You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
782 lines
19 KiB
782 lines
19 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "fx_dod_shared.h"
|
|
#include "weapon_dodbipodgun.h"
|
|
#include "dod_gamerules.h"
|
|
#include "engine/IEngineSound.h"
|
|
|
|
#ifndef CLIENT_DLL
|
|
#include "ndebugoverlay.h"
|
|
#endif
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( DODBipodWeapon, DT_BipodWeapon )
|
|
|
|
BEGIN_NETWORK_TABLE( CDODBipodWeapon, DT_BipodWeapon )
|
|
#ifdef CLIENT_DLL
|
|
RecvPropBool( RECVINFO( m_bDeployed ) ),
|
|
RecvPropInt( RECVINFO( m_iDeployedReloadModelIndex) ),
|
|
#else
|
|
SendPropBool( SENDINFO( m_bDeployed ) ),
|
|
SendPropModelIndex( SENDINFO(m_iDeployedReloadModelIndex) ),
|
|
#endif
|
|
END_NETWORK_TABLE()
|
|
|
|
#ifdef CLIENT_DLL
|
|
BEGIN_PREDICTION_DATA( CDODBipodWeapon )
|
|
DEFINE_PRED_FIELD( m_bDeployed, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE )
|
|
END_PREDICTION_DATA()
|
|
#endif
|
|
|
|
CDODBipodWeapon::CDODBipodWeapon()
|
|
{
|
|
}
|
|
|
|
void CDODBipodWeapon::Spawn()
|
|
{
|
|
SetDeployed( false );
|
|
m_flNextDeployCheckTime = 0;
|
|
|
|
m_iCurrentWorldModel = 0;
|
|
|
|
m_iAltFireHint = HINT_USE_DEPLOY;
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
void CDODBipodWeapon::SetDeployed( bool bDeployed )
|
|
{
|
|
if ( bDeployed == false )
|
|
{
|
|
m_hDeployedOnEnt = NULL;
|
|
m_DeployedEntOrigin = vec3_origin;
|
|
m_flDeployedHeight = 0;
|
|
|
|
#ifdef GAME_DLL
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->HandleDeployedMGKillCount( 0 ); // reset when we undeploy
|
|
}
|
|
#endif
|
|
}
|
|
|
|
m_bDeployed = bDeployed;
|
|
}
|
|
|
|
void CDODBipodWeapon::Precache( void )
|
|
{
|
|
// precache base first, it loads weapon scripts
|
|
BaseClass::Precache();
|
|
|
|
const CDODWeaponInfo &info = GetDODWpnData();
|
|
|
|
if( Q_strlen(info.m_szDeployedModel) > 0 )
|
|
{
|
|
Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_DEPLOYED );
|
|
m_iDeployedModelIndex = CBaseEntity::PrecacheModel( info.m_szDeployedModel );
|
|
}
|
|
|
|
if( Q_strlen(info.m_szDeployedReloadModel) > 0 )
|
|
{
|
|
Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_DEPLOYED_RELOAD );
|
|
m_iDeployedReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szDeployedReloadModel );
|
|
}
|
|
|
|
if( Q_strlen(info.m_szProneDeployedReloadModel) > 0 )
|
|
{
|
|
Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD );
|
|
m_iProneDeployedReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szProneDeployedReloadModel );
|
|
}
|
|
|
|
m_iCurrentWorldModel = m_iWorldModelIndex;
|
|
Assert( m_iCurrentWorldModel != 0 );
|
|
}
|
|
|
|
bool CDODBipodWeapon::CanDrop( void )
|
|
{
|
|
return ( IsDeployed() == false );
|
|
}
|
|
|
|
bool CDODBipodWeapon::CanHolster( void )
|
|
{
|
|
return ( IsDeployed() == false );
|
|
}
|
|
|
|
void CDODBipodWeapon::Drop( const Vector &vecVelocity )
|
|
{
|
|
// If a player is killed while deployed, this resets the weapon state
|
|
