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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "movie_explosion.h"
#include "soundent.h"
#include "player.h"
#include "rope.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "explode.h"
#include "util.h"
#include "in_buttons.h"
#include "weapon_rpg.h"
#include "shake.h"
#include "ai_basenpc.h"
#include "ai_squad.h"
#include "te_effect_dispatch.h"
#include "triggers.h"
#include "smoke_trail.h"
#include "collisionutils.h"
#include "hl2_shareddefs.h"
#include "rumble_shared.h"
#include "gamestats.h"
#ifdef PORTAL
#include "portal_util_shared.h"
#endif
#ifdef HL2_DLL
extern int g_interactionPlayerLaunchedRPG; #endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define RPG_SPEED 1500
static ConVar sk_apc_missile_damage("sk_apc_missile_damage", "15"); ConVar rpg_missle_use_custom_detonators( "rpg_missle_use_custom_detonators", "1" );
#define APC_MISSILE_DAMAGE sk_apc_missile_damage.GetFloat()
const char *g_pLaserDotThink = "LaserThinkContext";
//-----------------------------------------------------------------------------
// Laser Dot
//-----------------------------------------------------------------------------
class CLaserDot : public CSprite { DECLARE_CLASS( CLaserDot, CSprite ); public:
CLaserDot( void ); ~CLaserDot( void );
static CLaserDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true );
void SetTargetEntity( CBaseEntity *pTarget ) { m_hTargetEnt = pTarget; } CBaseEntity *GetTargetEntity( void ) { return m_hTargetEnt; }
void SetLaserPosition( const Vector &origin, const Vector &normal ); Vector GetChasePosition(); void TurnOn( void ); void TurnOff( void ); bool IsOn() const { return m_bIsOn; }
void Toggle( void );
void LaserThink( void );
int ObjectCaps() { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
void MakeInvisible( void );
protected: Vector m_vecSurfaceNormal; EHANDLE m_hTargetEnt; bool m_bVisibleLaserDot; bool m_bIsOn;
DECLARE_DATADESC(); public: CLaserDot *m_pNext; };
// a list of laser dots to search quickly
CEntityClassList<CLaserDot> g_LaserDotList; template <> CLaserDot *CEntityClassList<CLaserDot>::m_pClassList = NULL; CLaserDot *GetLaserDotList() { return g_LaserDotList.m_pClassList; }
BEGIN_DATADESC( CMissile )
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ), DEFINE_FIELD( m_hRocketTrail, FIELD_EHANDLE ), DEFINE_FIELD( m_flAugerTime, FIELD_TIME ), DEFINE_FIELD( m_flMarkDeadTime, FIELD_TIME ), DEFINE_FIELD( m_flGracePeriodEndsAt, FIELD_TIME ), DEFINE_FIELD( m_flDamage, FIELD_FLOAT ), DEFINE_FIELD( m_bCreateDangerSounds, FIELD_BOOLEAN ), // Function Pointers
DEFINE_FUNCTION( MissileTouch ), DEFINE_FUNCTION( AccelerateThink ), DEFINE_FUNCTION( AugerThink ), DEFINE_FUNCTION( IgniteThink ), DEFINE_FUNCTION( SeekThink ),
END_DATADESC() LINK_ENTITY_TO_CLASS( rpg_missile, CMissile );
class CWeaponRPG;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMissile::CMissile() { m_hRocketTrail = NULL; m_bCreateDangerSounds = false; }
CMissile::~CMissile() { }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CMissile::Precache( void ) { PrecacheModel( "models/weapons/w_missile.mdl" ); PrecacheModel( "models/weapons/w_missile_launch.mdl" ); PrecacheModel( "models/weapons/w_missile_closed.mdl" ); }
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CMissile::Spawn( void ) { Precache();
SetSolid( SOLID_BBOX ); SetModel("models/weapons/w_missile_launch.mdl"); UTIL_SetSize( this, -Vector(4,4,4), Vector(4,4,4) );
SetTouch( &CMissile::MissileTouch );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); SetThink( &CMissile::IgniteThink ); SetNextThink( gpGlobals->curtime + 0.3f ); SetDamage( 200.0f );
m_takedamage = DAMAGE_YES; m_iHealth = m_iMaxHealth = 100; m_bloodColor = DONT_BLEED; m_flGracePeriodEndsAt = 0;
AddFlag( FL_OBJECT ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CMissile::Event_Killed( const CTakeDamageInfo &info ) { m_takedamage = DAMAGE_NO;
ShotDown(); }
unsigned int CMissile::PhysicsSolidMaskForEntity( void ) const { return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX; }
//---------------------------------------------------------
//---------------------------------------------------------
int CMissile::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { if ( ( info.GetDamageType() & (DMG_MISSILEDEFENSE | DMG_AIRBOAT) ) == false ) return 0;
bool bIsDamaged; if( m_iHealth <= AugerHealth() ) { // This missile is already damaged (i.e., already running AugerThink)
bIsDamaged = true; } else { // This missile isn't damaged enough to wobble in flight yet
bIsDamaged = false; } int nRetVal = BaseClass::OnTakeDamage_Alive( info );
if( !bIsDamaged ) { if ( m_iHealth <= AugerHealth() ) { ShotDown(); } }
return nRetVal; }
//-----------------------------------------------------------------------------
// Purpose: Stops any kind of tracking and shoots dumb
//-----------------------------------------------------------------------------
void CMissile::DumbFire( void ) { SetThink( NULL ); SetMoveType( MOVETYPE_FLY );
SetModel("models/weapons/w_missile.mdl"); UTIL_SetSize( this, vec3_origin, vec3_origin );
EmitSound( "Missile.Ignite" );
// Smoke trail.
CreateSmokeTrail(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::SetGracePeriod( float flGracePeriod ) { m_flGracePeriodEndsAt = gpGlobals->curtime + flGracePeriod;
// Go non-solid until the grace period ends
AddSolidFlags( FSOLID_NOT_SOLID ); }
//---------------------------------------------------------
//---------------------------------------------------------
void CMissile::AccelerateThink( void ) { Vector vecForward;
// !!!UNDONE - make this work exactly the same as HL1 RPG, lest we have looping sound bugs again!
EmitSound( "Missile.Accelerate" );
// SetEffects( EF_LIGHT );
AngleVectors( GetLocalAngles(), &vecForward ); SetAbsVelocity( vecForward * RPG_SPEED );
SetThink( &CMissile::SeekThink ); SetNextThink( gpGlobals->curtime + 0.1f ); }
#define AUGER_YDEVIANCE 20.0f
#define AUGER_XDEVIANCEUP 8.0f
#define AUGER_XDEVIANCEDOWN 1.0f
//---------------------------------------------------------
//---------------------------------------------------------
void CMissile::AugerThink( void ) { // If we've augered long enough, then just explode
if ( m_flAugerTime < gpGlobals->curtime ) { Explode(); return; }
if ( m_flMarkDeadTime < gpGlobals->curtime ) { m_lifeState = LIFE_DYING; }
QAngle angles = GetLocalAngles();
angles.y += random->RandomFloat( -AUGER_YDEVIANCE, AUGER_YDEVIANCE ); angles.x += random->RandomFloat( -AUGER_XDEVIANCEDOWN, AUGER_XDEVIANCEUP );
SetLocalAngles( angles );
Vector vecForward;
AngleVectors( GetLocalAngles(), &vecForward ); SetAbsVelocity( vecForward * 1000.0f );
SetNextThink( gpGlobals->curtime + 0.05f ); }
//-----------------------------------------------------------------------------
// Purpose: Causes the missile to spiral to the ground and explode, due to damage
//-----------------------------------------------------------------------------
void CMissile::ShotDown( void ) { CEffectData data; data.m_vOrigin = GetAbsOrigin();
DispatchEffect( "RPGShotDown", data );
if ( m_hRocketTrail != NULL ) { m_hRocketTrail->m_bDamaged = true; }
SetThink( &CMissile::AugerThink ); SetNextThink( gpGlobals->curtime ); m_flAugerTime = gpGlobals->curtime + 1.5f; m_flMarkDeadTime = gpGlobals->curtime + 0.75;
// Let the RPG start reloading immediately
if ( m_hOwner != NULL ) { m_hOwner->NotifyRocketDied(); m_hOwner = NULL; } }
//-----------------------------------------------------------------------------
// The actual explosion
//-----------------------------------------------------------------------------
void CMissile::DoExplosion( void ) { // Explode
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), GetOwnerEntity(), GetDamage(), CMissile::EXPLOSION_RADIUS, SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::Explode( void ) { // Don't explode against the skybox. Just pretend that
// the missile flies off into the distance.
