hl2_src-leak-2017/src/game/shared/tf/tf_weapon_flamethrower.cpp

3101 lines
91 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"
#if defined( CLIENT_DLL )
#include "c_tf_player.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "soundenvelope.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 "tf_gamestats.h"
#include "NextBot/NextBotManager.h"
#include "halloween/merasmus/merasmus_trick_or_treat_prop.h"
#include "tf_logic_robot_destruction.h"
#ifdef STAGING_ONLY
#include "tf_fx.h"
#endif // STAGING_ONLY
#include "tf_passtime_logic.h"
ConVar tf_debug_flamethrower("tf_debug_flamethrower", "0", FCVAR_CHEAT , "Visualize the flamethrower damage." );
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_boxsize("tf_flamethrower_boxsize", "12.0", FCVAR_CHEAT , "Size 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 );
static const char *s_pszFlameThrowerHitTargetThink = "FlameThrowerHitTargetThink";
extern ConVar tf_player_movement_stun_time;
#endif
#include "tf_pumpkin_bomb.h"
ConVar tf_flamethrower_burstammo("tf_flamethrower_burstammo", "20", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "How much ammo does the air burst uses per shot." );
ConVar tf_flamethrower_flametime("tf_flamethrower_flametime", "0.5", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Time to live of flame damage entities." );
// 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 ) ),
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 ),
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_bHasHalloweenSpell.Set( false );
ListenForGameEvent( "recalculate_holidays" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFFlameThrower::~CTFFlameThrower()
{
DestroySounds();
#if defined( CLIENT_DLL )
StopFullCritEffect();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::Precache( void )
{
BaseClass::Precache();
int iModelIndex = PrecacheModel( TF_WEAPON_BUBBLE_WAND_MODEL );
PrecacheGibsForModel( iModelIndex );
PrecacheParticleSystem( "pyro_blast" );
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");
#ifdef STAGING_ONLY
PrecacheScriptSound( "Equipment.RocketPack_Activate" );
PrecacheParticleSystem( "muzzle_bignasty" );
#endif // STAGING_ONLY
}
bool CTFFlameThrower::CanAirBlast() const
{
int iAirblastDisabled = 0;
CALL_ATTRIB_HOOK_INT( iAirblastDisabled, airblast_disabled );
bool bAllowed = ( iAirblastDisabled == 0 );
#ifdef STAGING_ONLY
int nRocketPack = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwner(), nRocketPack, rocket_pack );
if ( nRocketPack )
{
bAllowed = false;
}
#endif // STAGING_ONLY
return bAllowed;
}
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
}
void CTFFlameThrower::WeaponReset( void )
{
BaseClass::WeaponReset();
SetWeaponState( FT_STATE_IDLE );
m_bCritFire = false;
m_bHitTarget = false;
m_flStartFiringTime = 0;
m_flAmmoUseRemainder = 0;
m_flChargeBeginTime = 0;
m_flSpinupBeginTime = 0;
ResetFlameHitCount();
DestroySounds();
#if defined( CLIENT_DLL )
StopFullCritEffect();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::Spawn( void )
{
m_iAltFireHint = HINT_ALTFIRE_FLAMETHROWER;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// 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 && pOwner->m_nButtons & IN_ATTACK2 )
{
m_bFiredBothAttacks = true;
}
if ( !m_bFiredSecondary )
{
bool bSpinDown = m_flSpinupBeginTime > 0.0f;
if ( pOwner->IsAlive() && ( pOwner->m_nButtons & IN_ATTACK ) && iAmmo > 0 )
{
PrimaryAttack();
bSpinDown = false;
}
else if ( m_iWeaponState > FT_STATE_IDLE )
{
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))
{
// no fire buttons down or reloading
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
{
WeaponIdle();
}
}
// charged airblast
int iChargedAirblast = 0;
CALL_ATTRIB_HOOK_INT( iChargedAirblast, set_charged_airblast );
if ( iChargedAirblast != 0 )
{
if ( m_flChargeBeginTime > 0 )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
// If we're not holding down the attack button, launch the flame rocket
if ( !(pPlayer->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 );
}
}
}
}
class CTraceFilterIgnoreObjects : public CTraceFilterSimple
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS( CTraceFilterIgnoreObjects, CTraceFilterSimple );
CTraceFilterIgnoreObjects( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if ( pEntity && pEntity->IsBaseObject() )
return false;
return BaseClass::ShouldHitEntity( pServerEntity, contentsMask );
}
};
//-----------------------------------------------------------------------------
