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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "Sprite.h"
#include "EnvLaser.h"
#include "basecombatweapon.h"
#include "explode.h"
#include "eventqueue.h"
#include "gamerules.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "soundent.h"
#include "ndebugoverlay.h"
#include "grenade_beam.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "triggers.h"
#include "physics_cannister.h"
#include "player.h"
#include "entitylist.h"
#define SF_TANK_ACTIVE 0x0001
#define SF_TANK_PLAYER 0x0002
#define SF_TANK_HUMANS 0x0004
#define SF_TANK_ALIENS 0x0008
#define SF_TANK_LINEOFSIGHT 0x0010
#define SF_TANK_CANCONTROL 0x0020
#define SF_TANK_DAMAGE_KICK 0x0040 // Kick when take damage
#define SF_TANK_AIM_AT_POS 0x0080 // Aim at a particular position
#define SF_TANK_SOUNDON 0x8000
enum TANKBULLET { TANK_BULLET_NONE = 0, TANK_BULLET_SMALL = 1, TANK_BULLET_MEDIUM = 2, TANK_BULLET_LARGE = 3, };
#define FUNCTANK_FIREVOLUME 1000
// Custom damage
// env_laser (duration is 0.5 rate of fire)
// rockets
// explosion?
class CFuncTank : public CBaseEntity { DECLARE_CLASS( CFuncTank, CBaseEntity ); public: ~CFuncTank( void ); void Spawn( void ); void Activate( void ); void Precache( void ); bool CreateVPhysics( void ); bool KeyValue( const char *szKeyName, const char *szValue );
int ObjectCaps( void ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void Think( void ); void TrackTarget( void ); int DrawDebugTextOverlays(void);
virtual void FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ); virtual void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
void StartRotSound( void ); void StopRotSound( void );
inline bool IsActive( void ) { return (m_spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
// Input handlers.
void InputActivate( inputdata_t &inputdata ); void InputDeactivate( inputdata_t &inputdata ); void InputSetFireRate( inputdata_t &inputdata ); void InputSetTargetPosition( inputdata_t &inputdata ); void InputSetTargetEntityName( inputdata_t &inputdata ); void InputSetTargetEntity( inputdata_t &inputdata );
void TankActivate(void); void TankDeactivate(void);
inline bool CanFire( void ); bool InRange( float range );
void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, trace_t &tr ); void TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType);
Vector WorldBarrelPosition( void ) { EntityMatrix tmp; tmp.InitFromEntity( this ); return tmp.LocalToWorld( m_barrelPos ); }
void UpdateMatrix( void ) { m_parentMatrix.InitFromEntity( GetParent() ? GetParent() : NULL ); } QAngle AimBarrelAt( const Vector &parentTarget );
bool ShouldSavePhysics() { return false; } DECLARE_DATADESC();
bool OnControls( CBaseEntity *pTest ); bool StartControl( CBasePlayer *pController ); void StopControl( void ); void ControllerPostFrame( void );
CBaseEntity *FindTarget( string_t targetName, CBaseEntity *pActivator );
protected: CBasePlayer* m_pController; float m_flNextAttack; Vector m_vecControllerUsePos; float m_yawCenter; // "Center" yaw
float m_yawRate; // Max turn rate to track targets
float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
// Zero is full rotation
float m_yawTolerance; // Tolerance angle
float m_pitchCenter; // "Center" pitch
float m_pitchRate; // Max turn rate on pitch
float m_pitchRange; // Range of pitch motion as above
float m_pitchTolerance; // Tolerance angle
float m_fireLast; // Last time I fired
float m_fireRate; // How many rounds/second
float m_lastSightTime;// Last time I saw target
float m_persist; // Persistence of firing (how long do I shoot when I can't see)
float m_persist2; // Secondary persistence of firing (randomly shooting when I can't see)
float m_persist2burst;// How long secondary persistence burst lasts
float m_minRange; // Minimum range to aim/track
float m_maxRange; // Max range to aim/track
Vector m_barrelPos; // Length of the freakin barrel
float m_spriteScale; // Scale of any sprites we shoot
string_t m_iszSpriteSmoke; string_t m_iszSpriteFlash; TANKBULLET m_bulletType; // Bullet type
int m_iBulletDamage; // 0 means use Bullet type's default damage
Vector m_sightOrigin; // Last sight of target
int m_spread; // firing spread
string_t m_iszMaster; // Master entity (game_team_master or multisource)
int m_iSmallAmmoType; int m_iMediumAmmoType; int m_iLargeAmmoType;
string_t m_soundStartRotate; string_t m_soundStopRotate; string_t m_soundLoopRotate;
string_t m_targetEntityName; EHANDLE m_hTarget; Vector m_vTargetPosition; EntityMatrix m_parentMatrix;