SetDeployed( false );
|
|
|
|
BaseClass::Drop( vecVelocity );
|
|
}
|
|
|
|
void CDODBipodWeapon::SecondaryAttack( void )
|
|
{
|
|
// Toggle deployed / undeployed
|
|
|
|
if ( IsDeployed() )
|
|
UndeployBipod();
|
|
else
|
|
{
|
|
if ( CanAttack() )
|
|
{
|
|
bool bSuccess = AttemptToDeploy();
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
Assert( pPlayer );
|
|
|
|
if ( !bSuccess )
|
|
{
|
|
pPlayer->HintMessage( HINT_MG_DEPLOY_USAGE );
|
|
}
|
|
else
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
pPlayer->RemoveHintTimer( m_iAltFireHint );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CDODBipodWeapon::Reload( void )
|
|
{
|
|
bool bSuccess = BaseClass::Reload();
|
|
|
|
if ( bSuccess )
|
|
{
|
|
m_flNextSecondaryAttack = gpGlobals->curtime;
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
#include "in_buttons.h"
|
|
// check in busy frame too, to catch cancelling reloads
|
|
void CDODBipodWeapon::ItemBusyFrame( void )
|
|
{
|
|
BipodThink();
|
|
|
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
|
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ((pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
|
{
|
|
SecondaryAttack();
|
|
|
|
pPlayer->m_nButtons &= ~IN_ATTACK2;
|
|
}
|
|
|
|
BaseClass::ItemBusyFrame();
|
|
}
|
|
|
|
void CDODBipodWeapon::ItemPostFrame( void )
|
|
{
|
|
BipodThink();
|
|
BaseClass::ItemPostFrame();
|
|
}
|
|
|
|
// see if we're still deployed on the same entity at the same height
|
|
// in future can be expanded to check when deploying on other ents that may move / die / break
|
|
void CDODBipodWeapon::BipodThink( void )
|
|
{
|
|
if ( m_flNextDeployCheckTime < gpGlobals->curtime )
|
|
{
|
|
if ( IsDeployed() )
|
|
{
|
|
if ( CheckDeployEnt() == false )
|
|
{
|
|
UndeployBipod();
|
|
|
|
// cancel any reload in progress
|
|
m_bInReload = false;
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.1;
|
|
}
|
|
}
|
|
|
|
m_flNextDeployCheckTime = gpGlobals->curtime + 0.2;
|
|
}
|
|
}
|
|
|
|
void CDODBipodWeapon::DoFireEffects()
|
|
{
|
|
BaseClass::DoFireEffects();
|
|
|
|
CBaseEntity *pDeployedOn = m_hDeployedOnEnt.Get();
|
|
|
|
// in future can be expanded to check when deploying on other ents that may move / die / break
|
|
if ( pDeployedOn && pDeployedOn->IsPlayer() && IsDeployed() )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
CSingleUserRecipientFilter user( (CBasePlayer *)pDeployedOn );
|
|
enginesound->SetPlayerDSP( user, 32, false );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Do the work of deploying the gun at the current location and angles
|
|
void CDODBipodWeapon::DeployBipod( float flHeight, CBaseEntity *pDeployedOn, float flYawLimitLeft, float flYawLimitRight )
|
|
{
|
|
m_flDeployedHeight = flHeight;
|
|
m_hDeployedOnEnt = pDeployedOn;
|
|
|
|
if ( pDeployedOn )
|
|
m_DeployedEntOrigin = pDeployedOn->GetAbsOrigin();
|
|
else
|
|
m_DeployedEntOrigin = vec3_origin; // world ent
|
|
|
|
SendWeaponAnim( GetDeployActivity() );