// 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
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;
#ifdef STAGING_ONLY
if ( ShootsNapalm() )
{
flFiringInterval *= 4.f;
}
#endif // STAGING_ONLY
// 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;
CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );
int iCritFromBehind = 0;
CALL_ATTRIB_HOOK_INT( iCritFromBehind, set_flamethrower_back_crit );
#ifdef STAGING_ONLY
if ( ShootsNapalm() )
{
CTFProjectile_Napalm::Create( pOwner, this );
}
else
#endif // STAGING_ONLY
{
CTFFlameEntity::Create( GetFlameOriginPos(), pOwner->EyeAngles(), this, tf_flamethrower_velocity.GetFloat(), iDmgType, flDamage, iCritFromBehind == 1 );
}
// 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
}
//-----------------------------------------------------------------------------
// 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:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::SupportsAirBlastFunction( EFlameThrowerAirblastFunction eFunction ) const
{
int iSupportedAirBlastFunctions = 0;
CALL_ATTRIB_HOOK_INT( iSupportedAirBlastFunctions, airblast_functionality_flags );
// If we don't have this attribute specified, or it is set to the value 0, we interpret
// that as "I can do everything!".
if ( iSupportedAirBlastFunctions == 0 )
{
// They can do everything unless airblast is disabled, in which case they can do nothing
return CanAirBlast();
}
return (iSupportedAirBlastFunctions & eFunction) != 0;
}
//-----------------------------------------------------------------------------
// 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 );
#ifdef GAME_DLL
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
int nDash = 0;
CALL_ATTRIB_HOOK_INT( nDash, airblast_dashes );
if ( !nDash )
{
DeflectProjectiles();
}
else
{
#ifdef STAGING_ONLY
Vector vDashDir;
AngleVectors( pOwner->EyeAngles() + QAngle( 0.0f, 180.0f, 0.0f ), &vDashDir );
#else
Vector vDashDir = pOwner->GetAbsVelocity();
if ( !pOwner->GetGroundEntity() || vDashDir.Length() == 0.0f )
{
AngleVectors( pOwner->EyeAngles(), &vDashDir );
}
#endif
vDashDir.z = 0.0f;
VectorNormalize( vDashDir );
Vector vCenter = pOwner->WorldSpaceCenter();
Vector vSize = GetDeflectionSize();
DeflectPlayer( pOwner, pOwner, vDashDir, vCenter, vSize );
}
// 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 );
}
float CTFFlameThrower::GetSpinUpTime( void ) const
{
float flSpinUpTime = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flSpinUpTime, mod_flamethrower_spinup_time );
return flSpinUpTime;
}
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 );
}
}
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;
}
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()
{
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;
}
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
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;
}
#ifdef CLIENT_DLL
// Stop the flame if we're currently firing
StopFlame( false );
#endif
SetWeaponState( FT_STATE_SECONDARY );
#ifdef STAGING_ONLY
if ( RocketPackCanActivate( iAmmoPerShot ) )
{
RocketPackLaunch( iAmmoPerShot );
return;
}
#endif // STAGING_ONLY
#ifdef GAME_DLL
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:
//-----------------------------------------------------------------------------
Vector CTFFlameThrower::GetDeflectionSize()
{
const Vector vecBaseDeflectionSize = BaseClass::GetDeflectionSize();
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 vecBaseDeflectionSize * fMultiplier;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#ifdef _DEBUG
ConVar tf_pushbackscalescale( "tf_pushbackscalescale", "1.0" );
ConVar tf_pushbackscalescale_vertical( "tf_pushbackscalescale_vertical", "1.0" );
#endif
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 );
}
bool CTFFlameThrower::DeflectPlayer( CTFPlayer *pTarget, CTFPlayer *pOwner, Vector &vecForward, Vector &vecCenter, Vector &vecSize )
{
if ( pTarget->GetTeamNumber() == pOwner->GetTeamNumber() && pTarget != pOwner )
{
if ( pTarget->m_Shared.InCond( TF_COND_BURNING ) && SupportsAirBlastFunction( TF_FUNCTION_AIRBLAST_PUT_OUT_TEAMMATES ) )
{
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 );
}
}
}
return false;
}
if ( SupportsAirBlastFunction( TF_FUNCTION_AIRBLAST_PUSHBACK ) )
{
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 );
}
// Quick Fix Uber is immune
if ( pTarget->m_Shared.InCond( TF_COND_MEGAHEAL ))
return false;
// Require our target be in a cone in front of us. Default threshold is the dot-product needs to be at least 0.8 = 1 - 0.2.
