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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Gauss
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "hl1mp_basecombatweapon_shared.h"
//#include "basecombatcharacter.h"
//#include "AI_BaseNPC.h"
#include "takedamageinfo.h"
#ifdef CLIENT_DLL
#include "hl1/hl1_c_player.h"
#else
#include "hl1_player.h"
#endif
#include "gamerules.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#else
#include "soundent.h"
#include "game.h"
#endif
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "soundenvelope.h"
//#include "hl1_player.h"
#include "shake.h"
#include "effect_dispatch_data.h"
#ifdef CLIENT_DLL
#include "c_te_effect_dispatch.h"
#else
#include "te_effect_dispatch.h"
#endif
#include "SoundEmitterSystem/isoundemittersystembase.h"
#define GAUSS_GLOW_SPRITE "sprites/hotglow.vmt"
#define GAUSS_BEAM_SPRITE "sprites/smoke.vmt"
extern ConVar sk_plr_dmg_gauss;
#ifdef CLIENT_DLL
#define CWeaponGauss C_WeaponGauss
#endif
//-----------------------------------------------------------------------------
// CWeaponGauss
//-----------------------------------------------------------------------------
class CWeaponGauss : public CBaseHL1MPCombatWeapon { DECLARE_CLASS( CWeaponGauss, CBaseHL1MPCombatWeapon ); public:
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CWeaponGauss( void );
void Precache( void ); void PrimaryAttack( void ); void SecondaryAttack( void ); void WeaponIdle( void ); void AddViewKick( void ); bool Deploy( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
// DECLARE_SERVERCLASS();
DECLARE_DATADESC();
private: void StopSpinSound( void ); float GetFullChargeTime( void ); void StartFire( void ); void Fire( Vector vecOrigSrc, Vector vecDir, float flDamage );
private: // int m_nAttackState;
// bool m_bPrimaryFire;
CNetworkVar( int, m_nAttackState); CNetworkVar( bool, m_bPrimaryFire);
CSoundPatch *m_sndCharge; };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGauss, DT_WeaponGauss );
BEGIN_NETWORK_TABLE( CWeaponGauss, DT_WeaponGauss ) #ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_nAttackState ) ), RecvPropBool( RECVINFO( m_bPrimaryFire ) ), #else
SendPropInt( SENDINFO( m_nAttackState ) ), SendPropBool( SENDINFO( m_bPrimaryFire ) ), #endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponGauss ) #ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_nAttackState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bPrimaryFire, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), #endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_gauss, CWeaponGauss );
PRECACHE_WEAPON_REGISTER( weapon_gauss );
//IMPLEMENT_SERVERCLASS_ST( CWeaponGauss, DT_WeaponGauss )
//END_SEND_TABLE()
BEGIN_DATADESC( CWeaponGauss ) DEFINE_FIELD( m_nAttackState, FIELD_INTEGER ), DEFINE_FIELD( m_bPrimaryFire, FIELD_BOOLEAN ), DEFINE_SOUNDPATCH( m_sndCharge ), END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponGauss::CWeaponGauss( void ) { m_bReloadsSingly = false; m_bFiresUnderwater = false;
m_bPrimaryFire = false; m_nAttackState = 0; m_sndCharge = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGauss::Precache( void ) { PrecacheModel( GAUSS_GLOW_SPRITE ); PrecacheModel( GAUSS_BEAM_SPRITE );
PrecacheScriptSound( "Weapon_Gauss.Zap1" ); PrecacheScriptSound( "Weapon_Gauss.Zap2" ); PrecacheScriptSound( "Weapon_Gauss.Fire" ); PrecacheScriptSound( "Weapon_Gauss.StaticDischarge" ); PrecacheScriptSound( "Weapon_Gauss.Spin" );
BaseClass::Precache(); }
float CWeaponGauss::GetFullChargeTime( void ) { if ( g_pGameRules->IsMultiplayer() ) { return 1.5; } else { return 4; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGauss::PrimaryAttack( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; }
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) < 2 ) { WeaponSound( EMPTY ); pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 ); return; }
//FIXME pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
m_bPrimaryFire = true;
pPlayer->RemoveAmmo( 2, m_iPrimaryAmmoType );
StartFire(); m_nAttackState = 0; SetWeaponIdleTime( gpGlobals->curtime + 1.0 ); pPlayer->SetNextAttack( gpGlobals->curtime + 0.2 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGauss::SecondaryAttack( void ) { CHL1_Player *pPlayer = ToHL1Player( GetOwner() ); if ( !pPlayer ) { return; }
// don't fire underwater
if ( pPlayer->GetWaterLevel() == 3 ) { if ( m_nAttackState != 0 ) { EmitSound( "Weapon_Gauss.Zap1" ); SendWeaponAnim( ACT_VM_IDLE ); m_nAttackState = 0; } else { WeaponSound( EMPTY ); }