Vector forward;
GetVectors( &forward, NULL, NULL );
trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + forward * 16, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_takedamage = DAMAGE_NO; SetSolid( SOLID_NONE ); if( tr.fraction == 1.0 || !(tr.surface.flags & SURF_SKY) ) { DoExplosion(); }
if( m_hRocketTrail ) { m_hRocketTrail->SetLifetime(0.1f); m_hRocketTrail = NULL; }
if ( m_hOwner != NULL ) { m_hOwner->NotifyRocketDied(); m_hOwner = NULL; }
StopSound( "Missile.Ignite" ); UTIL_Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CMissile::MissileTouch( CBaseEntity *pOther ) { Assert( pOther ); // Don't touch triggers (but DO hit weapons)
if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) && pOther->GetCollisionGroup() != COLLISION_GROUP_WEAPON ) { // Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) ) return; }
Explode(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::CreateSmokeTrail( void ) { if ( m_hRocketTrail ) return;
// Smoke trail.
if ( (m_hRocketTrail = RocketTrail::CreateRocketTrail()) != NULL ) { m_hRocketTrail->m_Opacity = 0.2f; m_hRocketTrail->m_SpawnRate = 100; m_hRocketTrail->m_ParticleLifetime = 0.5f; m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f ); m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 ); m_hRocketTrail->m_StartSize = 8; m_hRocketTrail->m_EndSize = 32; m_hRocketTrail->m_SpawnRadius = 4; m_hRocketTrail->m_MinSpeed = 2; m_hRocketTrail->m_MaxSpeed = 16; m_hRocketTrail->SetLifetime( 999 ); m_hRocketTrail->FollowEntity( this, "0" ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::IgniteThink( void ) { SetMoveType( MOVETYPE_FLY ); SetModel("models/weapons/w_missile.mdl"); UTIL_SetSize( this, vec3_origin, vec3_origin ); RemoveSolidFlags( FSOLID_NOT_SOLID );
//TODO: Play opening sound
Vector vecForward;
EmitSound( "Missile.Ignite" );
AngleVectors( GetLocalAngles(), &vecForward ); SetAbsVelocity( vecForward * RPG_SPEED );
SetThink( &CMissile::SeekThink ); SetNextThink( gpGlobals->curtime );
if ( m_hOwner && m_hOwner->GetOwner() ) { CBasePlayer *pPlayer = ToBasePlayer( m_hOwner->GetOwner() );
if ( pPlayer ) { color32 white = { 255,225,205,64 }; UTIL_ScreenFade( pPlayer, white, 0.1f, 0.0f, FFADE_IN );
pPlayer->RumbleEffect( RUMBLE_RPG_MISSILE, 0, RUMBLE_FLAG_RESTART ); } }
CreateSmokeTrail(); }
//-----------------------------------------------------------------------------
// Gets the shooting position
//-----------------------------------------------------------------------------
void CMissile::GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition ) { if ( pLaserDot->GetOwnerEntity() != NULL ) { //FIXME: Do we care this isn't exactly the muzzle position?
*pShootPosition = pLaserDot->GetOwnerEntity()->WorldSpaceCenter(); } else { *pShootPosition = pLaserDot->GetChasePosition(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
#define RPG_HOMING_SPEED 0.125f
void CMissile::ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed ) { *pHomingSpeed = RPG_HOMING_SPEED; if ( pLaserDot->GetTargetEntity() ) { *pActualDotPosition = pLaserDot->GetChasePosition(); return; }
Vector vLaserStart; GetShootPosition( pLaserDot, &vLaserStart );
//Get the laser's vector
Vector vLaserDir; VectorSubtract( pLaserDot->GetChasePosition(), vLaserStart, vLaserDir ); //Find the length of the current laser
float flLaserLength = VectorNormalize( vLaserDir ); //Find the length from the missile to the laser's owner
float flMissileLength = GetAbsOrigin().DistTo( vLaserStart );
//Find the length from the missile to the laser's position
Vector vecTargetToMissile; VectorSubtract( GetAbsOrigin(), pLaserDot->GetChasePosition(), vecTargetToMissile ); float flTargetLength = VectorNormalize( vecTargetToMissile );
// See if we should chase the line segment nearest us
if ( ( flMissileLength < flLaserLength ) || ( flTargetLength <= 512.0f ) ) { *pActualDotPosition = UTIL_PointOnLineNearestPoint( vLaserStart, pLaserDot->GetChasePosition(), GetAbsOrigin() ); *pActualDotPosition += ( vLaserDir * 256.0f ); } else { // Otherwise chase the dot
*pActualDotPosition = pLaserDot->GetChasePosition(); }
// NDebugOverlay::Line( pLaserDot->GetChasePosition(), vLaserStart, 0, 255, 0, true, 0.05f );
// NDebugOverlay::Line( GetAbsOrigin(), *pActualDotPosition, 255, 0, 0, true, 0.05f );
// NDebugOverlay::Cross3D( *pActualDotPosition, -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMissile::SeekThink( void ) { CBaseEntity *pBestDot = NULL; float flBestDist = MAX_TRACE_LENGTH; float dotDist;
// If we have a grace period, go solid when it ends
if ( m_flGracePeriodEndsAt ) { if ( m_flGracePeriodEndsAt < gpGlobals->curtime ) { RemoveSolidFlags( FSOLID_NOT_SOLID ); m_flGracePeriodEndsAt = 0; } }
//Search for all dots relevant to us
for( CLaserDot *pEnt = GetLaserDotList(); pEnt != NULL; pEnt = pEnt->m_pNext ) { if ( !pEnt->IsOn() ) continue;
if ( pEnt->GetOwnerEntity() != GetOwnerEntity() ) continue;
dotDist = (GetAbsOrigin() - pEnt->GetAbsOrigin()).Length();
//Find closest
if ( dotDist < flBestDist ) { pBestDot = pEnt; flBestDist = dotDist; } }
if( hl2_episodic.GetBool() ) { if( flBestDist <= ( GetAbsVelocity().Length() * 2.5f ) && FVisible( pBestDot->GetAbsOrigin() ) ) { // Scare targets
CSoundEnt::InsertSound( SOUND_DANGER, pBestDot->GetAbsOrigin(), CMissile::EXPLOSION_RADIUS, 0.2f, pBestDot, SOUNDENT_CHANNEL_REPEATED_DANGER, NULL ); } }
if ( rpg_missle_use_custom_detonators.GetBool() ) { for ( int i = gm_CustomDetonators.Count() - 1; i >=0; --i ) { CustomDetonator_t &detonator = gm_CustomDetonators[i]; if ( !detonator.hEntity ) { gm_CustomDetonators.FastRemove( i ); } else { const Vector &vPos = detonator.hEntity->CollisionProp()->WorldSpaceCenter(); if ( detonator.halfHeight > 0 ) { if ( fabsf( vPos.z - GetAbsOrigin().z ) < detonator.halfHeight ) { if ( ( GetAbsOrigin().AsVector2D() - vPos.AsVector2D() ).LengthSqr() < detonator.radiusSq ) { Explode(); return; } } } else { if ( ( GetAbsOrigin() - vPos ).LengthSqr() < detonator.radiusSq ) { Explode(); return; } } } } }
//If we have a dot target
if ( pBestDot == NULL ) { //Think as soon as possible
SetNextThink( gpGlobals->curtime ); return; }
CLaserDot *pLaserDot = (CLaserDot *)pBestDot; Vector targetPos;
float flHomingSpeed; Vector vecLaserDotPosition; ComputeActualDotPosition( pLaserDot, &targetPos, &flHomingSpeed );
if ( IsSimulatingOnAlternateTicks() ) flHomingSpeed *= 2;
Vector vTargetDir; VectorSubtract( targetPos, GetAbsOrigin(), vTargetDir ); float flDist = VectorNormalize( vTargetDir );
if( pLaserDot->GetTargetEntity() != NULL && flDist <= 240.0f && hl2_episodic.GetBool() ) { // Prevent the missile circling the Strider like a Halo in ep1_c17_06. If the missile gets within 20
// feet of a Strider, tighten up the turn speed of the missile so it can break the halo and strike. (sjb 4/27/2006)
if( pLaserDot->GetTargetEntity()->ClassMatches( "npc_strider" ) ) { flHomingSpeed *= 1.75f; } }
Vector vDir = GetAbsVelocity(); float flSpeed = VectorNormalize( vDir ); Vector vNewVelocity = vDir; if ( gpGlobals->frametime > 0.0f ) { if ( flSpeed != 0 ) { vNewVelocity = ( flHomingSpeed * vTargetDir ) + ( ( 1 - flHomingSpeed ) * vDir );
// This computation may happen to cancel itself out exactly. If so, slam to targetdir.