COutputEvent m_OnFire; COutputEvent m_OnLoseTarget; COutputEvent m_OnAquireTarget;
CHandle<CBaseTrigger> m_hControlVolume; string_t m_iszControlVolume; };
BEGIN_DATADESC( CFuncTank )
DEFINE_KEYFIELD( m_yawRate, FIELD_FLOAT, "yawrate" ), DEFINE_KEYFIELD( m_yawRange, FIELD_FLOAT, "yawrange" ), DEFINE_KEYFIELD( m_yawTolerance, FIELD_FLOAT, "yawtolerance" ), DEFINE_KEYFIELD( m_pitchRate, FIELD_FLOAT, "pitchrate" ), DEFINE_KEYFIELD( m_pitchRange, FIELD_FLOAT, "pitchrange" ), DEFINE_KEYFIELD( m_pitchTolerance, FIELD_FLOAT, "pitchtolerance" ), DEFINE_KEYFIELD( m_fireRate, FIELD_FLOAT, "firerate" ), DEFINE_KEYFIELD( m_persist, FIELD_FLOAT, "persistence" ), DEFINE_KEYFIELD( m_persist2, FIELD_FLOAT, "persistence2" ), DEFINE_KEYFIELD( m_minRange, FIELD_FLOAT, "minRange" ), DEFINE_KEYFIELD( m_maxRange, FIELD_FLOAT, "maxRange" ), DEFINE_KEYFIELD( m_spriteScale, FIELD_FLOAT, "spritescale" ), DEFINE_KEYFIELD( m_iszSpriteSmoke, FIELD_STRING, "spritesmoke" ), DEFINE_KEYFIELD( m_iszSpriteFlash, FIELD_STRING, "spriteflash" ), DEFINE_KEYFIELD( m_bulletType, FIELD_INTEGER, "bullet" ), DEFINE_KEYFIELD( m_spread, FIELD_INTEGER, "firespread" ), DEFINE_KEYFIELD( m_iBulletDamage, FIELD_INTEGER, "bullet_damage" ), DEFINE_KEYFIELD( m_iszMaster, FIELD_STRING, "master" ), DEFINE_KEYFIELD( m_soundStartRotate, FIELD_SOUNDNAME, "rotatestartsound" ), DEFINE_KEYFIELD( m_soundStopRotate, FIELD_SOUNDNAME, "rotatestopsound" ), DEFINE_KEYFIELD( m_soundLoopRotate, FIELD_SOUNDNAME, "rotatesound" ), DEFINE_KEYFIELD( m_iszControlVolume, FIELD_STRING, "control_volume" ), DEFINE_FIELD( m_yawCenter, FIELD_FLOAT ), DEFINE_FIELD( m_pitchCenter, FIELD_FLOAT ), DEFINE_FIELD( m_fireLast, FIELD_TIME ), DEFINE_FIELD( m_lastSightTime, FIELD_TIME ), DEFINE_FIELD( m_barrelPos, FIELD_VECTOR ), DEFINE_FIELD( m_sightOrigin, FIELD_VECTOR ), DEFINE_FIELD( m_pController, FIELD_CLASSPTR ), DEFINE_FIELD( m_vecControllerUsePos, FIELD_VECTOR ), DEFINE_FIELD( m_flNextAttack, FIELD_TIME ), DEFINE_FIELD( m_targetEntityName, FIELD_STRING ), DEFINE_FIELD( m_vTargetPosition, FIELD_VECTOR ), DEFINE_FIELD( m_persist2burst, FIELD_FLOAT), //DEFINE_FIELD( m_parentMatrix, FIELD_MATRIX ), // DON'T SAVE
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_hControlVolume, FIELD_EHANDLE ),
// Do not save these.
//DEFINE_FIELD( m_iSmallAmmoType, FIELD_INTEGER ),
//DEFINE_FIELD( m_iMediumAmmoType, FIELD_INTEGER ),
//DEFINE_FIELD( m_iLargeAmmoType, FIELD_INTEGER ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ), DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ), DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFireRate", InputSetFireRate ), DEFINE_INPUTFUNC( FIELD_VECTOR, "SetTargetPosition", InputSetTargetPosition ), DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetEntityName", InputSetTargetEntityName ), DEFINE_INPUTFUNC( FIELD_EHANDLE, "SetTargetEntity", InputSetTargetEntity ),
// Outputs
DEFINE_OUTPUT(m_OnFire, "OnFire"), DEFINE_OUTPUT(m_OnLoseTarget, "OnLoseTarget"), DEFINE_OUTPUT(m_OnAquireTarget, "OnAquireTarget"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncTank::~CFuncTank( void ) { if ( m_soundLoopRotate != NULL_STRING && (m_spawnflags & SF_TANK_SOUNDON) ) { StopSound( entindex(), CHAN_STATIC, STRING(m_soundLoopRotate) ); } }
int CFuncTank::ObjectCaps( void ) { int iCaps = BaseClass::ObjectCaps();
if ( m_spawnflags & SF_TANK_CANCONTROL ) { iCaps |= FCAP_IMPULSE_USE; }
return iCaps; }
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
inline bool CFuncTank::CanFire( void ) { float flTimeDelay = gpGlobals->curtime - m_lastSightTime; // Fire when can't see enemy if time is less that persistence time
if ( flTimeDelay <= m_persist) { return true; } // Fire when I'm in a persistence2 burst
else if (flTimeDelay <= m_persist2burst) { return true; } // If less than persistence2, occasionally do another burst
else if (flTimeDelay <= m_persist2) { if (random->RandomInt(0,30)==0) { m_persist2burst = flTimeDelay+0.5; return true; } } return false; }
//------------------------------------------------------------------------------
// Purpose: Input handler for activating the tank.
//------------------------------------------------------------------------------
void CFuncTank::InputActivate( inputdata_t &inputdata ) { TankActivate(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::TankActivate(void) { m_spawnflags |= SF_TANK_ACTIVE; SetNextThink( gpGlobals->curtime + 0.1f ); m_fireLast = 0; }
//-----------------------------------------------------------------------------
// Purpose: Input handler for deactivating the tank.
