoteWeaponFired();
pOwner->SpeakWeaponFire();
CTF_GameStats.Event_PlayerFiredWeapon( pOwner, m_bCritFire );
// Move other players back to history positions based on local player's lag
lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
// PASSTIME custom lag compensation for the ball; see also tf_fx_shared.cpp
// it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically
if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() )
{
g_pPasstimeLogic->GetBall()->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
}
#endif
#ifdef CLIENT_DLL
C_CTF_GameStats.Event_PlayerFiredWeapon( pOwner, IsCurrentAttackACrit() );
#endif
float flFiringInterval = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
{
flFiringInterval = tf_flamethrower_new_flame_fire_delay;
}
// Don't attack if we're underwater
if ( pOwner->GetWaterLevel() != WL_Eyes )
{
// Find eligible entities in a cone in front of us.
// Vector vOrigin = pOwner->Weapon_ShootPosition();
Vector vForward, vRight, vUp;
QAngle vAngles = pOwner->EyeAngles() + pOwner->GetPunchAngle();
AngleVectors( vAngles, &vForward, &vRight, &vUp );
#define NUM_TEST_VECTORS 30
#ifdef CLIENT_DLL
bool bWasCritical = m_bCritFire;
#endif
// Burn & Ignite 'em
int iDmgType = g_aWeaponDamageTypes[ GetWeaponID() ];
m_bCritFire = IsCurrentAttackACrit();
if ( m_bCritFire )
{
iDmgType |= DMG_CRITICAL;
}
#ifdef CLIENT_DLL
if ( bWasCritical != m_bCritFire )
{
RestartParticleEffect();
}
#endif
#ifdef GAME_DLL
// create the flame entity
int iDamagePerSec = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage;
float flDamage = (float)iDamagePerSec * flFiringInterval;
{
flDamage = tf_flamethrower_damage_per_tick;
}
#ifdef WATERFALL_FLAMETHROWER_TEST
int iWaterfallMode = 0;
CALL_ATTRIB_HOOK_INT( iWaterfallMode, flame_waterfall );
if ( iWaterfallMode )
{
flDamage = tf_flamethrower_waterfall_damage_per_tick.GetFloat();
}
#endif
CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );
int iCritFromBehind = 0;
CALL_ATTRIB_HOOK_INT( iCritFromBehind, set_flamethrower_back_crit );
{
if ( !m_hFlameManager )
{
m_hFlameManager = CTFFlameManager::Create( this );
// This is a hack(?). Right now, the flame manager goes outside of the shooter's
// own PVS when they get very close to a wall (or just looks down), so we end
// up creating flame managers repeatedly for the same burst of flames. This
// call ensures that the new manager will create particle effects.
//
// The *real* fix is to figure out how to get the flame manager to not go out
// of the shooter's PVS ever.
m_hFlameManager->StartFiring();
}
if ( m_hFlameManager )
{
// update damage state
m_hFlameManager->UpdateDamage( iDmgType, flDamage, tf_flamethrower_burn_frequency, iCritFromBehind == 1 );
m_hFlameManager->AddPoint( TIME_TO_TICKS( gpGlobals->curtime ) );
}
}
// Pyros can become invis in some game modes. Hitting fire normally handles this,
// but in the case of flamethrowers it's likely that stealth will be applied while
// the fire button is down, so we have to call into RemoveInvisibility here, too.
if ( pOwner->m_Shared.IsStealthed() )
{
pOwner->RemoveInvisibility();
}
#endif
}
#ifdef GAME_DLL
// Figure how much ammo we're using per shot and add it to our remainder to subtract. (We may be using less than 1.0 ammo units
// per frame, depending on how constants are tuned, so keep an accumulator so we can expend fractional amounts of ammo per shot.)
// Note we do this only on server and network it to client. If we predict it on client, it can get slightly out of sync w/server
// and cause ammo pickup indicators to appear
float flAmmoPerSecond = TF_FLAMETHROWER_AMMO_PER_SECOND_PRIMARY_ATTACK;
CALL_ATTRIB_HOOK_FLOAT( flAmmoPerSecond, mult_flame_ammopersec );
m_flAmmoUseRemainder += flAmmoPerSecond * flFiringInterval;
// take the integer portion of the ammo use accumulator and subtract it from player's ammo count; any fractional amount of ammo use
// remains and will get used in the next shot
int iAmmoToSubtract = (int) m_flAmmoUseRemainder;
if ( iAmmoToSubtract > 0 )
{
pOwner->RemoveAmmo( iAmmoToSubtract, m_iPrimaryAmmoType );
m_flAmmoUseRemainder -= iAmmoToSubtract;
// round to 2 digits of precision
m_flAmmoUseRemainder = (float) ( (int) (m_flAmmoUseRemainder * 100) ) / 100.0f;
}
#endif
m_flNextPrimaryAttack = gpGlobals->curtime + flFiringInterval;
m_flTimeWeaponIdle = gpGlobals->curtime + flFiringInterval;
#if !defined (CLIENT_DLL)
lagcompensation->FinishLagCompensation( pOwner );
// PASSTIME custom lag compensation for the ball; see also tf_fx_shared.cpp
// it would be better if all entities could opt-in to this, or a way for lagcompensation to handle non-players automatically
if ( g_pPasstimeLogic && g_pPasstimeLogic->GetBall() )
{
g_pPasstimeLogic->GetBall()->FinishLagCompensation( pOwner );
}
#endif
pOwner->m_Shared.OnAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float AirBurstDamageForce( const Vector &size, float damage, float scale )
{
float force = damage * ((48 * 48 * 82.0) / (size.x * size.y * size.z)) * scale;
if ( force > 1000.0)
{
force = 1000.0;
}
return force;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::FireAirBlast( int iAmmoPerShot )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return;
m_bFiredSecondary = true;
#ifdef CLIENT_DLL
// Stop the flame if we're currently firing
StopFlame( false );
#endif
SetWeaponState( FT_STATE_SECONDARY );
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
m_flSecondaryAnimTime = gpGlobals->curtime + SequenceDuration( GetSequence() );
#ifdef GAME_DLL
int nDash = 0;
CALL_ATTRIB_HOOK_INT( nDash, airblast_dashes );
if ( !nDash )
{
DeflectProjectiles();
}
else
{
Vector vDashDir = pOwner->GetAbsVelocity();
if ( !pOwner->GetGroundEntity() || vDashDir.Length() == 0.0f )
{
AngleVectors( pOwner->EyeAngles(), &vDashDir );
}
vDashDir.z = 0.0f;
VectorNormalize( vDashDir );
DeflectPlayer( pOwner, pOwner, vDashDir );
}
// for charged airblast
int iChargedAirblast = 0;
CALL_ATTRIB_HOOK_INT( iChargedAirblast, set_charged_airblast );
if ( iChargedAirblast != 0 )
{
m_flChargeBeginTime = 0;
}
// compression blast doesn't go through the normal "weapon fired" code path
TheNextBots().OnWeaponFired( pOwner, this );
#endif
#ifdef CLIENT_DLL
if ( prediction->IsFirstTimePredicted() == true )
{
StartFlame();
}
#endif
float fAirblastRefireTimeScale = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( fAirblastRefireTimeScale, mult_airblast_refire_time );
if ( fAirblastRefireTimeScale <= 0.0f )
{
fAirblastRefireTimeScale = 1.0f;
}
float fAirblastPrimaryRefireTimeScale = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( fAirblastPrimaryRefireTimeScale, mult_airblast_primary_refire_time );
if ( fAirblastPrimaryRefireTimeScale <= 0.0f )
{
fAirblastPrimaryRefireTimeScale = 1.0f;
}
// Haste Powerup Rune adds multiplier to fire delay time
if ( pOwner->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
{
fAirblastRefireTimeScale *= 0.5f;
}
m_flNextSecondaryAttack = gpGlobals->curtime + (0.75f * fAirblastRefireTimeScale);
m_flNextPrimaryAttack = gpGlobals->curtime + (1.0f * fAirblastRefireTimeScale * fAirblastPrimaryRefireTimeScale);
m_flResetBurstEffect = gpGlobals->curtime + 0.05f;
pOwner->RemoveAmmo( iAmmoPerShot, m_iPrimaryAmmoType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFFlameThrower::GetSpinUpTime( void ) const
{
float flSpinUpTime = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flSpinUpTime, mod_flamethrower_spinup_time );
return flSpinUpTime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::SetWeaponState( int nWeaponState )
{
if ( m_iWeaponState == nWeaponState )
return;
CTFPlayer *pOwner = GetTFPlayerOwner();
switch ( nWeaponState )
{
case FT_STATE_IDLE:
if ( pOwner )
{
float flFiringForwardPull = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flFiringForwardPull, firing_forward_pull );
if ( flFiringForwardPull )
{
pOwner->m_Shared.RemoveCond( TF_COND_SPEED_BOOST );
}
m_flMinPrimaryAttackBurstTime = 0.f;
}
break;
case FT_STATE_STARTFIRING:
if ( pOwner )
{
float flFiringForwardPull = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flFiringForwardPull, firing_forward_pull );
if ( flFiringForwardPull )
{
pOwner->m_Shared.AddCond( TF_COND_SPEED_BOOST );
}
}
break;
}
if ( m_hFlameManager )
{
if ( nWeaponState == FT_STATE_IDLE )
{
m_hFlameManager->StopFiring();
}
else
{
m_hFlameManager->StartFiring();
}
}
m_iWeaponState = nWeaponState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::UseRage( void )
{
if ( !IsRageFull() )
return;
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( !pPlayer->IsAllowedToTaunt() )
return;
float flNextAttack = m_flNextSecondaryAttack;
#if GAME_DLL
// Do a taunt so everyone has a chance to run
pPlayer->Taunt( TAUNT_BASE_WEAPON );
if ( pPlayer->m_Shared.IsRageDraining() )
{
// taunt succeeded
flNextAttack = gpGlobals->curtime + 1.0f;
}
#else
flNextAttack = gpGlobals->curtime + 1.0f;
#endif
m_flNextSecondaryAttack = flNextAttack;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::SecondaryAttack()
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return;
if ( m_flChargeBeginTime > 0 )
{
m_bFiredSecondary = true;
return;
}
if ( m_flNextSecondaryAttack > gpGlobals->curtime )
{
#ifndef CLIENT_DLL
if ( m_flResetBurstEffect <= gpGlobals->curtime )
{
SetWeaponState( FT_STATE_IDLE );
}
#endif
return;
}
if ( pOwner->GetWaterLevel() == WL_Eyes )
return;
if ( !CanAttack() )
{
SetWeaponState( FT_STATE_IDLE );
return;
}
int iAmmo = pOwner->GetAmmoCount( m_iPrimaryAmmoType );
// charged airblast
int iChargedAirblast = 0;
CALL_ATTRIB_HOOK_INT( iChargedAirblast, set_charged_airblast );
int iBuffType = 0;
CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
float flMultAmmoPerShot = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( flMultAmmoPerShot, mult_airblast_cost );
int iAmmoPerShot = tf_flamethrower_burstammo.GetInt() * flMultAmmoPerShot;
if ( iBuffType != 0 )
{
UseRage();
return;
}
if ( iAmmo < iAmmoPerShot )
return;
// normal air blast?