|
|
SetDeployed( true );
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
pPlayer->m_Shared.SetDeployed( true, flHeight );
|
|
pPlayer->m_Shared.SetDeployedYawLimits( flYawLimitLeft, flYawLimitRight );
|
|
|
|
// Save this off so we do duck checks later, even though we won't be flagged as ducking
|
|
m_bDuckedWhenDeployed = pPlayer->m_Shared.IsDucking();
|
|
|
|
// More TODO:
|
|
// recalc our yaw limits if the item we're deployed on has moved or rotated
|
|
// if our new limits are outside our current eye angles, undeploy us
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
|
}
|
|
|
|
// Do the work of undeploying the gun
|
|
void CDODBipodWeapon::UndeployBipod( void )
|
|
{
|
|
SendWeaponAnim( GetUndeployActivity() );
|
|
SetDeployed( false );
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
pPlayer->m_Shared.SetDeployed( false );
|
|
|
|
// if we cancelled our reload by undeploying, don't let the reload complete
|
|
if ( m_bInReload )
|
|
m_bInReload = false;
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
|
pPlayer->m_flNextAttack = m_flNextPrimaryAttack;
|
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
ConVar dod_debugmgdeploy( "dod_debugmgdeploy", "0", FCVAR_CHEAT|FCVAR_GAMEDLL );
|
|
#endif
|
|
|
|
bool CDODBipodWeapon::AttemptToDeploy( void )
|
|
{
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
|
|
if ( pPlayer->GetGroundEntity() == NULL )
|
|
return false;
|
|
|
|
if ( pPlayer->m_Shared.IsGettingUpFromProne() || pPlayer->m_Shared.IsGoingProne() )
|
|
return false;
|
|
|
|
CBaseEntity *pDeployedOn = NULL;
|
|
float flDeployedHeight = 0.0f;
|
|
float flYawLimitLeft = 0;
|
|
float flYawLimitRight = 0;
|
|
|
|
if ( TestDeploy( &flDeployedHeight, &pDeployedOn, &flYawLimitLeft, &flYawLimitRight ) )
|
|
{
|
|
if ( pPlayer->m_Shared.IsProne() && !pPlayer->m_Shared.IsGettingUpFromProne() )
|
|
{
|
|
DeployBipod( flDeployedHeight, NULL, flYawLimitLeft, flYawLimitRight );
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
float flMinDeployHeight = 24.0;
|
|
if( flDeployedHeight >= flMinDeployHeight )
|
|
{
|
|
DeployBipod( flDeployedHeight, pDeployedOn, flYawLimitLeft, flYawLimitRight );
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CDODBipodWeapon::CheckDeployEnt( void )
|
|
{
|
|
CBaseEntity *pDeployedOn = NULL;
|
|
float flDeployedHeight = 0.0f;
|
|
|
|
if ( TestDeploy( &flDeployedHeight, &pDeployedOn ) == false )
|
|
return false;
|
|
|
|
// If the entity we were deployed on has changed, or has moved, the origin
|
|
// of it will be different. If so, recalc our yaw limits.
|
|
if ( pDeployedOn )
|
|
{
|
|
if ( m_DeployedEntOrigin != pDeployedOn->GetAbsOrigin() )
|
|
{
|
|
float flYawLimitLeft = 0, flYawLimitRight = 0;
|
|
TestDeploy( &flDeployedHeight, &pDeployedOn, &flYawLimitLeft, &flYawLimitRight );
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
|
|
if ( pPlayer )
|
|
pPlayer->m_Shared.SetDeployedYawLimits( flYawLimitLeft, flYawLimitRight );
|
|
|
|
