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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf/tf_weapon_grapplinghook.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf/tf_weapon_grapplinghook.cpp')
-rw-r--r--game/shared/tf/tf_weapon_grapplinghook.cpp858
1 files changed, 858 insertions, 0 deletions
diff --git a/game/shared/tf/tf_weapon_grapplinghook.cpp b/game/shared/tf/tf_weapon_grapplinghook.cpp
new file mode 100644
index 0000000..1b883f0
--- /dev/null
+++ b/game/shared/tf/tf_weapon_grapplinghook.cpp
@@ -0,0 +1,858 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// TF Grappling Hook
+//
+//=============================================================================
+#include "cbase.h"
+#include "in_buttons.h"
+#include "tf_weapon_grapplinghook.h"
+
+// Client specific.
+#ifdef CLIENT_DLL
+#include "c_tf_player.h"
+#include "gc_clientsystem.h"
+#include "prediction.h"
+#include "soundenvelope.h"
+// Server specific.
+#else
+#include "tf_player.h"
+#include "entity_rune.h"
+#include "effect_dispatch_data.h"
+#include "tf_fx.h"
+#include "func_respawnroom.h"
+#endif
+
+//=============================================================================
+//
+// Grappling hook tables.
+//
+IMPLEMENT_NETWORKCLASS_ALIASED( TFGrapplingHook, DT_GrapplingHook )
+
+BEGIN_NETWORK_TABLE( CTFGrapplingHook, DT_GrapplingHook )
+#ifdef GAME_DLL
+ SendPropEHandle( SENDINFO( m_hProjectile ) ),
+#else // GAME_DLL
+ RecvPropEHandle( RECVINFO( m_hProjectile ) ),
+#endif // CLIENT_DLL
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CTFGrapplingHook )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( tf_weapon_grapplinghook, CTFGrapplingHook );
+PRECACHE_WEAPON_REGISTER( tf_weapon_grapplinghook );
+
+// Server specific.
+#ifndef CLIENT_DLL
+BEGIN_DATADESC( CTFGrapplingHook )
+END_DATADESC()
+#endif // CLIENT_DLL
+
+// This is basically a copy of s_acttableMeleeAllclass table except primary fire to use grappling hook specific
+acttable_t s_grapplinghook_normal_acttable[] =
+{
+ { ACT_MP_STAND_IDLE, ACT_MP_STAND_MELEE_ALLCLASS, false },
+ { ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_MELEE_ALLCLASS, false },
+ { ACT_MP_RUN, ACT_MP_RUN_MELEE_ALLCLASS, false },
+ { ACT_MP_WALK, ACT_MP_WALK_MELEE_ALLCLASS, false },
+ { ACT_MP_AIRWALK, ACT_GRAPPLE_PULL_IDLE, false },
+ { ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_MELEE_ALLCLASS, false },
+ { ACT_MP_JUMP, ACT_MP_JUMP_MELEE_ALLCLASS, false },
+ { ACT_MP_JUMP_START, ACT_MP_JUMP_START_MELEE_ALLCLASS, false },
+ { ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS, false },
+ { ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_MELEE_ALLCLASS, false },
+ { ACT_MP_SWIM, ACT_MP_SWIM_MELEE_ALLCLASS, false },
+ { ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_MELEE, false },
+
+ { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+ { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+ { ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+ { ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+
+ { ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_MELEE_SECONDARY, false },
+ { ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,false },
+ { ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false },
+ { ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, false },
+
+ { ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_MELEE, false },
+
+ { ACT_MP_GRENADE1_DRAW, ACT_MP_MELEE_GRENADE1_DRAW, false },
+ { ACT_MP_GRENADE1_IDLE, ACT_MP_MELEE_GRENADE1_IDLE, false },
+ { ACT_MP_GRENADE1_ATTACK, ACT_MP_MELEE_GRENADE1_ATTACK, false },
