//----------------------------------------------------------------------------- // Purpose: Burn charge level to generate invulnerability //----------------------------------------------------------------------------- void CWeaponMedigun::SecondaryAttack( void ) { CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() ); if ( !pOwner ) return; if ( !CanAttack() ) return; // Ensure they have a full charge and are not already in charge release mode if ( m_flChargeLevel < 1.0 || m_bChargeRelease ) { #ifdef CLIENT_DLL // Deny, flash if ( !m_bChargeRelease && m_flFlashCharge <= 0 ) { m_flFlashCharge = 10; pOwner->EmitSound( "Player.DenyWeaponSelection" ); } #endif return; } if ( pOwner->HasTheFlag() ) { #ifdef GAME_DLL CSingleUserRecipientFilter filter( pOwner ); TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_NO_INVULN_WITH_FLAG ); #endif pOwner->EmitSound( "Player.DenyWeaponSelection" ); return; } // Start super charge m_bChargeRelease = true; m_flReleaseStartedAt = 0;//gpGlobals->curtime; #ifdef GAME_DLL CTF_GameStats.Event_PlayerInvulnerable( pOwner ); pOwner->m_Shared.RecalculateChargeEffects(); pOwner->SpeakConceptIfAllowed( MP_CONCEPT_MEDIC_CHARGEDEPLOYED ); if ( m_hHealingTarget && m_hHealingTarget->IsPlayer() ) { CTFPlayer *pTFPlayer = ToTFPlayer( m_hHealingTarget ); pTFPlayer->m_Shared.RecalculateChargeEffects(); pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_HEALTARGET_CHARGEDEPLOYED ); } IGameEvent * event = gameeventmanager->CreateEvent( "player_chargedeployed" ); if ( event ) { event->SetInt( "userid", pOwner->GetUserID() ); gameeventmanager->FireEvent( event, true ); // don't send to clients } #endif }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFFreezePanel::UpdateCallout( void ) { CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return; // Abort early if we have no gibs or ragdoll CUtlVector<EHANDLE> *pGibList = pPlayer->GetSpawnedGibs(); IRagdoll *pRagdoll = pPlayer->GetRepresentativeRagdoll(); if ( (!pGibList || pGibList->Count() == 0) && !pRagdoll ) return; if ( m_pFreezePanelBG == NULL ) return; // Precalc the vectors of the freezepanel & statpanel int iX, iY; m_pFreezePanelBG->GetPos( iX, iY ); Vector vecFreezeTL( iX, iY, 0 ); Vector vecFreezeBR( iX + m_pFreezePanelBG->GetWide(), iY + m_pFreezePanelBG->GetTall(), 1 ); CUtlVector<Vector> vecCalloutsTL; CUtlVector<Vector> vecCalloutsBR; Vector vecStatTL(0,0,0); Vector vecStatBR(0,0,1); CTFStatPanel *pStatPanel = GET_HUDELEMENT( CTFStatPanel ); if ( pStatPanel && pStatPanel->IsVisible() ) { pStatPanel->GetPos( iX, iY ); vecStatTL.x = iX; vecStatTL.y = iY; vecStatBR.x = vecStatTL.x + pStatPanel->GetWide(); vecStatBR.y = vecStatTL.y + pStatPanel->GetTall(); } Vector vMins, vMaxs; // Check gibs if ( pGibList && pGibList->Count() ) { int iCount = 0; for ( int i = 0; i < pGibList->Count(); i++ ) { CBaseEntity *pGib = pGibList->Element(i); if ( pGib ) { Vector origin = pGib->GetRenderOrigin(); IPhysicsObject *pPhysicsObject = pGib->VPhysicsGetObject(); if( pPhysicsObject ) { Vector vecMassCenter = pPhysicsObject->GetMassCenterLocalSpace(); pGib->CollisionProp()->CollisionToWorldSpace( vecMassCenter, &origin ); } pGib->GetRenderBounds( vMins, vMaxs ); // Try