//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFFlameThrower::SecondaryAttack() { if ( !tf2c_airblast.GetBool() ) return; int iNoAirblast = 0; CALL_ATTRIB_HOOK_FLOAT( iNoAirblast, set_flamethrower_push_disabled ); if ( iNoAirblast ) return; // Get the player owning the weapon. CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() ); if ( !pOwner ) return; if ( !CanAttack() ) { m_iWeaponState = FT_STATE_IDLE; return; } #ifdef CLIENT_DLL StopFlame(); #endif m_iWeaponState = FT_STATE_AIRBLASTING; SendWeaponAnim( ACT_VM_SECONDARYATTACK ); WeaponSound( WPN_DOUBLE ); #ifdef CLIENT_DLL if ( prediction->IsFirstTimePredicted() ) { StartFlame(); } #else // 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, false ); // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() ); Vector vecDir; QAngle angDir = pOwner->EyeAngles(); AngleVectors( angDir, &vecDir ); const Vector vecBlastSize = Vector( 128, 128, 64 ); // Picking max out of length, width, height for airblast distance. float flBlastDist = max( max( vecBlastSize.x, vecBlastSize.y ), vecBlastSize.z ); Vector vecOrigin = pOwner->Weapon_ShootPosition() + vecDir * flBlastDist; CBaseEntity *pList[64]; int count = UTIL_EntitiesInBox( pList, 64, vecOrigin - vecBlastSize, vecOrigin + vecBlastSize, 0 ); if ( tf2c_debug_airblast.GetBool() ) { NDebugOverlay::Box( vecOrigin, -vecBlastSize, vecBlastSize, 0, 0, 255, 100, 2.0 ); } for ( int i = 0; i < count; i++ ) { CBaseEntity *pEntity = pList[i]; if ( !pEntity ) continue; if ( pEntity == pOwner ) continue; if ( !pEntity->IsDeflectable() ) continue; // Make sure we can actually see this entity so we don't hit anything through walls. trace_t tr; UTIL_TraceLine( pOwner->Weapon_ShootPosition(), pEntity->WorldSpaceCenter(), MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &tr ); if ( tr.fraction != 1.0f ) continue; if ( pEntity->IsPlayer() ) { if ( !pEntity->IsAlive() ) continue; CTFPlayer *pTFPlayer = ToTFPlayer( pEntity ); Vector vecPushDir; QAngle angPushDir = angDir; // Push them at least 45 degrees up. angPushDir[PITCH] = min( -45, angPushDir[PITCH] ); AngleVectors( angPushDir, &vecPushDir ); DeflectPlayer( pTFPlayer, pOwner, vecPushDir ); } else { // Deflect projectile to the point that we're aiming at, similar to rockets. Vector vecPos = pEntity->GetAbsOrigin(); Vector vecDeflect; GetProjectileReflectSetup( GetTFPlayerOwner(), vecPos, &vecDeflect, false ); DeflectEntity( pEntity, pOwner, vecDeflect ); } } lagcompensation->FinishLagCompensation( pOwner ); #endif float flAmmoPerSecondaryAttack = TF_FLAMETHROWER_AMMO_PER_SECONDARY_ATTACK; CALL_ATTRIB_HOOK_FLOAT( flAmmoPerSecondaryAttack, mult_airblast_cost ); pOwner->RemoveAmmo( flAmmoPerSecondaryAttack, m_iPrimaryAmmoType ); // Don't allow firing immediately after airblasting. m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75f; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFFlameThrower::PrimaryAttack() { // Are we capable of firing again? if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return; // Get the player owning the weapon. CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() ); if ( !pOwner ) return; if ( !CanAttack() ) { #if defined ( CLIENT_DLL ) StopFlame(); #endif m_iWeaponState = FT_STATE_IDLE; return; } 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 m_iWeaponState = FT_STATE_IDLE; } return; } switch ( m_iWeaponState ) { case FT_STATE_IDLE: case FT_STATE_AIRBLASTING: { // 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 m_iWeaponState = 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 ) { m_iWeaponState = 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 #ifdef CLIENT_DLL // Handle the flamethrower light if (tf2c_muzzlelight.GetBool()) { dlight_t *dl = effects->CL_AllocDlight(LIGHT_INDEX_MUZZLEFLASH + index); dl->origin = vecMuzzlePos; dl->color.r = 255; dl->color.g = 100; dl->color.b = 10; dl->die = gpGlobals->curtime + 0.01f; dl->radius = 240.f; dl->decay = 512.0f; dl->style = 5; } #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() ); #endif float flFiringInterval = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flFiringInterval, mult_postfiredelay ); // 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 ); CTFFlameEntity::Create( GetFlameOriginPos(), pOwner->EyeAngles(), this, iDmgType, flDamage ); #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 ); #endif }