float flDot = DotProduct( vecForward, vecToTarget );
float flAirblastConeScale = 0.2f;
CALL_ATTRIB_HOOK_FLOAT( flAirblastConeScale, mult_airblast_cone_scale );
float flAirblastConeThreshold = Clamp(1.0f - flAirblastConeScale, 0.0f, 1.0f);
if (flDot < flAirblastConeThreshold)
{
return false;
}
if ( pTarget != pOwner )
{
pTarget->SetAbsVelocity( vec3_origin );
if ( SupportsAirBlastFunction( TF_FUNCTION_AIRBLAST_PUSHBACK__STUN ) )
{
if ( !pTarget->m_Shared.InCond( TF_COND_KNOCKED_INTO_AIR ) )
{
pTarget->m_Shared.StunPlayer( tf_player_movement_stun_time.GetFloat(), 1.f, TF_STUN_MOVEMENT, pOwner );
}
}
if ( SupportsAirBlastFunction( TF_FUNCTION_AIRBLAST_PUSHBACK__VIEW_PUNCH ) )
{
pTarget->ApplyPunchImpulseX( RandomInt( 10, 15 ) );
}
}
pTarget->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "projectile:0,victim:1" );
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;
}
#ifdef STAGING_ONLY
if ( !( pTarget == pOwner && pOwner->GetGroundEntity() ) )
#endif
{
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
// Apply AirBlastImpulse
pTarget->ApplyAirBlastImpulse( vecForce );
// 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:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::DeflectEntity( CBaseEntity *pTarget, CTFPlayer *pOwner, Vector &vecForward, Vector &vecCenter, Vector &vecSize )
{
Assert( pTarget );
Assert( pOwner );
if ( !SupportsAirBlastFunction( TF_FUNCTION_AIRBLAST_REFLECT_PROJECTILES ) )
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 );
if ( !pTFPlayerVictim )
{
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, vecCenter, vecSize );
if ( bDeflected )
{
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->GetAbsAngles(), &vecForward, &vecRight, &vecUp );
vecMuzzlePos = pOwner->Weapon_ShootPosition();
vecMuzzlePos += vecRight * TF_FLAMETHROWER_MUZZLEPOS_RIGHT;
// if asking for visual position of muzzle, include the forward component
if ( bVisualPos )
{
vecMuzzlePos += vecForward * TF_FLAMETHROWER_MUZZLEPOS_FORWARD;
}
}
return vecMuzzlePos;
}
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 );
}
}
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();
#ifdef STAGING_ONLY
if ( ShootsNapalm() )
{
RestartParticleEffect();
}
#endif // STAGING_ONLY
}
}
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( FullCritChargedEffectName() );
}
else if ( m_bFullRageEffect && pPlayerOwner && pPlayerOwner->m_Shared.GetRageMeter() < 100.0f )
{
StopFullCritEffect();
m_MmmmphEffect.StopEffects();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFlameThrower::UpdateOnRemove( void )
{
m_FlameEffects.StopEffects();
m_MmmmphEffect.StopEffects();
StopPilotLight();
StopFullCritEffect();
m_bEffectsThinking = false;
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// 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 );
}
int CTFFlameThrower::GetWorldModelIndex( void )
{
int iParticleEffectIndex = 0;
CALL_ATTRIB_HOOK_INT( iParticleEffectIndex, set_weapon_mode );
// Pyro bubble wand support.