if ( VectorNormalize( vNewVelocity ) < 1e-3 ) { vNewVelocity = (flDist != 0) ? vTargetDir : vDir; } } else { vNewVelocity = vTargetDir; } }
QAngle finalAngles; VectorAngles( vNewVelocity, finalAngles ); SetAbsAngles( finalAngles );
vNewVelocity *= flSpeed; SetAbsVelocity( vNewVelocity );
if( GetAbsVelocity() == vec3_origin ) { // Strange circumstances have brought this missile to halt. Just blow it up.
Explode(); return; }
// Think as soon as possible
SetNextThink( gpGlobals->curtime );
#ifdef HL2_EPISODIC
if ( m_bCreateDangerSounds == true ) { trace_t tr; UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 100, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : &vecOrigin -
// &vecAngles -
// NULL -
//
// Output : CMissile
//-----------------------------------------------------------------------------
CMissile *CMissile::Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner = NULL ) { //CMissile *pMissile = (CMissile *)CreateEntityByName("rpg_missile" );
CMissile *pMissile = (CMissile *) CBaseEntity::Create( "rpg_missile", vecOrigin, vecAngles, CBaseEntity::Instance( pentOwner ) ); pMissile->SetOwnerEntity( Instance( pentOwner ) ); pMissile->Spawn(); pMissile->AddEffects( EF_NOSHADOW ); Vector vecForward; AngleVectors( vecAngles, &vecForward );
pMissile->SetAbsVelocity( vecForward * 300 + Vector( 0,0, 128 ) );
return pMissile; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CUtlVector<CMissile::CustomDetonator_t> CMissile::gm_CustomDetonators;
void CMissile::AddCustomDetonator( CBaseEntity *pEntity, float radius, float height ) { int i = gm_CustomDetonators.AddToTail(); gm_CustomDetonators[i].hEntity = pEntity; gm_CustomDetonators[i].radiusSq = Square( radius ); gm_CustomDetonators[i].halfHeight = height * 0.5f; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CMissile::RemoveCustomDetonator( CBaseEntity *pEntity ) { for ( int i = 0; i < gm_CustomDetonators.Count(); i++ ) { if ( gm_CustomDetonators[i].hEntity == pEntity ) { gm_CustomDetonators.FastRemove( i ); break; } } }
//-----------------------------------------------------------------------------
// This entity is used to create little force boxes that the helicopter
// should avoid.
//-----------------------------------------------------------------------------
class CInfoAPCMissileHint : public CBaseEntity { DECLARE_DATADESC();
public: DECLARE_CLASS( CInfoAPCMissileHint, CBaseEntity );
virtual void Spawn( ); virtual void Activate(); virtual void UpdateOnRemove();
static CBaseEntity *FindAimTarget( CBaseEntity *pMissile, const char *pTargetName, const Vector &vecCurrentTargetPos, const Vector &vecCurrentTargetVel );
private: EHANDLE m_hTarget;
typedef CHandle<CInfoAPCMissileHint> APCMissileHintHandle_t; static CUtlVector< APCMissileHintHandle_t > s_APCMissileHints; };
//-----------------------------------------------------------------------------
//
// This entity is used to create little force boxes that the helicopters should avoid.
//
//-----------------------------------------------------------------------------
CUtlVector< CInfoAPCMissileHint::APCMissileHintHandle_t > CInfoAPCMissileHint::s_APCMissileHints;
LINK_ENTITY_TO_CLASS( info_apc_missile_hint, CInfoAPCMissileHint );
BEGIN_DATADESC( CInfoAPCMissileHint ) DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ), END_DATADESC()
//-----------------------------------------------------------------------------
// Spawn, remove
//-----------------------------------------------------------------------------
void CInfoAPCMissileHint::Spawn( ) { SetModel( STRING( GetModelName() ) ); SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_NOT_SOLID ); AddEffects( EF_NODRAW ); }
void CInfoAPCMissileHint::Activate( ) { BaseClass::Activate();
m_hTarget = gEntList.FindEntityByName( NULL, m_target ); if ( m_hTarget == NULL ) { DevWarning( "%s: Could not find target '%s'!\n", GetClassname(), STRING( m_target ) ); } else { s_APCMissileHints.AddToTail( this ); } }
void CInfoAPCMissileHint::UpdateOnRemove( ) { s_APCMissileHints.FindAndRemove( this ); BaseClass::UpdateOnRemove(); }
//-----------------------------------------------------------------------------
// Where are how should we avoid?
//-----------------------------------------------------------------------------
#define HINT_PREDICTION_TIME 3.0f
CBaseEntity *CInfoAPCMissileHint::FindAimTarget( CBaseEntity *pMissile, const char *pTargetName, const Vector &vecCurrentEnemyPos, const Vector &vecCurrentEnemyVel ) { if ( !pTargetName ) return NULL;
float flOOSpeed = pMissile->GetAbsVelocity().Length(); if ( flOOSpeed != 0.0f ) { flOOSpeed = 1.0f / flOOSpeed; }
for ( int i = s_APCMissileHints.Count(); --i >= 0; ) { CInfoAPCMissileHint *pHint = s_APCMissileHints[i]; if ( !pHint->NameMatches( pTargetName ) ) continue;
if ( !pHint->m_hTarget ) continue;
Vector vecMissileToHint, vecMissileToEnemy; VectorSubtract( pHint->m_hTarget->WorldSpaceCenter(), pMissile->GetAbsOrigin(), vecMissileToHint ); VectorSubtract( vecCurrentEnemyPos, pMissile->GetAbsOrigin(), vecMissileToEnemy ); float flDistMissileToHint = VectorNormalize( vecMissileToHint ); VectorNormalize( vecMissileToEnemy ); if ( DotProduct( vecMissileToHint, vecMissileToEnemy ) < 0.866f ) continue;
// Determine when the target will be inside the volume.