if ( iChargedAirblast == 0 && CanAirBlast() )
{
FireAirBlast( iAmmoPerShot );
return;
}
SetWeaponState( FT_STATE_SECONDARY );
#ifdef CLIENT_DLL
// Stop the flame if we're currently firing
StopFlame( false );
#else
m_iWeaponMode = TF_WEAPON_SECONDARY_MODE;
m_flChargeBeginTime = gpGlobals->curtime;
SendWeaponAnim( ACT_VM_PULLBACK );
// @todo replace with the correct one
WeaponSound( SINGLE );
#endif
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFFlameThrower::GetDeflectionRadius() const
{
float fMultiplier = 1.0f;
// int iChargedAirblast = 0;
// CALL_ATTRIB_HOOK_INT( iChargedAirblast, set_charged_airblast );
// if ( iChargedAirblast != 0 )
// {
// fMultiplier *= RemapValClamped( ( gpGlobals->curtime - m_flChargeBeginTime ),
// 0.0f,
// GetChargeMaxTime(),
// AIRBLAST_CHARGE_MULT_MIN,
// AIRBLAST_CHARGE_MULT_MAX );
// }
// Allow custom attributes to scale the deflection size.
CALL_ATTRIB_HOOK_FLOAT( fMultiplier, deflection_size_multiplier );
return fMultiplier * BaseClass::GetDeflectionRadius();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#ifdef _DEBUG
ConVar tf_pushbackscalescale( "tf_pushbackscalescale", "1.0" );
ConVar tf_pushbackscalescale_vertical( "tf_pushbackscalescale_vertical", "1.0" );
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ExtinguishPlayer( CEconEntity *pExtinguisher, CTFPlayer *pOwner, CTFPlayer *pTarget, const char *pExtinguisherName )
{
pTarget->EmitSound( "TFPlayer.FlameOut" );
pTarget->m_Shared.RemoveCond( TF_COND_BURNING );
// we're going to limit the number of times you can be awarded bonus points to prevent exploits
if ( pOwner->ShouldGetBonusPointsForExtinguishEvent( pTarget->GetUserID() ) )
{
CTF_GameStats.Event_PlayerAwardBonusPoints( pOwner, pTarget, 10 );
}
CRecipientFilter involved_filter;
involved_filter.AddRecipient( pOwner );
involved_filter.AddRecipient( pTarget );
UserMessageBegin( involved_filter, "PlayerExtinguished" );
WRITE_BYTE( pOwner->entindex() );
WRITE_BYTE( pTarget->entindex() );
MessageEnd();
IGameEvent *event = gameeventmanager->CreateEvent( "player_extinguished" );
if ( event )
{
event->SetInt( "victim", pTarget->entindex() );
event->SetInt( "healer", pOwner->entindex() );
gameeventmanager->FireEvent( event, true );
}
// stats
EconEntity_OnOwnerKillEaterEvent( pExtinguisher, pOwner, pTarget, kKillEaterEvent_BurningAllyExtinguished );
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" triggered \"player_extinguished\" against \"%s<%i><%s><%s>\" with \"%s\" (attacker_position \"%d %d %d\") (victim_position \"%d %d %d\")\n",
pOwner->GetPlayerName(), pOwner->GetUserID(), pOwner->GetNetworkIDString(), pOwner->GetTeam()->GetName(),
pTarget->GetPlayerName(), pTarget->GetUserID(), pTarget->GetNetworkIDString(), pTarget->GetTeam()->GetName(),
pExtinguisherName, (int)pOwner->GetAbsOrigin().x, (int)pOwner->GetAbsOrigin().y, (int)pOwner->GetAbsOrigin().z,
(int)pTarget->GetAbsOrigin().x, (int)pTarget->GetAbsOrigin().y, (int)pTarget->GetAbsOrigin().z );
}
//-----------------------------------------------------------------------------
// Purpose: Computes the push vector to apply for the Cray-Airblast logic.
//-----------------------------------------------------------------------------
void CTFFlameThrower::ComputeCrayAirBlastForce( CTFPlayer *pTarget, CTFPlayer *pPlayer, Vector &vecForward, Vector &vecOutForce )
{
// Setup
const float flDebugOverlayDuration = tf_airblast_cray_debug.GetFloat();
const bool bDebug = flDebugOverlayDuration > 0.f;
const float flDebugOverlayScale = .5f;
const float flDebugOverlayWidth = 2.f;
const bool bGroundReflect = tf_airblast_cray_ground_reflect.GetBool();
const bool bRelativeReflect = tf_airblast_cray_reflect_relative.GetBool();
const float flGroundMinimumUpSpeed = tf_airblast_cray_ground_minz.GetFloat();
const bool bRelativePower = tf_airblast_cray_power_relative.GetBool();
const float flReflectCoeff = tf_airblast_cray_reflect_coeff.GetFloat();
const float flReflectCostCoeff = tf_airblast_cray_reflect_cost_coeff.GetFloat();
float flAirblastBasePower = tf_airblast_cray_power.GetFloat();
float flAirblastVerticalMultiplier = 1.f;
// Attributes. Pushback scale is on the player, vulnerability multiplier on the victim.
CALL_ATTRIB_HOOK_FLOAT( flAirblastBasePower, airblast_pushback_scale );
CALL_ATTRIB_HOOK_FLOAT( flAirblastVerticalMultiplier, airblast_vertical_pushback_scale );
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pTarget, flAirblastBasePower, airblast_vulnerability_multiplier );
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pTarget, flAirblastVerticalMultiplier, airblast_vertical_vulnerability_multiplier );
// Debug convars
#ifdef _DEBUG
flAirblastBasePower *= tf_pushbackscalescale.GetFloat();
flAirblastVerticalMultiplier *= tf_pushbackscalescale_vertical.GetFloat();
#endif
Vector vecTargetOrigin = pTarget->GetAbsOrigin();
Vector vecTargetVel = pTarget->GetAbsVelocity();
// Vector vecAbsPlayer = pPlayer->WorldSpaceCenter();
// Vector vecToTarget = vecAbsTarget - vecAbsPlayer;
Vector &vecAim = vecForward;
Vector vecResult( 0, 0, 0 );
// Only compute this if we're using one of the relative switches
float flForwardAimMomentum = -1.f;
if ( bRelativeReflect || bRelativePower )
{
Vector vecPlayerVel = pPlayer->GetAbsVelocity();
flForwardAimMomentum = DotProduct( vecPlayerVel, vecAim );
}
if ( bDebug )
{
Vector vecDebugMuzzle = GetVisualMuzzlePos() + Vector( 0, 0, 20 );
NDebugOverlay::Text( vecDebugMuzzle, "Airblast Aim", true, flDebugOverlayDuration );
NDebugOverlay::HorzArrow( vecDebugMuzzle, vecDebugMuzzle + vecAim * 5.f,
flDebugOverlayWidth, 100, 0, 0, 255, true, flDebugOverlayDuration );
}
//
// 1 - Reflect incoming velocity away from the pyro
//
// Aim is normalized, so this is the magnitude of the pyro-aim-axis momentum, negative if the target is coming at
// the pyro
float flMomentumAlongPyroAim = DotProduct( vecTargetVel, vecAim );
if ( bRelativeReflect )
{
// Negative means towards-us here, so everything else has a base of -1 * our forward-aim velocity in relative
// mode.
flMomentumAlongPyroAim -= flForwardAimMomentum;
}
if ( flMomentumAlongPyroAim < 0.f )
{
// If it is negative, reflect by applying 2x this force straight forward. This should perserve their
// non-aim-vector velocity but mirror it away from the pyro at that strength.
float flReflectForce = -1.f * flReflectCoeff * flMomentumAlongPyroAim;
Vector vecReflect = vecAim * flReflectForce;
vecResult += vecReflect;
if ( bDebug )
{
// This set of arrows will be from the target
Vector vecTargetCenter = pTarget->WorldSpaceCenter();
Vector vecIncomingVel = vecAim * flMomentumAlongPyroAim;
Vector vecOutgoingVel = vecIncomingVel + ( vecAim * flReflectForce );
// Visualize velocity towards pyro aim
NDebugOverlay::HorzArrow( vecTargetCenter,
vecTargetCenter + vecIncomingVel * flDebugOverlayScale,
flDebugOverlayWidth, 200, 0, 0, 255,
false, flDebugOverlayDuration );
// Visualize mirror'd velocity away from pyro aim
NDebugOverlay::HorzArrow( vecTargetCenter,
vecTargetCenter + vecOutgoingVel * flDebugOverlayScale,
flDebugOverlayWidth, 0, 200, 0, 255, true, flDebugOverlayDuration );
// Visualize push
NDebugOverlay::HorzArrow( vecTargetCenter,
vecTargetCenter + vecReflect * flDebugOverlayScale,
flDebugOverlayWidth, 150, 150, 150, 255, true, flDebugOverlayDuration );
CFmtStr strDebug( "Reflected player off blast ( into-blast momentum %f )", -1 * flMomentumAlongPyroAim );
NDebugOverlay::Text( vecTargetCenter, strDebug, true, flDebugOverlayDuration );
}
}
//
// 2 - If we have not yet applied minimum airblast force, add more
//
// This applies the remaining force for an enemy not moving fast enough to need it all for reflection.