if ( iParticleEffectIndex == 3 )
{
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 == false )
{
StopHitSound();
}
else
{
char *pchFireHitSound = "Weapon_FlameThrower.FireHit";
int iParticleEffectIndex = 0;
CALL_ATTRIB_HOOK_INT( iParticleEffectIndex, set_weapon_mode );
if ( iParticleEffectIndex == 3 )
{
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;
}
}
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();
bool bIsFirstPersonView = IsFirstPersonView();
// Start the appropriate particle effect
const char *pszParticleEffect;
if ( pOwner->GetWaterLevel() == WL_Eyes )
{
pszParticleEffect = "flamethrower_underwater";
}
else
{
if ( m_bCritFire )
{
pszParticleEffect = FlameCritEffectName( bIsFirstPersonView );
}
else
{
pszParticleEffect = FlameEffectName( bIsFirstPersonView );
}
}
m_FlameEffects.StartEffects( pszParticleEffect );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFFlameThrower::FlameEffectName( bool bIsFirstPersonView )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return NULL;
#ifdef STAGING_ONLY
if ( ShootsNapalm() )
{
return "muzzle_bignasty";
}
#endif // STAGING_ONLY
// Halloween Spell
if ( m_bHasHalloweenSpell )
{
return "flamethrower_halloween";
}
int iParticleEffectIndex = 0;
CALL_ATTRIB_HOOK_INT( iParticleEffectIndex, set_weapon_mode );
switch ( iParticleEffectIndex )
{
case 1: return "drg_phlo_stream";
case 2: return "flamethrower_giant_mvm";
case 3: return ( bIsFirstPersonView ? "flamethrower_rainbow_FP" : "flamethrower_rainbow" );
default: return ( pOwner->GetTeamNumber() == TF_TEAM_BLUE ? "flamethrower_blue" : "flamethrower" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char* CTFFlameThrower::FlameCritEffectName( bool bIsFirstPersonView )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return NULL;
#ifdef STAGING_ONLY
if ( ShootsNapalm() )
{
return "muzzle_bignasty";
}
#endif // STAGING_ONLY
// Halloween Spell
if ( m_bHasHalloweenSpell )
{
return ( pOwner->GetTeamNumber() == TF_TEAM_BLUE ? "flamethrower_halloween_crit_blue" : "flamethrower_halloween_crit_red" );
}
int iParticleEffectIndex = 0;
CALL_ATTRIB_HOOK_INT( iParticleEffectIndex, set_weapon_mode );
switch ( iParticleEffectIndex )
{
case 1: return "drg_phlo_stream_crit";
case 2: return "flamethrower_crit_giant_mvm";
case 3: return ( bIsFirstPersonView ? "flamethrower_rainbow_FP" : "flamethrower_rainbow" );
default: return ( pOwner->GetTeamNumber() == TF_TEAM_BLUE ? "flamethrower_crit_blue" : "flamethrower_crit_red" );
}
}
//-----------------------------------------------------------------------------
// 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:
//-----------------------------------------------------------------------------
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" );
}
void CTFFlameThrower::FlameEffect_t::StartEffects( const char* pszEffectName )
{
// 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_pOwner->GetWeaponForEffect();
if( m_hEffectWeapon )
{
CParticleProperty* pParticleProp = m_hEffectWeapon->ParticleProp();
if( pParticleProp )
{
// Flame on
m_pFlameEffect = pParticleProp->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
}
}
}
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
