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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_obj_catapult.h"
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#include "tf_player.h"
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#include "mathlib/mathlib.h"
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#include "in_buttons.h"
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#ifdef STAGING_ONLY
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#define CATAPULT_THINK_CONTEXT "CatapultContext"
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#define CATAPULT_MODEL "models/buildables/teleporter_light.mdl"
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const Vector CATAPULT_MINS = Vector( -24, -24, 0 );
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const Vector CATAPULT_MAXS = Vector( 24, 24, 12 );
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ConVar tf_engineer_catapult_force( "tf_engineer_catapult_force", "1000" );
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ConVar tf_engineer_catapult_delay( "tf_engineer_catapult_delay", "0" );
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//IMPLEMENT_SERVERCLASS_ST( CObjectCatapult, DT_ObjectCatapult )
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//END_SEND_TABLE()
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BEGIN_DATADESC( CObjectCatapult )
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DEFINE_THINKFUNC( CatapultThink ),
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END_DATADESC()
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PRECACHE_REGISTER( obj_catapult );
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LINK_ENTITY_TO_CLASS( obj_catapult, CObjectCatapult );
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CObjectCatapult::CObjectCatapult()
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{
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int iHealth = GetMaxHealthForCurrentLevel();
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SetMaxHealth( iHealth );
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SetHealth( iHealth );
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UseClientSideAnimation();
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SetType( OBJ_CATAPULT );
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}
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void CObjectCatapult::Spawn()
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{
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SetSolid( SOLID_BBOX );
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SetModel( CATAPULT_MODEL );
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int nBodyDir = FindBodygroupByName( "teleporter_direction" );
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if ( nBodyDir != -1 )
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{
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SetBodygroup( nBodyDir, 0 );
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}
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UTIL_SetSize( this, CATAPULT_MINS, CATAPULT_MAXS );
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BaseClass::Spawn();
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// HACK: Spin this building 180. The temp model is backwards
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RotateBuildAngles();
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RotateBuildAngles();
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UpdateDesiredBuildRotation( 5.f );
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}
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void CObjectCatapult::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( CATAPULT_MODEL );
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}
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void CObjectCatapult::CatapultThink()
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{
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if ( IsCarried() )
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return;
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SetContextThink( &CObjectCatapult::CatapultThink, gpGlobals->curtime + 0.1f, CATAPULT_THINK_CONTEXT );
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const float flJumpDelay = tf_engineer_catapult_delay.GetFloat();
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for ( int i=0; i<m_jumpers.Count(); )
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{
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const Jumper_t& jumper = m_jumpers[i];
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// Cleanup
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if( !jumper.m_hJumper )
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{
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m_jumpers.Remove(i);
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continue;
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}
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CTFPlayer *pPlayer = ToTFPlayer( jumper.m_hJumper );
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if ( !pPlayer )
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{
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m_jumpers.Remove( i );
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continue;
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}
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//pPlayer->m_nButtons |= IN_DUCK;
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if ( jumper.flTouchTime + flJumpDelay < gpGlobals->curtime || ( pPlayer->m_nButtons & IN_DUCK ) )
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{
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Launch( jumper.m_hJumper );
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m_jumpers.Remove(i);
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}
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else
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{
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++i;
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}
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}
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}
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void CObjectCatapult::OnGoActive()
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{
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BaseClass::OnGoActive();
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SetContextThink( &CObjectCatapult::CatapultThink, gpGlobals->curtime + 0.1, CATAPULT_THINK_CONTEXT );
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int nBodyDir = FindBodygroupByName( "teleporter_direction" );
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if ( nBodyDir != -1 )
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{
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SetBodygroup( nBodyDir, 1 );
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}
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}
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bool CObjectCatapult::IsPlacementPosValid( void )
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{
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bool bResult = BaseClass::IsPlacementPosValid();
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if ( !bResult )
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{
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return false;
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}
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// m_vecBuildOrigin is the proposed build origin
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// start above the teleporter position
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Vector vecTestPos = m_vecBuildOrigin;
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vecTestPos.z += CATAPULT_MAXS.z;
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// make sure we can fit a player on top in this pos
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trace_t tr;
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UTIL_TraceHull( vecTestPos, vecTestPos, VEC_HULL_MIN, VEC_HULL_MAX, MASK_SOLID | CONTENTS_PLAYERCLIP, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
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return ( tr.fraction >= 1.0 );
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}
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void CObjectCatapult::StartTouch( CBaseEntity *pOther )
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{
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BaseClass::StartTouch( pOther );
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if ( pOther->IsPlayer() )
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{
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int index = m_jumpers.AddToTail();
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Jumper_t& jumper = m_jumpers[index];
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jumper.m_hJumper = pOther;
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jumper.flTouchTime = gpGlobals->curtime;
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}
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}
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void CObjectCatapult::EndTouch( CBaseEntity *pOther )
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{
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BaseClass::EndTouch( pOther );
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for ( int i=0; i<m_jumpers.Count(); ++i )
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{
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if ( m_jumpers[i].m_hJumper == pOther )
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{
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m_jumpers.Remove(i);
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return;
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}
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}
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}
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void CObjectCatapult::Launch( CBaseEntity* pEnt )
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{
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CTFPlayer *pPlayer = ToTFPlayer( pEnt );
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if ( !pPlayer )
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return;
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//Vector vForward;
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//QAngle qEyeAngle = pEnt->EyeAngles();
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//AngleVectors( pEnt->EyeAngles(), &vForward );
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//vForward.NormalizeInPlace();
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//vForward.z += 2.0f;
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//vForward.NormalizeInPlace();
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//pPlayer->ApplyAirBlastImpulse( tf_engineer_catapult_force.GetFloat() * vForward );
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pPlayer->m_Shared.AddCond( TF_COND_SPEED_BOOST, 5.0f );
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}
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#endif // STAGING_ONLY
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