+ { ACT_MP_GRENADE2_DRAW, ACT_MP_MELEE_GRENADE2_DRAW, false },
+ { ACT_MP_GRENADE2_IDLE, ACT_MP_MELEE_GRENADE2_IDLE, false },
+ { ACT_MP_GRENADE2_ATTACK, ACT_MP_MELEE_GRENADE2_ATTACK, false },
+
+ { ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, false },
+ { ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, false },
+ { ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_MELEE, false },
+ { ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_MELEE, false },
+ { ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_MELEE, false },
+ { ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_MELEE, false },
+};
+
+// This is basically a copy of s_acttableSecondary table except primary fire to use grappling hook specific
+acttable_t s_grapplinghook_engineer_acttable[] =
+{
+ { ACT_MP_STAND_IDLE, ACT_MP_STAND_SECONDARY, false },
+ { ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_SECONDARY, false },
+ { ACT_MP_RUN, ACT_MP_RUN_SECONDARY, false },
+ { ACT_MP_WALK, ACT_MP_WALK_SECONDARY, false },
+ { ACT_MP_AIRWALK, ACT_MP_AIRWALK_SECONDARY, false },
+ { ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_SECONDARY, false },
+ { ACT_MP_JUMP, ACT_MP_JUMP_SECONDARY, false },
+ { ACT_MP_JUMP_START, ACT_MP_JUMP_START_SECONDARY, false },
+ { ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_SECONDARY, false },
+ { ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_SECONDARY, false },
+ { ACT_MP_SWIM, ACT_MP_SWIM_SECONDARY, false },
+ { ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY, false },
+
+ { ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+ { ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+ { ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+ { ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_GRAPPLE_FIRE_START, false },
+
+ { ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_SECONDARY, false },
+ { ACT_MP_RELOAD_STAND_LOOP, ACT_MP_RELOAD_STAND_SECONDARY_LOOP, false },
+ { ACT_MP_RELOAD_STAND_END, ACT_MP_RELOAD_STAND_SECONDARY_END, false },
+ { ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_SECONDARY, false },
+ { ACT_MP_RELOAD_CROUCH_LOOP,ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,false },
+ { ACT_MP_RELOAD_CROUCH_END, ACT_MP_RELOAD_CROUCH_SECONDARY_END, false },
+ { ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_SECONDARY, false },
+ { ACT_MP_RELOAD_SWIM_LOOP, ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, false },
+ { ACT_MP_RELOAD_SWIM_END, ACT_MP_RELOAD_SWIM_SECONDARY_END, false },
+ { ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_SECONDARY, false },
+ { ACT_MP_RELOAD_AIRWALK_LOOP, ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, false },
+ { ACT_MP_RELOAD_AIRWALK_END,ACT_MP_RELOAD_AIRWALK_SECONDARY_END,false },
+
+ { ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_SECONDARY, false },
+
+ { ACT_MP_GRENADE1_DRAW, ACT_MP_SECONDARY_GRENADE1_DRAW, false },
+ { ACT_MP_GRENADE1_IDLE, ACT_MP_SECONDARY_GRENADE1_IDLE, false },
+ { ACT_MP_GRENADE1_ATTACK, ACT_MP_SECONDARY_GRENADE1_ATTACK, false },
+ { ACT_MP_GRENADE2_DRAW, ACT_MP_SECONDARY_GRENADE2_DRAW, false },
+ { ACT_MP_GRENADE2_IDLE, ACT_MP_SECONDARY_GRENADE2_IDLE, false },
+ { ACT_MP_GRENADE2_ATTACK, ACT_MP_SECONDARY_GRENADE2_ATTACK, false },
+
+ { ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
+ { ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
+ { ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
+ { ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
+
+ { ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, false },
+ { ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, false },
+ { ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, false },
+ { ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, false },
+ { ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_SECONDARY, false },
+ { ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_SECONDARY, false },
+};
+
+acttable_t *CTFGrapplingHook::ActivityList( int &iActivityCount )
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+ if ( pOwner )
+ {
+ if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ {
+ iActivityCount = ARRAYSIZE( s_grapplinghook_engineer_acttable );
+ return s_grapplinghook_engineer_acttable;
+ }
+ else
+ {
+ iActivityCount = ARRAYSIZE( s_grapplinghook_normal_acttable );
+ return s_grapplinghook_normal_acttable;
+ }
+ }
+
+ return BaseClass::ActivityList( iActivityCount );
+}
+
+
+poseparamtable_t s_grapplinghook_normal_poseparamtable[] =
+{
+ { "R_hand_grip", 14 },
+ { "R_arm", 2 },
+};
+
+poseparamtable_t s_grapplinghook_engineer_poseparamtable[] =
+{
+ { "r_handposes_engineer", 1 },
+};
+
+poseparamtable_t *CTFGrapplingHook::PoseParamList( int &iPoseParamCount )
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+ if ( pOwner )
+ {
+ if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
+ {
+ iPoseParamCount = ARRAYSIZE( s_grapplinghook_engineer_poseparamtable );
+ return s_grapplinghook_engineer_poseparamtable;
+ }
+ else
+ {
+ iPoseParamCount = ARRAYSIZE( s_grapplinghook_normal_poseparamtable );
+ return s_grapplinghook_normal_poseparamtable;
+ }
+ }
+
+ return BaseClass::PoseParamList( iPoseParamCount );
+}
+
+
+ConVar tf_grapplinghook_projectile_speed( "tf_grapplinghook_projectile_speed", "1500", FCVAR_REPLICATED | FCVAR_CHEAT, "How fast does the grappliing hook projectile travel" );
+ConVar tf_grapplinghook_max_distance( "tf_grapplinghook_max_distance", "2000", FCVAR_REPLICATED | FCVAR_CHEAT, "Valid distance for grappling hook to travel" );
+ConVar tf_grapplinghook_fire_delay( "tf_grapplinghook_fire_delay", "0.5", FCVAR_REPLICATED | FCVAR_CHEAT );
+
+float m_flNextSupernovaDenyWarning = 0.f;
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CTFGrapplingHook::CTFGrapplingHook()
+{
+#ifdef GAME_DLL
+ m_bReleasedAfterLatched = false;
+#endif // GAME_DLL
+
+#ifdef CLIENT_DLL
+ m_pHookSound = NULL;
+ m_bLatched = false;
+#endif // CLIENT_DLL
+}
+
+
+void CTFGrapplingHook::Precache()
+{
+ BaseClass::Precache();
+
+#ifdef GAME_DLL
+ PrecacheScriptSound( "WeaponGrapplingHook.Shoot" );
+#endif // GAME_DLL
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CBaseEntity *CTFGrapplingHook::FireProjectile( CTFPlayer *pPlayer )
+{
+#ifdef GAME_DLL
+ Assert( m_hProjectile == NULL );
+ m_hProjectile = BaseClass::FireProjectile( pPlayer );
+
+ return m_hProjectile;
+#else
+ return BaseClass::FireProjectile( pPlayer );
+#endif // GAME_DLL
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::ItemPostFrame( void )
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+ if (!pOwner)
+ return;
+
+#ifdef CLIENT_DLL
+ static bool bFired = false;
+#endif // CLIENT_DLL
+
+ CBaseEntity *pHookTarget = pOwner->GetGrapplingHookTarget();
+ bool bJump = ( pOwner->m_nButtons & IN_JUMP ) > 0;
+ bool bForceReleaseHook = pHookTarget != NULL && bJump;
+
+ if ( !bForceReleaseHook && ( pOwner->m_nButtons & IN_ATTACK || pOwner->IsUsingActionSlot() ) )
+ {
+#ifdef CLIENT_DLL
+ if ( !bFired )
+ {
+ PrimaryAttack();
+ bFired = true;
+ }
+#else
+ PrimaryAttack();
+#endif // CLIENT_DLL
+
+ if ( pOwner->GetGrapplingHookTarget() )
+ {