//
// This generally results in:
// - Standing still will apply 100% airblast power full away from the pyro
//
// - Approaching the pyro at (0,.5] of airblast power causing a dampened pushback (some of the power went to
// reflecting your incoming velocity, subtracted from the power then used to accelerate you).
//
// - Approaching at exactly 50% of airblast's power will be the minimum-strength pushback - we'll need 100% power to
// reflect that momentum away.
//
// - Approaching at over 50% airblast's power will still result in a full reflection, which will then be a push in
// - excess of the normal full-force of airblast. (But no additional power beyond the reflect will be allowed below)
//
// Consider: If airblast force is 400.f, and ...
// ... A player is standing still, we'll apply 0 reflective force above, and thus 400.f force here.
//
// ... A player is running at a pyro at 200.f, it will take 400.f force to reflect that momentum
// above. We'll then apply 0 additional here. So they'll be pushed less forcefully than standing still.
//
// ... A player is running at a pyro at 400.f. Reflect will push them away at 400.f, requiring 800.f of
// power, and apply no additional here.
float flPreampPower = vecResult.Length();
float flAirblastPower = flAirblastBasePower + ( bRelativePower ? flForwardAimMomentum : 0.f );
float flRemainingPushPower = flAirblastPower - flPreampPower * flReflectCostCoeff;
if ( flRemainingPushPower > 0.f )
{
Vector vecAdditionalPush = vecAim * flRemainingPushPower;
vecResult += vecAdditionalPush;
if ( bDebug )
{
Vector vecDebugMuzzle = GetVisualMuzzlePos();
Vector vecDebugBasePush = vecDebugMuzzle;
Vector vecEndArrow = vecDebugBasePush + ( vecAdditionalPush * flDebugOverlayScale );
NDebugOverlay::HorzArrow( vecDebugBasePush, vecEndArrow,
flDebugOverlayWidth, 0, 0, 200, 255, true, flDebugOverlayDuration );
CFmtStr strDebug("Remaining power after reflection ( %f power - %f reflection * %f cost coeff )",
flAirblastPower, flPreampPower, flReflectCostCoeff );
// Put at end of arrow since we're also drawing the final-impulse text at this origin
NDebugOverlay::Text( vecEndArrow, strDebug, false, flDebugOverlayDuration );
}
}
//
// 3 - If this puts the player's momentum vector into the ground, reflect it off of the ground
//
// This replaces the older logic of "always positive Z" with instead determining if this is pushing the target into
// their ground normal, and instead doing an elastic-mirroring upward. This lets the pyro intentionally aim down to
// get a more upward bounce, trading away push momentum.
//
// A different version of this might be giving the player a bounce-attribute for some duration, rather than only
// doing reflects to entities currently-on-the-ground. But this would mean you couldn't purposefully direct a
// flying enemy into the ground.
bool bTargetOnGround = pTarget->GetGroundEntity() != NULL;
if ( bGroundReflect && bTargetOnGround )
{
// Find ground normal
//
// TODO This duplicates tracing done in CGameMovement::CategorizePosition -- we should cache this off for
// players on movement
Ray_t ray;
trace_t tr;
ray.Init( vecTargetOrigin, vecTargetOrigin + Vector( 0, 0, -5 ), pTarget->GetPlayerMins(), pTarget->GetPlayerMaxs() );
UTIL_TraceRay( ray, MASK_PLAYERSOLID, pTarget, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
bool bHit = tr.DidHit();
AssertMsg( bHit, "Airblast: Player on ground entity doesn't trace to it" );
if ( bHit )
{
Vector vecHypotheticalTargetVelocity = vecTargetVel + vecResult;
float flFromGroundForce = DotProduct( vecHypotheticalTargetVelocity, tr.plane.normal );
if ( flFromGroundForce < 0.f )
{
Vector vecReflectVector = tr.plane.normal * -2.f * flFromGroundForce;
vecResult += vecReflectVector;
if ( bDebug )
{
Vector vecDebugGround = vecTargetOrigin;
// Draw an arrow showing into-ground velocity
NDebugOverlay::HorzArrow( vecDebugGround,
vecDebugGround + vecHypotheticalTargetVelocity * flDebugOverlayScale,
flDebugOverlayWidth, 200, 0, 200, 255,
true, flDebugOverlayDuration );
// ... and post-reflect
NDebugOverlay::HorzArrow( vecDebugGround,
vecDebugGround + (vecHypotheticalTargetVelocity + vecReflectVector) * flDebugOverlayScale,
flDebugOverlayWidth, 200, 200, 0, 255, true, flDebugOverlayDuration );
CFmtStr strDebug( "Reflected player off ground ( into-ground momentum %f )", -1 * flFromGroundForce );
NDebugOverlay::Text( vecDebugGround, strDebug, false, flDebugOverlayDuration );
}
}
}
}
//
// 4 - Ensure the player has an absolute minimum away-from-ground velocity to prevent sliding them along it
// just-right to cause pseudo-ground-stuck.
//
//
if ( bTargetOnGround && flGroundMinimumUpSpeed > 0.f )
{
float flGroundVelZ = ( vecTargetVel + vecResult ).z;
float flAddZ = flGroundMinimumUpSpeed - flGroundVelZ;
if ( flAddZ > 0.f )
{
// Steal necessary velocity from XY components, rather than adding any magical velocity, so we don't reward
// near-horizontal airblasts with more power than usual.
Vector vecXY( vecResult.x, vecResult.y, 0 );
float flInitialXY = vecXY.Length();
float flFinalXY = Max( flInitialXY - flAddZ, 0.f );
vecXY *= flInitialXY > 0.f ? ( flFinalXY / flInitialXY ) : 0.f;
// If we couldn't steal enough power for Z, reduce
flAddZ = Min( flAddZ, flInitialXY );
// If its total magnitude is less than z+flAddZ we'll just redirect to straight-up with that magnitude
// (maximum deflect up)
Vector vecUpwardCorrected;
float flCurrentMagnitudeSqr = vecResult.LengthSqr();
if ( flCurrentMagnitudeSqr < flAddZ * flAddZ )
{
// Just redirect all available power upwards
vecUpwardCorrected = Vector( 0, 0, FastSqrt( flCurrentMagnitudeSqr ) );
}
else
{
// Otherwise, to redirect the vector to a (z+flAddZ) Z component without changing its magnitude or xy
// projection, we want to solve for N in:
// Vec(x,y,z).Length() = Vec(N*x, N*y, z + flAddZ).Length()
// Which is:
// N = sqrt( -flAddZ^2 - 2(flAddZ)*z + x^2 + y^2 ) / sqrt( x^2 + y^2 )
//
// (Doing this the trigonometric way might be faster)
float flResultXYSqr = Vector( vecResult.x, vecResult.y, 0 ).LengthSqr();
float flXYScaleBase = -(flAddZ*flAddZ) - 2*flAddZ*vecResult.z + flResultXYSqr;
float flXYScale = FastSqrt( Max( flXYScaleBase, 0.f ) ) / FastSqrt( flResultXYSqr );
vecUpwardCorrected = Vector( vecResult.x * flXYScale, vecResult.y * flXYScale, vecResult.z + flAddZ );
}
if ( bDebug )
{
// Arrow from their feet showing Z redirect
Vector vecArrowEnd = vecTargetOrigin + ( vecUpwardCorrected - vecResult ) * flDebugOverlayScale;
NDebugOverlay::HorzArrow( vecTargetOrigin, vecArrowEnd,
flDebugOverlayWidth, 50, 50, 50, 255, true, flDebugOverlayDuration );
CFmtStr strDebug( "Applied redirect to maintain minimum Z ( %f -> %f )",
vecResult.z, vecUpwardCorrected.z );
NDebugOverlay::Text( vecArrowEnd, strDebug, false, flDebugOverlayDuration );
}
vecResult = vecUpwardCorrected;
}
}
// Other random thought:
// If the pyro is airborne he splits some portion of vecResult with himself. Eh? Eh?