//-----------------------------------------------------------------------------
void CFuncTank::InputDeactivate( inputdata_t &inputdata ) { TankDeactivate(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::TankDeactivate(void) { m_spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing the name of the tank's target entity.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetEntityName( inputdata_t &inputdata ) { m_targetEntityName = inputdata.value.StringID(); m_hTarget = FindTarget( m_targetEntityName, inputdata.pActivator );
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS; }
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting a new target entity by ehandle.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetEntity( inputdata_t &inputdata ) { if (inputdata.value.Entity() != NULL) { m_targetEntityName = inputdata.value.Entity()->GetEntityName(); } else { m_targetEntityName = NULL_STRING; } m_hTarget = inputdata.value.Entity();
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS; }
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the rate of fire in shots per second.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetFireRate( inputdata_t &inputdata ) { m_fireRate = inputdata.value.Float(); }
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the target as a position.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetPosition( inputdata_t &inputdata ) { m_spawnflags |= SF_TANK_AIM_AT_POS; m_hTarget = NULL;
inputdata.value.Vector3D(m_vTargetPosition); }
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CFuncTank::DrawDebugTextOverlays(void) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { // --------------
// State
// --------------
char tempstr[255]; if (IsActive()) { Q_strncpy(tempstr,"State: Active",sizeof(tempstr)); } else { Q_strncpy(tempstr,"State: Inactive",sizeof(tempstr)); } EntityText(text_offset,tempstr,0); text_offset++; // -------------------
// Print Firing Speed
// --------------------
Q_snprintf(tempstr,sizeof(tempstr),"Fire Rate: %f",m_fireRate);
EntityText(text_offset,tempstr,0); text_offset++; // --------------
// Print Target
// --------------
if (m_hTarget!=NULL) { Q_snprintf(tempstr,sizeof(tempstr),"Target: %s",m_hTarget->GetDebugName()); } else { Q_snprintf(tempstr,sizeof(tempstr),"Target: - "); } EntityText(text_offset,tempstr,0); text_offset++;
// --------------
// Target Pos
// --------------
if (m_spawnflags & SF_TANK_AIM_AT_POS) { Q_snprintf(tempstr,sizeof(tempstr),"Aim Pos: %3.0f %3.0f %3.0f",m_vTargetPosition.x,m_vTargetPosition.y,m_vTargetPosition.z); } else { Q_snprintf(tempstr,sizeof(tempstr),"Aim Pos: - "); } EntityText(text_offset,tempstr,0); text_offset++;
} return text_offset; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pAttacker -
// flDamage -
// vecDir -
// ptr -
// bitsDamageType -
//-----------------------------------------------------------------------------
void CFuncTank::TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType) { if (m_spawnflags & SF_TANK_DAMAGE_KICK) { // Deflect the func_tank
// Only adjust yaw for now
if (pAttacker) { Vector vFromAttacker = (pAttacker->EyePosition()-GetAbsOrigin()); vFromAttacker.z = 0; VectorNormalize(vFromAttacker);
Vector vFromAttacker2 = (ptr->endpos-GetAbsOrigin()); vFromAttacker2.z = 0; VectorNormalize(vFromAttacker2);
Vector vCrossProduct; CrossProduct(vFromAttacker,vFromAttacker2, vCrossProduct); Msg( "%f\n",vCrossProduct.z); QAngle angles; angles = GetLocalAngles(); if (vCrossProduct.z > 0) { angles.y += 10; } else { angles.y -= 10; }
// Limit against range in y
if ( angles.y > m_yawCenter + m_yawRange ) { angles.y = m_yawCenter + m_yawRange; } else if ( angles.y < (m_yawCenter - m_yawRange) ) { angles.y = (m_yawCenter - m_yawRange); }
SetLocalAngles( angles ); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : targetName -
// pActivator -
//-----------------------------------------------------------------------------
CBaseEntity *CFuncTank::FindTarget( string_t targetName, CBaseEntity *pActivator ) { return gEntList.FindEntityGenericNearest( STRING( targetName ), GetAbsOrigin(), 0, this, pActivator ); }
//-----------------------------------------------------------------------------
// Purpose: Caches entity key values until spawn is called.
// Input : szKeyName -
// szValue -
// Output :
//-----------------------------------------------------------------------------
bool CFuncTank::KeyValue( const char *szKeyName, const char *szValue ) { if (FStrEq(szKeyName, "barrel")) { m_barrelPos.x = atof(szValue); } else if (FStrEq(szKeyName, "barrely")) { m_barrelPos.y = atof(szValue); } else if (FStrEq(szKeyName, "barrelz")) { m_barrelPos.z = atof(szValue); } else return BaseClass::KeyValue( szKeyName, szValue );
return true; }
static Vector gTankSpread[] = { Vector( 0, 0, 0 ), // perfect
Vector( 0.025, 0.025, 0.025 ), // small cone
Vector( 0.05, 0.05, 0.05 ), // medium cone
Vector( 0.1, 0.1, 0.1 ), // large cone
Vector( 0.25, 0.25, 0.25 ), // extra-large cone
}; #define MAX_FIRING_SPREADS ARRAYSIZE(gTankSpread)
void CFuncTank::Spawn( void ) { Precache();
SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
SetSolid( SOLID_VPHYSICS ); SetModel( STRING( GetModelName() ) );
m_yawCenter = GetLocalAngles().y; m_pitchCenter = GetLocalAngles().x; m_vTargetPosition = vec3_origin;
if ( IsActive() ) SetNextThink( gpGlobals->curtime + 1.0f );
UpdateMatrix();
m_sightOrigin = WorldBarrelPosition(); // Point at the end of the barrel
if ( m_spread > MAX_FIRING_SPREADS ) { m_spread = 0; }
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
if (m_spawnflags & SF_TANK_DAMAGE_KICK) { m_takedamage = DAMAGE_YES; }
// UNDONE: Do this?