+ SendWeaponAnim( ACT_GRAPPLE_PULL_START );
+ }
+ else if ( m_hProjectile )
+ {
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+ }
+ else
+ {
+ SendWeaponAnim( ACT_GRAPPLE_IDLE );
+ }
+ }
+ else
+ {
+#ifdef CLIENT_DLL
+ bFired = false;
+#endif // CLIENT_DLL
+
+ OnHookReleased( bForceReleaseHook );
+ }
+
+ if ( pOwner->GetViewModel(0) )
+ {
+ pOwner->GetViewModel(0)->SetPlaybackRate( 1.f );
+ }
+ if ( pOwner->GetViewModel(1) )
+ {
+ pOwner->GetViewModel(1)->SetPlaybackRate( 1.f );
+ }
+
+ BaseClass::ItemPostFrame();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CTFGrapplingHook::CanAttack( void )
+{
+ CTFPlayer *pPlayer = GetTFPlayerOwner();
+
+ if ( pPlayer->m_Shared.IsFeignDeathReady() )
+ return false;
+
+ return BaseClass::CanAttack();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::PrimaryAttack( void )
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+
+#ifdef GAME_DLL
+ // make sure to unlatch from the current target and remove the old projectile before we fire a new one
+ if ( m_bReleasedAfterLatched )
+ {
+ RemoveHookProjectile( true );
+ }
+#endif // GAME_DLL
+
+ if ( m_hProjectile )
+ return;
+
+ if ( m_flNextPrimaryAttack > gpGlobals->curtime )
+ return;
+
+ if ( pOwner && pOwner->m_Shared.IsControlStunned() )
+ return;
+
+ Vector vecSrc;
+ QAngle angForward;
+ Vector vecOffset( 23.5f, -8.0f, -3.0f ); // copied from CTFWeaponBaseGun::FireArrow
+ GetProjectileFireSetup( pOwner, vecOffset, &vecSrc, &angForward, false );
+ Vector vecForward;
+ AngleVectors( angForward, &vecForward );
+
+ // check if aiming at skybox
+ trace_t tr;
+ UTIL_TraceLine( vecSrc, vecSrc + tf_grapplinghook_max_distance.GetFloat() * vecForward, MASK_SOLID, pOwner, COLLISION_GROUP_DEBRIS, &tr );
+ if ( !tr.DidHit() || ( tr.fraction < 1.0 && tr.surface.flags & SURF_SKY ) )
+ {
+#ifdef CLIENT_DLL
+ // play fail sound on client here
+ if ( pOwner && prediction->IsFirstTimePredicted() )
+ {
+ pOwner->EmitSound( "Player.DenyWeaponSelection" );
+ }
+#endif // CLIENT_DLL
+ return;
+ }
+
+ BaseClass::PrimaryAttack();
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + tf_grapplinghook_fire_delay.GetFloat();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CTFGrapplingHook::Deploy( void )
+{
+#ifdef GAME_DLL
+ RemoveHookProjectile( true );
+ m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
+#endif // GAME_DLL
+ return BaseClass::Deploy();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CTFGrapplingHook::Holster( CBaseCombatWeapon *pSwitchingTo )
+{
+#ifdef GAME_DLL
+ RemoveHookProjectile();
+ m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
+#endif // GAME_DLL
+
+ return BaseClass::Holster( pSwitchingTo );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates /*= true*/, float flEndDist /*= 2000.f*/ )
+{
+ BaseClass::GetProjectileFireSetup( pPlayer, vecOffset, vecSrc, angForward, bHitTeammates, flEndDist );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CTFGrapplingHook::GetProjectileSpeed()
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+
+ if ( pOwner && pOwner->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
+ {
+ switch ( pOwner->GetPlayerClass()->GetClassIndex() )
+ {
+ case TF_CLASS_SOLDIER:
+ case TF_CLASS_HEAVYWEAPONS:
+ return 2600.f;
+ default:
+ return 3000.f;
+ }
+ }
+
+ return tf_grapplinghook_projectile_speed.GetFloat();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CTFGrapplingHook::SendWeaponAnim( int actBase )
+{
+ CTFPlayer *pPlayer = GetTFPlayerOwner();
+ if ( !pPlayer )
+ return BaseClass::SendWeaponAnim( actBase );
+
+ if ( actBase == ACT_VM_DRAW )