//
// 5 - Apply flAirblastVerticalMultiplier if we have it (usually from attributes -- e.g. MvM bots have a additional
// resistance to being pushed up, separate from their general resistance)
//
if ( flAirblastVerticalMultiplier != 1.f )
{
float flOldZ = vecResult.z;
vecResult.z *= flAirblastVerticalMultiplier;
if ( bDebug )
{
// Arrow from their feet showing bonus Z, offset to not conflict with flGroundMinimumUpSpeed arrow
Vector vecOffset = Vector( 20, 0, 0 );
Vector vecArrowEnd = vecTargetOrigin + Vector( 0, 0, vecResult.z - flOldZ );
NDebugOverlay::HorzArrow( vecTargetOrigin + vecOffset, vecArrowEnd + vecOffset,
flDebugOverlayWidth, 50, 90, 90, 255, true, flDebugOverlayDuration );
CFmtStr strDebug( "Airblast vertical push multiplier from attributes/vulnerabilities ( %f -> %f )",
flOldZ, vecResult.z );
NDebugOverlay::Text( vecArrowEnd + vecOffset, strDebug, false, flDebugOverlayDuration );
}
}
vecOutForce = vecResult;
if ( bDebug )
{
Vector vecDebugMuzzle = GetVisualMuzzlePos();
// Show applied push vector, transparent because it should be superceding the component arrows
NDebugOverlay::HorzArrow( vecDebugMuzzle, vecDebugMuzzle + vecResult * flDebugOverlayScale,
flDebugOverlayWidth + 1.f, 255, 255, 255, 150,
true, flDebugOverlayDuration );
CFmtStr strDebug( "Applied Impulse: %f", vecResult.Length() );
NDebugOverlay::Text( vecDebugMuzzle + Vector( 0, 0, -2 ), strDebug, true, flDebugOverlayDuration );
// Show overall outgoing vector
vecDebugMuzzle += Vector( 0, -20, 0 ); // Next to it
NDebugOverlay::HorzArrow( vecDebugMuzzle,
vecDebugMuzzle + ( vecTargetVel + vecResult ) * flDebugOverlayScale,
flDebugOverlayWidth + 1.f, 50, 50, 50, 200,
true, flDebugOverlayDuration );
CFmtStr strDebugFinal( "Expected result speed: %f", (vecTargetVel + vecResult).Length() );
NDebugOverlay::Text( vecDebugMuzzle + Vector( 0, 0, -2 ), strDebugFinal, true, flDebugOverlayDuration );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::DeflectPlayer( CTFPlayer *pTarget, CTFPlayer *pOwner, Vector &vecForward )
{
if ( pTarget->GetTeamNumber() == pOwner->GetTeamNumber() && pTarget != pOwner )
{
if ( pTarget->m_Shared.InCond( TF_COND_BURNING ) && CanAirBlastPutOutTeammate() )
{
ExtinguishPlayer( this, pOwner, pTarget, "tf_weapon_flamethrower" );
// Return health to the Pyro.
// We may want to cap the amount of health per extinguish but for now lets test this
int iRestoreHealthOnExtinguish = 0;
CALL_ATTRIB_HOOK_INT( iRestoreHealthOnExtinguish, extinguish_restores_health );
if ( iRestoreHealthOnExtinguish > 0 )
{
pOwner->TakeHealth( iRestoreHealthOnExtinguish, DMG_GENERIC );
IGameEvent *healevent = gameeventmanager->CreateEvent( "player_healonhit" );
if ( healevent )
{
healevent->SetInt( "amount", iRestoreHealthOnExtinguish );
healevent->SetInt( "entindex", pOwner->entindex() );
item_definition_index_t healingItemDef = INVALID_ITEM_DEF_INDEX;
if ( GetAttributeContainer() && GetAttributeContainer()->GetItem() )
{
healingItemDef = GetAttributeContainer()->GetItem()->GetItemDefIndex();
}
healevent->SetInt( "weapon_def_index", healingItemDef );
gameeventmanager->FireEvent( healevent );
}
}
}
float flGiveTeammateSpeedBoost = 0;
CALL_ATTRIB_HOOK_FLOAT( flGiveTeammateSpeedBoost, airblast_give_teammate_speed_boost );
if ( flGiveTeammateSpeedBoost > 0.f )
{
pTarget->m_Shared.AddCond( TF_COND_SPEED_BOOST, flGiveTeammateSpeedBoost );
// give the owner extra time to catch up with faster class
pOwner->m_Shared.AddCond( TF_COND_SPEED_BOOST, flGiveTeammateSpeedBoost + 1.f );
}
return false;
}
if ( CanAirBlastPushPlayer() )
{
if ( pTarget->m_Shared.IsImmuneToPushback() )
return false;
int iReverseBlast = 0;
CALL_ATTRIB_HOOK_INT( iReverseBlast, reverse_airblast );
// Against players, let's force the pyro to be actually looking at them.
// We'll be a bit more laxed when it comes to aiming at rockets and grenades.
Vector vecToTarget;
if ( pTarget == pOwner )
{
vecToTarget = vecForward;
}
else
{
vecToTarget = pTarget->WorldSpaceCenter() - pOwner->WorldSpaceCenter();
VectorNormalize( vecToTarget );
}
float flAirblastConeScale = 1.f;
CALL_ATTRIB_HOOK_FLOAT( flAirblastConeScale, mult_airblast_cone_scale );
truncatedcone_t testCone;
testCone.origin = pOwner->EyePosition();
testCone.normal = vecForward;
testCone.h = 2.f * GetDeflectionRadius(); // diameter of enum sphere
testCone.theta = flAirblastConeScale * tf_flamethrower_airblast_cone_angle;
Vector vTargetAbsMins = pTarget->GetAbsOrigin() + pTarget->WorldAlignMins();
Vector vTargetAbsMaxs = pTarget->GetAbsOrigin() + pTarget->WorldAlignMaxs();
// Require our target be in a cone in front of us
if ( !physcollision->IsBoxIntersectingCone( vTargetAbsMins, vTargetAbsMaxs, testCone ) )
{
return false;
}
if ( pTarget != pOwner )
{
int nNoViewpunch = 0;
CALL_ATTRIB_HOOK_INT( nNoViewpunch, airblast_pushback_no_viewpunch );
if ( nNoViewpunch == 0 )
{
pTarget->ApplyPunchImpulseX( RandomInt( 10, 15 ) );
}
}
pTarget->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:0,victim:1" );
//
// Apply force - Old & new modes
//
int nOldAirblast = 0;
if ( !nOldAirblast && tf_airblast_cray.GetBool() )
{
// TODO This is not honoring some of the attributes of old airblast
Vector vecPushDirection;
Vector vecForce;
if ( !tf_airblast_cray_pitch_control.GetBool() )
{
QAngle angForward;
QAngle angToTarget;
VectorAngles( vecForward, angForward );
VectorAngles( vecToTarget, angToTarget );
angForward[YAW] = angToTarget[YAW];
AngleVectors( angForward, &vecPushDirection, nullptr, nullptr );
}
else
{
vecPushDirection = vecForward;
}
ComputeCrayAirBlastForce( pTarget, pOwner, vecPushDirection, /* out */ vecForce );
// This is bypassing ApplyGenericPushbackImpulse because it implements its own pushback logic.
pTarget->RemoveFlag( FL_ONGROUND );
pTarget->SetGroundEntity( NULL ); // We'll restick if necessary, but we want to bypass the gamemovement
// requirements for un-sticking.
// Only apply stun if we're about to apply knocked into air initially
if ( !pTarget->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) )
{
int nNoStun = 0;
CALL_ATTRIB_HOOK_INT( nNoStun, airblast_pushback_no_stun );
if ( !nNoStun )
{
float flStunDuration = tf_airblast_cray_stun_duration.GetFloat();
float flStunAmount = tf_airblast_cray_stun_amount.GetFloat();
if ( flStunDuration > 0.f && flStunAmount > 0.f )
{ pTarget->m_Shared.StunPlayer( flStunDuration, flStunAmount, TF_STUN_MOVEMENT, pOwner ); }
}
}
float flLoseFooting = tf_airblast_cray_lose_footing_duration.GetFloat();
if ( flLoseFooting )
{ pTarget->m_Shared.AddCond( TF_COND_LOST_FOOTING, flLoseFooting ); }
pTarget->m_Shared.AddCond( TF_COND_AIR_CURRENT );
pTarget->m_Shared.AddCond( TF_COND_KNOCKED_INTO_AIR );
pTarget->ApplyAbsVelocityImpulse( vecForce );
}
else
{
//
// Old airblast, most of this logic is in ApplyGenericPushbackImpulse, which is used by other things, so
// keeping it working is fairly easy for now.
//
// Apply stun, unless they are already in the air (only when leaving ground for the first time)
int nNoStun = 0;
CALL_ATTRIB_HOOK_INT( nNoStun, airblast_pushback_no_stun );
if ( nNoStun == 0 )
{
if ( !pTarget->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) )
{
// Old airblast stun values
pTarget->m_Shared.StunPlayer( 0.5f, 1.f, TF_STUN_MOVEMENT, pOwner );
}
}
float flForce = AirBurstDamageForce( pTarget->WorldAlignSize(), 60, 6.f );
CALL_ATTRIB_HOOK_FLOAT( flForce, airblast_pushback_scale );
#ifdef _DEBUG
Vector vecForce = vecToTarget * flForce * tf_pushbackscalescale.GetFloat();
#else
Vector vecForce = vecToTarget * flForce;
#endif
if ( iReverseBlast )
{
vecForce = -vecForce;
}
float flVerticalPushbackScale = tf_flamethrower_burst_zvelocity.GetFloat();
if ( iReverseBlast )
{
// Don't give quite so big a vertical kick if we're sucking rather than blowing...
flVerticalPushbackScale *= 0.75f;
}
{
CALL_ATTRIB_HOOK_FLOAT( flVerticalPushbackScale, airblast_vertical_pushback_scale );
}
#ifdef _DEBUG
vecForce.z += flVerticalPushbackScale * tf_pushbackscalescale_vertical.GetFloat();
/*
// Kyle says: this will force players off the ground for at least one frame.
