hl2_src-leak-2017/src/game/client/tf/c_tf_stickybolt.cpp

240 lines
7.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF version of the stickybolt code.
// I broke off our own version because I didn't want to accidentally break HL2.
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "fx.h"
#include "decals.h"
#include "iefx.h"
#include "engine/IEngineSound.h"
#include "materialsystem/imaterialvar.h"
#include "IEffects.h"
#include "engine/IEngineTrace.h"
#include "vphysics/constraints.h"
#include "engine/ivmodelinfo.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "engine/ivdebugoverlay.h"
#include "c_te_effect_dispatch.h"
#include "c_tf_player.h"
#include "GameEventListener.h"
#include "tf_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsSurfaceProps *physprops;
IPhysicsObject *GetWorldPhysObject( void );
//-----------------------------------------------------------------------------
// Purpose: Creates a Bolt in the world and Ragdolls
// For Attached Bolts on players look at hud_bowcharge "arrow_impact" which should be moved here
//-----------------------------------------------------------------------------
void CreateCrossbowBoltTF( const Vector &vecOrigin, const Vector &vecDirection, const int iFlags, unsigned char nColor )
{
const char* pszModelName = NULL;
float flDirOffset = 5.0f;
float flScale = 1.0f;
float flLifeTime = 30.0f;
switch ( iFlags )
{
case TF_PROJECTILE_STICKY_BALL:
pszModelName = g_pszArrowModels[MODEL_SNOWBALL];
break;
case TF_PROJECTILE_ARROW:
pszModelName = g_pszArrowModels[MODEL_ARROW_REGULAR];
break;
case TF_PROJECTILE_BUILDING_REPAIR_BOLT:
pszModelName = g_pszArrowModels[MODEL_ARROW_BUILDING_REPAIR];
flDirOffset = -2.0f;
break;
case TF_PROJECTILE_FESTIVE_ARROW:
pszModelName = g_pszArrowModels[MODEL_FESTIVE_ARROW_REGULAR];
break;
case TF_PROJECTILE_HEALING_BOLT:
#ifdef STAGING_ONLY
case TF_PROJECTILE_MILK_BOLT:
#endif
pszModelName = g_pszArrowModels[MODEL_SYRINGE];
flDirOffset = 0.0f;
flScale = 3.0f;
break;
case TF_PROJECTILE_FESTIVE_HEALING_BOLT:
pszModelName = g_pszArrowModels[MODEL_FESTIVE_HEALING_BOLT];
flScale = 2.5f;
break;
case TF_PROJECTILE_BREAD_MONSTER:
case TF_PROJECTILE_BREADMONSTER_JARATE:
case TF_PROJECTILE_BREADMONSTER_MADMILK:
pszModelName = g_pszArrowModels[MODEL_BREAD_MONSTER];
flLifeTime = 8.0f;
flScale = 2.5f;
break;
case TF_PROJECTILE_GRAPPLINGHOOK:
pszModelName = g_pszArrowModels[MODEL_GRAPPLINGHOOK];
flDirOffset = 0.0f;
flLifeTime = 0.1f;
break;
#ifdef STAGING_ONLY
case TF_PROJECTILE_THROWING_KNIFE:
pszModelName = g_pszArrowModels[MODEL_THROWING_KNIFE];
break;
case TF_PROJECTILE_SNIPERBULLET:
pszModelName = g_pszArrowModels[MODEL_SYRINGE];
break;
#endif // STAGING_ONLY
default:
// Unsupported Model
Assert( 0 );
pszModelName = g_pszArrowModels[MODEL_ARROW_REGULAR];
return;
}
model_t *pModel = (model_t *)engine->LoadModel( pszModelName );
QAngle vAngles;
VectorAngles( vecDirection, vAngles );
C_LocalTempEntity *arrow = tempents->SpawnTempModel( pModel, vecOrigin - vecDirection * flDirOffset, vAngles, Vector(0, 0, 0 ), flLifeTime, FTENT_NONE );
if ( arrow )
{
arrow->SetModelScale( flScale );
