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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "effects.h"
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#include "weapons.h"
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#include "explode.h"
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#include "monsters.h"
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#include "movewith.h"
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#include "player.h"
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#define SF_TANK_ACTIVE 0x0001
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//#define SF_TANK_PLAYER 0x0002
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//#define SF_TANK_HUMANS 0x0004
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//#define SF_TANK_ALIENS 0x0008
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#define SF_TANK_LINEOFSIGHT 0x0010
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#define SF_TANK_CANCONTROL 0x0020
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#define SF_TANK_LASERSPOT 0x0040 //LRC
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#define SF_TANK_MATCHTARGET 0x0080 //LRC
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#define SF_TANK_SOUNDON 0x8000
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#define SF_TANK_SEQFIRE 0x10000 //LRC - a TankSequence is telling me to fire
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enum TANKBULLET
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{
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TANK_BULLET_NONE = 0,
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TANK_BULLET_9MM = 1,
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TANK_BULLET_MP5 = 2,
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TANK_BULLET_12MM = 3,
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};
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class CFuncTank;
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class CTankSequence;
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// declare Controls up here to stop the compiler complaining. (come back Java, all is forgiven...)
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class CFuncTankControls : public CBaseEntity
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{
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public:
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virtual int ObjectCaps( void );
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void Spawn( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// void Think( void );
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void KeyValue( KeyValueData *pkvd );
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STATE GetState(void) { return m_active?STATE_ON:STATE_OFF; }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL OnControls( entvars_t *pevTest );
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BOOL m_active; // am I being used to control tanks right now?
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Vector m_vecControllerUsePos; // where was the player standing when he used me?
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// for a 'movewith' controls entity, this is relative to the movewith ent.
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CBasePlayer* m_pController;
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int m_iCrosshair; //LRC - show a crosshair while in use. (currently this is just yes or no,
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// but in future it will be the id of the weapon whose crosshair should be used.)
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// CFuncTank *m_pTank;
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};
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#define SF_TSEQ_DUMPPLAYER 1
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#define SF_TSEQ_REPEATABLE 2
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#define TSEQ_UNTIL_NONE 0
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#define TSEQ_UNTIL_FACING 1
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#define TSEQ_UNTIL_DEATH 2
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#define TSEQ_TURN_NO 0
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#define TSEQ_TURN_ANGLE 1
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#define TSEQ_TURN_FACE 2
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#define TSEQ_TURN_ENEMY 3
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#define TSEQ_SHOOT_NO 0
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#define TSEQ_SHOOT_ONCE 1
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#define TSEQ_SHOOT_ALWAYS 2
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#define TSEQ_SHOOT_FACING 3
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#define TSEQ_FLAG_NOCHANGE 0
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#define TSEQ_FLAG_ON 1
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#define TSEQ_FLAG_OFF 2
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#define TSEQ_FLAG_TOGGLE 3
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class CTankSequence : public CBaseEntity
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{
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public:
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EndThink( void );
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void TimeOutThink( void );
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void KeyValue( KeyValueData *pkvd );
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STATE GetState( void ) { return m_pTank?STATE_ON:STATE_OFF; }
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virtual int ObjectCaps( void );
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void StopSequence( void );
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void FacingNotify( void );
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void DeadEnemyNotify( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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string_t m_iszEntity;
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string_t m_iszEnemy;
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int m_iUntil;
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float m_fDuration;
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int m_iTurn;
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int m_iShoot;
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int m_iActive;
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int m_iControllable;
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int m_iLaserSpot;
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CFuncTank *m_pTank; // the sequence can only control one tank at a time, for the moment
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};
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// Custom damage
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// env_laser (duration is 0.5 rate of fire)
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// rockets
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// explosion?
