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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Combine guard gun, strider destroyer
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "player.h"
#include "grenade_ar2.h"
#include "soundent.h"
#include "explode.h"
#include "shake.h"
#include "energy_wave.h"
#include "te_particlesystem.h"
#include "ndebugoverlay.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Concussive explosion entity
class CTEConcussiveExplosion : public CTEParticleSystem { public: DECLARE_CLASS( CTEConcussiveExplosion, CTEParticleSystem ); DECLARE_SERVERCLASS();
CTEConcussiveExplosion( const char *name ); virtual ~CTEConcussiveExplosion( void );
CNetworkVector( m_vecNormal ); CNetworkVar( float, m_flScale ); CNetworkVar( int, m_nRadius ); CNetworkVar( int, m_nMagnitude ); };
IMPLEMENT_SERVERCLASS_ST( CTEConcussiveExplosion, DT_TEConcussiveExplosion ) SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD ), SendPropFloat( SENDINFO(m_flScale), 0, SPROP_NOSCALE ), SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ), END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTEConcussiveExplosion::CTEConcussiveExplosion( const char *name ) : BaseClass( name ) { m_nRadius = 0; m_nMagnitude = 0; m_flScale = 0.0f;
m_vecNormal.Init(); }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTEConcussiveExplosion::~CTEConcussiveExplosion( void ) { }
// Singleton to fire TEExplosion objects
static CTEConcussiveExplosion g_TEConcussiveExplosion( "ConcussiveExplosion" );
void TE_ConcussiveExplosion( IRecipientFilter& filter, float delay, const Vector* pos, float scale, int radius, int magnitude, const Vector* normal ) { g_TEConcussiveExplosion.m_vecOrigin = *pos; g_TEConcussiveExplosion.m_flScale = scale; g_TEConcussiveExplosion.m_nRadius = radius; g_TEConcussiveExplosion.m_nMagnitude = magnitude;
if ( normal ) g_TEConcussiveExplosion.m_vecNormal = *normal; else g_TEConcussiveExplosion.m_vecNormal = Vector(0,0,1);
// Send it over the wire
g_TEConcussiveExplosion.Create( filter, delay ); }
//Temp ent for the blast
class CConcussiveBlast : public CBaseEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( CConcussiveBlast, CBaseEntity );
int m_spriteTexture;
CConcussiveBlast( void ) {}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
void Precache( void ) { m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
void Explode( float magnitude ) { //Create a concussive explosion
CPASFilter filter( GetAbsOrigin() );
Vector vecForward; AngleVectors( GetAbsAngles(), &vecForward ); TE_ConcussiveExplosion( filter, 0.0, &GetAbsOrigin(),//position
1.0f, //scale
256*magnitude, //radius
175*magnitude, //magnitude
&vecForward ); //normal
int colorRamp = random->RandomInt( 128, 255 );
//Shockring
CBroadcastRecipientFilter filter2; te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
16, //start radius
300*magnitude, //end radius
m_spriteTexture, //texture
0, //halo index
0, //start frame
2, //framerate
0.3f, //life
128, //width
16, //spread
0, //amplitude
colorRamp, //r
colorRamp, //g
255, //g
24, //a
128 //speed
);
//Do the radius damage
RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), 200, DMG_BLAST|DMG_DISSOLVE ), GetAbsOrigin(), 256, CLASS_NONE, NULL );
UTIL_Remove( this ); } };
LINK_ENTITY_TO_CLASS( concussiveblast, CConcussiveBlast );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CConcussiveBlast )
// DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Create a concussive blast entity and detonate it
//-----------------------------------------------------------------------------
void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude ) { QAngle angles; VectorAngles( surfaceNormal, angles ); CConcussiveBlast *pBlast = (CConcussiveBlast *) CBaseEntity::Create( "concussiveblast", origin, angles, pOwner );
if ( pBlast ) { pBlast->Explode( magnitude ); } }
// Combine Guard weapon
#if 0
class CWeaponCGuard : public CBaseHLCombatWeapon { DECLARE_DATADESC(); public: DECLARE_CLASS( CWeaponCGuard, CBaseHLCombatWeapon );
DECLARE_SERVERCLASS();
CWeaponCGuard( void ); void Precache( void ); void PrimaryAttack( void ); void AddViewKick( void ); void DelayedFire( void ); void ItemPostFrame( void ); void AlertTargets( void ); void UpdateLasers( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
DECLARE_ACTTABLE();
protected: float m_flChargeTime; bool m_bFired;
int m_beamIndex; int m_haloIndex; };
IMPLEMENT_SERVERCLASS_ST(CWeaponCGuard, DT_WeaponCGuard) END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_cguard, CWeaponCGuard ); PRECACHE_WEAPON_REGISTER( weapon_cguard );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CWeaponCGuard )
DEFINE_FIELD( m_flChargeTime, FIELD_TIME ), DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ), // DEFINE_FIELD( m_beamIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_haloIndex, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Maps base activities to weapons-specific ones so our characters do the right things.