// Project at most 3 seconds in advance
Vector vecRayDelta; VectorMultiply( vecCurrentEnemyVel, HINT_PREDICTION_TIME, vecRayDelta );
BoxTraceInfo_t trace; if ( !IntersectRayWithOBB( vecCurrentEnemyPos, vecRayDelta, pHint->CollisionProp()->CollisionToWorldTransform(), pHint->CollisionProp()->OBBMins(), pHint->CollisionProp()->OBBMaxs(), 0.0f, &trace )) { continue; }
// Determine the amount of time it would take the missile to reach the target
// If we can reach the target within the time it takes for the enemy to reach the
float tSqr = flDistMissileToHint * flOOSpeed / HINT_PREDICTION_TIME; if ( (tSqr < (trace.t1 * trace.t1)) || (tSqr > (trace.t2 * trace.t2)) ) continue;
return pHint->m_hTarget; }
return NULL; }
//-----------------------------------------------------------------------------
// a list of missiles to search quickly
//-----------------------------------------------------------------------------
CEntityClassList<CAPCMissile> g_APCMissileList; template <> CAPCMissile *CEntityClassList<CAPCMissile>::m_pClassList = NULL; CAPCMissile *GetAPCMissileList() { return g_APCMissileList.m_pClassList; }
//-----------------------------------------------------------------------------
// Finds apc missiles in cone
//-----------------------------------------------------------------------------
CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle ) { float flCosAngle = cos( DEG2RAD( flAngle ) ); for( CAPCMissile *pEnt = GetAPCMissileList(); pEnt != NULL; pEnt = pEnt->m_pNext ) { if ( !pEnt->IsSolid() ) continue;
Vector vecDelta; VectorSubtract( pEnt->GetAbsOrigin(), vecOrigin, vecDelta ); VectorNormalize( vecDelta ); float flDot = DotProduct( vecDelta, vecDirection ); if ( flDot > flCosAngle ) return pEnt; }
return NULL; }
//-----------------------------------------------------------------------------
//
// Specialized version of the missile
//
//-----------------------------------------------------------------------------
#define MAX_HOMING_DISTANCE 2250.0f
#define MIN_HOMING_DISTANCE 1250.0f
#define MAX_NEAR_HOMING_DISTANCE 1750.0f
#define MIN_NEAR_HOMING_DISTANCE 1000.0f
#define DOWNWARD_BLEND_TIME_START 0.2f
#define MIN_HEIGHT_DIFFERENCE 250.0f
#define MAX_HEIGHT_DIFFERENCE 550.0f
#define CORRECTION_TIME 0.2f
#define APC_LAUNCH_HOMING_SPEED 0.1f
#define APC_HOMING_SPEED 0.025f
#define HOMING_SPEED_ACCEL 0.01f
BEGIN_DATADESC( CAPCMissile )
DEFINE_FIELD( m_flReachedTargetTime, FIELD_TIME ), DEFINE_FIELD( m_flIgnitionTime, FIELD_TIME ), DEFINE_FIELD( m_bGuidingDisabled, FIELD_BOOLEAN ), DEFINE_FIELD( m_hSpecificTarget, FIELD_EHANDLE ), DEFINE_FIELD( m_strHint, FIELD_STRING ), DEFINE_FIELD( m_flLastHomingSpeed, FIELD_FLOAT ), // DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
DEFINE_THINKFUNC( BeginSeekThink ), DEFINE_THINKFUNC( AugerStartThink ), DEFINE_THINKFUNC( ExplodeThink ), DEFINE_THINKFUNC( APCSeekThink ),
DEFINE_FUNCTION( APCMissileTouch ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( apc_missile, CAPCMissile );
CAPCMissile *CAPCMissile::Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner ) { CAPCMissile *pMissile = (CAPCMissile *)CBaseEntity::Create( "apc_missile", vecOrigin, vecAngles, pOwner ); pMissile->SetOwnerEntity( pOwner ); pMissile->Spawn(); pMissile->SetAbsVelocity( vecVelocity ); pMissile->AddFlag( FL_NOTARGET ); pMissile->AddEffects( EF_NOSHADOW ); return pMissile; }
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CAPCMissile::CAPCMissile() { g_APCMissileList.Insert( this ); }
CAPCMissile::~CAPCMissile() { g_APCMissileList.Remove( this ); }
//-----------------------------------------------------------------------------
// Shared initialization code
//-----------------------------------------------------------------------------
void CAPCMissile::Init() { SetMoveType( MOVETYPE_FLY ); SetModel("models/weapons/w_missile.mdl"); UTIL_SetSize( this, vec3_origin, vec3_origin ); CreateSmokeTrail(); SetTouch( &CAPCMissile::APCMissileTouch ); m_flLastHomingSpeed = APC_HOMING_SPEED; CreateDangerSounds( true );
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) { AddFlag( FL_AIMTARGET ); } }
//-----------------------------------------------------------------------------
// For hitting a specific target
//-----------------------------------------------------------------------------
void CAPCMissile::AimAtSpecificTarget( CBaseEntity *pTarget ) { m_hSpecificTarget = pTarget; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CAPCMissile::APCMissileTouch( CBaseEntity *pOther ) { Assert( pOther ); if ( !pOther->IsSolid() && !pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) return;
Explode(); }
//-----------------------------------------------------------------------------
// Specialized version of the missile
//-----------------------------------------------------------------------------
void CAPCMissile::IgniteDelay( void ) { m_flIgnitionTime = gpGlobals->curtime + 0.3f;
SetThink( &CAPCMissile::BeginSeekThink ); SetNextThink( m_flIgnitionTime ); Init(); AddSolidFlags( FSOLID_NOT_SOLID ); }
void CAPCMissile::AugerDelay( float flDelay ) { m_flIgnitionTime = gpGlobals->curtime; SetThink( &CAPCMissile::AugerStartThink ); SetNextThink( gpGlobals->curtime + flDelay ); Init(); DisableGuiding(); }
void CAPCMissile::AugerStartThink() { if ( m_hRocketTrail != NULL ) { m_hRocketTrail->m_bDamaged = true; } m_flAugerTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f ); SetThink( &CAPCMissile::AugerThink ); SetNextThink( gpGlobals->curtime ); }
void CAPCMissile::ExplodeDelay( float flDelay ) { m_flIgnitionTime = gpGlobals->curtime; SetThink( &CAPCMissile::ExplodeThink ); SetNextThink( gpGlobals->curtime + flDelay ); Init(); DisableGuiding(); }
void CAPCMissile::BeginSeekThink( void ) { RemoveSolidFlags( FSOLID_NOT_SOLID ); SetThink( &CAPCMissile::APCSeekThink ); SetNextThink( gpGlobals->curtime ); }
void CAPCMissile::APCSeekThink( void ) { BaseClass::SeekThink();
bool bFoundDot = false;
//If we can't find a dot to follow around then just send me wherever I'm facing so I can blow up in peace.