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; return; }
if ( m_nAttackState == 0 ) { if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { WeaponSound( EMPTY ); pPlayer->SetNextAttack( gpGlobals->curtime + 0.5 ); return; }
m_bPrimaryFire = false;
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); // take one ammo just to start the spin
pPlayer->m_flNextAmmoBurn = gpGlobals->curtime;
// spin up
//FIXME pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
SendWeaponAnim( ACT_GAUSS_SPINUP ); m_nAttackState = 1; SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); pPlayer->m_flStartCharge = gpGlobals->curtime; pPlayer->m_flAmmoStartCharge = gpGlobals->curtime + GetFullChargeTime();
//Start looping sound
if ( m_sndCharge == NULL ) { CPASAttenuationFilter filter( this ); m_sndCharge = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_WEAPON, "Weapon_Gauss.Spin", ATTN_NORM ); }
if ( m_sndCharge != NULL ) { (CSoundEnvelopeController::GetController()).Play( m_sndCharge, 1.0f, 110 ); } } else if (m_nAttackState == 1) { if ( HasWeaponIdleTimeElapsed() ) { SendWeaponAnim( ACT_GAUSS_SPINCYCLE ); m_nAttackState = 2; } } else { // during the charging process, eat one bit of ammo every once in a while
if ( gpGlobals->curtime >= pPlayer->m_flNextAmmoBurn && pPlayer->m_flNextAmmoBurn != 1000 ) { pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
if ( g_pGameRules->IsMultiplayer() ) { pPlayer->m_flNextAmmoBurn = gpGlobals->curtime + 0.1; } else { pPlayer->m_flNextAmmoBurn = gpGlobals->curtime + 0.3; } }
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // out of ammo! force the gun to fire
StartFire(); m_nAttackState = 0; SetWeaponIdleTime( gpGlobals->curtime + 1.0 ); pPlayer->SetNextAttack( gpGlobals->curtime + 1 ); return; } if ( gpGlobals->curtime >= pPlayer->m_flAmmoStartCharge ) { // don't eat any more ammo after gun is fully charged.
pPlayer->m_flNextAmmoBurn = 1000; }
int pitch = ( gpGlobals->curtime - pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100; if ( pitch > 250 ) pitch = 250; // ALERT( at_console, "%d %d %d\n", m_nAttackState, m_iSoundState, pitch );
// if ( m_iSoundState == 0 )
// ALERT( at_console, "sound state %d\n", m_iSoundState );
if ( m_sndCharge != NULL ) { (CSoundEnvelopeController::GetController()).SoundChangePitch( m_sndCharge, pitch, 0 ); }
//FIXME m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME;
// m_flTimeWeaponIdle = gpGlobals->curtime + 0.1;
if ( pPlayer->m_flStartCharge < gpGlobals->curtime - 10 ) { // Player charged up too long. Zap him.
EmitSound( "Weapon_Gauss.Zap1" ); EmitSound( "Weapon_Gauss.Zap2" ); m_nAttackState = 0; SetWeaponIdleTime( gpGlobals->curtime + 1.0 ); pPlayer->SetNextAttack( gpGlobals->curtime + 1.0 ); #if !defined(CLIENT_DLL )
// Add DMG_CRUSH because we don't want any physics force
pPlayer->TakeDamage( CTakeDamageInfo( this, this, 50, DMG_SHOCK | DMG_CRUSH ) );
color32 gaussDamage = {255,128,0,128}; UTIL_ScreenFade( pPlayer, gaussDamage, 2, 0.5, FFADE_IN ); #endif
SendWeaponAnim( ACT_VM_IDLE ); StopSpinSound(); // Player may have been killed and this weapon dropped, don't execute any more code after this!
return; } } }
//=========================================================
// StartFire- since all of this code has to run and then
// call Fire(), it was easier at this point to rip it out
// of weaponidle() and make its own function then to try to
// merge this into Fire(), which has some identical variable names
//=========================================================
void CWeaponGauss::StartFire( void ) { float flDamage; CHL1_Player *pPlayer = ToHL1Player( GetOwner() ); if ( !pPlayer ) { return; }
Vector vecAiming = pPlayer->GetAutoaimVector( 0 ); Vector vecSrc = pPlayer->Weapon_ShootPosition( );
if ( gpGlobals->curtime - pPlayer->m_flStartCharge > GetFullChargeTime() ) { flDamage = 200; } else { flDamage = 200 * (( gpGlobals->curtime - pPlayer->m_flStartCharge) / GetFullChargeTime() ); }
if ( m_bPrimaryFire ) { flDamage = sk_plr_dmg_gauss.GetFloat() * g_pGameRules->GetDamageMultiplier(); }
//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->curtime - m_pPlayer->m_flStartCharge, flDamage );
Vector vecNewVel = pPlayer->GetAbsVelocity(); float flZVel = vecNewVel.z;
if ( !m_bPrimaryFire ) { vecNewVel = vecNewVel - vecAiming * flDamage * 5; pPlayer->SetAbsVelocity( vecNewVel ); }
if ( !g_pGameRules->IsMultiplayer() ) { // in deathmatch, gauss can pop you up into the air. Not in single play.