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class CFuncTank : public CBaseEntity
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{
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public:
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void Spawn( void );
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void PostSpawn( void );
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void Precache( void );
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void KeyValue( KeyValueData *pkvd );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void Think( void );
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void TrackTarget( void );
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CBaseEntity* BestVisibleEnemy( void );
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int IRelationship( CBaseEntity* pTarget );
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int Classify( void ) { return m_iTankClass; }
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void TryFire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
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virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
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virtual Vector UpdateTargetPosition( CBaseEntity *pTarget )
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{
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return pTarget->BodyTarget( pev->origin );
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}
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void StartRotSound( void );
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void StopRotSound( void );
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// Bmodels don't go across transitions
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virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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inline BOOL IsActive( void ) { return (pev->spawnflags & SF_TANK_ACTIVE)?TRUE:FALSE; }
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inline void TankActivate( void ) { pev->spawnflags |= SF_TANK_ACTIVE; SetNextThink(0.1); m_fireLast = 0; }
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inline void TankDeactivate( void ) { pev->spawnflags &= ~SF_TANK_ACTIVE; m_fireLast = 0; StopRotSound(); }
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inline BOOL CanFire( void ) { return (gpGlobals->time - m_lastSightTime) < m_persist; }
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BOOL InRange( float range );
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// Acquire a target. pPlayer is a player in the PVS
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edict_t *FindTarget( edict_t *pPlayer );
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void TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr );
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Vector BarrelPosition( void )
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{
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Vector forward, right, up;
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UTIL_MakeVectorsPrivate( pev->angles, forward, right, up );
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return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
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}
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void AdjustAnglesForBarrel( Vector &angles, float distance );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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// BOOL OnControls( entvars_t *pevTest );
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BOOL StartControl( CBasePlayer* pController, CFuncTankControls* pControls );
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void StopControl( CFuncTankControls* pControls );
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// void ControllerPostFrame( void );
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CFuncTankControls* m_pControls; //LRC - tankcontrols is used as a go-between.
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void StartSequence( CTankSequence *pSequence);
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void StopSequence();
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CTankSequence *m_pSequence; //LRC - if set, then this is the sequence the tank is currently performing
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CBaseEntity *m_pSequenceEnemy; //LRC - the entity that our sequence wants us to attack
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CLaserSpot* m_pSpot; // Laser spot entity
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//LRC - unprotected these, so that TankSequence can look at them
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float m_maxRange; // Max range to aim/track
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float m_fireLast; // Last time I fired
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float m_fireRate; // How many rounds/second
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protected:
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// CBasePlayer* m_pController;
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float m_flNextAttack;
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//LRC Vector m_vecControllerUsePos;
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float m_yawCenter; // "Center" yaw
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float m_yawRate; // Max turn rate to track targets
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float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
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// Zero is full rotation
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float m_yawTolerance; // Tolerance angle
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float m_pitchCenter; // "Center" pitch
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float m_pitchRate; // Max turn rate on pitch
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float m_pitchRange; // Range of pitch motion as above
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float m_pitchTolerance; // Tolerance angle
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float m_lastSightTime;// Last time I saw target
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float m_persist; // Persistence of firing (how long do I shoot when I can't see)
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float m_minRange; // Minimum range to aim/track
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Vector m_barrelPos; // Length of the freakin barrel
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float m_spriteScale; // Scale of any sprites we shoot