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::RocketPackCanActivate( int nAmmoCost )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return false;
int nRocketPack = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pOwner, nRocketPack, rocket_pack );
if ( !nRocketPack )
return false;
if ( pOwner->m_Shared.IsLoser() )
return false;
if ( pOwner->m_Shared.InCond( TF_COND_STUNNED ) )
return false;
if ( pOwner->IsTaunting() )
return false;
// if ( pOwner->m_Shared.GetChargeMeter() < 100.f )
// return false;
if ( pOwner->GetAmmoCount( TF_AMMO_PRIMARY ) < nAmmoCost )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::RocketPackLaunch( int nAmmoCost )
{
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( !pOwner )
return false;
#ifdef CLIENT_DLL
StopFlame( false );
#endif // CLIENT_DLL
#ifdef GAME_DLL
// Launch
if ( !pOwner->m_Shared.InCond( TF_COND_ROCKETPACK ) )
{
pOwner->m_Shared.AddCond( TF_COND_ROCKETPACK );
pOwner->m_Shared.StunPlayer( 0.5f, 1.0f, TF_STUN_MOVEMENT );
}
Vector vecDir;
pOwner->EyeVectors( &vecDir );
pOwner->SetAbsVelocity( vec3_origin );
Vector vecFlightDir = -vecDir;
VectorNormalize( vecFlightDir );
float flForce = 450.f;
const float flPushScale = ( pOwner->GetFlags() & FL_ONGROUND ) ? 1.2f : 1.8f; // Greater force while airborne
const float flVertPushScale = ( pOwner->GetFlags() & FL_ONGROUND ) ? 1.2f : 0.25f; // Less vertical force while airborne
Vector vecForce = vecFlightDir * -flForce * flPushScale;
vecForce.z += 1.f * flForce * flVertPushScale;
pOwner->RemoveFlag( FL_ONGROUND );
pOwner->ApplyAbsVelocityImpulse( vecForce );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75f;
m_flNextPrimaryAttack = gpGlobals->curtime + 1.f;
m_flResetBurstEffect = gpGlobals->curtime + 0.05f;
m_bFiredSecondary = true;
m_flChargeBeginTime = 0;
pOwner->RemoveAmmo( nAmmoCost, m_iPrimaryAmmoType );
pOwner->EmitSound( "Equipment.RocketPack_Activate" );
#endif // GAME_DLL
#ifdef CLIENT_DLL
if ( prediction->IsFirstTimePredicted() == true )
{
StartFlame();
}
#endif // CLIENT_DLL
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFlameThrower::ShootsNapalm( void )
{
int iNapalm = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( GetOwnerEntity(), iNapalm, mod_flamethrower_napalm );
return ( iNapalm > 0 );
}
#endif // STAGING_ONLY
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;
CBaseEntity *pAttacker = (CBaseEntity *) pFlame->m_hAttacker;
if ( pAttacker )
{
pFlame->m_iAttackerTeam = pAttacker->GetTeamNumber();
}
// 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;
}
//-----------------------------------------------------------------------------
class CFlameEntityEnum : public IEntityEnumerator
{
public:
CFlameEntityEnum( CBaseEntity *pShooter )
{
m_pShooter = pShooter;
}
virtual bool EnumEntity( IHandleEntity *pHandleEntity )
{
CBaseEntity *pEnt = static_cast<CBaseEntity*>( pHandleEntity );
// Ignore collisions with the shooter
if ( pEnt == m_pShooter )
return true;
if ( pEnt->IsPlayer() && pEnt->IsAlive() )
{
m_Targets.AddToTail( pEnt );
}
else if ( pEnt->MyNextBotPointer() && pEnt->IsAlive() )
{
// add non-player bots
m_Targets.AddToTail( pEnt );
}