and add the callout CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR, vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY ); if ( pCallout ) { pCallout->UpdateForGib( i, iCount ); iCount++; } } } } else if ( pRagdoll ) { Vector origin = pRagdoll->GetRagdollOrigin(); pRagdoll->GetRagdollBounds( vMins, vMaxs ); // Try and add the callout CTFFreezePanelCallout *pCallout = TestAndAddCallout( origin, vMins, vMaxs, &vecCalloutsTL, &vecCalloutsBR, vecFreezeTL, vecFreezeBR, vecStatTL, vecStatBR, &iX, &iY ); if ( pCallout ) { pCallout->UpdateForRagdoll(); } // even if the callout failed, check that our ragdoll is onscreen and our killer is taunting us (for an achievement) if ( GetVectorInScreenSpace( origin, iX, iY ) ) { C_TFPlayer *pKiller = ToTFPlayer( UTIL_PlayerByIndex( GetSpectatorTarget() ) ); if ( pKiller && pKiller->m_Shared.InCond( TF_COND_TAUNTING ) ) { // tell the server our ragdoll just got taunted during our freezecam char cmd[256]; int iPlayerID = pPlayer->GetUserID(); unsigned short mask = UTIL_GetAchievementEventMask(); Q_snprintf( cmd, sizeof( cmd ), "freezecam_taunt %d %d", GetSpectatorTarget() ^ mask, ( iPlayerID ^ GetSpectatorTarget() ) ^ mask ); engine->ClientCmd_Unrestricted( cmd ); } } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFGrenadeEmpProjectile::Detonate() { if ( ShouldNotDetonate() ) { RemoveGrenade(); return; } // Explosion effect on client // SendDispatchEffect(); float flRadius = 180; float flDamage = 1; if ( tf_grenade_show_radius.GetBool() ) { DrawRadius( flRadius ); } // Apply some amount of EMP damage to every entity in the radius. They will calculate // their own damage based on how much ammo they have or some other wacky calculation. CTakeDamageInfo info( this, GetThrower(), vec3_origin, GetAbsOrigin(), flDamage, /* DMG_EMP |*/ DMG_PREVENT_PHYSICS_FORCE ); CBaseEntity *pEntityList[100]; int nEntityCount = UTIL_EntitiesInSphere( pEntityList, 100, GetAbsOrigin(), flRadius, 0 ); int iEntity; for ( iEntity = 0; iEntity < nEntityCount; ++iEntity ) { CBaseEntity *pEntity = pEntityList[iEntity]; if ( pEntity == this ) continue; if ( pEntity && pEntity->IsPlayer() ) continue; if ( pEntity && ( pEntity->m_takedamage == DAMAGE_YES || pEntity->m_takedamage == DAMAGE_EVENTS_ONLY ) ) { pEntity->TakeDamage( info ); //if ( pEntity->IsPlayer() /* || is ammo box || is enemy object */ ) { CBeam *pBeam = CBeam::BeamCreate( "sprites/physcannon_bluelight1b.vmt", 3.0 ); if ( !pBeam ) return; pBeam->PointsInit( GetAbsOrigin(), pEntity->WorldSpaceCenter() ); pBeam->SetColor( 255, 255, 255 ); pBeam->SetBrightness( 128 ); pBeam->SetNoise( 12.0f ); pBeam->SetEndWidth( 3.0f ); pBeam->SetWidth( 3.0f ); pBeam->LiveForTime( 0.5f ); // Fail-safe pBeam->SetFrameRate( 25.0f ); pBeam->SetFrame( random->RandomInt( 0, 2 ) ); } } } DispatchParticleEffect( "emp_shockwave", GetAbsOrigin(), vec3_angle ); UTIL_Remove( this ); #if 0 // Tell the bots an HE grenade has exploded CTFPlayer *pPlayer = ToTFPlayer( GetThrower() ); if ( pPlayer ) { KeyValues *pEvent = new KeyValues( "tf_weapon_grenade_detonate" ); pEvent->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEventServerOnly( pEvent ); } #endif }