for( CLaserDot *pEnt = GetLaserDotList(); pEnt != NULL; pEnt = pEnt->m_pNext ) { if ( !pEnt->IsOn() ) continue;
if ( pEnt->GetOwnerEntity() != GetOwnerEntity() ) continue;
bFoundDot = true; }
if ( bFoundDot == false ) { Vector vDir = GetAbsVelocity(); VectorNormalize ( vDir );
SetAbsVelocity( vDir * 800 );
SetThink( NULL ); } }
void CAPCMissile::ExplodeThink() { DoExplosion(); }
//-----------------------------------------------------------------------------
// Health lost at which augering starts
//-----------------------------------------------------------------------------
int CAPCMissile::AugerHealth() { return m_iMaxHealth - 25; }
//-----------------------------------------------------------------------------
// Health lost at which augering starts
//-----------------------------------------------------------------------------
void CAPCMissile::DisableGuiding() { m_bGuidingDisabled = true; }
//-----------------------------------------------------------------------------
// Guidance hints
//-----------------------------------------------------------------------------
void CAPCMissile::SetGuidanceHint( const char *pHintName ) { m_strHint = MAKE_STRING( pHintName ); }
//-----------------------------------------------------------------------------
// The actual explosion
//-----------------------------------------------------------------------------
void CAPCMissile::DoExplosion( void ) { if ( GetWaterLevel() != 0 ) { CEffectData data; data.m_vOrigin = WorldSpaceCenter(); data.m_flMagnitude = 128; data.m_flScale = 128; data.m_fFlags = 0; DispatchEffect( "WaterSurfaceExplosion", data ); } else { #ifdef HL2_EPISODIC
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), this, APC_MISSILE_DAMAGE, 100, true, 20000 ); #else
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), GetOwnerEntity(), APC_MISSILE_DAMAGE, 100, true, 20000 ); #endif
} }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCMissile::ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition ) { Vector vecTarget = pTarget->BodyTarget( vecShootPosition, false ); float flShotSpeed = GetAbsVelocity().Length(); if ( flShotSpeed == 0 ) { *pLeadPosition = vecTarget; return; }
Vector vecVelocity = pTarget->GetSmoothedVelocity(); vecVelocity.z = 0.0f; float flTargetSpeed = VectorNormalize( vecVelocity ); Vector vecDelta; VectorSubtract( vecShootPosition, vecTarget, vecDelta ); float flTargetToShooter = VectorNormalize( vecDelta ); float flCosTheta = DotProduct( vecDelta, vecVelocity );
// Law of cosines... z^2 = x^2 + y^2 - 2xy cos Theta
// where z = flShooterToPredictedTargetPosition = flShotSpeed * predicted time
// x = flTargetSpeed * predicted time
// y = flTargetToShooter
// solve for predicted time using at^2 + bt + c = 0, t = (-b +/- sqrt( b^2 - 4ac )) / 2a
float a = flTargetSpeed * flTargetSpeed - flShotSpeed * flShotSpeed; float b = -2.0f * flTargetToShooter * flCosTheta * flTargetSpeed; float c = flTargetToShooter * flTargetToShooter; float flDiscrim = b*b - 4*a*c; if (flDiscrim < 0) { *pLeadPosition = vecTarget; return; }
flDiscrim = sqrt(flDiscrim); float t = (-b + flDiscrim) / (2.0f * a); float t2 = (-b - flDiscrim) / (2.0f * a); if ( t < t2 ) { t = t2; }
if ( t <= 0.0f ) { *pLeadPosition = vecTarget; return; }
VectorMA( vecTarget, flTargetSpeed * t, vecVelocity, *pLeadPosition ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAPCMissile::ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed ) { if ( m_bGuidingDisabled ) { *pActualDotPosition = GetAbsOrigin(); *pHomingSpeed = 0.0f; m_flLastHomingSpeed = *pHomingSpeed; return; }
if ( ( m_strHint != NULL_STRING ) && (!m_hSpecificTarget) ) { Vector vecOrigin, vecVelocity; CBaseEntity *pTarget = pLaserDot->GetTargetEntity(); if ( pTarget ) { vecOrigin = pTarget->BodyTarget( GetAbsOrigin(), false ); vecVelocity = pTarget->GetSmoothedVelocity(); } else { vecOrigin = pLaserDot->GetChasePosition(); vecVelocity = vec3_origin; }
m_hSpecificTarget = CInfoAPCMissileHint::FindAimTarget( this, STRING( m_strHint ), vecOrigin, vecVelocity ); }
CBaseEntity *pLaserTarget = m_hSpecificTarget ? m_hSpecificTarget.Get() : pLaserDot->GetTargetEntity(); if ( !pLaserTarget ) { BaseClass::ComputeActualDotPosition( pLaserDot, pActualDotPosition, pHomingSpeed ); m_flLastHomingSpeed = *pHomingSpeed; return; } if ( pLaserTarget->ClassMatches( "npc_bullseye" ) ) { if ( m_flLastHomingSpeed != RPG_HOMING_SPEED ) { if (m_flLastHomingSpeed > RPG_HOMING_SPEED) { m_flLastHomingSpeed -= HOMING_SPEED_ACCEL * UTIL_GetSimulationInterval(); if ( m_flLastHomingSpeed < RPG_HOMING_SPEED ) { m_flLastHomingSpeed = RPG_HOMING_SPEED; } } else { m_flLastHomingSpeed += HOMING_SPEED_ACCEL * UTIL_GetSimulationInterval(); if ( m_flLastHomingSpeed > RPG_HOMING_SPEED ) { m_flLastHomingSpeed = RPG_HOMING_SPEED; } } } *pHomingSpeed = m_flLastHomingSpeed; *pActualDotPosition = pLaserTarget->WorldSpaceCenter(); return; }
Vector vLaserStart; GetShootPosition( pLaserDot, &vLaserStart ); *pHomingSpeed = APC_LAUNCH_HOMING_SPEED;
//Get the laser's vector
Vector vecTargetPosition = pLaserTarget->BodyTarget( GetAbsOrigin(), false );
// Compute leading position
Vector vecLeadPosition; ComputeLeadingPosition( GetAbsOrigin(), pLaserTarget, &vecLeadPosition );
Vector vecTargetToMissile, vecTargetToShooter; VectorSubtract( GetAbsOrigin(), vecTargetPosition, vecTargetToMissile ); VectorSubtract( vLaserStart, vecTargetPosition, vecTargetToShooter );
*pActualDotPosition = vecLeadPosition;
float flMinHomingDistance = MIN_HOMING_DISTANCE; float flMaxHomingDistance = MAX_HOMING_DISTANCE; float flBlendTime = gpGlobals->curtime - m_flIgnitionTime; if ( flBlendTime > DOWNWARD_BLEND_TIME_START ) { if ( m_flReachedTargetTime != 0.0f ) { *pHomingSpeed = APC_HOMING_SPEED; float flDeltaTime = clamp( gpGlobals->curtime - m_flReachedTargetTime, 0.0f, CORRECTION_TIME ); *pHomingSpeed = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, 0.2f, *pHomingSpeed ); flMinHomingDistance = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, MIN_NEAR_HOMING_DISTANCE, flMinHomingDistance ); flMaxHomingDistance = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, MAX_NEAR_HOMING_DISTANCE, flMaxHomingDistance ); } else { flMinHomingDistance = MIN_NEAR_HOMING_DISTANCE; flMaxHomingDistance = MAX_NEAR_HOMING_DISTANCE; Vector vecDelta; VectorSubtract( GetAbsOrigin(), *pActualDotPosition, vecDelta ); if ( vecDelta.z > MIN_HEIGHT_DIFFERENCE ) { float flClampedHeight = clamp( vecDelta.z, MIN_HEIGHT_DIFFERENCE, MAX_HEIGHT_DIFFERENCE ); float flHeightAdjustFactor = SimpleSplineRemapVal( flClampedHeight, MIN_HEIGHT_DIFFERENCE, MAX_HEIGHT_DIFFERENCE, 0.0f, 1.0f );
vecDelta.z = 0.0f; float flDist = VectorNormalize( vecDelta );
float flForwardOffset = 2000.0f; if ( flDist > flForwardOffset ) { Vector vecNewPosition; VectorMA( GetAbsOrigin(), -flForwardOffset, vecDelta, vecNewPosition ); vecNewPosition.z = pActualDotPosition->z;
VectorLerp( *pActualDotPosition, vecNewPosition, flHeightAdjustFactor, *pActualDotPosition ); } } else { m_flReachedTargetTime = gpGlobals->curtime; } }
// Allows for players right at the edge of rocket range to be threatened
if ( flBlendTime > 0.6f ) { float flTargetLength = GetAbsOrigin().DistTo( pLaserTarget->WorldSpaceCenter() ); flTargetLength = clamp( flTargetLength, flMinHomingDistance, flMaxHomingDistance ); *pHomingSpeed = SimpleSplineRemapVal( flTargetLength, flMaxHomingDistance, flMinHomingDistance, *pHomingSpeed, 0.01f ); } }
float flDot = DotProduct2D( vecTargetToShooter.AsVector2D(), vecTargetToMissile.AsVector2D() ); if ( ( flDot < 0 ) || m_bGuidingDisabled ) { *pHomingSpeed = 0.0f; }
m_flLastHomingSpeed = *pHomingSpeed;
// NDebugOverlay::Line( vecLeadPosition, GetAbsOrigin(), 0, 255, 0, true, 0.05f );