//m_targetEntityName = m_target;
CreateVPhysics(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::Activate( void ) { BaseClass::Activate();
m_hControlVolume = NULL;
// Find our control volume
if ( m_iszControlVolume != NULL_STRING ) { m_hControlVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszControlVolume ) ); }
if (( !m_hControlVolume ) && (m_spawnflags & SF_TANK_CANCONTROL)) { Msg( "ERROR: Couldn't find control volume for player-controllable func_tank %s.\n", STRING(GetEntityName()) ); UTIL_Remove( this ); } }
bool CFuncTank::CreateVPhysics() { VPhysicsInitShadow( false, false ); return true; }
void CFuncTank::Precache( void ) { m_iSmallAmmoType = GetAmmoDef()->Index("9mmRound"); m_iMediumAmmoType = GetAmmoDef()->Index("9mmRound"); m_iLargeAmmoType = GetAmmoDef()->Index("12mmRound");
if ( m_iszSpriteSmoke != NULL_STRING ) PrecacheModel( STRING(m_iszSpriteSmoke) ); if ( m_iszSpriteFlash != NULL_STRING ) PrecacheModel( STRING(m_iszSpriteFlash) );
if ( m_soundStartRotate != NULL_STRING ) PrecacheScriptSound( STRING(m_soundStartRotate) ); if ( m_soundStopRotate != NULL_STRING ) PrecacheScriptSound( STRING(m_soundStopRotate) ); if ( m_soundLoopRotate != NULL_STRING ) PrecacheScriptSound( STRING(m_soundLoopRotate) ); }
//==================================================================================
// TANK CONTROLLING
bool CFuncTank::OnControls( CBaseEntity *pTest ) { if ( !(m_spawnflags & SF_TANK_CANCONTROL) ) return FALSE;
Vector offset = pTest->GetLocalOrigin() - GetLocalOrigin();
if ( (m_vecControllerUsePos - pTest->GetLocalOrigin()).Length() < 30 ) return TRUE;
return FALSE; }
bool CFuncTank::StartControl( CBasePlayer *pController ) { if ( m_pController != NULL ) return FALSE;
// Team only or disabled?
if ( m_iszMaster != NULL_STRING ) { if ( !UTIL_IsMasterTriggered( m_iszMaster, pController ) ) return FALSE; }
// Holster player's weapon
m_pController = pController; if ( m_pController->GetActiveWeapon() ) { m_pController->GetActiveWeapon()->Holster(); }
m_pController->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION; m_vecControllerUsePos = m_pController->GetLocalOrigin(); SetNextThink( gpGlobals->curtime + 0.1f ); return TRUE; }
void CFuncTank::StopControl() { // TODO: bring back the controllers current weapon
if ( !m_pController ) return;
if ( m_pController->GetActiveWeapon() ) m_pController->GetActiveWeapon()->Deploy();
m_pController->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION; SetNextThink( TICK_NEVER_THINK ); m_pController = NULL;
if ( IsActive() ) SetNextThink( gpGlobals->curtime + 1.0f ); }
// Called each frame by the player's ItemPostFrame
void CFuncTank::ControllerPostFrame( void ) { Assert(m_pController != NULL);
if ( gpGlobals->curtime < m_flNextAttack ) return;
Vector forward; AngleVectors( GetAbsAngles(), &forward ); if ( m_pController->m_nButtons & IN_ATTACK ) { m_fireLast = gpGlobals->curtime - (1/m_fireRate) - 0.01; // to make sure the gun doesn't fire too many bullets
int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate;
Fire( bulletCount, WorldBarrelPosition(), forward, m_pController ); // HACKHACK -- make some noise (that the AI can hear)
CSoundEnt::InsertSound( SOUND_COMBAT, WorldSpaceCenter(), FUNCTANK_FIREVOLUME, 0.2 );
m_flNextAttack = gpGlobals->curtime + (1/m_fireRate); } }
void CFuncTank::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { if ( m_spawnflags & SF_TANK_CANCONTROL ) { // player controlled turret
CBasePlayer *pPlayer = ToBasePlayer( pActivator ); if ( !pPlayer ) return;
if ( value == 2 && useType == USE_SET ) { ControllerPostFrame(); } else if ( !m_pController && useType != USE_OFF ) { // The player must be within the func_tank controls
Assert( m_hControlVolume ); if ( !m_hControlVolume->IsTouching( pPlayer ) ) return;
pPlayer->SetUseEntity( this ); StartControl( pPlayer ); } else { StopControl(); } } else { if ( !ShouldToggle( useType, IsActive() ) ) return;
if ( IsActive() ) { TankDeactivate(); } else { TankActivate(); } } }
bool CFuncTank::InRange( float range ) { if ( range < m_minRange ) return FALSE; if ( m_maxRange > 0 && range > m_maxRange ) return FALSE;
return TRUE; }
void CFuncTank::Think( void ) { // refresh the matrix
UpdateMatrix();
SetLocalAngularVelocity( vec3_angle ); TrackTarget();
if ( fabs(GetLocalAngularVelocity().x) > 1 || fabs(GetLocalAngularVelocity().y) > 1 ) StartRotSound(); else StopRotSound(); }
//-----------------------------------------------------------------------------
// Purpose: Aim the offset barrel at a position in parent space
// Input : parentTarget - the position of the target in parent space
// Output : Vector - angles in local space
//-----------------------------------------------------------------------------
QAngle CFuncTank::AimBarrelAt( const Vector &parentTarget ) { Vector target = parentTarget - GetLocalOrigin(); float quadTarget = target.LengthSqr(); float quadTargetXY = target.x*target.x + target.y*target.y;
// Target is too close! Can't aim at it
if ( quadTarget <= m_barrelPos.LengthSqr() ) { return GetLocalAngles(); } else { // We're trying to aim the offset barrel at an arbitrary point.