else if ( pEnt->IsBaseObject() && m_pShooter->GetTeamNumber() != pEnt->GetTeamNumber() )
{
// only add enemy objects
m_Targets.AddToTail( pEnt );
}
else if ( CTFRobotDestructionLogic::GetRobotDestructionLogic() && m_pShooter->GetTeamNumber() != pEnt->GetTeamNumber() && FClassnameIs( pEnt, "tf_robot_destruction_robot" ) )
{
// only add enemy robots
m_Targets.AddToTail( pEnt );
}
else if ( FClassnameIs( pEnt, "func_breakable" ) || FClassnameIs( pEnt, "tf_pumpkin_bomb" ) || FClassnameIs( pEnt, "tf_merasmus_trick_or_treat_prop" ) )
{
m_Targets.AddToTail( pEnt );
}
return true;
}
const CUtlVector< CBaseEntity* >& GetTargets() { return m_Targets; }
public:
Ray_t *m_pRay;
CBaseEntity *m_pShooter;
CUtlVector< CBaseEntity* > m_Targets;
};
//-----------------------------------------------------------------------------
// 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 );
}
}
pVictim->m_Shared.AddCond( TF_COND_HEALING_DEBUFF, 2.f, pAttacker );
}
}
}
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
#ifdef STAGING_ONLY
//-----------------------------------------------------------------------------
// Purpose: Napalm
//-----------------------------------------------------------------------------
#ifdef GAME_DLL
#define NAPALM_THINK_CONTEXT "CTFMedigunShield_ShieldThink"
#endif // GAME_DLL
LINK_ENTITY_TO_CLASS( tf_projectile_napalm, CTFProjectile_Napalm );
IMPLEMENT_NETWORKCLASS_ALIASED( TFProjectile_Napalm, DT_TFProjectile_Napalm )
BEGIN_NETWORK_TABLE( CTFProjectile_Napalm, DT_TFProjectile_Napalm )
#ifdef GAME_DLL
SendPropEHandle( SENDINFO( m_hFlameThrower ) ),
#else
RecvPropEHandle( RECVINFO( m_hFlameThrower ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFProjectile_Napalm )
END_PREDICTION_DATA()
// Data
BEGIN_DATADESC( CTFProjectile_Napalm )
#ifdef GAME_DLL
DEFINE_THINKFUNC( NapalmThink ),
#endif // GAME_DLL
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Napalm::CTFProjectile_Napalm()
{
#ifdef GAME_DLL
m_flRemoveTime = 0.f;
m_nHitCount = 0;
m_flLastBurnTime = 0.f;
#endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Napalm::~CTFProjectile_Napalm()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::Precache()
{
// PrecacheModel( TF_MODEL_NAPALM );
PrecacheParticleSystem( "burninggibs" );
PrecacheParticleSystem( "flaming_arrow" );
PrecacheScriptSound( "Player.PlasmaDamage" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::Spawn()
{
Precache();
#ifdef GAME_DLL
m_flRemoveTime = gpGlobals->curtime + 2.2f;
SetContextThink( &CTFProjectile_Napalm::NapalmThink, gpGlobals->curtime, NAPALM_THINK_CONTEXT );
#endif // GAME_DLL
BaseClass::Spawn();
#ifdef GAME_DLL
SetDetonateTimerLength( FLT_MAX );
#endif // GAME_DLL
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFProjectile_Napalm *CTFProjectile_Napalm::Create( CBaseCombatCharacter *pOwner, CTFFlameThrower *pLauncher )
{
if ( pOwner )
{
Vector vecForward;
AngleVectors( pOwner->EyeAngles(), &vecForward, NULL, NULL );
CTFProjectile_Napalm *pProjectile = static_cast< CTFProjectile_Napalm* >( CBaseEntity::Create( "tf_projectile_napalm", pLauncher->GetVisualMuzzlePos(), pOwner->EyeAngles() ) );
if ( pProjectile )
{
pProjectile->ChangeTeam( pOwner->GetTeamNumber() );
// Setup the initial velocity.