// NDebugOverlay::Line( GetAbsOrigin(), *pActualDotPosition, 255, 0, 0, true, 0.05f );
// NDebugOverlay::Cross3D( *pActualDotPosition, -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.05f );
}
#define RPG_BEAM_SPRITE "effects/laser1_noz.vmt"
#define RPG_LASER_SPRITE "sprites/redglow1.vmt"
//=============================================================================
// RPG
//=============================================================================
BEGIN_DATADESC( CWeaponRPG )
DEFINE_FIELD( m_bInitialStateUpdate,FIELD_BOOLEAN ), DEFINE_FIELD( m_bGuiding, FIELD_BOOLEAN ), DEFINE_FIELD( m_vecNPCLaserDot, FIELD_POSITION_VECTOR ), DEFINE_FIELD( m_hLaserDot, FIELD_EHANDLE ), DEFINE_FIELD( m_hMissile, FIELD_EHANDLE ), DEFINE_FIELD( m_hLaserMuzzleSprite, FIELD_EHANDLE ), DEFINE_FIELD( m_hLaserBeam, FIELD_EHANDLE ), DEFINE_FIELD( m_bHideGuiding, FIELD_BOOLEAN ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CWeaponRPG, DT_WeaponRPG) END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_rpg, CWeaponRPG ); PRECACHE_WEAPON_REGISTER(weapon_rpg);
acttable_t CWeaponRPG::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true },
{ ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true }, { ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true },
{ ACT_IDLE, ACT_IDLE_RPG, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true }, { ACT_WALK, ACT_WALK_RPG, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true }, { ACT_RUN, ACT_RUN_RPG, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true }, { ACT_COVER_LOW, ACT_COVER_LOW_RPG, true }, };
IMPLEMENT_ACTTABLE(CWeaponRPG);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponRPG::CWeaponRPG() { m_bReloadsSingly = true; m_bInitialStateUpdate= false; m_bHideGuiding = false; m_bGuiding = false;
m_fMinRange1 = m_fMinRange2 = 40*12; m_fMaxRange1 = m_fMaxRange2 = 500*12; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponRPG::~CWeaponRPG() { if ( m_hLaserDot != NULL ) { UTIL_Remove( m_hLaserDot ); m_hLaserDot = NULL; }
if ( m_hLaserMuzzleSprite ) { UTIL_Remove( m_hLaserMuzzleSprite ); }
if ( m_hLaserBeam ) { UTIL_Remove( m_hLaserBeam ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::Precache( void ) { BaseClass::Precache();
PrecacheScriptSound( "Missile.Ignite" ); PrecacheScriptSound( "Missile.Accelerate" );
// Laser dot...
PrecacheModel( "sprites/redglow1.vmt" ); PrecacheModel( RPG_LASER_SPRITE ); PrecacheModel( RPG_BEAM_SPRITE );
UTIL_PrecacheOther( "rpg_missile" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::Activate( void ) { BaseClass::Activate();
// Restore the laser pointer after transition
if ( m_bGuiding ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
if ( pOwner->GetActiveWeapon() == this ) { StartGuiding(); } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponRPG::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_SMG1: { if ( m_hMissile != NULL ) return;
Vector muzzlePoint; QAngle vecAngles;
muzzlePoint = GetOwner()->Weapon_ShootPosition();
CAI_BaseNPC *npc = pOperator->MyNPCPointer(); ASSERT( npc != NULL );
Vector vecShootDir = npc->GetActualShootTrajectory( muzzlePoint );
// look for a better launch location
Vector altLaunchPoint; if (GetAttachment( "missile", altLaunchPoint )) { // check to see if it's relativly free
trace_t tr; AI_TraceHull( altLaunchPoint, altLaunchPoint + vecShootDir * (10.0f*12.0f), Vector( -24, -24, -24 ), Vector( 24, 24, 24 ), MASK_NPCSOLID, NULL, &tr );
if( tr.fraction == 1.0) { muzzlePoint = altLaunchPoint; } }
VectorAngles( vecShootDir, vecAngles );
m_hMissile = CMissile::Create( muzzlePoint, vecAngles, GetOwner()->edict() ); m_hMissile->m_hOwner = this;
// NPCs always get a grace period
m_hMissile->SetGracePeriod( 0.5 );
pOperator->DoMuzzleFlash();
WeaponSound( SINGLE_NPC );
// Make sure our laserdot is off
m_bGuiding = false;
if ( m_hLaserDot ) { m_hLaserDot->TurnOff(); } } break;
default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponRPG::HasAnyAmmo( void ) { if ( m_hMissile != NULL ) return true;
return BaseClass::HasAnyAmmo(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponRPG::WeaponShouldBeLowered( void ) { // Lower us if we're out of ammo
if ( !HasAnyAmmo() ) return true; return BaseClass::WeaponShouldBeLowered(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::PrimaryAttack( void ) { // Can't have an active missile out
if ( m_hMissile != NULL ) return;
// Can't be reloading
if ( GetActivity() == ACT_VM_RELOAD ) return;
Vector vecOrigin; Vector vecForward;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
Vector vForward, vRight, vUp;
pOwner->EyeVectors( &vForward, &vRight, &vUp );
Vector muzzlePoint = pOwner->Weapon_ShootPosition() + vForward * 12.0f + vRight * 6.0f + vUp * -3.0f;
QAngle vecAngles; VectorAngles( vForward, vecAngles ); m_hMissile = CMissile::Create( muzzlePoint, vecAngles, GetOwner()->edict() );
m_hMissile->m_hOwner = this;
// If the shot is clear to the player, give the missile a grace period
trace_t tr; Vector vecEye = pOwner->EyePosition(); UTIL_TraceLine( vecEye, vecEye + vForward * 128, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction == 1.0 ) { m_hMissile->SetGracePeriod( 0.3 ); }
DecrementAmmo( GetOwner() );
// Register a muzzleflash for the AI
pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); WeaponSound( SINGLE );
pOwner->RumbleEffect( RUMBLE_SHOTGUN_SINGLE, 0, RUMBLE_FLAG_RESTART );
m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );
// Check to see if we should trigger any RPG firing triggers
int iCount = g_hWeaponFireTriggers.Count(); for ( int i = 0; i < iCount; i++ ) { if ( g_hWeaponFireTriggers[i]->IsTouching( pOwner ) ) { if ( FClassnameIs( g_hWeaponFireTriggers[i], "trigger_rpgfire" ) ) { g_hWeaponFireTriggers[i]->ActivateMultiTrigger( pOwner ); } } }
if( hl2_episodic.GetBool() ) { CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs(); int nAIs = g_AI_Manager.NumAIs();
string_t iszStriderClassname = AllocPooledString( "npc_strider" );
for ( int i = 0; i < nAIs; i++ ) { if( ppAIs[ i ]->m_iClassname == iszStriderClassname ) { ppAIs[ i ]->DispatchInteraction( g_interactionPlayerLaunchedRPG, NULL, m_hMissile ); } } } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOwner -
//-----------------------------------------------------------------------------
void CWeaponRPG::DecrementAmmo( CBaseCombatCharacter *pOwner ) { // Take away our primary ammo type
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CWeaponRPG::SuppressGuiding( bool state ) { m_bHideGuiding = state;
if ( m_hLaserDot == NULL ) { StartGuiding();
//STILL!?
if ( m_hLaserDot == NULL ) return; }
if ( state ) { m_hLaserDot->TurnOff(); } else { m_hLaserDot->TurnOn(); } }
//-----------------------------------------------------------------------------
// Purpose: Override this if we're guiding a missile currently
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponRPG::Lower( void ) { if ( m_hMissile != NULL ) return false;
return BaseClass::Lower(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::ItemPostFrame( void ) { BaseClass::ItemPostFrame();
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer == NULL ) return;
//If we're pulling the weapon out for the first time, wait to draw the laser
if ( ( m_bInitialStateUpdate ) && ( GetActivity() != ACT_VM_DRAW ) ) { StartGuiding(); m_bInitialStateUpdate = false; }
// Supress our guiding effects if we're lowered
if ( GetIdealActivity() == ACT_VM_IDLE_LOWERED || GetIdealActivity() == ACT_VM_RELOAD ) { SuppressGuiding(); } else { SuppressGuiding( false ); }
//Player has toggled guidance state
//Adrian: Players are not allowed to remove the laser guide in single player anymore, bye!