//-----------------------------------------------------------------------------
acttable_t CWeaponCGuard::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true } };
IMPLEMENT_ACTTABLE( CWeaponCGuard );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponCGuard::CWeaponCGuard( void ) { m_flNextPrimaryAttack = gpGlobals->curtime; m_flChargeTime = gpGlobals->curtime; m_bFired = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::Precache( void ) { UTIL_PrecacheOther( "concussiveblast" );
m_beamIndex = PrecacheModel( "sprites/bluelaser1.vmt" ); m_haloIndex = PrecacheModel( "sprites/blueshaft1.vmt" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::AlertTargets( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL ) return;
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( ); Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
trace_t tr;
UTIL_TraceLine( vecSrc, impactPoint, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( (vecSrc-tr.endpos).Length() > 1024 ) return;
CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 128, 0.5f ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::UpdateLasers( void ) { //Only update the lasers whilst charging
if ( ( m_flChargeTime < gpGlobals->curtime ) || ( m_bFired ) ) return;
Vector start, end, v_forward, v_right, v_up;
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL ) return;
pPlayer->GetVectors( &v_forward, &v_right, &v_up );
//Get the position of the laser
start = pPlayer->Weapon_ShootPosition( );
start += ( v_forward * 8.0f ) + ( v_right * 3.0f ) + ( v_up * -2.0f );
end = start + ( v_forward * MAX_TRACE_LENGTH );
float angleOffset = ( 1.0f - ( m_flChargeTime - gpGlobals->curtime ) ) / 1.0f; Vector offset[4];
offset[0] = Vector( 0.0f, 0.5f, -0.5f ); offset[1] = Vector( 0.0f, 0.5f, 0.5f ); offset[2] = Vector( 0.0f, -0.5f, -0.5f ); offset[3] = Vector( 0.0f, -0.5f, 0.5f );
QAngle v_ang; Vector v_dir;
angleOffset *= 2.0f;
if ( angleOffset > 1.0f ) angleOffset = 1.0f;
for ( int i = 0; i < 4; i++ ) { Vector ofs = start + ( v_forward * offset[i][0] ) + ( v_right * offset[i][1] ) + ( v_up * offset[i][2] );
float hScale = ( offset[i][1] <= 0.0f ) ? 1.0f : -1.0f; float vScale = ( offset[i][2] <= 0.0f ) ? 1.0f : -1.0f;
VectorAngles( v_forward, v_ang ); v_ang[PITCH] = UTIL_AngleMod( v_ang[PITCH] + ( (1.0f-angleOffset) * 15.0f * vScale ) ); v_ang[YAW] = UTIL_AngleMod( v_ang[YAW] + ( (1.0f-angleOffset) * 15.0f * hScale ) );
AngleVectors( v_ang, &v_dir );
trace_t tr; UTIL_TraceLine( ofs, ofs + ( v_dir * MAX_TRACE_LENGTH ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
UTIL_Beam( ofs, tr.endpos, m_beamIndex, 0, 0, 2.0f, 0.1f, 2, 0, 1, 0, 255, 255, 255, 32, 100 ); UTIL_Beam( ofs, tr.endpos, m_haloIndex, 0, 0, 2.0f, 0.1f, 4, 0, 1, 16, 255, 255, 255, 8, 100 ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::PrimaryAttack( void ) { if ( m_flChargeTime >= gpGlobals->curtime ) return; AlertTargets();
WeaponSound( SPECIAL1 );
//UTIL_ScreenShake( GetAbsOrigin(), 10.0f, 100.0f, 2.0f, 128, SHAKE_START, false );
m_flChargeTime = gpGlobals->curtime + 1.0f; m_bFired = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::ItemPostFrame( void ) { //FIXME: UpdateLasers();
if ( ( m_flChargeTime < gpGlobals->curtime ) && ( m_bFired == false ) ) { DelayedFire(); }
BaseClass::ItemPostFrame(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::DelayedFire( void ) { if ( m_flChargeTime >= gpGlobals->curtime ) return;
if ( m_bFired ) return;
m_bFired = true;
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL ) return; // Abort here to handle burst and auto fire modes
if ( (GetMaxClip1() != -1 && m_iClip1 == 0) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) ) return;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
pPlayer->DoMuzzleFlash();
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
if ( GetSequence() != SelectWeightedSequence( ACT_VM_PRIMARYATTACK ) ) { m_flNextPrimaryAttack = gpGlobals->curtime; } // Make sure we don't fire more than the amount in the clip, if this weapon uses clips
if ( UsesClipsForAmmo1() ) { m_iClip1 = m_iClip1 - 1; }
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( ); Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );
//Factor in the view kick
AddViewKick();
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
trace_t tr; UTIL_TraceHull( vecSrc, impactPoint, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
CreateConcussiveBlast( tr.endpos, tr.plane.normal, this, 1.0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCGuard::AddViewKick( void ) { //Get the view kick
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL ) return;
color32 white = {255, 255, 255, 64}; UTIL_ScreenFade( pPlayer, white, 0.1, 0, FFADE_IN );
//Disorient the player
QAngle angles = pPlayer->GetLocalAngles();
angles.x += random->RandomInt( -5, 5 ); angles.y += random->RandomInt( -8, 8 ); angles.z = 0.0f;
SetLocalAngles( angles );
pPlayer->SnapEyeAngles( angles ); pPlayer->ViewPunch( QAngle( random->RandomInt( -8, -12 ), random->RandomInt( -2, 2 ), random->RandomInt( -8, 8 ) ) ); }
#endif
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