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string_t m_iszSpriteSmoke;
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string_t m_iszSpriteFlash;
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TANKBULLET m_bulletType; // Bullet type
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int m_iBulletDamage; // 0 means use Bullet type's default damage
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Vector m_sightOrigin; // Last sight of target
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int m_spread; // firing spread
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string_t m_iszMaster; // Master entity
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int m_iszFireMaster;//LRC - Fire-Master entity (prevents firing when inactive)
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int m_iTankClass; // Behave As
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void UpdateSpot( void );
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// CLaserSpot* m_pViewTarg; // Player view indicator
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CPointEntity *m_pFireProxy; //LRC - locus position for custom shots
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int m_iszLocusFire;
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};
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TYPEDESCRIPTION CFuncTank::m_SaveData[] =
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{
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DEFINE_FIELD( CFuncTank, m_yawCenter, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_yawRate, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_yawRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_yawTolerance, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchCenter, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchRate, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_pitchTolerance, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_fireLast, FIELD_TIME ),
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DEFINE_FIELD( CFuncTank, m_fireRate, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_lastSightTime, FIELD_TIME ),
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DEFINE_FIELD( CFuncTank, m_persist, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_minRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_maxRange, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_barrelPos, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncTank, m_spriteScale, FIELD_FLOAT ),
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DEFINE_FIELD( CFuncTank, m_iszSpriteSmoke, FIELD_STRING ),
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DEFINE_FIELD( CFuncTank, m_iszSpriteFlash, FIELD_STRING ),
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DEFINE_FIELD( CFuncTank, m_bulletType, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncTank, m_sightOrigin, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncTank, m_spread, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncTank, m_pControls, FIELD_CLASSPTR ), //LRC
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DEFINE_FIELD( CFuncTank, m_pSequence, FIELD_CLASSPTR ), //LRC
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DEFINE_FIELD( CFuncTank, m_pSequenceEnemy, FIELD_CLASSPTR ), //LRC
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DEFINE_FIELD( CFuncTank, m_pSpot, FIELD_CLASSPTR ), //LRC
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//LRC DEFINE_FIELD( CFuncTank, m_pController, FIELD_CLASSPTR ),
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//LRC DEFINE_FIELD( CFuncTank, m_vecControllerUsePos, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncTank, m_flNextAttack, FIELD_TIME ),
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DEFINE_FIELD( CFuncTank, m_iBulletDamage, FIELD_INTEGER ),
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DEFINE_FIELD( CFuncTank, m_iszMaster, FIELD_STRING ),
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DEFINE_FIELD( CFuncTank, m_iszFireMaster, FIELD_STRING ), //LRC
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DEFINE_FIELD( CFuncTank, m_iszLocusFire, FIELD_STRING ), //LRC
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DEFINE_FIELD( CFuncTank, m_pFireProxy, FIELD_CLASSPTR ), //LRC
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};
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IMPLEMENT_SAVERESTORE( CFuncTank, CBaseEntity )
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static Vector gTankSpread[] =
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{
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Vector( 0, 0, 0 ), // perfect
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Vector( 0.025, 0.025, 0.025 ), // small cone
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Vector( 0.05, 0.05, 0.05 ), // medium cone
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Vector( 0.1, 0.1, 0.1 ), // large cone
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Vector( 0.25, 0.25, 0.25 ), // extra-large cone
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};
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#define MAX_FIRING_SPREADS ARRAYSIZE( gTankSpread )
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void CFuncTank::Spawn( void )
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{
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Precache();
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pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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pev->solid = SOLID_BSP;
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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m_yawCenter = pev->angles.y;
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m_pitchCenter = pev->angles.x;
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if( IsActive() )
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{
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SetNextThink(1.0);
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}
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m_sightOrigin = BarrelPosition(); // Point at the end of the barrel
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if( m_fireRate <= 0 )
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m_fireRate = 1;
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if( m_spread > (int)MAX_FIRING_SPREADS )
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m_spread = 0;
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pev->oldorigin = pev->origin;
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if (m_iszLocusFire) //LRC - locus trigger