m_DeployedEntOrigin = pDeployedOn->GetAbsOrigin();
|
|
}
|
|
}
|
|
|
|
// 20 unit tolerance in height
|
|
if ( abs( m_flDeployedHeight - flDeployedHeight ) > 20 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CDODBipodWeapon::TestDeploy( float *flDeployedHeight, CBaseEntity **pDeployedOn, float *flYawLimitLeft /* = NULL */, float *flYawLimitRight /* = NULL */ )
|
|
{
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
|
|
QAngle angles = pPlayer->EyeAngles();
|
|
|
|
float flPitch = angles[PITCH];
|
|
if( flPitch > 180 )
|
|
{
|
|
flPitch -= 360;
|
|
}
|
|
|
|
if( flPitch > MIN_DEPLOY_PITCH || flPitch < MAX_DEPLOY_PITCH )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool bSuccess = false;
|
|
|
|
// if we're not finding the range, test at the current angles
|
|
if ( flYawLimitLeft == NULL && flYawLimitRight == NULL )
|
|
{
|
|
// test our current angle only
|
|
bSuccess = TestDeployAngle( pPlayer, flDeployedHeight, pDeployedOn, angles );
|
|
}
|
|
else
|
|
{
|
|
float flSaveYaw = angles[YAW];
|
|
|
|
const float flAngleDelta = 5;
|
|
const float flMaxYaw = 45;
|
|
|
|
float flLeft = 0;
|
|
float flRight = 0;
|
|
|
|
float flTestDeployHeight = 0;
|
|
CBaseEntity *pTestDeployedOn = NULL;
|
|
|
|
// Sweep Left
|
|
while ( flLeft <= flMaxYaw )
|
|
{
|
|
angles[YAW] = flSaveYaw + flLeft;
|
|
|
|
if ( TestDeployAngle( pPlayer, &flTestDeployHeight, &pTestDeployedOn, angles ) == true )
|
|
{
|
|
if ( flLeft == 0 ) // first sweep is authoritative on deploy height and entity
|
|
{
|
|
*flDeployedHeight = flTestDeployHeight;
|
|
*pDeployedOn = pTestDeployedOn;
|
|
}
|
|
else if ( abs( *flDeployedHeight - flTestDeployHeight ) > 20 )
|
|
{
|
|
// don't allow yaw to a position that is too different in height
|
|
break;
|
|
}
|
|
|
|
*flYawLimitLeft = flLeft;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
flLeft += flAngleDelta;
|
|
}
|
|
|
|
// can't deploy here, drop out early
|
|
if ( flLeft <= 0 )
|
|
return false;
|
|
|
|
// we already tested directly ahead and it was clear. skip one test
|
|
flRight += flAngleDelta;
|
|
|
|
// Sweep Right
|
|
while ( flRight <= flMaxYaw )
|
|
{
|
|
angles[YAW] = flSaveYaw - flRight;
|
|
|
|
if ( TestDeployAngle( pPlayer, &flTestDeployHeight, &pTestDeployedOn, angles ) == true )
|
|
{
|
|
if ( abs( *flDeployedHeight - flTestDeployHeight ) > 20 )
|
|
{
|
|
// don't allow yaw to a position that is too different in height
|
|
break;
|
|
}
|
|
|
|
*flYawLimitRight = flRight;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
flRight += flAngleDelta;
|
|
}
|
|
|
|
bSuccess = true;
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
//ConVar dod_deploy_box_size( "dod_deploy_box_size", "8", FCVAR_REPLICATED );
|
|
|
|
#include "util_shared.h"
|
|
|
|
// trace filter that ignores all players except the passed one
|
|
class CTraceFilterIgnorePlayersExceptFor : public CTraceFilterSimple
|
|
{
|
|
public:
|
|
// It does have a base, but we'll never network anything below here..