if ( g_pGameRules->IsMultiplayer() == true ) { if ( pPlayer->m_afButtonPressed & IN_ATTACK2 ) { ToggleGuiding(); } }
//Move the laser
UpdateLaserPosition(); UpdateLaserEffects(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Vector
//-----------------------------------------------------------------------------
Vector CWeaponRPG::GetLaserPosition( void ) { CreateLaserPointer();
if ( m_hLaserDot != NULL ) return m_hLaserDot->GetAbsOrigin();
//FIXME: The laser dot sprite is not active, this code should not be allowed!
assert(0); return vec3_origin; }
//-----------------------------------------------------------------------------
// Purpose: NPC RPG users cheat and directly set the laser pointer's origin
// Input : &vecTarget -
//-----------------------------------------------------------------------------
void CWeaponRPG::UpdateNPCLaserPosition( const Vector &vecTarget ) { CreateLaserPointer(); // Turn the laserdot on
m_bGuiding = true; m_hLaserDot->TurnOn();
Vector muzzlePoint = GetOwner()->Weapon_ShootPosition(); Vector vecDir = (vecTarget - muzzlePoint); VectorNormalize( vecDir ); vecDir = muzzlePoint + ( vecDir * MAX_TRACE_LENGTH ); UpdateLaserPosition( muzzlePoint, vecDir );
SetNPCLaserPosition( vecTarget ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::SetNPCLaserPosition( const Vector &vecTarget ) { m_vecNPCLaserDot = vecTarget; //NDebugOverlay::Box( m_vecNPCLaserDot, -Vector(10,10,10), Vector(10,10,10), 255,0,0, 8, 3 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector &CWeaponRPG::GetNPCLaserPosition( void ) { return m_vecNPCLaserDot; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true if the rocket is being guided, false if it's dumb
//-----------------------------------------------------------------------------
bool CWeaponRPG::IsGuiding( void ) { return m_bGuiding; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponRPG::Deploy( void ) { m_bInitialStateUpdate = true;
return BaseClass::Deploy(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponRPG::Holster( CBaseCombatWeapon *pSwitchingTo ) { //Can't have an active missile out
if ( m_hMissile != NULL ) return false;
StopGuiding(); return BaseClass::Holster( pSwitchingTo ); }
//-----------------------------------------------------------------------------
// Purpose: Turn on the guiding laser
//-----------------------------------------------------------------------------
void CWeaponRPG::StartGuiding( void ) { // Don't start back up if we're overriding this
if ( m_bHideGuiding ) return;
m_bGuiding = true;
WeaponSound(SPECIAL1);
CreateLaserPointer(); StartLaserEffects(); }
//-----------------------------------------------------------------------------
// Purpose: Turn off the guiding laser
//-----------------------------------------------------------------------------
void CWeaponRPG::StopGuiding( void ) { m_bGuiding = false;
WeaponSound( SPECIAL2 );
StopLaserEffects();
// Kill the dot completely
if ( m_hLaserDot != NULL ) { m_hLaserDot->TurnOff(); UTIL_Remove( m_hLaserDot ); m_hLaserDot = NULL; } }
//-----------------------------------------------------------------------------
// Purpose: Toggle the guiding laser
//-----------------------------------------------------------------------------
void CWeaponRPG::ToggleGuiding( void ) { if ( IsGuiding() ) { StopGuiding(); } else { StartGuiding(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::Drop( const Vector &vecVelocity ) { StopGuiding();
BaseClass::Drop( vecVelocity ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::UpdateLaserPosition( Vector vecMuzzlePos, Vector vecEndPos ) { if ( vecMuzzlePos == vec3_origin || vecEndPos == vec3_origin ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) return;
vecMuzzlePos = pPlayer->Weapon_ShootPosition(); Vector forward;
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) { forward = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); } else { pPlayer->EyeVectors( &forward ); }
vecEndPos = vecMuzzlePos + ( forward * MAX_TRACE_LENGTH ); }
//Move the laser dot, if active
trace_t tr; // Trace out for the endpoint
#ifdef PORTAL
g_bBulletPortalTrace = true; Ray_t rayLaser; rayLaser.Init( vecMuzzlePos, vecEndPos ); UTIL_Portal_TraceRay( rayLaser, (MASK_SHOT & ~CONTENTS_WINDOW), this, COLLISION_GROUP_NONE, &tr ); g_bBulletPortalTrace = false; #else
UTIL_TraceLine( vecMuzzlePos, vecEndPos, (MASK_SHOT & ~CONTENTS_WINDOW), this, COLLISION_GROUP_NONE, &tr ); #endif
// Move the laser sprite
if ( m_hLaserDot != NULL ) { Vector laserPos = tr.endpos; m_hLaserDot->SetLaserPosition( laserPos, tr.plane.normal ); if ( tr.DidHitNonWorldEntity() ) { CBaseEntity *pHit = tr.m_pEnt;
if ( ( pHit != NULL ) && ( pHit->m_takedamage ) ) { m_hLaserDot->SetTargetEntity( pHit ); } else { m_hLaserDot->SetTargetEntity( NULL ); } } else { m_hLaserDot->SetTargetEntity( NULL ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::CreateLaserPointer( void ) { if ( m_hLaserDot != NULL ) return;
m_hLaserDot = CLaserDot::Create( GetAbsOrigin(), GetOwnerEntity() ); m_hLaserDot->TurnOff();
UpdateLaserPosition(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponRPG::NotifyRocketDied( void ) { m_hMissile = NULL;
Reload(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponRPG::Reload( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner == NULL ) return false;
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) return false;
WeaponSound( RELOAD ); SendWeaponAnim( ACT_VM_RELOAD );
return true; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponRPG::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ) { bool bResult = BaseClass::WeaponLOSCondition( ownerPos, targetPos, bSetConditions );
if( bResult ) { CAI_BaseNPC* npcOwner = GetOwner()->MyNPCPointer();
if( npcOwner ) { trace_t tr;
Vector vecRelativeShootPosition; VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition ); Vector vecMuzzle = ownerPos + vecRelativeShootPosition; Vector vecShootDir = npcOwner->GetActualShootTrajectory( vecMuzzle );
// Make sure I have a good 10 feet of wide clearance in front, or I'll blow my teeth out.
AI_TraceHull( vecMuzzle, vecMuzzle + vecShootDir * (10.0f*12.0f), Vector( -24, -24, -24 ), Vector( 24, 24, 24 ), MASK_NPCSOLID, NULL, &tr );
if( tr.fraction != 1.0f ) bResult = false; } }
return bResult; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponRPG::WeaponRangeAttack1Condition( float flDot, float flDist ) { if ( m_hMissile != NULL ) return 0;
// Ignore vertical distance when doing our RPG distance calculations
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); if ( pNPC ) { CBaseEntity *pEnemy = pNPC->GetEnemy(); Vector vecToTarget = (pEnemy->GetAbsOrigin() - pNPC->GetAbsOrigin()); vecToTarget.z = 0; flDist = vecToTarget.Length(); }
if ( flDist < MIN( m_fMinRange1, m_fMinRange2 ) ) return COND_TOO_CLOSE_TO_ATTACK;
if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return 0;
// See if there's anyone in the way!
CAI_BaseNPC *pOwner = GetOwner()->MyNPCPointer(); ASSERT( pOwner != NULL );
if( pOwner ) { // Make sure I don't shoot the world!
trace_t tr;
Vector vecMuzzle = pOwner->Weapon_ShootPosition(); Vector vecShootDir = pOwner->GetActualShootTrajectory( vecMuzzle );
// Make sure I have a good 10 feet of wide clearance in front, or I'll blow my teeth out.