// To calculate this, I think of the target as being on a sphere with
// it's center at the origin of the gun.
// The rotation we need is the opposite of the rotation that moves the target
// along the surface of that sphere to intersect with the gun's shooting direction
// To calculate that rotation, we simply calculate the intersection of the ray
// coming out of the barrel with the target sphere (that's the new target position)
// and use atan2() to get angles
// angles from target pos to center
float targetToCenterYaw = atan2( target.y, target.x ); float centerToGunYaw = atan2( m_barrelPos.y, sqrt( quadTarget - (m_barrelPos.y*m_barrelPos.y) ) );
float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) ); float centerToGunPitch = atan2( -m_barrelPos.z, sqrt( quadTarget - (m_barrelPos.z*m_barrelPos.z) ) ); return QAngle( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw - centerToGunYaw ), 0 ); } }
void CFuncTank::TrackTarget( void ) { trace_t tr; bool updateTime = FALSE, lineOfSight; QAngle angles; Vector barrelEnd; CBaseEntity *pTarget = NULL;
barrelEnd.Init();
// Get a position to aim for
if (m_pController) { // Tanks attempt to mirror the player's angles
angles = m_pController->EyeAngles(); SetNextThink( gpGlobals->curtime + 0.05 ); } else { if ( IsActive() ) { SetNextThink( gpGlobals->curtime + 0.1f ); } else { return; }
// -----------------------------------
// Get world target position
// -----------------------------------
barrelEnd = WorldBarrelPosition(); Vector worldTargetPosition; if (m_spawnflags & SF_TANK_AIM_AT_POS) { worldTargetPosition = m_vTargetPosition; } else { CBaseEntity *pEntity = (CBaseEntity *)m_hTarget; if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) ) { if ( m_targetEntityName != NULL_STRING ) // New HL2 behavior
{ m_hTarget = FindTarget( m_targetEntityName, NULL ); } else // HL1 style
{ m_hTarget = ToBasePlayer( GetContainingEntity( UTIL_FindClientInPVS( edict() ) ) ); }
if ( m_hTarget != NULL ) { SetNextThink( gpGlobals->curtime ); // Think again immediately
} else { if ( IsActive() ) { SetNextThink( gpGlobals->curtime + 2 ); // Wait 2 secs
}
if ( m_fireLast !=0 ) { m_OnLoseTarget.FireOutput(this, this); m_fireLast = 0; } }
return; } pTarget = pEntity;
// Calculate angle needed to aim at target
worldTargetPosition = pEntity->EyePosition(); }
float range = (worldTargetPosition - barrelEnd).Length(); if ( !InRange( range ) ) { m_fireLast = 0; return; }
UTIL_TraceLine( barrelEnd, worldTargetPosition, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if (m_spawnflags & SF_TANK_AIM_AT_POS) { updateTime = TRUE; m_sightOrigin = m_vTargetPosition; } else { lineOfSight = FALSE; // No line of sight, don't track
if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget ) { lineOfSight = TRUE;
CBaseEntity *pInstance = pTarget; if ( InRange( range ) && pInstance && pInstance->IsAlive() ) { updateTime = TRUE;
// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
m_sightOrigin = pInstance->BodyTarget( GetLocalOrigin(), false ); } } }
// Convert targetPosition to parent
angles = AimBarrelAt( m_parentMatrix.WorldToLocal( m_sightOrigin ) ); }
// Force the angles to be relative to the center position
float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter ); float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter ); angles.y = m_yawCenter + offsetY; angles.x = m_pitchCenter + offsetX;
// Limit against range in y
// MDB - don't check pitch! If two func_tanks are meant to align,
// and one can pitch and the other cannot, this can lead to them getting
// different values for angles.y. Nothing is lost by not updating yaw
// because the target is not in pitch range.
bool bOutsideYawRange = ( fabs( offsetY ) > m_yawRange + m_yawTolerance ); bool bOutsidePitchRange = ( fabs( offsetX ) > m_pitchRange + m_pitchTolerance );
Vector vecToTarget = m_sightOrigin - GetLocalOrigin();
// if target is outside yaw range
if ( bOutsideYawRange ) { if ( angles.y > m_yawCenter + m_yawRange ) { angles.y = m_yawCenter + m_yawRange; } else if ( angles.y < (m_yawCenter - m_yawRange) ) { angles.y = (m_yawCenter - m_yawRange); } }
if ( bOutsidePitchRange || bOutsideYawRange || ( vecToTarget.Length() < ( barrelEnd - GetAbsOrigin() ).Length() ) ) { // Don't update if you saw the player, but out of range
updateTime = false; }
if ( updateTime ) { m_lastSightTime = gpGlobals->curtime; m_persist2burst = 0; }
// Move toward target at rate or less
float distY = UTIL_AngleDistance( angles.y, GetLocalAngles().y );
QAngle vecAngVel = GetLocalAngularVelocity(); vecAngVel.y = distY * 10; vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );
// Limit against range in x
angles.x = clamp( angles.x, m_pitchCenter - m_pitchRange, m_pitchCenter + m_pitchRange );
// Move toward target at rate or less
float distX = UTIL_AngleDistance( angles.x, GetLocalAngles().x ); vecAngVel.x = distX * 10; vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate ); SetLocalAngularVelocity( vecAngVel );
SetMoveDoneTime( 0.1 ); if ( m_pController ) return;
if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (m_spawnflags & SF_TANK_LINEOFSIGHT) ) ) { bool fire = FALSE; Vector forward; AngleVectors( GetLocalAngles(), &forward ); forward = m_parentMatrix.ApplyRotation( forward );
if ( m_spawnflags & SF_TANK_LINEOFSIGHT ) { float length = (m_maxRange > 0) ? m_maxRange : MAX_TRACE_LENGTH; UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt == pTarget ) fire = TRUE; } else fire = TRUE;
if ( fire ) { if (m_fireLast == 0) { m_OnAquireTarget.FireOutput(this, this); } FiringSequence( barrelEnd, forward, this ); } else { if (m_fireLast !=0) { m_OnLoseTarget.FireOutput(this, this); } m_fireLast = 0; } } else { if (m_fireLast !=0) { m_OnLoseTarget.FireOutput(this, this); } m_fireLast = 0; } }
//-----------------------------------------------------------------------------
// Purpose: Start of firing sequence. By default, just fire now.
