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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_portalbasecombatweapon.h"
#include "in_buttons.h"
#include "portal_player_shared.h"
#if defined( CLIENT_DLL )
#include "c_portal_player.h"
#else
#include "vphysics/constraints.h"
#include "gameweaponmanager.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( BasePortalCombatWeapon , DT_BasePortalCombatWeapon ) LINK_ENTITY_TO_CLASS_ALIASED( baseportalcombatweapon, BasePortalCombatWeapon );
BEGIN_NETWORK_TABLE( CBasePortalCombatWeapon , DT_BasePortalCombatWeapon ) #if !defined( CLIENT_DLL )
// SendPropInt( SENDINFO( m_bReflectViewModelAnimations ), 1, SPROP_UNSIGNED ),
#else
// RecvPropInt( RECVINFO( m_bReflectViewModelAnimations ) ),
#endif
END_NETWORK_TABLE()
#if !defined( CLIENT_DLL )
#include "globalstate.h"
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CBasePortalCombatWeapon )
DEFINE_FIELD( m_bLowered, FIELD_BOOLEAN ), DEFINE_FIELD( m_flRaiseTime, FIELD_TIME ), DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ), DEFINE_FIELD( m_flNextRepeatPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flNextRepeatSecondaryAttack, FIELD_TIME ), END_DATADESC()
#else
BEGIN_PREDICTION_DATA( CBasePortalCombatWeapon ) DEFINE_FIELD( m_flNextRepeatPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flNextRepeatSecondaryAttack, FIELD_TIME ), END_PREDICTION_DATA()
#endif
extern ConVar sk_auto_reload_time;
CBasePortalCombatWeapon::CBasePortalCombatWeapon( void ) {
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePortalCombatWeapon::ItemHolsterFrame( void ) { BaseClass::ItemHolsterFrame();
// Must be player held
if ( GetOwner() && GetOwner()->IsPlayer() == false ) return;
// We can't be active
if ( GetOwner()->GetActiveWeapon() == this ) return;
// If it's been longer than three seconds, reload
if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() ) { // Just load the clip with no animations
FinishReload(); m_flHolsterTime = gpGlobals->curtime; } }
bool CBasePortalCombatWeapon::CanLower() { if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE ) return false; return true; }
//-----------------------------------------------------------------------------
// Purpose: Drops the weapon into a lowered pose
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePortalCombatWeapon::Lower( void ) { //Don't bother if we don't have the animation
if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE ) return false;
m_bLowered = true; return true; }
//-----------------------------------------------------------------------------
// Purpose: Brings the weapon up to the ready position
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePortalCombatWeapon::Ready( void ) { //Don't bother if we don't have the animation
if ( SelectWeightedSequence( ACT_VM_LOWERED_TO_IDLE ) == ACTIVITY_NOT_AVAILABLE ) return false;
m_bLowered = false; m_flRaiseTime = gpGlobals->curtime + 0.5f; return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePortalCombatWeapon::Deploy( void ) { return BaseClass::Deploy(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePortalCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo ) { if ( BaseClass::Holster( pSwitchingTo ) ) { m_flHolsterTime = gpGlobals->curtime; return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePortalCombatWeapon::WeaponShouldBeLowered( void ) { // Can't be in the middle of another animation
if ( GetIdealActivity() != ACT_VM_IDLE_LOWERED && GetIdealActivity() != ACT_VM_IDLE && GetIdealActivity() != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity() != ACT_VM_LOWERED_TO_IDLE ) return false;
if ( m_bLowered ) return true; #if !defined( CLIENT_DLL )
if ( GlobalEntity_GetState( "friendly_encounter" ) == GLOBAL_ON ) return true;
#endif
return false; }
//-----------------------------------------------------------------------------
// Purpose: Allows the weapon to choose proper weapon idle animation
//-----------------------------------------------------------------------------
void CBasePortalCombatWeapon::WeaponIdle( void ) { }
#if defined( CLIENT_DLL )
extern float g_lateralBob; extern float g_verticalBob;
#define HL2_BOB_CYCLE_MIN 1.0f
#define HL2_BOB_CYCLE_MAX 0.45f
#define HL2_BOB 0.002f
#define HL2_BOB_UP 0.5f
#if !defined( PORTAL2 )