+ {
+ actBase = ACT_GRAPPLE_DRAW;
+ }
+ else if ( pPlayer->GetGrapplingHookTarget() )
+ {
+ if ( GetActivity() != ACT_GRAPPLE_PULL_START && GetActivity() != ACT_GRAPPLE_PULL_IDLE )
+ {
+ bool bResult = BaseClass::SendWeaponAnim( ACT_GRAPPLE_PULL_START );
+ //DevMsg("pull start %f\n", gpGlobals->curtime );
+
+ m_startPullingTimer.Start( SequenceDuration() );
+
+ return bResult;
+ }
+ else
+ {
+ if ( GetActivity() == ACT_GRAPPLE_PULL_IDLE )
+ return true;
+
+ if ( GetActivity() == ACT_GRAPPLE_PULL_START && m_startPullingTimer.HasStarted() && !m_startPullingTimer.IsElapsed() )
+ return true;
+
+ actBase = ACT_GRAPPLE_PULL_IDLE;
+ //DevMsg("pull idle %f\n", gpGlobals->curtime );
+
+ m_startPullingTimer.Invalidate();
+ }
+ }
+ else if ( actBase == ACT_VM_PRIMARYATTACK )
+ {
+ if ( GetActivity() != ACT_GRAPPLE_FIRE_START && GetActivity() != ACT_GRAPPLE_FIRE_IDLE )
+ {
+ bool bResult = BaseClass::SendWeaponAnim( ACT_GRAPPLE_FIRE_START );
+ //DevMsg("fire start %f\n", gpGlobals->curtime );
+
+ m_startFiringTimer.Start( SequenceDuration() );
+
+ return bResult;
+ }
+ else
+ {
+ if ( GetActivity() == ACT_GRAPPLE_FIRE_IDLE )
+ return true;
+
+ if ( GetActivity() == ACT_GRAPPLE_FIRE_START && m_startFiringTimer.HasStarted() && !m_startFiringTimer.IsElapsed() )
+ return true;
+
+ actBase = ACT_GRAPPLE_FIRE_IDLE;
+ //DevMsg("fire idle %f\n", gpGlobals->curtime );
+
+ m_startFiringTimer.Invalidate();
+ }
+ }
+ else
+ {
+ if ( GetActivity() == ACT_GRAPPLE_PULL_IDLE )
+ {
+ actBase = ACT_GRAPPLE_PULL_END;
+ //DevMsg("pull end %f\n", gpGlobals->curtime );
+ }
+ else
+ {
+ if ( GetActivity() == ACT_GRAPPLE_IDLE )
+ return true;
+
+ actBase = ACT_GRAPPLE_IDLE;
+ //DevMsg("grapple idle %f\n", gpGlobals->curtime );
+ }
+ }
+
+ return BaseClass::SendWeaponAnim( actBase );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::PlayWeaponShootSound( void )
+{
+#ifdef GAME_DLL
+ EmitSound( "WeaponGrapplingHook.Shoot" );
+#endif // GAME_DLL
+}
+
+
+
+#ifdef GAME_DLL
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::ActivateRune()
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+ if ( pOwner && pOwner->m_Shared.IsRuneCharged() )
+ {
+ RuneTypes_t type = pOwner->m_Shared.GetCarryingRuneType();
+ if ( type == RUNE_SUPERNOVA )
+ {
+ // don't allow stealthed player to activate the power
+ if ( pOwner->m_Shared.IsStealthed() )
+ return;
+
+ int nEnemyTeam = GetEnemyTeam( pOwner->GetTeamNumber() );
+
+ // apply super nova effect to all enemies
+ bool bHitAnyTarget = false;
+ CUtlVector< CTFPlayer* > vecPlayers;
+ CUtlVector< CTFPlayer* > vecVictims;
+ CollectPlayers( &vecPlayers, nEnemyTeam, COLLECT_ONLY_LIVING_PLAYERS );
+ const float flEffectRadiusSqr = Sqr( 1500.f );
+ const float flMinPushForce = 200.f;
+ const float flMaxPushForce = 500.f;
+ const float flMinStunDuration = 2.f;
+ const float flMaxStunDuration = 4.f;
+ for ( int i = 0; i < vecPlayers.Count(); ++i )
+ {
+ CTFPlayer *pOther = vecPlayers[i];
+ Vector toPlayer = pOther->WorldSpaceCenter() - pOwner->WorldSpaceCenter();
+ float flDistSqr = toPlayer.LengthSqr();
+
+ // Collect valid enemies
+ if ( flDistSqr <= flEffectRadiusSqr && pOwner->IsLineOfSightClear( pOther, CBaseCombatCharacter::IGNORE_ACTORS ) && !PointInRespawnRoom( pOther, pOther->WorldSpaceCenter() ) )
+ {
+ vecVictims.AddToTail( pOther );
+ }
+ }
+
+ // if there is more than one victim, the stun duration increases
+ float flStunDuration = MIN( flMinStunDuration + ( ( vecVictims.Count() - 1 ) * 0.5 ), flMaxStunDuration );
+
+ for ( int i = 0; i < vecVictims.Count(); ++i )
+ {