// Input : &barrelEnd -
// &forward -
// *pAttacker -
//-----------------------------------------------------------------------------
void CFuncTank::FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ) { if ( m_fireLast != 0 ) { int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate; if ( bulletCount > 0 ) { Fire( bulletCount, barrelEnd, forward, pAttacker ); m_fireLast = gpGlobals->curtime; } } else { m_fireLast = gpGlobals->curtime; } }
//-----------------------------------------------------------------------------
// Purpose: Fire targets and spawn sprites.
// Input : bulletCount -
// barrelEnd -
// forward -
// pAttacker -
//-----------------------------------------------------------------------------
void CFuncTank::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ) { if ( m_iszSpriteSmoke != NULL_STRING ) { CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE ); pSprite->AnimateAndDie( random->RandomFloat( 15.0, 20.0 ) ); pSprite->SetTransparency( kRenderTransAlpha, m_clrRender->r, m_clrRender->g, m_clrRender->b, 255, kRenderFxNone );
Vector vecVelocity( 0, 0, random->RandomFloat(40, 80) ); pSprite->SetAbsVelocity( vecVelocity ); pSprite->SetScale( m_spriteScale ); } if ( m_iszSpriteFlash != NULL_STRING ) { CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE ); pSprite->AnimateAndDie( 60 ); pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation ); pSprite->SetScale( m_spriteScale ); }
m_OnFire.FireOutput(this, this); }
void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, trace_t &tr ) { Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up ); // get circular gaussian spread
float x, y, z; do { x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5); y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5); z = x*x+y*y; } while (z > 1); Vector vecDir = vecForward + x * vecSpread.x * right + y * vecSpread.y * up; Vector vecEnd; vecEnd = vecStart + vecDir * MAX_TRACE_LENGTH; UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); }
void CFuncTank::StartRotSound( void ) { if ( m_spawnflags & SF_TANK_SOUNDON ) return; m_spawnflags |= SF_TANK_SOUNDON; if ( m_soundLoopRotate != NULL_STRING ) { CPASAttenuationFilter filter( this ); filter.MakeReliable();
EmitSound_t ep; ep.m_nChannel = CHAN_STATIC; ep.m_pSoundName = (char*)STRING(m_soundLoopRotate); ep.m_flVolume = 0.85f; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); } if ( m_soundStartRotate != NULL_STRING ) { CPASAttenuationFilter filter( this );
EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = (char*)STRING(m_soundStartRotate); ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); } }
void CFuncTank::StopRotSound( void ) { if ( m_spawnflags & SF_TANK_SOUNDON ) { if ( m_soundLoopRotate != NULL_STRING ) { StopSound( entindex(), CHAN_STATIC, (char*)STRING(m_soundLoopRotate) ); } if ( m_soundStopRotate != NULL_STRING ) { CPASAttenuationFilter filter( this );
EmitSound_t ep; ep.m_nChannel = CHAN_BODY; ep.m_pSoundName = (char*)STRING(m_soundStopRotate); ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); } } m_spawnflags &= ~SF_TANK_SOUNDON; }
// #############################################################################
// CFuncTankGun
// #############################################################################
class CFuncTankGun : public CFuncTank { public: DECLARE_CLASS( CFuncTankGun, CFuncTank );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ); }; LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun );
void CFuncTankGun::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ) { int i;
for ( i = 0; i < bulletCount; i++ ) { switch( m_bulletType ) { case TANK_BULLET_SMALL: FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], MAX_TRACE_LENGTH, m_iSmallAmmoType, 1, -1, -1, m_iBulletDamage, pAttacker ); break;
case TANK_BULLET_MEDIUM: FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], MAX_TRACE_LENGTH, m_iMediumAmmoType, 1, -1, -1, m_iBulletDamage, pAttacker ); break;
case TANK_BULLET_LARGE: FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], MAX_TRACE_LENGTH, m_iLargeAmmoType, 1, -1, -1, m_iBulletDamage, pAttacker ); break; default: case TANK_BULLET_NONE: break; } } CFuncTank::Fire( bulletCount, barrelEnd, forward, pAttacker ); }
// #############################################################################
// CFuncTankPulseLaser
// #############################################################################
class CFuncTankPulseLaser : public CFuncTankGun { public: DECLARE_CLASS( CFuncTankPulseLaser, CFuncTankGun ); DECLARE_DATADESC();
void Precache(); void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
float m_flPulseSpeed; float m_flPulseWidth; color32 m_flPulseColor; float m_flPulseLife; float m_flPulseLag; string_t m_sPulseFireSound; }; LINK_ENTITY_TO_CLASS( func_tankpulselaser, CFuncTankPulseLaser );
BEGIN_DATADESC( CFuncTankPulseLaser )