|
|
DECLARE_CLASS( CTraceFilterIgnorePlayersExceptFor, CTraceFilterSimple );
|
|
|
|
CTraceFilterIgnorePlayersExceptFor( const IHandleEntity *passentity, int collisionGroup )
|
|
: CTraceFilterSimple( passentity, collisionGroup )
|
|
{
|
|
}
|
|
|
|
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
|
|
{
|
|
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
|
|
|
|
if ( pEntity->IsPlayer() )
|
|
{
|
|
if ( pEntity != GetPassEntity() )
|
|
{
|
|
return false;
|
|
}
|
|
else
|
|
return true;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
};
|
|
|
|
#define DEPLOY_DOWNTRACE_FORWARD_DIST 16
|
|
#define DEPLOY_DOWNTRACE_OFFSET 16 // yay for magic numbers
|
|
|
|
bool CDODBipodWeapon::TestDeployAngle( CDODPlayer *pPlayer, float *flDeployedHeight, CBaseEntity **pDeployedOn, QAngle angles )
|
|
{
|
|
// make sure we are deployed on the same entity at the same height
|
|
trace_t tr;
|
|
|
|
angles[PITCH] = 0;
|
|
|
|
Vector forward, right, up;
|
|
AngleVectors( angles, &forward, &right, &up );
|
|
|
|
// start at top of player bbox
|
|
Vector vecStart = pPlayer->GetAbsOrigin();
|
|
|
|
float flForwardTraceDist = 32;
|
|
|
|
// check us as ducking if we are ducked, or if were ducked when we were deployed
|
|
bool bDucking = pPlayer->m_Shared.IsDucking() || ( IsDeployed() && m_bDuckedWhenDeployed );
|
|
|
|
if ( pPlayer->m_Shared.IsProne() )
|
|
{
|
|
vecStart.z += VEC_PRONE_HULL_MAX[2];
|
|
flForwardTraceDist = 16;
|
|
}
|
|
else if ( bDucking )
|
|
{
|
|
vecStart.z += VEC_DUCK_HULL_MAX[2];
|
|
}
|
|
else
|
|
{
|
|
vecStart.z += 60;
|
|
}
|
|
|
|
int dim = 1; // dod_deploy_box_size.GetInt();
|
|
Vector vecDeployTraceBoxSize( dim, dim, dim );
|
|
|
|
vecStart.z -= vecDeployTraceBoxSize[2];
|
|
vecStart.z -= 4;
|
|
|
|
// sandbags are around 50 units high. Shouldn't be able to deploy on anything a lot higher than that
|
|
|
|
// optimal standing height ( for animation's sake ) is around 42 units
|
|
// optimal ducking height is around 20 units ( 20 unit high object, plus 8 units of gun )
|
|
|
|
// Start one half box width away from the edge of the player hull
|
|
Vector vecForwardStart = vecStart + forward * ( VEC_HULL_MAX_SCALED( pPlayer )[0] + vecDeployTraceBoxSize[0] );
|
|
|
|
int traceMask = MASK_SOLID;
|
|
|
|
CBaseEntity *pDeployedOnPlayer = NULL;
|
|
|
|
if ( m_hDeployedOnEnt && m_hDeployedOnEnt->IsPlayer() )
|
|
{
|
|
pDeployedOnPlayer = m_hDeployedOnEnt.Get();
|
|
}
|
|
|
|
CTraceFilterIgnorePlayersExceptFor deployedFilter( pDeployedOnPlayer, COLLISION_GROUP_NONE );
|
|
CTraceFilterSimple undeployedFilter( pPlayer, COLLISION_GROUP_NONE );
|
|
|
|
// if we're deployed, skip all players except for the deployed on player
|
|
// if we're not, only skip ourselves
|
|
ITraceFilter *filter;
|
|
if ( IsDeployed() )
|
|
filter = &deployedFilter;
|
|
else
|
|
filter = &undeployedFilter;
|
|
|
|
UTIL_TraceHull( vecForwardStart,
|
|
vecForwardStart + forward * ( flForwardTraceDist - 2 * vecDeployTraceBoxSize[0] ),
|
|
-vecDeployTraceBoxSize,
|
|
vecDeployTraceBoxSize,
|
|
traceMask,
|
|
filter,
|
|
&tr );
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( dod_debugmgdeploy.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( vecForwardStart, vecForwardStart + forward * ( flForwardTraceDist - 2 * vecDeployTraceBoxSize[0] ), 0, 0, 255, true, 0.1 );
|
|
NDebugOverlay::Box( vecForwardStart, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 255, 0, 0, 128, 0.1 );
|
|
NDebugOverlay::Box( tr.endpos, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 0, 0, 255, 128, 0.1 );
|
|
}
|
|
#endif
|
|
|
|
// Test forward, are we trying to deploy into a solid object?