arrow->m_nSkin = nColor;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void StickRagdollNowTF(
const Vector &vecOrigin,
const Vector &vecDirection,
const ClientEntityHandle_t &entHandle,
const int boneIndexAttached,
const int physicsBoneIndex,
const int iShooterIndex,
const int iHitGroup,
const int iVictim,
const int iFlags,
unsigned char nColor
) {
Ray_t shotRay;
trace_t tr;
UTIL_TraceLine( vecOrigin - vecDirection * 16, vecOrigin + vecDirection * 64, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
if ( tr.surface.flags & SURF_SKY )
return;
C_BaseAnimating *pModel = dynamic_cast< C_BaseAnimating * >( entHandle.Get() );
if ( pModel )
{
IPhysicsObject *pPhysicsObject = NULL;
ragdoll_t *pRagdollT = NULL;
if ( pModel->m_pRagdoll )
{
CRagdoll *pCRagdoll = dynamic_cast < CRagdoll * > ( pModel->m_pRagdoll );
if ( pCRagdoll )
{
pRagdollT = pCRagdoll->GetRagdoll();
if ( physicsBoneIndex < pRagdollT->listCount )
{
pPhysicsObject = pRagdollT->list[physicsBoneIndex].pObject;
}
}
}
IPhysicsObject *pReference = GetWorldPhysObject();
if ( pReference == NULL || pPhysicsObject == NULL )
return;
float frand = (float) rand() / VALVE_RAND_MAX;
Vector adjust = vecDirection*7 + vecDirection * frand * 7;
Vector vecBonePos;
QAngle boneAngles;
pPhysicsObject->GetPosition( &vecBonePos, &boneAngles );
QAngle angles;
pPhysicsObject->SetPosition( vecOrigin-adjust, boneAngles, true );
pPhysicsObject->EnableMotion( false );
int nNodeIndex = pRagdollT->list[physicsBoneIndex].parentIndex;
// find largest mass bone
float flTargetMass = 0;
for ( int i = 0; i < pRagdollT->listCount; i++ )
{
flTargetMass = MAX(flTargetMass, pRagdollT->list[i].pObject->GetMass() );
}
// walk the chain of bones from the pinned bone to the root and set each to the max mass
// This helps transmit the impulses required to stabilize the constraint -- it keeps the body from
// leaving the constraint because of some high mass bone hanging at the other end of the chain
while ( nNodeIndex >= 0 )
{
if ( pRagdollT->list[nNodeIndex].pConstraint )
{
float flCurrentMass = pRagdollT->list[nNodeIndex].pObject->GetMass();
flCurrentMass = MAX(flCurrentMass, flTargetMass);
pRagdollT->list[nNodeIndex].pObject->SetMass( flCurrentMass );
}
nNodeIndex = pRagdollT->list[nNodeIndex].parentIndex;
}
}
UTIL_ImpactTrace( &tr, 0 );
CreateCrossbowBoltTF( vecOrigin, vecDirection, iFlags, nColor );
//Achievement stuff.
if ( iHitGroup == HITGROUP_HEAD )
{
CTFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalPlayer && pLocalPlayer->entindex() == iShooterIndex )
{
CTFPlayer *pVictim = ToTFPlayer( UTIL_PlayerByIndex( iVictim ) );
if ( pVictim && pVictim->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
{
IGameEvent *event = gameeventmanager->CreateEvent( "player_pinned" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void StickyBoltCallbackTF( const CEffectData &data )
{
StickRagdollNowTF(
data.m_vOrigin,
data.m_vNormal,
data.m_hEntity,
data.m_nAttachmentIndex,
data.m_nMaterial,
data.m_nHitBox,
data.m_nDamageType,
data.m_nSurfaceProp,
data.m_fFlags,
data.m_nColor
);
}
DECLARE_CLIENT_EFFECT( "TFBoltImpact", StickyBoltCallbackTF );