DEFINE_KEYFIELD( m_flPulseSpeed, FIELD_FLOAT, "PulseSpeed" ), DEFINE_KEYFIELD( m_flPulseWidth, FIELD_FLOAT, "PulseWidth" ), DEFINE_KEYFIELD( m_flPulseColor, FIELD_COLOR32, "PulseColor" ), DEFINE_KEYFIELD( m_flPulseLife, FIELD_FLOAT, "PulseLife" ), DEFINE_KEYFIELD( m_flPulseLag, FIELD_FLOAT, "PulseLag" ), DEFINE_KEYFIELD( m_sPulseFireSound, FIELD_SOUNDNAME, "PulseFireSound" ),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Precache(void) { UTIL_PrecacheOther( "grenade_beam" );
if ( m_sPulseFireSound != NULL_STRING ) { PrecacheScriptSound( STRING(m_sPulseFireSound) ); } BaseClass::Precache(); } //------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker ) { // --------------------------------------------------
// Get direction vectors for spread
// --------------------------------------------------
Vector vecUp = Vector(0,0,1); Vector vecRight; CrossProduct ( vecForward, vecUp, vecRight ); CrossProduct ( vecForward, -vecRight, vecUp );
for ( int i = 0; i < bulletCount; i++ ) { // get circular gaussian spread
float x, y, z; do { x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5); y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5); z = x*x+y*y; } while (z > 1);
Vector vecDir = vecForward + x * gTankSpread[m_spread].x * vecRight + y * gTankSpread[m_spread].y * vecUp;
CGrenadeBeam *pPulse = CGrenadeBeam::Create( pAttacker, barrelEnd); pPulse->Format(m_flPulseColor, m_flPulseWidth); pPulse->Shoot(vecDir,m_flPulseSpeed,m_flPulseLife,m_flPulseLag,m_iBulletDamage);
if ( m_sPulseFireSound != NULL_STRING ) { CPASAttenuationFilter filter( this, 0.6f );
EmitSound_t ep; ep.m_nChannel = CHAN_WEAPON; ep.m_pSoundName = (char*)STRING(m_sPulseFireSound); ep.m_flVolume = 1.0f; ep.m_SoundLevel = ATTN_TO_SNDLVL( 0.6 );
EmitSound( filter, entindex(), ep ); }
} CFuncTank::Fire( bulletCount, barrelEnd, vecForward, pAttacker ); }
// #############################################################################
// CFuncTankLaser
// #############################################################################
class CFuncTankLaser : public CFuncTank { DECLARE_CLASS( CFuncTankLaser, CFuncTank ); public: void Activate( void ); void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ); void Think( void ); CEnvLaser *GetLaser( void ); void UpdateOnRemove( void );
DECLARE_DATADESC();
private: CEnvLaser *m_pLaser; float m_laserTime; string_t m_iszLaserName; }; LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser );
BEGIN_DATADESC( CFuncTankLaser )
DEFINE_KEYFIELD( m_iszLaserName, FIELD_STRING, "laserentity" ),
DEFINE_FIELD( m_pLaser, FIELD_CLASSPTR ), DEFINE_FIELD( m_laserTime, FIELD_TIME ),
END_DATADESC()
void CFuncTankLaser::Activate( void ) { BaseClass::Activate();
if ( !GetLaser() ) { UTIL_Remove(this); Warning( "Laser tank with no env_laser!\n" ); } else { m_pLaser->TurnOff(); } }
void CFuncTankLaser::UpdateOnRemove( void ) { if( GetLaser() ) { m_pLaser->TurnOff(); }
BaseClass::UpdateOnRemove(); }
CEnvLaser *CFuncTankLaser::GetLaser( void ) { if ( m_pLaser ) return m_pLaser;
CBaseEntity *pLaser = gEntList.FindEntityByName( NULL, m_iszLaserName ); while ( pLaser ) { // Found the landmark
if ( FClassnameIs( pLaser, "env_laser" ) ) { m_pLaser = (CEnvLaser *)pLaser; break; } else { pLaser = gEntList.FindEntityByName( pLaser, m_iszLaserName ); } }
return m_pLaser; }
void CFuncTankLaser::Think( void ) { if ( m_pLaser && (gpGlobals->curtime > m_laserTime) ) m_pLaser->TurnOff();
CFuncTank::Think(); }
void CFuncTankLaser::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ) { int i; trace_t tr;
if ( GetLaser() ) { for ( i = 0; i < bulletCount; i++ ) { m_pLaser->SetLocalOrigin( barrelEnd ); TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr ); m_laserTime = gpGlobals->curtime; m_pLaser->TurnOn(); m_pLaser->SetFireTime( gpGlobals->curtime - 1.0 ); m_pLaser->FireAtPoint( tr ); m_pLaser->SetNextThink( TICK_NEVER_THINK ); } CFuncTank::Fire( bulletCount, barrelEnd, forward, this ); } }
class CFuncTankRocket : public CFuncTank { public: DECLARE_CLASS( CFuncTankRocket, CFuncTank );
void Precache( void ); void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ); }; LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket );
void CFuncTankRocket::Precache( void ) { UTIL_PrecacheOther( "rpg_rocket" ); CFuncTank::Precache(); }
void CFuncTankRocket::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ) { int i;
for ( i = 0; i < bulletCount; i++ ) { CBaseEntity *pRocket = CBaseEntity::Create( "rpg_rocket", barrelEnd, GetAbsAngles(), this ); pRocket->SetAbsAngles( GetAbsAngles() ); } CFuncTank::Fire( bulletCount, barrelEnd, forward, this ); }
class CFuncTankMortar : public CFuncTank { public: DECLARE_CLASS( CFuncTankMortar, CFuncTank );
void Precache( void ); void FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ); void Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker ); void ShootGun(void); // Input handlers.