// This is disabled on purpose right now to match previous flamethrower functionality.
if ( pTarget->GetFlags() & FL_ONGROUND )
{
vecForce.z += 268.3281572999747f;
}
*/
#else
vecForce.z += flVerticalPushbackScale;
#endif
// Old airblast only - stomp velocity before applying
pTarget->SetAbsVelocity( vec3_origin );
// Apply GenericPushback
pTarget->ApplyGenericPushbackImpulse( vecForce, pOwner );
}
// Make sure we get credit for the airblast if the target falls to its death
pTarget->m_AchievementData.AddDamagerToHistory( pOwner );
SendObjectDeflectedEvent( pOwner, pTarget, TF_WEAPON_NONE, pTarget ); // TF_WEAPON_NONE means the player got pushed
// If the target is charging, stop the charge and keep the charge meter where it is.
pTarget->m_Shared.InterruptCharge();
// Track for achievements
pTarget->m_AchievementData.AddPusherToHistory( pOwner );
// Give bonus points whenever a pyro pushes high-value targets back
if ( TFGameRules() && ( pTarget->IsMiniBoss() || pTarget->m_Shared.IsInvulnerable() ) )
{
int nAmount = pTarget->IsMiniBoss() ? 10 : 5;
CTF_GameStats.Event_PlayerAwardBonusPoints( pOwner, pTarget, nAmount );
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::PlayDeflectionSound( bool bPlayer )
{
if ( bPlayer )
{
EmitSound( "TFPlayer.AirBlastImpact" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFFlameThrower::GetInitialAfterburnDuration() const
{
return tf_flamethrower_initial_afterburn_duration;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFFlameThrower::GetAfterburnRateOnHit() const
{
float flAfterburnDurationScale = 1.f;
CALL_ATTRIB_HOOK_FLOAT( flAfterburnDurationScale, afterburn_duration_mult );
return flAfterburnDurationScale * tf_flamethrower_afterburn_rate;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::DeflectEntity( CBaseEntity *pTarget, CTFPlayer *pOwner, Vector &vecForward )
{
// pTarget shouldn't be player. Call DeflectPlayer instead
Assert( pTarget && !pTarget->IsPlayer() );
Assert( pOwner );
int iAirblastDestroyProjectile = 0;
CALL_ATTRIB_HOOK_INT( iAirblastDestroyProjectile, airblast_destroy_projectile );
if ( iAirblastDestroyProjectile )
{
CBaseProjectile *pProjectile = dynamic_cast< CBaseProjectile* >( pTarget );
if ( !pProjectile || !pProjectile->IsDestroyable() )
return false;
pProjectile->Destroy( false, true );
EmitSound( "Halloween.HeadlessBossAxeHitWorld" ); // Todo: need a sound for stopping a projectile
CTF_GameStats.Event_PlayerAwardBonusPoints( pOwner, NULL, 2 );
return true;
}
if ( !CanAirBlastDeflectProjectile() )
return false;
// can't deflect things on our own team
// except the passtime ball when in passtime mode
if ( (pTarget->GetTeamNumber() == pOwner->GetTeamNumber())
&& !(g_pPasstimeLogic && (g_pPasstimeLogic->GetBall() == pTarget)) )
{
return false;
}
// Grab the owner of the projectile *before* we reflect it.
CTFPlayer *pTFPlayerVictim = dynamic_cast< CTFPlayer * >( pTarget->GetOwnerEntity() );
if ( !pTFPlayerVictim )
{
// We can't use OwnerEntity for grenades, because then the owner can't shoot them with his hitscan weapons (due to collide rules)
// Thrower is used to store the person who threw the grenade, for damage purposes.
CBaseGrenade *pBaseGrenade = dynamic_cast< CBaseGrenade* >( pTarget );
if ( pBaseGrenade )
{
pTFPlayerVictim = dynamic_cast< CTFPlayer * >( pBaseGrenade->GetThrower() );
}
}
if ( !pTFPlayerVictim )
{
// Is the OwnerEntity() a base object, like a sentry gun shooting rockets at us?
if ( pTarget->GetOwnerEntity() && pTarget->GetOwnerEntity()->IsBaseObject() )
{
CBaseObject *pObj = dynamic_cast< CBaseObject * >( pTarget->GetOwnerEntity() );
if ( pObj )
{
pTFPlayerVictim = dynamic_cast< CTFPlayer * >( pObj->GetOwner() );
}
}
}
bool bDeflected = BaseClass::DeflectEntity( pTarget, pOwner, vecForward );
if ( bDeflected )
{
int iAirblastTurnProjectileToAmmo = 0;
CALL_ATTRIB_HOOK_INT( iAirblastTurnProjectileToAmmo, airblast_turn_projectile_to_ammo );
if ( iAirblastTurnProjectileToAmmo )
{
pOwner->DropAmmoPackFromProjectile( pTarget );
}
else
{
pTarget->EmitSound( "Weapon_FlameThrower.AirBurstAttackDeflect" );
EconEntity_OnOwnerKillEaterEvent( this, pOwner, pTFPlayerVictim, kKillEaterEvent_ProjectileReflect );
}
}
return bDeflected;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::Lower( void )
{
if ( BaseClass::Lower() )
{
// If we were firing, stop
if ( m_iWeaponState > FT_STATE_IDLE )
{
SendWeaponAnim( ACT_MP_ATTACK_STAND_POSTFIRE );
SetWeaponState( FT_STATE_IDLE );
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the position of the tip of the muzzle at it appears visually
//-----------------------------------------------------------------------------
Vector CTFFlameThrower::GetVisualMuzzlePos()
{
return GetMuzzlePosHelper( true );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the position at which to spawn flame damage entities
//-----------------------------------------------------------------------------
Vector CTFFlameThrower::GetFlameOriginPos()
{
return GetMuzzlePosHelper( false );
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFFlameThrower::GetFlameHitRatio( void )
{
// Safety net to avoid divide by zero
if ( m_iActiveFlames == 0 )
return 0.1f;
float flRatio = ( ( (float)m_iDamagingFlames ) / ( (float)m_iActiveFlames ) );
//Msg( "Act: %d Dmg: %d\n", m_iActiveFlames, m_iDamagingFlames );
return flRatio;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::IncrementFlameDamageCount( void )
{
m_iDamagingFlames++;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::DecrementFlameDamageCount( void )
{
if ( m_iDamagingFlames <= 0 )
return;
m_iDamagingFlames--;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::IncrementActiveFlameCount( void )
{
m_iActiveFlames++;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::DecrementActiveFlameCount( void )
{
if ( m_iActiveFlames <= 0 )
return;
m_iActiveFlames--;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::ResetFlameHitCount( void )
{
m_iDamagingFlames = 0;
m_iActiveFlames = 0;
}
//-----------------------------------------------------------------------------
// Purpose: UI Progress
//-----------------------------------------------------------------------------
float CTFFlameThrower::GetProgress( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return 0.f;
return pPlayer->m_Shared.GetRageMeter() / 100.0f;
}
//-----------------------------------------------------------------------------
// Purpose: UI Progress (same as GetProgress() without the division by 100.0f)
//-----------------------------------------------------------------------------
bool CTFFlameThrower::IsRageFull( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
return ( pPlayer->m_Shared.GetRageMeter() >= 100.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::EffectMeterShouldFlash( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
if ( pPlayer && (IsRageFull() || pPlayer->m_Shared.IsRageDraining()) )
return true;
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the position of the tip of the muzzle
//-----------------------------------------------------------------------------
Vector CTFFlameThrower::GetMuzzlePosHelper( bool bVisualPos )
{
Vector vecMuzzlePos;
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( pOwner )
{
Vector vecForward, vecRight, vecUp;
AngleVectors( pOwner->GetNetworkEyeAngles(), &vecForward, &vecRight, &vecUp );
{
Vector vecOffset;
UTIL_StringToVector( vecOffset.Base(), tf_flamethrower_new_flame_offset.GetString() );
vecOffset *= pOwner->GetModelScale();
vecMuzzlePos = pOwner->EyePosition() + vecOffset.x * vecForward + vecOffset.y * vecRight + vecOffset.z * vecUp;
}
}
return vecMuzzlePos;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::CalculateHalloweenSpell( void )