AI_TraceHull( vecMuzzle, vecMuzzle + vecShootDir * (10.0f*12.0f), Vector( -24, -24, -24 ), Vector( 24, 24, 24 ), MASK_NPCSOLID, NULL, &tr );
if( tr.fraction != 1.0 ) { return COND_WEAPON_SIGHT_OCCLUDED; } }
return COND_CAN_RANGE_ATTACK1; }
//-----------------------------------------------------------------------------
// Purpose: Start the effects on the viewmodel of the RPG
//-----------------------------------------------------------------------------
void CWeaponRPG::StartLaserEffects( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
CBaseViewModel *pBeamEnt = static_cast<CBaseViewModel *>(pOwner->GetViewModel());
if ( m_hLaserBeam == NULL ) { m_hLaserBeam = CBeam::BeamCreate( RPG_BEAM_SPRITE, 1.0f ); if ( m_hLaserBeam == NULL ) { // We were unable to create the beam
Assert(0); return; }
m_hLaserBeam->EntsInit( pBeamEnt, pBeamEnt );
int startAttachment = LookupAttachment( "laser" ); int endAttachment = LookupAttachment( "laser_end" );
m_hLaserBeam->FollowEntity( pBeamEnt ); m_hLaserBeam->SetStartAttachment( startAttachment ); m_hLaserBeam->SetEndAttachment( endAttachment ); m_hLaserBeam->SetNoise( 0 ); m_hLaserBeam->SetColor( 255, 0, 0 ); m_hLaserBeam->SetScrollRate( 0 ); m_hLaserBeam->SetWidth( 0.5f ); m_hLaserBeam->SetEndWidth( 0.5f ); m_hLaserBeam->SetBrightness( 128 ); m_hLaserBeam->SetBeamFlags( SF_BEAM_SHADEIN ); #ifdef PORTAL
m_hLaserBeam->m_bDrawInMainRender = true; m_hLaserBeam->m_bDrawInPortalRender = false; #endif
} else { m_hLaserBeam->SetBrightness( 128 ); }
if ( m_hLaserMuzzleSprite == NULL ) { m_hLaserMuzzleSprite = CSprite::SpriteCreate( RPG_LASER_SPRITE, GetAbsOrigin(), false );
if ( m_hLaserMuzzleSprite == NULL ) { // We were unable to create the sprite
Assert(0); return; }
#ifdef PORTAL
m_hLaserMuzzleSprite->m_bDrawInMainRender = true; m_hLaserMuzzleSprite->m_bDrawInPortalRender = false; #endif
m_hLaserMuzzleSprite->SetAttachment( pOwner->GetViewModel(), LookupAttachment( "laser" ) ); m_hLaserMuzzleSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation ); m_hLaserMuzzleSprite->SetBrightness( 255, 0.5f ); m_hLaserMuzzleSprite->SetScale( 0.25f, 0.5f ); m_hLaserMuzzleSprite->TurnOn(); } else { m_hLaserMuzzleSprite->TurnOn(); m_hLaserMuzzleSprite->SetScale( 0.25f, 0.25f ); m_hLaserMuzzleSprite->SetBrightness( 255 ); } }
//-----------------------------------------------------------------------------
// Purpose: Stop the effects on the viewmodel of the RPG
//-----------------------------------------------------------------------------
void CWeaponRPG::StopLaserEffects( void ) { if ( m_hLaserBeam != NULL ) { m_hLaserBeam->SetBrightness( 0 ); } if ( m_hLaserMuzzleSprite != NULL ) { m_hLaserMuzzleSprite->SetScale( 0.01f ); m_hLaserMuzzleSprite->SetBrightness( 0, 0.5f ); } }
//-----------------------------------------------------------------------------
// Purpose: Pulse all the effects to make them more... well, laser-like
//-----------------------------------------------------------------------------
void CWeaponRPG::UpdateLaserEffects( void ) { if ( !m_bGuiding ) return;
if ( m_hLaserBeam != NULL ) { m_hLaserBeam->SetBrightness( 128 + random->RandomInt( -8, 8 ) ); }
if ( m_hLaserMuzzleSprite != NULL ) { m_hLaserMuzzleSprite->SetScale( 0.1f + random->RandomFloat( -0.025f, 0.025f ) ); } }
//=============================================================================
// Laser Dot
//=============================================================================
LINK_ENTITY_TO_CLASS( env_laserdot, CLaserDot );
BEGIN_DATADESC( CLaserDot ) DEFINE_FIELD( m_vecSurfaceNormal, FIELD_VECTOR ), DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ), DEFINE_FIELD( m_bVisibleLaserDot, FIELD_BOOLEAN ), DEFINE_FIELD( m_bIsOn, FIELD_BOOLEAN ),
//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ), // don't save - regenerated by constructor
DEFINE_THINKFUNC( LaserThink ), END_DATADESC()
//-----------------------------------------------------------------------------
// Finds missiles in cone
//-----------------------------------------------------------------------------
CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot ) { return CLaserDot::Create( origin, pOwner, bVisibleDot ); }
void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget ) { CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot ); pDot->SetTargetEntity( pTarget ); }
void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable ) { CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot ); if ( bEnable ) { pDot->TurnOn(); } else { pDot->TurnOff(); } }
CLaserDot::CLaserDot( void ) { m_hTargetEnt = NULL; m_bIsOn = true; g_LaserDotList.Insert( this ); }
CLaserDot::~CLaserDot( void ) { g_LaserDotList.Remove( this ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// Output : CLaserDot
//-----------------------------------------------------------------------------
CLaserDot *CLaserDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot ) { CLaserDot *pLaserDot = (CLaserDot *) CBaseEntity::Create( "env_laserdot", origin, QAngle(0,0,0) );
if ( pLaserDot == NULL ) return NULL;
pLaserDot->m_bVisibleLaserDot = bVisibleDot; pLaserDot->SetMoveType( MOVETYPE_NONE ); pLaserDot->AddSolidFlags( FSOLID_NOT_SOLID ); pLaserDot->AddEffects( EF_NOSHADOW ); UTIL_SetSize( pLaserDot, vec3_origin, vec3_origin );
//Create the graphic
pLaserDot->SpriteInit( "sprites/redglow1.vmt", origin );
pLaserDot->SetName( AllocPooledString("TEST") );
pLaserDot->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation ); pLaserDot->SetScale( 0.5f );
pLaserDot->SetOwnerEntity( pOwner );
pLaserDot->SetContextThink( &CLaserDot::LaserThink, gpGlobals->curtime + 0.1f, g_pLaserDotThink ); pLaserDot->SetSimulatedEveryTick( true );
if ( !bVisibleDot ) { pLaserDot->MakeInvisible(); }
return pLaserDot; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserDot::LaserThink( void ) { SetNextThink( gpGlobals->curtime + 0.05f, g_pLaserDotThink );
if ( GetOwnerEntity() == NULL ) return;
Vector viewDir = GetAbsOrigin() - GetOwnerEntity()->GetAbsOrigin(); float dist = VectorNormalize( viewDir );
float scale = RemapVal( dist, 32, 1024, 0.01f, 0.5f ); float scaleOffs = random->RandomFloat( -scale * 0.25f, scale * 0.25f );
scale = clamp( scale + scaleOffs, 0.1f, 32.0f );
SetScale( scale ); }
void CLaserDot::SetLaserPosition( const Vector &origin, const Vector &normal ) { SetAbsOrigin( origin ); m_vecSurfaceNormal = normal; }
Vector CLaserDot::GetChasePosition() { return GetAbsOrigin() - m_vecSurfaceNormal * 10; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserDot::TurnOn( void ) { m_bIsOn = true; if ( m_bVisibleLaserDot ) { BaseClass::TurnOn(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserDot::TurnOff( void ) { m_bIsOn = false; if ( m_bVisibleLaserDot ) { BaseClass::TurnOff(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLaserDot::MakeInvisible( void ) { BaseClass::TurnOff(); }
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