float flVelocity = 1100.f;
pProjectile->m_vecBaseVelocity = vecForward * flVelocity;
pProjectile->m_vecBaseVelocity += RandomVector( -flVelocity * tf_flamethrower_vecrand.GetFloat(), flVelocity * tf_flamethrower_vecrand.GetFloat() );
pProjectile->InitGrenade( pProjectile->m_vecBaseVelocity, vec3_origin, pOwner, pLauncher->GetTFWpnData() );
pProjectile->m_hFlameThrower = pLauncher;
return pProjectile;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFProjectile_Napalm::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_PVSCHECK );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::NapalmThink( void )
{
if ( gpGlobals->curtime > m_flRemoveTime )
{
SetContextThink( &CBaseGrenade::SUB_Remove, gpGlobals->curtime, "RemoveThink" );
SetTouch( NULL );
return;
}
SetContextThink( &CTFProjectile_Napalm::NapalmThink, gpGlobals->curtime + 0.1f, NAPALM_THINK_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::Explode( trace_t *pTrace, int bitsDamageType )
{
if ( !m_nHitCount )
{
SetModelName( NULL_STRING );
AddSolidFlags( FSOLID_TRIGGER );
m_takedamage = DAMAGE_NO;
// Pull out of the wall a bit.
if ( pTrace->fraction != 1.f )
{
SetAbsOrigin( pTrace->endpos + ( pTrace->plane.normal * 1.0f ) );
}
CTFPlayer *pThrower = ToTFPlayer( GetThrower() );
if ( pThrower )
{
const Vector& vecOrigin = GetAbsOrigin();
// Any effects from the initial explosion
if ( InitialExplodeEffects( pThrower, pTrace ) )
{
// Particle
if ( GetImpactEffect() )
{
CPVSFilter filter( vecOrigin );
// Stick effect on the player
CBaseEntity *pEnt = pTrace->m_pEnt;
if ( pEnt && pEnt->IsPlayer() && !pThrower->InSameTeam( pEnt ) )
{
// TE_TFParticleEffect( filter, 0.f, GetImpactEffect(), pEnt->GetAbsOrigin(), vec3_angle, pEnt, PATTACH_ABSORIGIN_FOLLOW );
m_flRemoveTime = gpGlobals->curtime;
}
// World
else
{
TE_TFParticleEffect( filter, 0.0, GetImpactEffect(), vecOrigin, vec3_angle );
}
}
// Sounds
// EmitSound( "Player.PlasmaDamage" );
// Treat this trace exactly like radius damage
CTraceFilterIgnorePlayers traceFilter( pThrower, COLLISION_GROUP_PROJECTILE );
// Burn players in impact range
CBaseEntity *pListOfEntities[32];
int iEntities = UTIL_EntitiesInSphere( pListOfEntities, 32, vecOrigin, GetDamageRadius(), FL_CLIENT | FL_FAKECLIENT | FL_NPC );
for ( int i = 0; i < iEntities; ++i )
{
if ( pThrower->InSameTeam( pListOfEntities[i] ) )
continue;
CBaseCombatCharacter *pBaseCombatCharacter = NULL;
CTFPlayer *pPlayer = ToTFPlayer( pListOfEntities[i] );
if ( !pPlayer )
{
pBaseCombatCharacter = dynamic_cast< CBaseCombatCharacter* >( pListOfEntities[i] );
}
else
{
pBaseCombatCharacter = pPlayer;
}
if ( !pBaseCombatCharacter || !pBaseCombatCharacter->IsAlive() )
continue;
// Do a quick trace to see if there's any geometry in the way.