static ConVar cl_bobcycle( "cl_bobcycle","0.8" ); static ConVar cl_bob( "cl_bob","0.002" ); static ConVar cl_bobup( "cl_bobup","0.5" );
// Register these cvars if needed for easy tweaking
static ConVar v_iyaw_cycle( "v_iyaw_cycle", "2", FCVAR_CHEAT ); static ConVar v_iroll_cycle( "v_iroll_cycle", "0.5", FCVAR_CHEAT ); static ConVar v_ipitch_cycle( "v_ipitch_cycle", "1", FCVAR_CHEAT ); static ConVar v_iyaw_level( "v_iyaw_level", "0.3", FCVAR_CHEAT ); static ConVar v_iroll_level( "v_iroll_level", "0.1", FCVAR_CHEAT ); static ConVar v_ipitch_level( "v_ipitch_level", "0.3", FCVAR_CHEAT ); #endif
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBasePortalCombatWeapon::CalcViewmodelBob( void ) { static float bobtime; static float lastbobtime; float cycle; CBasePlayer *player = ToBasePlayer( GetOwner() ); //Assert( player );
//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
if ( ( !gpGlobals->frametime ) || ( player == NULL ) ) { //NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;// just use old value
}
// Note: we use paint code for this so when player move on speed paint, gun bob faster (Bank)
//Find the speed of the player
float speed = player->GetLocalVelocity().Length();
speed = clamp( speed, -player->MaxSpeed(), player->MaxSpeed() );
float bob_offset = RemapVal( speed, 0, player->MaxSpeed(), 0.0f, 1.0f );
////Find the speed of the player
//float speed = player->GetLocalVelocity().Length2D();
////FIXME: This maximum speed value must come from the server.
//// MaxSpeed() is not sufficient for dealing with sprinting - jdw
//speed = clamp( speed, -320, 320 );
//float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f );
bobtime += ( gpGlobals->curtime - lastbobtime ) * bob_offset; lastbobtime = gpGlobals->curtime;
//Calculate the vertical bob
cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX)*HL2_BOB_CYCLE_MAX; cycle /= HL2_BOB_CYCLE_MAX;
if ( cycle < HL2_BOB_UP ) { cycle = M_PI * cycle / HL2_BOB_UP; } else { cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP); } g_verticalBob = speed*0.005f; g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin(cycle);
g_verticalBob = clamp( g_verticalBob, -7.0f, 4.0f );
//Calculate the lateral bob
cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX*2)*HL2_BOB_CYCLE_MAX*2; cycle /= HL2_BOB_CYCLE_MAX*2;
if ( cycle < HL2_BOB_UP ) { cycle = M_PI * cycle / HL2_BOB_UP; } else { cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP); }
g_lateralBob = speed*0.005f; g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin(cycle); g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f ); //NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &angles -
// viewmodelindex -
//-----------------------------------------------------------------------------
void CBasePortalCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) { Vector forward, right, up; AngleVectors( angles, &forward, &right, &up );
CalcViewmodelBob();
// Note: we need to use paint code for gun bob so the gun bobs correctly when player sticks on walls (Bank)
C_Portal_Player *pPortalPlayer = ToPortalPlayer( GetOwner() ); if ( !pPortalPlayer ) return;
// Apply bob, but scaled down to 40%
VectorMA( origin, g_verticalBob * 0.1f, forward, origin );
// Z bob a bit more
origin += g_verticalBob * 0.1f * pPortalPlayer->GetPortalPlayerLocalData().m_Up;
//move left and right
VectorMA( origin, g_lateralBob * 0.8f, right, origin );
//roll, pitch, yaw
float rollAngle = g_verticalBob * 0.5f; VMatrix rotMatrix; Vector rotAxis = CrossProduct( right, up ).Normalized();
MatrixBuildRotationAboutAxis( rotMatrix, rotAxis, rollAngle ); up = rotMatrix * up; forward = rotMatrix * forward; right = rotMatrix * right;
float pitchAngle = -g_verticalBob * 0.4f; rotAxis = right; MatrixBuildRotationAboutAxis( rotMatrix, rotAxis, pitchAngle ); up = rotMatrix * up; forward = rotMatrix * forward;
float yawAngle = -g_lateralBob * 0.3f; rotAxis = up; MatrixBuildRotationAboutAxis( rotMatrix, rotAxis, yawAngle ); forward = rotMatrix * forward;
VectorAngles( forward, up, angles );
//// Apply bob, but scaled down to 40%
//VectorMA( origin, g_verticalBob * 0.1f, forward, origin );
//
//// Z bob a bit more
//origin[2] += g_verticalBob * 0.1f;
//
//// bob the angles
//angles[ ROLL ] += g_verticalBob * 0.5f;
//angles[ PITCH ] -= g_verticalBob * 0.4f;
//angles[ YAW ] -= g_lateralBob * 0.3f;
