mirror of
https://github.com/alliedmodders/hl2sdk.git
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146 lines
4.7 KiB
C++
146 lines
4.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Nail
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_projectile_nail.h"
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#include "tf_gamerules.h"
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#ifdef CLIENT_DLL
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#include "c_basetempentity.h"
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#include "c_te_legacytempents.h"
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#include "c_te_effect_dispatch.h"
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#include "input.h"
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#include "c_tf_player.h"
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#include "cliententitylist.h"
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#endif
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#ifdef GAME_DLL
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#include "tf_player.h"
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#endif
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//=============================================================================
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//
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// TF Syringe Projectile functions (Server specific).
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//
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#define SYRINGE_MODEL "models/weapons/w_models/w_syringe_proj.mdl"
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#define SYRINGE_DISPATCH_EFFECT "ClientProjectile_Syringe"
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LINK_ENTITY_TO_CLASS( tf_projectile_syringe, CTFProjectile_Syringe );
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PRECACHE_REGISTER( tf_projectile_syringe );
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short g_sModelIndexSyringe;
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void PrecacheSyringe(void *pUser)
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{
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g_sModelIndexSyringe = modelinfo->GetModelIndex( SYRINGE_MODEL );
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}
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PRECACHE_REGISTER_FN(PrecacheSyringe);
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//-----------------------------------------------------------------------------
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// CTFProjectile_Syringe
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//-----------------------------------------------------------------------------
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#define SYRINGE_GRAVITY 0.3f
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#define SYRINGE_VELOCITY 1000.0f
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFBaseProjectile *CTFProjectile_Syringe::Create(
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const Vector &vecOrigin,
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const QAngle &vecAngles,
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CTFWeaponBaseGun *pLauncher /*= NULL*/,
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CBaseEntity *pOwner /*= NULL*/,
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CBaseEntity *pScorer /*= NULL*/,
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bool bCritical /*= false */
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) {
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return CTFBaseProjectile::Create( "tf_projectile_syringe", vecOrigin, vecAngles, pOwner, SYRINGE_VELOCITY, g_sModelIndexSyringe, SYRINGE_DISPATCH_EFFECT, pScorer, bCritical );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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unsigned int CTFProjectile_Syringe::PhysicsSolidMaskForEntity( void ) const
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{
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return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_REDTEAM | CONTENTS_BLUETEAM;
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}
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//-----------------------------------------------------------------------------
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float CTFProjectile_Syringe::GetGravity( void )
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{
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return SYRINGE_GRAVITY;
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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void GetSyringeTrailParticleName( CTFPlayer *pPlayer, CAttribute_String *attrParticleName, bool bCritical )
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{
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int iTeamNumber = TF_TEAM_RED;
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if ( pPlayer )
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{
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iTeamNumber = pPlayer->GetTeamNumber();
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CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
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if ( pWeapon )
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{
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static CSchemaAttributeDefHandle pAttrDef_ParticleName( "projectile particle name" );
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CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
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if ( pAttrDef_ParticleName && pItem )
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{
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if ( pItem->FindAttribute( pAttrDef_ParticleName, attrParticleName ) )
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{
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const char * pParticleName = attrParticleName->value().c_str();
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if ( iTeamNumber == TF_TEAM_BLUE && V_stristr( pParticleName, "_teamcolor_red" ))
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{
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static char pBlue[256];
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V_StrSubst( attrParticleName->value().c_str(), "_teamcolor_red", "_teamcolor_blue", pBlue, 256 );
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attrParticleName->set_value( pBlue );
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}
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return;
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}
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}
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}
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}
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if ( iTeamNumber == TF_TEAM_BLUE )
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{
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attrParticleName->set_value( bCritical ? "nailtrails_medic_blue_crit" : "nailtrails_medic_blue" );
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}
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else
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{
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attrParticleName->set_value( bCritical ? "nailtrails_medic_red_crit" : "nailtrails_medic_red" );
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}
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return;
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}
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//-----------------------------------------------------------------------------
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// Purpose: For Synrgine Projectiles, Add effects
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//-----------------------------------------------------------------------------
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void ClientsideProjectileSyringeCallback( const CEffectData &data )
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{
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// Get the syringe and add it to the client entity list, so we can attach a particle system to it.
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C_TFPlayer *pPlayer = dynamic_cast<C_TFPlayer*>( ClientEntityList().GetBaseEntityFromHandle( data.m_hEntity ) );
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if ( pPlayer )
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{
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C_LocalTempEntity *pSyringe = ClientsideProjectileCallback( data, SYRINGE_GRAVITY );
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if ( pSyringe )
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{
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CAttribute_String attrParticleName;
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pSyringe->m_nSkin = ( pPlayer->GetTeamNumber() == TF_TEAM_RED ) ? 0 : 1;
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bool bCritical = ( ( data.m_nDamageType & DMG_CRITICAL ) != 0 );
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GetSyringeTrailParticleName( pPlayer, &attrParticleName, bCritical );
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pSyringe->AddParticleEffect( attrParticleName.value().c_str() );
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pSyringe->AddEffects( EF_NOSHADOW );
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pSyringe->flags |= FTENT_USEFASTCOLLISIONS;
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}
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}
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}
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DECLARE_CLIENT_EFFECT( SYRINGE_DISPATCH_EFFECT, ClientsideProjectileSyringeCallback );
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#endif
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