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If we're prone, we can always deploy, don't do the ground test
|
|
if ( pPlayer->m_Shared.IsProne() && !pPlayer->m_Shared.IsGettingUpFromProne() )
|
|
{
|
|
// MATTTODO: do trace from *front* of player, not from the edge of crouch hull
|
|
// this is sufficient
|
|
*flDeployedHeight = PRONE_DEPLOY_HEIGHT;
|
|
return true;
|
|
}
|
|
|
|
// fix prediction hitch when coming up from prone. client thinks we aren't
|
|
// prone, but hull is still prone hull
|
|
// assumes prone hull is shorter than duck hull!
|
|
if ( pPlayer->WorldAlignMaxs().z <= VEC_PRONE_HULL_MAX.z )
|
|
return false;
|
|
|
|
// Else trace down
|
|
Vector vecDownTraceStart = vecStart + forward * ( VEC_HULL_MAX_SCALED( pPlayer )[0] + DEPLOY_DOWNTRACE_FORWARD_DIST );
|
|
int iTraceHeight = -( pPlayer->WorldAlignMaxs().z );
|
|
|
|
|
|
// search down from the forward trace
|
|
// use the farthest point first. If that fails, move towards the player a few times
|
|
// to see if they are trying to deploy on a thin railing
|
|
|
|
bool bFound = false;
|
|
|
|
int maxAttempts = 4;
|
|
float flHighestTraceEnd = vecDownTraceStart.z + iTraceHeight;
|
|
CBaseEntity *pBestDeployEnt = NULL;
|
|
|
|
while( maxAttempts > 0 )
|
|
{
|
|
UTIL_TraceHull( vecDownTraceStart,
|
|
vecDownTraceStart + Vector(0,0,iTraceHeight), // trace forward one box width
|
|
-vecDeployTraceBoxSize,
|
|
vecDeployTraceBoxSize,
|
|
traceMask,
|
|
filter,
|
|
&tr );
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( dod_debugmgdeploy.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( vecDownTraceStart, tr.endpos, 255, 0, 0, true, 0.1 );
|
|
NDebugOverlay::Box( vecDownTraceStart, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 255, 0, 0, 128, 0.1 );
|
|
NDebugOverlay::Box( tr.endpos, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 0, 0, 255, 128, 0.1 );
|
|
}
|
|
#endif
|
|
|
|
bool bSuccess = ( tr.fraction < 1.0 ) && !tr.startsolid && !tr.allsolid;
|
|
|
|
// if this is the first one found, set found flag
|
|
if ( bSuccess && !bFound )
|
|
{
|
|
bFound = true;
|
|
}
|
|
else if ( bFound == true && bSuccess == false )
|
|
{
|
|
// it failed and we have some data. break here
|
|
break;
|
|
}
|
|
|
|
// if this trace is better ( higher ) use this one
|
|
if ( tr.endpos.z > flHighestTraceEnd )
|
|
{
|
|
flHighestTraceEnd = tr.endpos.z;
|
|
pBestDeployEnt = tr.m_pEnt;
|
|
}
|
|
|
|
--maxAttempts;
|
|
|
|
// move towards the player, looking for a better height to deploy on
|
|
vecDownTraceStart += forward * -4;
|
|
}
|
|
|
|
if ( bFound == false || pBestDeployEnt == NULL )
|
|
return false;
|
|
|
|
*pDeployedOn = pBestDeployEnt;
|
|
*flDeployedHeight = flHighestTraceEnd - vecDeployTraceBoxSize[0] + DEPLOY_DOWNTRACE_OFFSET - pPlayer->GetAbsOrigin().z;
|
|
return true;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetUndeployActivity( void )
|
|
{
|
|
return ACT_VM_UNDEPLOY;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetDeployActivity( void )
|
|
{
|
|
return ACT_VM_DEPLOY;