{
m_bHasHalloweenSpell.Set( false );
if ( TF_IsHolidayActive( kHoliday_HalloweenOrFullMoon ) )
{
int iHalloweenSpell = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( this, iHalloweenSpell, halloween_green_flames );
m_bHasHalloweenSpell.Set( iHalloweenSpell > 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::Deploy( void )
{
#if defined( CLIENT_DLL )
StartPilotLight();
m_flFlameHitRatio = 0;
m_flPrevFlameHitRatio = -1;
m_flChargeBeginTime = 0;
m_bEffectsThinking = true;
SetContextThink( &CTFFlameThrower::ClientEffectsThink, gpGlobals->curtime, "EFFECTS_THINK" );
StopFullCritEffect();
#endif // CLIENT_DLL
CalculateHalloweenSpell();
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::FireGameEvent( IGameEvent *event )
{
if ( FStrEq( event->GetName(), "recalculate_holidays" ) )
{
CalculateHalloweenSpell();
}
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::OnDataChanged(DataUpdateType_t updateType)
{
BaseClass::OnDataChanged(updateType);
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
C_TFPlayer *pPlayerOwner = GetTFPlayerOwner();
//
bool bLocalPlayerAmmo = true;
if ( pPlayerOwner == pLocalPlayer )
{
bLocalPlayerAmmo = GetPlayerOwner()->GetAmmoCount( m_iPrimaryAmmoType ) > 0;
}
if ( IsCarrierAlive() && ( WeaponState() == WEAPON_IS_ACTIVE ) && bLocalPlayerAmmo == true )
{
if ( m_iWeaponState > FT_STATE_IDLE )
{
if ( ( m_iWeaponState == FT_STATE_SECONDARY && GetPlayerOwner() != C_BasePlayer::GetLocalPlayer() ) || m_iWeaponState != FT_STATE_SECONDARY )
{
StartFlame();
}
}
else
{
StartPilotLight();
}
}
else
{
StopFlame();
StopPilotLight();
StopFullCritEffect();
m_bEffectsThinking = false;
}
if ( pPlayerOwner == pLocalPlayer )
{
if ( m_pFiringLoop )
{
m_flFlameHitRatio = GetFlameHitRatio();
m_flFlameHitRatio = RemapValClamped( m_flFlameHitRatio, 0.0f, 1.0f, 1.0f, 100.f );
// Msg ( "%f\n", m_flFlameHitRatio );
if ( m_flFlameHitRatio != m_flPrevFlameHitRatio )
{
m_flPrevFlameHitRatio = m_flFlameHitRatio;
CLocalPlayerFilter filter;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
// We play accent sounds based on accuracy
if ( m_flFlameHitRatio >= TF_FLAMETHROWER_HITACCURACY_HIGH )
{
controller.SoundChangePitch( m_pFiringLoop, 140, 0.1 );
m_szAccuracySound = "Weapon_FlameThrower.FireHitHard";
}
else
{
controller.SoundChangePitch( m_pFiringLoop, 100, 0.1 );
// If our accuracy is too low
if ( m_pFiringAccuracyLoop )
{
controller.SoundDestroy( m_pFiringAccuracyLoop );
m_pFiringAccuracyLoop = NULL;
}
return;
}
// Only start a new sound if there's been a change
if ( !m_pFiringAccuracyLoop )
{
m_pFiringAccuracyLoop = controller.SoundCreate( filter, entindex(), m_szAccuracySound );
controller.Play( m_pFiringAccuracyLoop, 1.0, 100 );
}
}
}
else if ( m_pFiringAccuracyLoop )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pFiringAccuracyLoop );
m_pFiringAccuracyLoop = NULL;
}
}
if ( GetBuffType() > 0 )
{
if ( !m_bFullRageEffect && pPlayerOwner && pPlayerOwner->m_Shared.GetRageMeter() >= 100.0f )
{
m_bFullRageEffect = true;
m_MmmmphEffect.StartEffects( pPlayerOwner, FullCritChargedEffectName() );
}
else if ( m_bFullRageEffect && pPlayerOwner && pPlayerOwner->m_Shared.GetRageMeter() < 100.0f )
{
StopFullCritEffect();
m_MmmmphEffect.StopEffects();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::SetDormant( bool bDormant )
{
// If I'm going from active to dormant and I'm carried by another player, stop our firing sound.
if ( !IsCarriedByLocalPlayer() )
{
if ( !IsDormant() && bDormant )
{
StopFlame();
StopPilotLight();
StopFullCritEffect();
m_bEffectsThinking = false;
}
}
// Deliberately skip base combat weapon to avoid being holstered
C_BaseEntity::SetDormant( bDormant );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFFlameThrower::GetWorldModelIndex( void )
{
// Pyro bubble wand support.
if ( GetFlameThrowerMode() == TF_FLAMETHROWER_MODE_RAINBOW )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) && pPlayer->m_Shared.GetTauntIndex() == TAUNT_BASE_WEAPON )
{
// While we are taunting, replace our normal world model with the bubble wand.
m_iWorldModelIndex = modelinfo->GetModelIndex( TF_WEAPON_BUBBLE_WAND_MODEL );
return m_iWorldModelIndex;
}
}
return BaseClass::GetWorldModelIndex();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::StartFlame()
{
if ( m_iWeaponState == FT_STATE_SECONDARY )
{
GetAppropriateWorldOrViewModel()->ParticleProp()->Create( "pyro_blast", PATTACH_POINT_FOLLOW, "muzzle" );
CLocalPlayerFilter filter;
const char *shootsound = GetShootSound( WPN_DOUBLE );
EmitSound( filter, entindex(), shootsound );
return;
}
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
// normally, crossfade between start sound & firing loop in 3.5 sec
float flCrossfadeTime = 3.5;
if ( m_pFiringLoop && ( m_bCritFire != m_bFiringLoopCritical ) )
{
// If we're firing and changing between critical & noncritical, just need to change the firing loop.
// Set crossfade time to zero so we skip the start sound and go to the loop immediately.
flCrossfadeTime = 0;
StopFlame( true );
}
StopPilotLight();
if ( !m_pFiringStartSound && !m_pFiringLoop )
{
// NVNT if the local player is owning this weapon, process the start event
if ( C_BasePlayer::GetLocalPlayer() == GetOwner() && haptics )
haptics->ProcessHapticEvent(2,"Weapons","flamer_start");
RestartParticleEffect();
CLocalPlayerFilter filter;
// Play the fire start sound
const char *shootsound = GetShootSound( SINGLE );
if ( flCrossfadeTime > 0.0 )
{
// play the firing start sound and fade it out
m_pFiringStartSound = controller.SoundCreate( filter, entindex(), shootsound );
controller.Play( m_pFiringStartSound, 1.0, 100 );
controller.SoundChangeVolume( m_pFiringStartSound, 0.0, flCrossfadeTime );
}
// Start the fire sound loop and fade it in
if ( m_bCritFire )
{
shootsound = GetShootSound( BURST );
}
else
{
shootsound = GetShootSound( SPECIAL1 );
}
m_pFiringLoop = controller.SoundCreate( filter, entindex(), shootsound );
m_bFiringLoopCritical = m_bCritFire;
// play the firing loop sound and fade it in
if ( flCrossfadeTime > 0.0 )
{
controller.Play( m_pFiringLoop, 0.0, 100 );
controller.SoundChangeVolume( m_pFiringLoop, 1.0, flCrossfadeTime );
}
else
{
controller.Play( m_pFiringLoop, 1.0, 100 );
}
}
// check our "hit" sound
if ( m_bHitTarget != m_bFiringHitTarget )
{
if ( !m_bHitTarget )
{
StopHitSound();
}
else
{
char *pchFireHitSound = "Weapon_FlameThrower.FireHit";
if ( GetFlameThrowerMode() == TF_FLAMETHROWER_MODE_RAINBOW )
{
pchFireHitSound = "Weapon_Rainblower.FireHit";
}
CLocalPlayerFilter filter;
m_pFiringHitLoop = controller.SoundCreate( filter, entindex(), pchFireHitSound );
controller.Play( m_pFiringHitLoop, 1.0, 100 );
}
m_bFiringHitTarget = m_bHitTarget;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::StopHitSound()
{
if ( m_pFiringHitLoop )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pFiringHitLoop );
m_pFiringHitLoop = NULL;
}
m_bHitTarget = m_bFiringHitTarget = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::StopFlame( bool bAbrupt /* = false */ )
{
if ( ( m_pFiringLoop || m_pFiringStartSound ) && !bAbrupt )
{
// play a quick wind-down poof when the flame stops
CLocalPlayerFilter filter;
const char *shootsound = GetShootSound( SPECIAL3 );
EmitSound( filter, entindex(), shootsound );
}
if ( m_pFiringLoop )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pFiringLoop );
m_pFiringLoop = NULL;
}
if ( m_pFiringStartSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pFiringStartSound );
m_pFiringStartSound = NULL;
}
if ( m_FlameEffects.StopEffects() )
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer && pLocalPlayer == GetOwner() )
{
// NVNT local player is finished firing. send the stop event.