vecNewVel.z = flZVel; pPlayer->SetAbsVelocity( vecNewVel ); }
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// time until aftershock 'static discharge' sound
pPlayer->m_flPlayAftershock = gpGlobals->curtime + random->RandomFloat( 0.3, 0.8 );
Fire( vecSrc, vecAiming, flDamage ); }
void CWeaponGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) { CBaseEntity *pIgnore; Vector vecSrc = vecOrigSrc; Vector vecDest = vecSrc + vecDir * MAX_TRACE_LENGTH; bool fFirstBeam = true; bool fHasPunched = false; float flMaxFrac = 1.0; int nMaxHits = 10;
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; }
//FIXME pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME;
StopSpinSound(); pIgnore = pPlayer;
// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
while ( flDamage > 10 && nMaxHits > 0 ) { trace_t tr;
nMaxHits--;
// ALERT( at_console, "." );
UTIL_TraceLine( vecSrc, vecDest, MASK_SHOT, pIgnore, COLLISION_GROUP_NONE, &tr );
if ( tr.allsolid ) break;
CBaseEntity *pEntity = tr.m_pEnt; if (pEntity == NULL) break;
CBroadcastRecipientFilter filter; CEffectData data6; if ( fFirstBeam ) { pPlayer->DoMuzzleFlash(); fFirstBeam = false; data6.m_vOrigin = tr.endpos; // data6.m_nEntIndex = pPlayer->GetViewModel()->entindex();
#ifdef CLIENT_DLL
data6.m_hEntity = pPlayer; #else
data6.m_nEntIndex = pPlayer->entindex(); #endif
data6.m_fFlags = m_bPrimaryFire; te->DispatchEffect( filter, 0.0, data6.m_vOrigin, "HL1GaussBeam", data6 ); } else { data6.m_vOrigin = tr.endpos; data6.m_vStart = vecSrc; data6.m_fFlags = m_bPrimaryFire; te->DispatchEffect( filter, 0.0, data6.m_vOrigin, "HL1GaussBeamReflect", data6 ); } bool fShouldDamageEntity = ( pEntity->m_takedamage != DAMAGE_NO );
if ( fShouldDamageEntity ) { ClearMultiDamage(); CTakeDamageInfo info( this, pPlayer, flDamage, DMG_ENERGYBEAM ); CalculateMeleeDamageForce( &info, vecDir, tr.endpos ); pEntity->DispatchTraceAttack( info, vecDir, &tr ); ApplyMultiDamage(); }
if ( pEntity->IsBSPModel() && !fShouldDamageEntity ) { float n;
pIgnore = NULL;
n = -DotProduct( tr.plane.normal, vecDir );
if ( n < 0.5 ) // 60 degrees
{ // ALERT( at_console, "reflect %f\n", n );
// reflect
Vector vecReflect; vecReflect = 2.0 * tr.plane.normal * n + vecDir; flMaxFrac = flMaxFrac - tr.fraction; vecDir = vecReflect; vecSrc = tr.endpos;// + vecDir * 8;
vecDest = vecSrc + vecDir * MAX_TRACE_LENGTH;
#if !defined(CLIENT_DLL)
// explode a bit
RadiusDamage( CTakeDamageInfo( this, pPlayer, flDamage * n, DMG_BLAST ), tr.endpos, flDamage * n * 2.5, CLASS_NONE, NULL ); #endif
CEffectData data1; data1.m_vOrigin = tr.endpos; data1.m_vNormal = tr.plane.normal; data1.m_flMagnitude = flDamage * n; DispatchEffect( "HL1GaussReflect", data1 );
// lose energy
if (n == 0) n = 0.1;
flDamage = flDamage * (1 - n); } else { // tunnel
UTIL_ImpactTrace( &tr, DMG_ENERGYBEAM );
CEffectData data4; data4.m_vOrigin = tr.endpos; data4.m_flMagnitude = flDamage; DispatchEffect( "HL1GaussWallImpact1", data4 );
// limit it to one hole punch
if ( fHasPunched ) break;
fHasPunched = true;
// try punching through wall if secondary attack (primary is incapable of breaking through)
if ( !m_bPrimaryFire ) { trace_t punch_tr;
UTIL_TraceLine( tr.endpos + vecDir * 8, vecDest, MASK_SHOT, pIgnore, COLLISION_GROUP_NONE, &punch_tr); if ( !punch_tr.allsolid ) { trace_t exit_tr; // trace backwards to find exit point