+ // force enemy to drop rune, stun, and push them
+ CTFPlayer *pOther = vecVictims[i];
+ const char *pszEffect = pOwner->GetTeamNumber() == TF_TEAM_RED ? "powerup_supernova_strike_red" : "powerup_supernova_strike_blue";
+
+ CPVSFilter filter( WorldSpaceCenter() );
+ Vector vStart = pOwner->WorldSpaceCenter();
+ Vector vEnd = pOther->GetAbsOrigin() + Vector( 0, 0, 56 );
+ te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd };
+ TE_TFParticleEffectComplex( filter, 0.f, pszEffect, vStart, QAngle( 0.f, 0.f, 0.f ), NULL, &controlPoint, pOther, PATTACH_CUSTOMORIGIN );
+
+
+ pOther->DropRune( false, pOwner->GetTeamNumber() );
+ pOther->DropFlag();
+
+ pOther->m_Shared.StunPlayer( flStunDuration, 1.f, TF_STUN_MOVEMENT | TF_STUN_CONTROLS, pOwner );
+
+ // send the player flying
+ // make sure we push players up and away
+ Vector toPlayer = pOther->WorldSpaceCenter() - pOwner->WorldSpaceCenter();
+ toPlayer.z = 0.0f;
+ toPlayer.NormalizeInPlace();
+ toPlayer.z = 1.0f;
+
+ // scale push force based on distance from the supernova origin
+ float flDistSqr = toPlayer.LengthSqr();
+ float flPushForce = RemapValClamped( flDistSqr, 0.f, flEffectRadiusSqr, flMaxPushForce, flMinPushForce );
+ Vector vPush = flPushForce * toPlayer;
+ pOther->ApplyAbsVelocityImpulse( vPush );
+
+ bHitAnyTarget = true;
+ }
+
+ // don't deploy with no target
+ if ( bHitAnyTarget )
+ {
+ // play effect
+ const char *pszEffect = pOwner->GetTeamNumber() == TF_TEAM_RED ? "powerup_supernova_explode_red" : "powerup_supernova_explode_blue";
+ CEffectData data;
+ data.m_nHitBox = GetParticleSystemIndex( pszEffect );
+ data.m_vOrigin = pOwner->GetAbsOrigin();
+ data.m_vAngles = vec3_angle;
+
+ CPASFilter filter( data.m_vOrigin );
+ filter.SetIgnorePredictionCull( true );
+
+ te->DispatchEffect( filter, 0.0, data.m_vOrigin, "ParticleEffect", data );
+ pOwner->EmitSound( "Powerup.PickUpSupernovaActivate" );
+
+ // remove the power and reposition instantly
+ pOwner->m_Shared.SetCarryingRuneType( RUNE_NONE );
+ CTFRune::RepositionRune( type, TEAM_ANY );
+ }
+ else
+ {
+ if ( gpGlobals->curtime > m_flNextSupernovaDenyWarning )
+ {
+ m_flNextSupernovaDenyWarning = gpGlobals->curtime + 0.5f;
+
+ CSingleUserRecipientFilter singleFilter( pOwner );
+ EmitSound( singleFilter, pOwner->entindex(), "Player.UseDeny" );
+ ClientPrint( pOwner, HUD_PRINTCENTER, "#TF_Powerup_Supernova_Deny" );
+ }
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::RemoveHookProjectile( bool bForce /*= false*/ )
+{
+ if ( !bForce && IsLatchedToTargetPlayer() )
+ {
+ // don't remove the projectile until we unlatched from the target (by hooking again)
+ return;
+ }
+
+ if ( m_hProjectile )
+ {
+ UTIL_Remove( m_hProjectile );
+ m_hProjectile = NULL;
+ }
+}
+
+bool CTFGrapplingHook::IsLatchedToTargetPlayer() const
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+ return pOwner && pOwner->GetGrapplingHookTarget() && pOwner->GetGrapplingHookTarget()->IsPlayer();
+}
+
+#endif // GAME_DLL
+
+void CTFGrapplingHook::OnHookReleased( bool bForce )
+{
+#ifdef GAME_DLL
+ RemoveHookProjectile( bForce );
+ m_bReleasedAfterLatched = IsLatchedToTargetPlayer();
+#endif // GAME_DLL
+
+ if ( GetActivity() != ACT_GRAPPLE_DRAW && GetActivity() != ACT_GRAPPLE_IDLE && GetActivity() != ACT_GRAPPLE_PULL_END )
+ SendWeaponAnim( ACT_GRAPPLE_PULL_END );
+
+ if ( bForce )
+ m_flNextPrimaryAttack = gpGlobals->curtime + tf_grapplinghook_fire_delay.GetFloat();
+}
+
+#ifdef CLIENT_DLL
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::UpdateOnRemove()
+{
+ StopHookSound();
+