if ( haptics )
haptics->ProcessHapticEvent(2,"Weapons","flamer_stop");
}
}
if ( !bAbrupt )
{
StopHitSound();
}
m_iParticleWaterLevel = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::StartPilotLight()
{
if ( !m_pPilotLightSound )
{
StopFlame();
// Create the looping pilot light sound
const char *pilotlightsound = GetShootSound( SPECIAL2 );
CLocalPlayerFilter filter;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
m_pPilotLightSound = controller.SoundCreate( filter, entindex(), pilotlightsound );
controller.Play( m_pPilotLightSound, 1.0, 100 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::StopPilotLight()
{
if ( m_pPilotLightSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pPilotLightSound );
m_pPilotLightSound = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::StopFullCritEffect()
{
m_bFullRageEffect = false;
m_MmmmphEffect.StopEffects();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::RestartParticleEffect( void )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return;
if ( m_iWeaponState != FT_STATE_FIRING && m_iWeaponState != FT_STATE_STARTFIRING )
{
return;
}
m_iParticleWaterLevel = pOwner->GetWaterLevel();
m_FlameEffects.StartEffects( pOwner, GetParticleEffectName() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFFlameThrower::FlameEffectName( bool bIsFirstPersonView )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return NULL;
// Halloween Spell
if ( m_bHasHalloweenSpell )
{
return "flamethrower_halloween_new_flame";
}
switch ( GetFlameThrowerMode() )
{
case TF_FLAMETHROWER_MODE_PHLOG: return "drg_phlo_stream_new_flame";
case TF_FLAMETHROWER_MODE_GIANT: return "flamethrower_giant_mvm_new_flame";
case TF_FLAMETHROWER_MODE_RAINBOW: return "flamethrower_rainbow_new_flame";
default:
{
return GetNewFlameEffectInternal( pOwner->GetTeamNumber(), false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFFlameThrower::FlameCritEffectName( bool bIsFirstPersonView )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return NULL;
// Halloween Spell
if ( m_bHasHalloweenSpell )
{
return ( pOwner->GetTeamNumber() == TF_TEAM_BLUE ? "flamethrower_halloween_crit_blue_new_flame" : "flamethrower_halloween_crit_red_new_flame" );
}
switch ( GetFlameThrowerMode() )
{
case TF_FLAMETHROWER_MODE_PHLOG: return "drg_phlo_stream_crit_new_flame";
case TF_FLAMETHROWER_MODE_GIANT: return "flamethrower_crit_giant_mvm_new_flame";
case TF_FLAMETHROWER_MODE_RAINBOW: return "flamethrower_rainbow_new_flame";
default:
{
return GetNewFlameEffectInternal( pOwner->GetTeamNumber(), true );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFFlameThrower::FullCritChargedEffectName( void )
{
switch( GetTeamNumber() )
{
case TF_TEAM_BLUE: return "medicgun_invulnstatus_fullcharge_blue";
case TF_TEAM_RED: return "medicgun_invulnstatus_fullcharge_red";
default: return "";
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFFlameThrower::GetParticleEffectName( void )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return NULL;
const char *pszParticleEffect = NULL;
bool bIsFirstPersonView = IsFirstPersonView();
// Start the appropriate particle effect
if ( pOwner->GetWaterLevel() == WL_Eyes )
{
pszParticleEffect = "flamethrower_underwater";
}
else
{
if ( m_bCritFire )
{
pszParticleEffect = FlameCritEffectName( bIsFirstPersonView );
}
else
{
pszParticleEffect = FlameEffectName( bIsFirstPersonView );
}
}
return pszParticleEffect;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::ClientEffectsThink( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( !pPlayer->IsLocalPlayer() )
return;
if ( !pPlayer->GetViewModel() )
return;
if ( !m_bEffectsThinking )
return;
float flRageInverse = 1.f;
if ( GetBuffType() > 0 )
{
flRageInverse = 1.0f - ( pPlayer->m_Shared.GetRageMeter() / 100.0f );
if ( flRageInverse < 1.0f )
{
// We have some rage, let's spark!
ParticleProp()->Init( this );
CNewParticleEffect* pEffect = ParticleProp()->Create( "drg_bison_idle", PATTACH_POINT_FOLLOW, "muzzle" );
if ( pEffect )
{
pEffect->SetControlPoint( CUSTOM_COLOR_CP1, GetParticleColor( 1 ) );
pEffect->SetControlPoint( CUSTOM_COLOR_CP2, GetParticleColor( 2 ) );
}
}
}
SetContextThink( &CTFFlameThrower::ClientEffectsThink, gpGlobals->curtime + 0.1f + RandomFloat( 1.0f, 5.0f ) * flRageInverse, "EFFECTS_THINK" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::FlameEffect_t::StartEffects( CTFPlayer *pTFOwner, const char *pszEffectName )
{
if ( !pTFOwner )
return;
if ( !pszEffectName )
return;
m_pOwner = pTFOwner;
// Stop any old flame effects
StopEffects();
// Figure out which weapon this flame effect is to be attached to. Store this for
// later so we know which weapon to deactivate the effect on
m_hEffectWeapon = m_pFlamethrower->GetWeaponForEffect();
if ( m_hEffectWeapon )
{
CParticleProperty* pParticleProp = m_hEffectWeapon->ParticleProp();
if ( pParticleProp )
{
// Flame on
m_pFlameEffect = pParticleProp->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::FlameEffect_t::StopEffects()
{
bool bStopped = false;
// Stop any old flame effects
if ( m_pFlameEffect && m_hEffectWeapon )
{
m_hEffectWeapon->ParticleProp()->StopEmission( m_pFlameEffect );
bStopped = true;
}
m_pFlameEffect = NULL;
m_hEffectWeapon = NULL;
return bStopped;
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::HitTargetThink( void )
{
if ( ( m_flTimeToStopHitSound > 0 ) && ( m_flTimeToStopHitSound < gpGlobals->curtime ) )
{
m_bHitTarget = false;
m_flTimeToStopHitSound = 0;
SetContextThink( NULL, 0, s_pszFlameThrowerHitTargetThink );
return;
}
SetNextThink( gpGlobals->curtime + 0.1f, s_pszFlameThrowerHitTargetThink );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::SetHitTarget( void )
{
if ( m_iWeaponState > FT_STATE_IDLE )
{
m_bHitTarget = true;
m_flTimeToStopHitSound = gpGlobals->curtime + 0.2;
// Start the hit target thinking
SetContextThink( &CTFFlameThrower::HitTargetThink, gpGlobals->curtime + 0.1f, s_pszFlameThrowerHitTargetThink );
}
}
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFFlameRocket, DT_TFFlameRocket )
BEGIN_NETWORK_TABLE( CTFFlameRocket, DT_TFFlameRocket )
END_NETWORK_TABLE()
#ifdef GAME_DLL
LINK_ENTITY_TO_CLASS( tf_flame, CTFFlameEntity );
IMPLEMENT_AUTO_LIST( ITFFlameEntityAutoList );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFFlameEntity::CTFFlameEntity()
{}
//-----------------------------------------------------------------------------
// Purpose: Spawns this entity
//-----------------------------------------------------------------------------
void CTFFlameEntity::Spawn( void )
{
BaseClass::Spawn();
// don't collide with anything, we do our own collision detection in our think method
SetSolid( SOLID_NONE );
SetSolidFlags( FSOLID_NOT_SOLID );
SetCollisionGroup( COLLISION_GROUP_NONE );
// move noclip: update position from velocity, that's it
SetMoveType( MOVETYPE_NOCLIP, MOVECOLLIDE_DEFAULT );
AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );
float iBoxSize = tf_flamethrower_boxsize.GetFloat();
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwnerEntity(), iBoxSize, mult_flame_size );
UTIL_SetSize( this, -Vector( iBoxSize, iBoxSize, iBoxSize ), Vector( iBoxSize, iBoxSize, iBoxSize ) );
// Setup attributes.
m_takedamage = DAMAGE_NO;
m_vecInitialPos = GetAbsOrigin();
m_vecPrevPos = m_vecInitialPos;
// Track total active flame entities
m_hFlameThrower = dynamic_cast< CTFFlameThrower* >( GetOwnerEntity() );
if ( m_hFlameThrower )
{
m_hFlameThrower->IncrementActiveFlameCount();
m_bBurnedEnemy = false;
float flFlameLife = tf_flamethrower_flametime.GetFloat();
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetOwnerEntity(), flFlameLife, mult_flame_life );
m_flTimeRemove = gpGlobals->curtime + ( flFlameLife * random->RandomFloat( 0.9f, 1.1f ) );
}
else
{
m_flTimeRemove = gpGlobals->curtime + 3.f;
}
// Setup the think function.
SetThink( &CTFFlameEntity::FlameThink );
SetNextThink( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: Creates an instance of this entity
//-----------------------------------------------------------------------------
CTFFlameEntity *CTFFlameEntity::Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner, float flSpeed, int iDmgType, float flDmgAmount, bool bAlwaysCritFromBehind, bool bRandomize )
{
CTFFlameEntity *pFlame = static_cast<CTFFlameEntity*>( CBaseEntity::Create( "tf_flame", vecOrigin, vecAngles, pOwner ) );
if ( !pFlame )
return NULL;
// Initialize the owner.
pFlame->SetOwnerEntity( pOwner );
if ( pOwner->GetOwnerEntity() )
pFlame->m_hAttacker = pOwner->GetOwnerEntity();
else
pFlame->m_hAttacker = pOwner;
// Set team.
pFlame->ChangeTeam( pOwner->GetTeamNumber() );
pFlame->m_iDmgType = iDmgType;
pFlame->m_flDmgAmount = flDmgAmount;
// Setup the initial velocity.
Vector vecForward, vecRight, vecUp;
AngleVectors( vecAngles, &vecForward, &vecRight, &vecUp );
float flFlameLifeMult = 1.0f;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pFlame->m_hAttacker, flFlameLifeMult, mult_flame_life );
float velocity = flFlameLifeMult * flSpeed;
pFlame->m_vecBaseVelocity = vecForward * velocity;
float iFlameSizeMult = 1.0f;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pFlame->m_hAttacker, iFlameSizeMult, mult_flame_size );
if ( bRandomize )
{
pFlame->m_vecBaseVelocity += RandomVector( -velocity * iFlameSizeMult * tf_flamethrower_vecrand.GetFloat(), velocity * iFlameSizeMult * tf_flamethrower_vecrand.GetFloat() );
}
if ( pOwner->GetOwnerEntity() )
{
pFlame->m_vecAttackerVelocity = pOwner->GetOwnerEntity()->GetAbsVelocity();
}
pFlame->SetAbsVelocity( pFlame->m_vecBaseVelocity );
// Setup the initial angles.
pFlame->SetAbsAngles( vecAngles );
pFlame->SetCritFromBehind( bAlwaysCritFromBehind );
return pFlame;
}
//-----------------------------------------------------------------------------
// Purpose: Think method
//-----------------------------------------------------------------------------
void CTFFlameEntity::FlameThink( void )
{
TM_ZONE_DEFAULT( TELEMETRY_LEVEL0 )
// if we've expired, remove ourselves
if ( gpGlobals->curtime >= m_flTimeRemove )
{
RemoveFlame();
return;
}
else
{
// Always think, if we haven't died due to our timeout.