UTIL_TraceLine( punch_tr.endpos, tr.endpos, MASK_SHOT, pIgnore, COLLISION_GROUP_NONE, &exit_tr);
float n = (exit_tr.endpos - tr.endpos).Length( );
if ( n < flDamage ) { if (n == 0) n = 1;
flDamage -= n;
CEffectData data2; data2.m_vOrigin = tr.endpos; data2.m_vNormal = vecDir; DispatchEffect( "HL1GaussWallPunchEnter", data2 );
UTIL_ImpactTrace( &exit_tr, DMG_ENERGYBEAM );
CEffectData data3; data3.m_vOrigin = exit_tr.endpos; data3.m_vNormal = vecDir; data3.m_flMagnitude = flDamage; DispatchEffect( "HL1GaussWallPunchExit", data3 );
// ALERT( at_console, "punch %f\n", n );
// exit blast damage
float flDamageRadius;
if ( g_pGameRules->IsMultiplayer() ) { flDamageRadius = flDamage * 1.75; // Old code == 2.5
} else { flDamageRadius = flDamage * 2.5; }
#if !defined( CLIENT_DLL)
RadiusDamage( CTakeDamageInfo( this, pPlayer, flDamage, DMG_BLAST ), exit_tr.endpos + vecDir * 8, flDamageRadius, CLASS_NONE, NULL );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1024, 3.0 ); #endif
vecSrc = exit_tr.endpos + vecDir; } } else { //ALERT( at_console, "blocked %f\n", n );
flDamage = 0; } } else { //ALERT( at_console, "blocked solid\n" );
if ( m_bPrimaryFire ) { // slug doesn't punch through ever with primary
// fire, so leave a little glowy bit and make some balls
CEffectData data5; data5.m_vOrigin = tr.endpos; data5.m_vNormal = tr.plane.normal; DispatchEffect( "HL1GaussWallImpact2", data5 ); #if !defined( CLIENT_DLL)
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.5 ); #endif
} flDamage = 0; }
} } else { vecSrc = tr.endpos + vecDir; pIgnore = pEntity; } }
pPlayer->ViewPunch( QAngle( -2, 0, 0 ) ); SendWeaponAnim( ACT_VM_PRIMARYATTACK );
CPASAttenuationFilter filter( this );
CSoundParameters params; if ( GetParametersForSound( "Weapon_Gauss.Fire", params, NULL ) ) { EmitSound_t ep( params ); ep.m_flVolume = 0.5 + flDamage * (1.0 / 400.0); EmitSound( filter, entindex(), ep ); } }
void CWeaponGauss::WeaponIdle( void ) { CHL1_Player *pPlayer = ToHL1Player( GetOwner() ); if ( !pPlayer ) { return; }
// play aftershock static discharge
if ( pPlayer->m_flPlayAftershock && pPlayer->m_flPlayAftershock < gpGlobals->curtime ) { EmitSound( "Weapon_Gauss.StaticDischarge" ); pPlayer->m_flPlayAftershock = 0.0; }
if ( !HasWeaponIdleTimeElapsed() ) return;
if ( m_nAttackState != 0 ) { StartFire(); m_nAttackState = 0; SetWeaponIdleTime( gpGlobals->curtime + 2.0 ); } else { float flRand = random->RandomFloat( 0, 1 ); if ( flRand <= 0.75 ) { SendWeaponAnim( ACT_VM_IDLE ); SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) ); } else { SendWeaponAnim( ACT_VM_FIDGET ); SetWeaponIdleTime( gpGlobals->curtime + 3 ); } } }
/*
================================================== AddViewKick ================================================== */
void CWeaponGauss::AddViewKick( void ) { }
bool CWeaponGauss::Deploy( void ) { if ( DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() ) ) { CHL1_Player *pPlayer = ToHL1Player( GetOwner() ); if ( pPlayer ) { pPlayer->m_flPlayAftershock = 0.0; }
return true; } else { return false; } }
bool CWeaponGauss::Holster( CBaseCombatWeapon *pSwitchingTo ) {
StopSpinSound(); m_nAttackState = 0;
return BaseClass::Holster(pSwitchingTo); }
void CWeaponGauss::StopSpinSound( void ) { if ( m_sndCharge != NULL ) { (CSoundEnvelopeController::GetController()).SoundDestroy( m_sndCharge ); m_sndCharge = NULL; } }
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