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189 lines
4.6 KiB
C++
189 lines
4.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_projectile_arrow.h"
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#include "tf_weapon_grenade_pipebomb.h"
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#include "archer_proxy.h"
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LINK_ENTITY_TO_CLASS( archer_proxy, CTFArcherProxy );
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ConVar tf_archer_proxy_fire_rate( "tf_archer_proxy_fire_rate", "1", FCVAR_CHEAT );
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//--------------------------------------------------------------------------------------
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void CTFArcherProxy::Precache( void )
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{
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// don't need to precache, since player does this for us
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BaseClass::Precache();
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}
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//--------------------------------------------------------------------------------------
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void CTFArcherProxy::Spawn( void )
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{
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BaseClass::Spawn();
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SetThink( &CTFArcherProxy::Update );
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SetNextThink( gpGlobals->curtime + RandomFloat( 0.1, 1.0f ) * tf_archer_proxy_fire_rate.GetFloat() );
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m_state = HIDDEN;
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m_timer.Invalidate();
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AddEffects( EF_NODRAW );
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m_homePos = GetAbsOrigin();
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SetModel( "models/weapons/w_models/w_arrow.mdl" );
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}
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//---------------------------------------------------------------------------------------------
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CTFPlayer *CTFArcherProxy::SelectTarget( void )
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{
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// collect everyone
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CUtlVector< CTFPlayer * > playerVector;
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CollectPlayers( &playerVector, TF_TEAM_RED, COLLECT_ONLY_LIVING_PLAYERS );
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CollectPlayers( &playerVector, TF_TEAM_BLUE, COLLECT_ONLY_LIVING_PLAYERS, APPEND_PLAYERS );
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CTFPlayer *newVictim = NULL;
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float victimRangeSq = FLT_MAX;
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trace_t result;
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for( int i=0; i<playerVector.Count(); ++i )
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{
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float rangeSq = ( playerVector[i]->GetAbsOrigin() - GetAbsOrigin() ).LengthSqr();
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if ( rangeSq < victimRangeSq )
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{
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UTIL_TraceLine( GetAbsOrigin(), playerVector[i]->EyePosition(), MASK_SOLID, this, COLLISION_GROUP_DEBRIS, &result );
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if ( !result.DidHit() )
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{
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newVictim = playerVector[i];
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victimRangeSq = rangeSq;
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}
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}
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}
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return newVictim;
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}
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//--------------------------------------------------------------------------------------
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void CTFArcherProxy::Update( void )
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{
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SetNextThink( gpGlobals->curtime );
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switch( m_state )
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{
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case HIDDEN:
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m_state = EMERGE;
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RemoveEffects( EF_NODRAW );
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m_timer.Start( 1.0f );
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break;
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case EMERGE:
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m_state = AIM_AND_FIRE;
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m_timer.Start( 1.0f );
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break;
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case AIM_AND_FIRE:
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{
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CTFPlayer *target = SelectTarget();
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if ( target )
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{
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Vector to = target->GetAbsOrigin() - GetAbsOrigin();
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QAngle angles;
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VectorAngles( to, angles );
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SetAbsAngles( angles );
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if ( m_timer.IsElapsed() )
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{
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ShootArrowAt( target );
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// ShootGrenadeAt( target );
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m_state = HIDE;
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m_timer.Start( 1.0f );
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}
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}
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break;
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}
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case HIDE:
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if ( m_timer.IsElapsed() )
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{
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m_state = HIDDEN;
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AddEffects( EF_NODRAW );
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m_timer.Start( 1.0f );
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}
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break;
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}
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}
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//--------------------------------------------------------------------------------------
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void CTFArcherProxy::ShootArrowAt( CBaseEntity *target )
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{
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if ( !target )
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{
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return;
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}
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Vector to = target->EyePosition() - GetAbsOrigin();
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to.NormalizeInPlace();
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QAngle angles;
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VectorAngles( to, angles );
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const float arrowSpeed = 2600.0f;
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const float arrowGravity = 0.1f;
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CTFProjectile_Arrow *arrow = CTFProjectile_Arrow::Create( GetAbsOrigin() + 20.0f * to, angles, arrowSpeed, arrowGravity, TF_PROJECTILE_ARROW, this, this );
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if ( arrow )
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{
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arrow->SetLauncher( this );
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arrow->SetCritical( false );
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arrow->SetDamage( 100.0f );
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EmitSound( "Weapon_CompoundBow.Single" );
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}
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}
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//--------------------------------------------------------------------------------------
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void CTFArcherProxy::ShootGrenadeAt( CBaseEntity *target )
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{
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if ( !target )
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{
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return;
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}
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Vector to = target->EyePosition() - GetAbsOrigin();
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to.NormalizeInPlace();
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QAngle angles;
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VectorAngles( to, angles );
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float launchSpeed = 1000.0f;
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Vector velocity = ( to * launchSpeed ) + ( Vector( 0, 0, 1.0f ) * 200.0f );
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AngularImpulse angVelocity = AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 );
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CTFGrenadePipebombProjectile *grenade = static_cast< CTFGrenadePipebombProjectile * >( CBaseEntity::CreateNoSpawn( "tf_projectile_pipe", GetAbsOrigin(), angles, NULL ) );
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if ( grenade )
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{
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// Set the pipebomb mode before calling spawn, so the model & associated vphysics get setup properly
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grenade->SetPipebombMode();
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DispatchSpawn( grenade );
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const int damage = 100;
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const float radius = 100.0f;
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grenade->InitGrenade( velocity, angVelocity, NULL, damage, radius );
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grenade->m_flFullDamage = grenade->GetDamage();
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grenade->ApplyLocalAngularVelocityImpulse( angVelocity );
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grenade->SetCritical( false );
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grenade->SetLauncher( this );
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}
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}
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