void InputShootGun( inputdata_t &inputdata );
DECLARE_DATADESC();
int m_Magnitude; float m_fireDelay; string_t m_fireStartSound; string_t m_fireEndSound;
// store future firing event
CBaseEntity *m_pAttacker; };
LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar );
BEGIN_DATADESC( CFuncTankMortar )
DEFINE_KEYFIELD( m_Magnitude, FIELD_INTEGER, "iMagnitude" ), DEFINE_KEYFIELD( m_fireDelay, FIELD_FLOAT, "firedelay" ), DEFINE_KEYFIELD( m_fireStartSound, FIELD_STRING, "firestartsound" ), DEFINE_KEYFIELD( m_fireEndSound, FIELD_STRING, "fireendsound" ),
DEFINE_FIELD( m_pAttacker, FIELD_CLASSPTR ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ShootGun", InputShootGun ),
END_DATADESC()
void CFuncTankMortar::Precache( void ) { if ( m_fireStartSound != NULL_STRING ) PrecacheScriptSound( STRING(m_fireStartSound) ); if ( m_fireEndSound != NULL_STRING ) PrecacheScriptSound( STRING(m_fireEndSound) ); BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Input handler to make the tank shoot.
//-----------------------------------------------------------------------------
void CFuncTankMortar::InputShootGun( inputdata_t &inputdata ) { ShootGun(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankMortar::ShootGun( void ) { Vector forward; AngleVectors( GetLocalAngles(), &forward ); UpdateMatrix(); forward = m_parentMatrix.ApplyRotation( forward );
// use cached firing state
Fire( 1, WorldBarrelPosition(), forward, m_pAttacker ); }
void CFuncTankMortar::FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ) { if ( m_fireLast != 0 ) { int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate; // Only create 1 explosion
if ( bulletCount > 0 ) { // fire in "firedelay" seconds
if ( m_fireStartSound != NULL_STRING ) { CPASAttenuationFilter filter( this );
EmitSound_t ep; ep.m_nChannel = CHAN_WEAPON; ep.m_pSoundName = (char*)STRING(m_fireStartSound); ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); }
if ( m_fireDelay != 0 ) { g_EventQueue.AddEvent( this, "ShootGun", m_fireDelay, pAttacker, this, 0 ); } else { ShootGun(); } m_fireLast = gpGlobals->curtime; } } else { m_fireLast = gpGlobals->curtime; } }
void CFuncTankMortar::Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker ) { if ( m_fireEndSound != NULL_STRING ) { CPASAttenuationFilter filter( this ); EmitSound_t ep; ep.m_nChannel = CHAN_WEAPON; ep.m_pSoundName = STRING(m_fireEndSound); ep.m_flVolume = 1.0f; ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep ); }
trace_t tr;
TankTrace( barrelEnd, vecForward, gTankSpread[m_spread], tr );
const CBaseEntity * ent = NULL; if ( g_pGameRules->IsMultiplayer() ) { // temp remove suppress host
ent = te->GetSuppressHost(); te->SetSuppressHost( NULL ); }
ExplosionCreate( tr.endpos, GetAbsAngles(), this, m_Magnitude, 0, true );
if ( g_pGameRules->IsMultiplayer() ) { te->SetSuppressHost( (CBaseEntity *) ent ); }
BaseClass::Fire( bulletCount, barrelEnd, vecForward, this ); }
//-----------------------------------------------------------------------------
// Purpose: Func tank that fires physics cannisters placed on it
//-----------------------------------------------------------------------------
class CFuncTankPhysCannister : public CFuncTank { public: DECLARE_CLASS( CFuncTankPhysCannister, CFuncTank ); DECLARE_DATADESC();
void Activate( void ); void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
protected: string_t m_iszBarrelVolume; CHandle<CBaseTrigger> m_hBarrelVolume; };
LINK_ENTITY_TO_CLASS( func_tankphyscannister, CFuncTankPhysCannister );
BEGIN_DATADESC( CFuncTankPhysCannister )
DEFINE_KEYFIELD( m_iszBarrelVolume, FIELD_STRING, "barrel_volume" ), DEFINE_FIELD( m_hBarrelVolume, FIELD_EHANDLE ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankPhysCannister::Activate( void ) { BaseClass::Activate();
m_hBarrelVolume = NULL;
// Find our barrel volume
if ( m_iszBarrelVolume != NULL_STRING ) { m_hBarrelVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszBarrelVolume ) ); }
if ( !m_hBarrelVolume ) { Msg("ERROR: Couldn't find barrel volume for func_tankphyscannister %s.\n", STRING(GetEntityName()) ); UTIL_Remove( this ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankPhysCannister::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker ) { Assert( m_hBarrelVolume );
// Do we have a cannister in our barrel volume?
CPhysicsCannister *pCannister = (CPhysicsCannister *)m_hBarrelVolume->GetTouchedEntityOfType( "physics_cannister" ); if ( !pCannister ) { // Play a no-ammo sound
return; }
// Fire the cannister!
pCannister->CannisterFire( pAttacker ); }
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