//VectorMA( origin, g_lateralBob * 0.8f, right, origin );
}
//-----------------------------------------------------------------------------
Vector CBasePortalCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency ) { return BaseClass::GetBulletSpread( proficiency ); }
//-----------------------------------------------------------------------------
float CBasePortalCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency ) { return BaseClass::GetSpreadBias( proficiency ); } //-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBasePortalCombatWeapon::GetProficiencyValues() { return NULL; }
#else
// Server stubs
float CBasePortalCombatWeapon::CalcViewmodelBob( void ) { return 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &angles -
// viewmodelindex -
//-----------------------------------------------------------------------------
void CBasePortalCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) { }
//-----------------------------------------------------------------------------
Vector CBasePortalCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency ) { Vector baseSpread = BaseClass::GetBulletSpread( proficiency );
const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues(); float flModifier = (pProficiencyValues)[ proficiency ].spreadscale; return ( baseSpread * flModifier ); }
//-----------------------------------------------------------------------------
float CBasePortalCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency ) { const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues(); return (pProficiencyValues)[ proficiency ].bias; }
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBasePortalCombatWeapon::GetProficiencyValues() { return GetDefaultProficiencyValues(); }
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBasePortalCombatWeapon::GetDefaultProficiencyValues() { // Weapon proficiency table. Keep this in sync with WeaponProficiency_t enum in the header!!
static WeaponProficiencyInfo_t g_BaseWeaponProficiencyTable[] = { { 2.50, 1.0 }, { 2.00, 1.0 }, { 1.50, 1.0 }, { 1.25, 1.0 }, { 1.00, 1.0 }, };
COMPILE_TIME_ASSERT( ARRAYSIZE(g_BaseWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return g_BaseWeaponProficiencyTable; }
#endif
//-----------------------------------------------------------------------------
// Purpose: Handle firing
//-----------------------------------------------------------------------------
void CBasePortalCombatWeapon::ItemPostFrame( void ) { CPortal_Player *pOwner = ToPortalPlayer( GetOwner() ); if ( pOwner == NULL ) return;
// Primary attack
if ( pOwner->m_nButtons & IN_ATTACK && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) ) { if ( pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false ) { // This weapon doesn't fire underwater
WeaponSound(EMPTY); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.2; return; }
// If they're still holding down the button, wait for the next fire time
if ( ( pOwner->m_afButtonLast & IN_ATTACK ) && ( m_flNextRepeatPrimaryAttack > gpGlobals->curtime ) ) return;
PrimaryAttack(); return; }
// Secondary attack
if ( pOwner->m_nButtons & IN_ATTACK2 && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) ) { if ( pOwner->GetWaterLevel() == 3 ) { // This weapon doesn't fire underwater
WeaponSound( EMPTY ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.2; return; }
// If they're still holding down the button, wait for the next fire time
if ( ( pOwner->m_afButtonLast & IN_ATTACK2 ) && ( m_flNextRepeatSecondaryAttack > gpGlobals->curtime ) ) return;
// Attack!
SecondaryAttack(); return; }
WeaponIdle(); }
ConVar sv_weapon_pickup_time_delay("sv_weapon_pickup_time_delay", "0.2f", FCVAR_REPLICATED | FCVAR_CHEAT);
bool CBasePortalCombatWeapon::EnoughTimeSinceThrown() { return gpGlobals->curtime - m_flThrowTime > sv_weapon_pickup_time_delay.GetFloat(); }
float CBasePortalCombatWeapon::GetThrowTime() { return m_flThrowTime; }
void CBasePortalCombatWeapon::Drop( const Vector& vecVelocity ) { // Store time when we threw the gun so we dont go and pick up the gun too soon
m_flThrowTime = gpGlobals->curtime; m_pLastOwner = GetOwner();
BaseClass::Drop( vecVelocity ); }
CBaseEntity* CBasePortalCombatWeapon::GetLastOwner() { return m_pLastOwner; }
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