|
|
}
|
|
|
|
|
|
Activity CDODBipodWeapon::GetPrimaryAttackActivity( void )
|
|
{
|
|
Activity actPrim;
|
|
|
|
if( IsDeployed() )
|
|
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
|
|
else
|
|
actPrim = ACT_VM_PRIMARYATTACK;
|
|
|
|
return actPrim;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetReloadActivity( void )
|
|
{
|
|
Activity actReload;
|
|
|
|
if( IsDeployed() )
|
|
actReload = ACT_VM_RELOAD_DEPLOYED;
|
|
else
|
|
actReload = ACT_VM_RELOAD;
|
|
|
|
return actReload;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetIdleActivity( void )
|
|
{
|
|
Activity actIdle;
|
|
|
|
if( IsDeployed() )
|
|
actIdle = ACT_VM_IDLE_DEPLOYED;
|
|
else
|
|
actIdle = ACT_VM_IDLE;
|
|
|
|
return actIdle;
|
|
}
|
|
|
|
|
|
float CDODBipodWeapon::GetWeaponAccuracy( float flPlayerSpeed )
|
|
{
|
|
float flSpread = BaseClass::GetWeaponAccuracy( flPlayerSpeed );
|
|
|
|
if( IsDeployed() )
|
|
{
|
|
flSpread = m_pWeaponInfo->m_flSecondaryAccuracy;
|
|
}
|
|
|
|
return flSpread;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
int CDODBipodWeapon::GetWorldModelIndex( void )
|
|
{
|
|
if( GetOwner() == NULL )
|
|
return m_iWorldModelIndex;
|
|
else if( m_bUseAltWeaponModel )
|
|
return m_iWorldModelIndex; //override for hand signals etc
|
|
else
|
|
return m_iCurrentWorldModel;
|
|
}
|
|
|
|
void CDODBipodWeapon::CheckForAltWeapon( int iCurrentState )
|
|
{
|
|
int iCriteria = GetDODWpnData().m_iAltWpnCriteria;
|
|
|
|
bool bReloading = ( iCurrentState & ALTWPN_CRITERIA_RELOADING );
|
|
|
|
if( bReloading )
|
|
{
|
|
if( IsDeployed() && iCurrentState & ALTWPN_CRITERIA_PRONE &&
|
|
iCriteria & ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD )
|
|
{
|
|
m_iCurrentWorldModel = m_iProneDeployedReloadModelIndex; // prone deployed reload
|
|
}
|
|
else if( IsDeployed() && iCriteria & ALTWPN_CRITERIA_DEPLOYED_RELOAD )
|
|
{
|
|
m_iCurrentWorldModel = m_iDeployedReloadModelIndex; // deployed reload
|
|
}
|
|
else if( iCriteria & ALTWPN_CRITERIA_RELOADING )
|
|
{
|
|
m_iCurrentWorldModel = m_iReloadModelIndex; // left handed reload
|
|
}
|
|
else
|
|
{
|
|
m_iCurrentWorldModel = m_iWorldModelIndex; // normal weapon reload
|
|
}
|
|
}
|
|
else if( IsDeployed() && iCriteria & ALTWPN_CRITERIA_DEPLOYED )
|
|
{
|
|
m_iCurrentWorldModel = m_iDeployedModelIndex; // bipod down
|
|
}
|
|
else if( (iCurrentState & iCriteria) & ALTWPN_CRITERIA_FIRING )
|
|
{
|
|
// don't think we have any weapons that do this
|
|
m_iCurrentWorldModel = m_iReloadModelIndex; // left handed shooting?
|
|
}
|
|
else
|
|
{
|
|
m_iCurrentWorldModel = m_iWorldModelIndex; // normal weapon
|
|
}
|
|
}
|
|
|
|
ConVar deployed_mg_sensitivity( "deployed_mg_sensitivity", "0.9", FCVAR_CHEAT, "Mouse sensitivity while deploying a machine gun" );
|
|
|
|
void CDODBipodWeapon::OverrideMouseInput( float *x, float *y )
|
|
{
|
|
if( IsDeployed() )
|
|
{
|
|
float flSensitivity = deployed_mg_sensitivity.GetFloat();
|
|
|
|
*x *= flSensitivity;
|
|
*y *= flSensitivity;
|
|
}
|
|
}
|
|
|
|
#endif
|