+ BaseClass::UpdateOnRemove();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::OnDataChanged( DataUpdateType_t type )
+{
+ BaseClass::OnDataChanged( type );
+
+ UpdateHookSound();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::StartHookSound()
+{
+ StopHookSound();
+
+ CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
+ CLocalPlayerFilter filter;
+ m_pHookSound = controller.SoundCreate( filter, entindex(), "WeaponGrapplingHook.ReelStart" );
+ controller.Play( m_pHookSound, 1.0, 100 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::StopHookSound()
+{
+ if ( m_pHookSound )
+ {
+ CSoundEnvelopeController::GetController().SoundDestroy( m_pHookSound );
+ m_pHookSound = NULL;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFGrapplingHook::UpdateHookSound()
+{
+ CTFPlayer *pOwner = GetTFPlayerOwner();
+ if ( pOwner )
+ {
+ bool bLatched = pOwner->GetGrapplingHookTarget() != NULL && m_hProjectile != NULL;
+ if ( m_bLatched != bLatched )
+ {
+ if ( !m_bLatched )
+ {
+ StartHookSound();
+ }
+ else
+ {
+ StopHookSound();
+
+ CLocalPlayerFilter filter;
+ EmitSound( filter, entindex(), "WeaponGrapplingHook.ReelStop" );
+ }
+
+ m_bLatched = bLatched;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// CEquipGrapplingHookNotification
+//-----------------------------------------------------------------------------
+void CEquipGrapplingHookNotification::Accept()
+{
+ m_bHasTriggered = true;
+
+ CPlayerInventory *pLocalInv = TFInventoryManager()->GetLocalInventory();
+ if ( !pLocalInv )
+ {
+ MarkForDeletion();
+ return;
+ }
+
+ C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
+ if ( !pLocalPlayer )
+ {
+ MarkForDeletion();
+ return;
+ }
+
+ // try to equip non-stock-grapplinghook first
+ /*static CSchemaItemDefHandle pItemDef_GrapplingHook( "TF_WEAPON_GRAPPLINGHOOK" );
+
+ Assert( pItemDef_GrapplingHook );
+
+ CEconItemView *pGrapplingHook = NULL;
+
+ if ( pItemDef_GrapplingHook )
+ {
+ for ( int i = 0 ; i < pLocalInv->GetItemCount() ; ++i )
+ {
+ CEconItemView *pItem = pLocalInv->GetItem( i );
+ Assert( pItem );
+ if ( pItem->GetItemDefinition() == pItemDef_GrapplingHook )
+ {
+ pGrapplingHook = pItem;
+ break;
+ }
+ }
+ }*/
+
+ // Default item becomes a grappling hook in this mode
+ itemid_t iItemId = INVALID_ITEM_ID;
+ /*if ( pGrapplingHook )
+ {
+ iItemId = pGrapplingHook->GetItemID();
+ }*/
+
+ if ( iItemId == INVALID_ITEM_ID )
+ {
+ iItemId = 0;
+
+ static CSchemaItemDefHandle pItemDef_Grapple( "TF_WEAPON_GRAPPLINGHOOK" );
+ CEconItemView *pDefaultGrapple = TFInventoryManager()->GetBaseItemForClass( pLocalPlayer->GetPlayerClass()->GetClassIndex(), LOADOUT_POSITION_ACTION );
+ if ( pDefaultGrapple )
+ {
+ if ( pDefaultGrapple->GetItemDefinition() == pItemDef_Grapple )
+ {
+ iItemId = pDefaultGrapple->GetItemID();
+ }
+ }
+ }
+
+ TFInventoryManager()->EquipItemInLoadout( pLocalPlayer->GetPlayerClass()->GetClassIndex(), LOADOUT_POSITION_ACTION, iItemId );
+
+ // Tell the GC to tell server that we should respawn if we're in a respawn room
+ GCSDK::CGCMsg< GCSDK::MsgGCEmpty_t > msg( k_EMsgGCRespawnPostLoadoutChange );
+ GCClientSystem()->BSendMessage( msg );
+
+ MarkForDeletion();
+}
+
+//===========================================================================================
+void CEquipGrapplingHookNotification::UpdateTick()
+{
+ C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
+ if ( pLocalPlayer )
+ {
+ CTFGrapplingHook *pGrapplingHook = dynamic_cast<CTFGrapplingHook*>( pLocalPlayer->Weapon_OwnsThisID( TF_WEAPON_GRAPPLINGHOOK ) );
+ if ( pGrapplingHook )
+ {
+ MarkForDeletion();
+ }
+ }
+}
+
+#endif // CLIENT_DLL