//----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CObjectTeleporter::TeleporterThink( void ) { SetContextThink( &CObjectTeleporter::TeleporterThink, gpGlobals->curtime + BUILD_TELEPORTER_NEXT_THINK, TELEPORTER_THINK_CONTEXT ); // At any point, if our match is not ready, revert to IDLE if ( IsDisabled() || IsRedeploying() || IsMatchingTeleporterReady() == false ) { ShowDirectionArrow( false ); if ( GetState() != TELEPORTER_STATE_IDLE && !IsUpgrading() ) { SetState( TELEPORTER_STATE_IDLE ); CObjectTeleporter *pMatch = GetMatchingTeleporter(); if ( !pMatch ) { // The other end has been destroyed. Revert back to L1. m_iUpgradeLevel = 1; // We need to adjust for any damage received if we downgraded float flHealthPercentage = GetHealth() / GetMaxHealthForCurrentLevel(); SetMaxHealth( GetMaxHealthForCurrentLevel() ); SetHealth( (int)( GetMaxHealthForCurrentLevel() * flHealthPercentage ) ); m_iUpgradeMetal = 0; } } return; } if ( m_flMyNextThink && m_flMyNextThink > gpGlobals->curtime ) return; // pMatch is not NULL and is not building CObjectTeleporter *pMatch = GetMatchingTeleporter(); Assert( pMatch ); Assert( pMatch->m_iState != TELEPORTER_STATE_BUILDING ); switch ( m_iState ) { // Teleporter is not yet active, do nothing case TELEPORTER_STATE_BUILDING: case TELEPORTER_STATE_UPGRADING: ShowDirectionArrow( false ); break; default: case TELEPORTER_STATE_IDLE: // Do we have a match that is active? // Make sure both ends wait through full recharge time in case they get upgraded while recharging. if ( IsMatchingTeleporterReady() && !IsUpgrading() && gpGlobals->curtime > m_flRechargeTime ) { SetState( TELEPORTER_STATE_READY ); EmitSound( "Building_Teleporter.Ready" ); if ( GetObjectMode() == TELEPORTER_TYPE_ENTRANCE ) { ShowDirectionArrow( true ); } } break; case TELEPORTER_STATE_READY: break; case TELEPORTER_STATE_SENDING: { pMatch->TeleporterReceive( m_hTeleportingPlayer, 1.0 ); m_flRechargeTime = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEOUT_TIME + BUILD_TELEPORTER_FADEIN_TIME + g_flTeleporterRechargeTimes[ GetUpgradeLevel() - 1] ); // change state to recharging... SetState( TELEPORTER_STATE_RECHARGING ); } break; case TELEPORTER_STATE_RECEIVING: { // get the position we'll move the player to Vector newPosition = GetAbsOrigin(); newPosition.z += TELEPORTER_MAXS.z + 1; // Telefrag anyone in the way CBaseEntity *pEnts[256]; Vector mins, maxs; Vector expand( 4, 4, 4 ); mins = newPosition + VEC_HULL_MIN - expand; maxs = newPosition + VEC_HULL_MAX + expand; CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get(); // move the player if ( pTeleportingPlayer ) { CUtlVector<CBaseEntity*> hPlayersToKill; bool bClear = true; // Telefrag any players in the way int numEnts = UTIL_EntitiesInBox( pEnts, 256, mins, maxs, 0 ); if ( numEnts ) { //Iterate through the list and check the results for ( int i = 0; i < numEnts && bClear; i++ ) { if ( pEnts[i] == NULL ) continue; if ( pEnts[i] == this ) continue; // kill players if ( pEnts[i]->IsPlayer() ) { if ( !pTeleportingPlayer->InSameTeam(pEnts[i]) ) { hPlayersToKill.AddToTail( pEnts[i] ); } continue; } if ( pEnts[i]->IsBaseObject() ) continue; // Solid entities will prevent a teleport if ( pEnts[i]->IsSolid() && pEnts[i]->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), MASK_ALL ) && g_pGameRules->ShouldCollide( pTeleportingPlayer->GetCollisionGroup(), pEnts[i]->GetCollisionGroup() ) ) { // We're going to teleport into something solid. Abort & destroy this exit. bClear = false; } } } if ( bClear ) { // Telefrag all enemy players we've found for ( int player = 0; player < hPlayersToKill.Count(); player++ ) { CTakeDamageInfo info( this, pTeleportingPlayer, 1000, DMG_CRUSH, TF_DMG_TELEFRAG ); hPlayersToKill[player]->TakeDamage( info ); } pTeleportingPlayer->Teleport( &newPosition, &(GetAbsAngles()), &vec3_origin ); // Unzoom if we are a sniper zoomed! if ( ( pTeleportingPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_SNIPER ) && pTeleportingPlayer->m_Shared.InCond( TF_COND_AIMING ) ) { CTFWeaponBase *pWpn = pTeleportingPlayer->GetActiveTFWeapon(); if ( pWpn && pWpn->GetWeaponID() == TF_WEAPON_SNIPERRIFLE ) { CTFSniperRifle *pRifle = static_cast<CTFSniperRifle*>( pWpn ); pRifle->ToggleZoom(); } } pTeleportingPlayer->SetFOV( pTeleportingPlayer, 0, tf_teleporter_fov_time.GetFloat(), tf_teleporter_fov_start.GetInt() ); color32 fadeColor = {255,255,255,100}; UTIL_ScreenFade( pTeleportingPlayer, fadeColor, 0.25, 0.4, FFADE_IN ); } else { DetonateObject(); } } SetState( TELEPORTER_STATE_RECEIVING_RELEASE ); m_flMyNextThink = gpGlobals->curtime + ( BUILD_TELEPORTER_FADEIN_TIME ); } break; case TELEPORTER_STATE_RECEIVING_RELEASE: { CTFPlayer *pTeleportingPlayer = m_hTeleportingPlayer.Get(); if ( pTeleportingPlayer ) { int iTeam = GetBuilder() ? GetBuilder()->GetTeamNumber() : GetTeamNumber(); pTeleportingPlayer->m_Shared.SetTeleporterEffectColor( iTeam ); pTeleportingPlayer->TeleportEffect(); pTeleportingPlayer->m_Shared.RemoveCond( TF_COND_SELECTED_TO_TELEPORT ); if ( !m_bWasMapPlaced && GetBuilder() ) CTF_GameStats.Event_PlayerUsedTeleport( GetBuilder(), pTeleportingPlayer ); IGameEvent * event = gameeventmanager->CreateEvent( "player_teleported" ); if ( event ) { event->SetInt( "userid", pTeleportingPlayer->GetUserID() ); if ( GetBuilder() ) event->SetInt( "builderid", GetBuilder()->GetUserID() ); Vector vecOrigin = GetAbsOrigin(); Vector vecDestinationOrigin = GetMatchingTeleporter()->GetAbsOrigin(); Vector vecDifference = Vector( vecOrigin.x - vecDestinationOrigin.x, vecOrigin.y - vecDestinationOrigin.y, vecOrigin.z - vecDestinationOrigin.z ); float flDist = sqrtf( pow( vecDifference.x, 2 ) + pow( vecDifference.y, 2 ) + pow( vecDifference.z, 2 ) ); event->SetFloat( "dist", flDist ); gameeventmanager->FireEvent( event, true ); } // Don't thank ourselves. if ( pTeleportingPlayer != GetBuilder() ) pTeleportingPlayer->SpeakConceptIfAllowed( MP_CONCEPT_TELEPORTED ); } // reset the pointers to the player now that we're done teleporting SetTeleportingPlayer( NULL ); pMatch->SetTeleportingPlayer( NULL ); SetState( TELEPORTER_STATE_RECHARGING ); m_flMyNextThink = gpGlobals->curtime + ( g_flTeleporterRechargeTimes[ GetUpgradeLevel() - 1 ] ); } break; case TELEPORTER_STATE_RECHARGING: // If we are finished recharging, go active if ( gpGlobals->curtime > m_flRechargeTime ) { SetState( TELEPORTER_STATE_READY ); EmitSound( "Building_Teleporter.Ready" ); } break; } }