SetNextThink( gpGlobals->curtime );
}
// Did we move? should we check collision?
if ( GetAbsOrigin() != m_vecPrevPos )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s Collision", __FUNCTION__ );
CTFPlayer *pAttacker = dynamic_cast<CTFPlayer *>( (CBaseEntity *) m_hAttacker );
if ( !pAttacker )
return;
// Create a ray for flame entity to trace
Ray_t rayWorld;
rayWorld.Init( m_vecInitialPos, GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs() );
// check against world first
// if we collide with world, just destroy the flame
trace_t trWorld;
UTIL_TraceRay( rayWorld, MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &trWorld );
bool bHitWorld = trWorld.startsolid || trWorld.fraction < 1.f;
// update the ray
Ray_t rayEnt;
rayEnt.Init( m_vecPrevPos, GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs() );
// burn all entities that we should collide with
CFlameEntityEnum eFlameEnum( pAttacker );
enginetrace->EnumerateEntities( rayEnt, false, &eFlameEnum );
bool bHitSomething = false;
FOR_EACH_VEC( eFlameEnum.GetTargets(), i )
{
CBaseEntity *pEnt = eFlameEnum.GetTargets()[i];
// skip ent that's already burnt by this flame
int iIndex = m_hEntitiesBurnt.Find( pEnt );
if ( iIndex != m_hEntitiesBurnt.InvalidIndex() )
continue;
// if we're removing the flame this frame from hitting world, check if we hit this ent before hitting the world
if ( bHitWorld )
{
trace_t trEnt;
enginetrace->ClipRayToEntity( rayWorld, MASK_SOLID | CONTENTS_HITBOX, pEnt, &trEnt );
// hit world before this ent, skip it
if ( trEnt.fraction >= trWorld.fraction )
continue;
}
// burn them all!
if ( pEnt->IsPlayer() && pEnt->InSameTeam( pAttacker ) )
{
OnCollideWithTeammate( ToTFPlayer( pEnt ) );
}
else
{
OnCollide( pEnt );
}
bHitSomething = true;
}
// now, let's see if the flame visual could have actually hit this player. Trace backward from the
// point of impact to where the flame was fired, see if we hit anything.
if ( bHitSomething && tf_debug_flamethrower.GetBool() )
{
NDebugOverlay::SweptBox( m_vecPrevPos, GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), vec3_angle, 255, 255, 0, 100, 5.0 );
NDebugOverlay::EntityBounds( this, 255, 255, 0, 100, 5.0 );
}
// remove the flame if it hits the world
if ( bHitWorld )
{
if ( tf_debug_flamethrower.GetInt() )
{
NDebugOverlay::SweptBox( m_vecInitialPos, GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), vec3_angle, 255, 0, 0, 100, 3.0 );
}
RemoveFlame();
}
}
// Reduce our base velocity by the air drag constant
m_vecBaseVelocity *= GetFlameDrag();
// Add our float upward velocity
Vector vecVelocity = m_vecBaseVelocity + Vector( 0, 0, GetFlameFloat() ) + m_vecAttackerVelocity;
// Update our velocity
SetAbsVelocity( vecVelocity );
// Render debug visualization if convar on
if ( tf_debug_flamethrower.GetInt() )
{
if ( m_hEntitiesBurnt.Count() > 0 )
{
int val = ( (int) ( gpGlobals->curtime * 10 ) ) % 255;
NDebugOverlay::EntityBounds(this, val, 255, val, 0 ,0 );
}
else
{
NDebugOverlay::EntityBounds(this, 0, 100, 255, 0 ,0) ;
}
}
m_vecPrevPos = GetAbsOrigin();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameEntity::SetHitTarget( void )
{
if ( !m_hFlameThrower )
return;
m_hFlameThrower->SetHitTarget();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameEntity::RemoveFlame()
{
UpdateFlameThrowerHitRatio();
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Called when we've collided with another entity
//-----------------------------------------------------------------------------
void CTFFlameEntity::OnCollide( CBaseEntity *pOther )
{
int nContents = UTIL_PointContents( GetAbsOrigin() );
if ( (nContents & MASK_WATER) )
{
RemoveFlame();
return;
}
// remember that we've burnt this player
m_hEntitiesBurnt.AddToTail( pOther );
float flDistance = GetAbsOrigin().DistTo( m_vecInitialPos );
float flDamage = m_flDmgAmount * RemapValClamped( flDistance, tf_flamethrower_maxdamagedist.GetFloat()/2, tf_flamethrower_maxdamagedist.GetFloat(), 1.0f, 0.70f );
flDamage = MAX( flDamage, 1.0 );
if ( tf_debug_flamethrower.GetInt() )
{
Msg( "Flame touch dmg: %.1f\n", flDamage );
}
CBaseEntity *pAttacker = m_hAttacker;
if ( !pAttacker )
return;
SetHitTarget();
int iDamageType = m_iDmgType;
if ( pOther && pOther->IsPlayer() )
{
CTFPlayer *pVictim = ToTFPlayer( pOther );
if ( IsBehindTarget( pOther ) )
{
if ( m_bCritFromBehind == true )
{
iDamageType |= DMG_CRITICAL;
}
if ( pVictim )
{
pVictim->HandleAchievement_Pyro_BurnFromBehind( ToTFPlayer( pAttacker ) );
}
}
// Pyro-specific
if ( pAttacker->IsPlayer() && pVictim )
{
CTFPlayer *pPlayerAttacker = ToTFPlayer( pAttacker );
if ( pPlayerAttacker && pPlayerAttacker->IsPlayerClass( TF_CLASS_PYRO ) )
{
// burn the victim while taunting?
if ( pVictim->m_Shared.InCond( TF_COND_TAUNTING ) )
{
static CSchemaItemDefHandle flipTaunt( "Flippin' Awesome Taunt" );
// if I'm the one being flipped, and getting lit on fire
if ( !pVictim->IsTauntInitiator() && pVictim->GetTauntEconItemView() && pVictim->GetTauntEconItemView()->GetItemDefinition() == flipTaunt )
{
pPlayerAttacker->AwardAchievement( ACHIEVEMENT_TF_PYRO_IGNITE_PLAYER_BEING_FLIPPED );
}
}
}
}
}
CTakeDamageInfo info( GetOwnerEntity(), pAttacker, GetOwnerEntity(), flDamage, iDamageType, TF_DMG_CUSTOM_BURNING );
info.SetReportedPosition( pAttacker->GetAbsOrigin() );
if ( info.GetDamageType() & DMG_CRITICAL )
{
info.SetCritType( CTakeDamageInfo::CRIT_FULL );
}
// terrible hack for flames hitting the Merasmus props to get the particle effect in the correct position
if ( TFGameRules() && TFGameRules()->GetActiveBoss() && ( TFGameRules()->GetActiveBoss()->GetBossType() == HALLOWEEN_BOSS_MERASMUS ) )
{
info.SetDamagePosition( GetAbsOrigin() );
}
// Track hits for the Flamethrower, which is used to change the weapon sound based on hit ratio
if ( m_hFlameThrower )
{
m_bBurnedEnemy = true;
m_hFlameThrower->IncrementFlameDamageCount();
}
// We collided with pOther, so try to find a place on their surface to show blood
trace_t pTrace;
UTIL_TraceLine( WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_SOLID|CONTENTS_HITBOX, this, COLLISION_GROUP_NONE, &pTrace );
pOther->DispatchTraceAttack( info, GetAbsVelocity(), &pTrace );
ApplyMultiDamage();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameEntity::OnCollideWithTeammate( CTFPlayer *pPlayer )
{
// Only care about Snipers
if ( !pPlayer->IsPlayerClass(TF_CLASS_SNIPER) )
return;
int iIndex = m_hEntitiesBurnt.Find( pPlayer );
if ( iIndex != m_hEntitiesBurnt.InvalidIndex() )
return;
m_hEntitiesBurnt.AddToTail( pPlayer );
// Does he have the bow?
CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_COMPOUND_BOW )
{
CTFCompoundBow *pBow = static_cast<CTFCompoundBow*>( pWpn );
pBow->SetArrowAlight( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameEntity::IsBehindTarget( CBaseEntity *pTarget )
{
return ( DotProductToTarget( pTarget ) > 0.8 );
}
//-----------------------------------------------------------------------------
// Purpose: Utility to calculate dot product between facing angles of flame and target
//-----------------------------------------------------------------------------
float CTFFlameEntity::DotProductToTarget( CBaseEntity *pTarget )
{
Assert( pTarget );
// Get the forward view vector of the target, ignore Z
Vector vecVictimForward;
AngleVectors( pTarget->EyeAngles(), &vecVictimForward, NULL, NULL );
vecVictimForward.z = 0.0f;
vecVictimForward.NormalizeInPlace();
Vector vecTraveling = m_vecBaseVelocity;
vecTraveling.z = 0.0f;
vecTraveling.NormalizeInPlace();
return DotProduct( vecVictimForward, vecTraveling );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameEntity::UpdateFlameThrowerHitRatio( void )
{
if ( !m_hFlameThrower )
return;
if ( m_bBurnedEnemy )
{
m_hFlameThrower->DecrementFlameDamageCount();
}
m_hFlameThrower->DecrementActiveFlameCount();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFFlameEntity::GetFlameFloat( void )
{
return tf_flamethrower_float.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFFlameEntity::GetFlameDrag( void )
{
return tf_flamethrower_drag.GetFloat();
}
#endif // GAME_DLL