trace_t pImpactTrace;
UTIL_TraceLine( GetAbsOrigin(), pBaseCombatCharacter->GetAbsOrigin(), ( MASK_SHOT & ~( CONTENTS_HITBOX ) ), &traceFilter, &pImpactTrace );
if ( pImpactTrace.DidHitWorld() )
continue;
// Effects on the individual players
ExplodeEffectOnTarget( pThrower, pPlayer, pBaseCombatCharacter );
}
ApplyBlastDamage( pThrower, vecOrigin );
}
}
AddEffects( EF_NODRAW );
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
}
m_nHitCount++;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::PipebombTouch( CBaseEntity *pOther )
{
if ( gpGlobals->curtime - m_flLastBurnTime < 0.15f )
return;
if ( InSameTeam( pOther ) )
return;
if ( !m_hFlameThrower || !m_hFlameThrower->GetOwnerEntity() )
return;
CTakeDamageInfo info;
info.SetAttacker( m_hFlameThrower->GetOwnerEntity() );
info.SetInflictor( m_hFlameThrower );
info.SetWeapon( m_hFlameThrower );
info.SetDamage( 2.f );
info.SetDamageCustom( GetCustomDamageType() );
info.SetDamagePosition( GetAbsOrigin() );
info.SetDamageType( DMG_BURN );
pOther->TakeDamage( info );
m_flLastBurnTime = gpGlobals->curtime;
BaseClass::PipebombTouch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose: Radius damage
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::ApplyBlastDamage( CTFPlayer *pThrower, Vector vecOrigin )
{
CTakeDamageInfo info;
info.SetAttacker( pThrower );
info.SetInflictor( this );
info.SetWeapon( m_hFlameThrower );
info.SetDamage( 25.f );
info.SetDamageCustom( GetCustomDamageType() );
info.SetDamagePosition( vecOrigin );
info.SetDamageType( DMG_BURN );
CTFRadiusDamageInfo radiusinfo( &info, vecOrigin, 100.f, pThrower );
TFGameRules()->RadiusDamage( radiusinfo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFProjectile_Napalm::InitialExplodeEffects( CTFPlayer *pThrower, const trace_t *pTrace )
{
// Added Particle
Vector vecOrigin = GetAbsOrigin();
// Particle
CPVSFilter filter( vecOrigin );
TE_TFExplosion( filter, 0.0f, vecOrigin, pTrace->plane.normal, TF_WEAPON_FLAMETHROWER, kInvalidEHandleExplosion, -1, SPECIAL1, INVALID_STRING_INDEX );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Direct hit
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::ExplodeEffectOnTarget( CTFPlayer *pThrower, CTFPlayer *pTarget, CBaseCombatCharacter *pBaseTarget )
{
if ( pBaseTarget->GetTeamNumber() == GetTeamNumber() )
return;
if ( pTarget )
{
if ( pTarget->m_Shared.IsInvulnerable() )
return;
if ( pTarget->m_Shared.InCond( TF_COND_PHASE ) || pTarget->m_Shared.InCond( TF_COND_PASSTIME_INTERCEPTION ) )
return;
}
Vector vecDir = pBaseTarget->WorldSpaceCenter() - GetAbsOrigin();
VectorNormalize( vecDir );
const trace_t *pTrace = &CBaseEntity::GetTouchTrace();
trace_t *pNewTrace = const_cast<trace_t*>( pTrace );
CBaseEntity *pInflictor = GetLauncher();
CTakeDamageInfo info;
info.SetAttacker( pThrower );
info.SetInflictor( this );
info.SetWeapon( pInflictor );
info.SetDamage( 50 );
info.SetDamageCustom( GetCustomDamageType() );
info.SetDamagePosition( GetAbsOrigin() );
info.SetDamageType( DMG_IGNITE );
// Hurt 'em.
Vector dir;
AngleVectors( GetAbsAngles(), &dir );
pBaseTarget->DispatchTraceAttack( info, dir, pNewTrace );
ApplyMultiDamage();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFProjectile_Napalm::GetImpactEffect( void )
{
return "burninggibs";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::SetCustomPipebombModel( void )
{
SetModel( "models/weapons/w_models/w_flaregun_shell.mdl" );
}
#endif // GAME_DLL
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFProjectile_Napalm::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFProjectile_Napalm::GetTrailParticleName( void )
{
if ( GetTeamNumber() == TF_TEAM_BLUE )
{
return "flaming_arrow";
}
else
{
return "flaming_arrow";
}
}
#endif // CLIENT_DLL
#endif // STAGING_ONLY