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{
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m_pFireProxy = GetClassPtr( (CPointEntity*)NULL );
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}
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}
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void CFuncTank::PostSpawn( void )
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{
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if (m_pMoveWith)
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{
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m_yawCenter = pev->angles.y - m_pMoveWith->pev->angles.y;
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m_pitchCenter = pev->angles.x - m_pMoveWith->pev->angles.x;
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}
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else
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{
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m_yawCenter = pev->angles.y;
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m_pitchCenter = pev->angles.x;
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}
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}
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void CFuncTank::Precache( void )
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{
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if( m_iszSpriteSmoke )
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|
|
|
PRECACHE_MODEL( STRING( m_iszSpriteSmoke ) );
|
|
|
|
|
|
|
|
if( m_iszSpriteFlash )
|
|
|
|
PRECACHE_MODEL( STRING( m_iszSpriteFlash ) );
|
|
|
|
|
|
|
|
if( pev->noise )
|
|
|
|
PRECACHE_SOUND( STRING( pev->noise ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTank::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "yawrate" ) )
|
|
|
|
{
|
|
|
|
m_yawRate = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "yawrange" ) )
|
|
|
|
{
|
|
|
|
m_yawRange = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "yawtolerance" ) )
|
|
|
|
{
|
|
|
|
m_yawTolerance = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "pitchrange" ) )
|
|
|
|
{
|
|
|
|
m_pitchRange = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "pitchrate" ) )
|
|
|
|
{
|
|
|
|
m_pitchRate = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "pitchtolerance" ) )
|
|
|
|
{
|
|
|
|
m_pitchTolerance = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "firerate" ) )
|
|
|
|
{
|
|
|
|
m_fireRate = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "barrel" ) )
|
|
|
|
{
|
|
|
|
m_barrelPos.x = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "barrely" ) )
|
|
|
|
{
|
|
|
|
m_barrelPos.y = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "barrelz" ) )
|
|
|
|
{
|
|
|
|
m_barrelPos.z = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "spritescale" ) )
|
|
|
|
{
|
|
|
|
m_spriteScale = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "spritesmoke" ) )
|
|
|
|
{
|
|
|
|
m_iszSpriteSmoke = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "spriteflash" ) )
|
|
|
|
{
|
|
|
|
m_iszSpriteFlash = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "rotatesound" ) )
|
|
|
|
{
|
|
|
|
pev->noise = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "persistence" ) )
|
|
|
|
{
|
|
|
|
m_persist = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "bullet" ) )
|
|
|
|
{
|
|
|
|
m_bulletType = (TANKBULLET)atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "bullet_damage" ) )
|
|
|
|
{
|
|
|
|
m_iBulletDamage = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq(pkvd->szKeyName, "firespread" ) )
|
|
|
|
{
|
|
|
|
m_spread = atoi( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "minRange" ) )
|
|
|
|
{
|
|
|
|
m_minRange = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "maxRange" ) )
|
|
|
|
{
|
|
|
|
m_maxRange = atof( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if( FStrEq( pkvd->szKeyName, "master" ) )
|
|
|
|
{
|
|
|
|
m_iszMaster = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "firemaster"))
|
|
|
|
{
|
|
|
|
m_iszFireMaster = ALLOC_STRING(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "m_iClass"))
|
|
|
|
{
|
|
|
|
m_iTankClass = atoi(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "m_iszLocusFire"))
|
|
|
|
{
|
|
|
|
m_iszLocusFire = ALLOC_STRING(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseEntity::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
//==================================================================================
|
|
|
|
// TANK CONTROLLING
|
|
|
|
/*LRC- TankControls checks this instead
|
|
|
|
BOOL CFuncTank::OnControls( entvars_t *pevTest )
|
|
|
|
{
|
|
|
|
if( !( pev->spawnflags & SF_TANK_CANCONTROL ) )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
//Vector offset = pevTest->origin - pev->origin;
|
|
|
|
|
|
|
|
if( ( m_vecControllerUsePos - pevTest->origin ).Length() < 30 )
|
|
|
|
return TRUE;
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
} */
|
|
|
|
|
|
|
|
BOOL CFuncTank :: StartControl( CBasePlayer* pController, CFuncTankControls *pControls )
|
|
|
|
{
|
|
|
|
// ALERT(at_console, "StartControl\n");
|
|
|
|
// we're already being controlled or playing a sequence
|
|
|
|
if ( m_pControls != NULL || m_pSequence != NULL )
|
|
|
|
{
|
|
|
|
// ALERT(at_debug,"StartControl failed, already in use\n");
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Team only or disabled?
|
|
|
|
if( m_iszMaster )
|
|
|
|
{
|
|
|
|
if( !UTIL_IsMasterTriggered( m_iszMaster, pController ) )
|
|
|
|
{
|
|
|
|
// ALERT(at_debug,"StartControl failed, locked\n");
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ALERT( at_console, "using TANK!\n");
|
|
|
|
|
|
|
|
m_pControls = pControls;
|
|
|
|
|
|
|
|
if (m_pSpot) m_pSpot->Revive();
|
|
|
|
// if (m_pViewTarg) m_pViewTarg->Revive();
|
|
|
|
|
|
|
|
SetNextThink(0.1);
|
|
|
|
// ALERT(at_debug,"StartControl succeeded\n");
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTank :: StopControl( CFuncTankControls* pControls)
|
|
|
|
{
|
|
|
|
//LRC- various commands moved from here to FuncTankControls
|
|
|
|
if ( !m_pControls || m_pControls != pControls)
|
|
|
|
{
|
|
|
|
//ALERT(at_debug,"StopControl failed, not in use\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ALERT(at_debug,"StopControl succeeded\n");
|
|
|
|
|
|
|
|
// ALERT( at_debug, "stopped using TANK\n");
|
|
|
|
|
|
|
|
if (m_pSpot) m_pSpot->Suspend(-1);
|
|
|
|
// if (m_pViewTarg) m_pViewTarg->Suspend(-1);
|
|
|
|
StopRotSound(); //LRC
|
|
|
|
|
|
|
|
DontThink();
|
|
|
|
UTIL_SetAvelocity(this, g_vecZero);
|
|
|
|
m_pControls = NULL;
|
|
|
|
|
|
|
|
if ( IsActive() )
|
|
|
|
{
|
|
|
|
SetNextThink(1.0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTank::UpdateSpot( void )
|
|
|
|
{
|
|
|
|
if ( pev->spawnflags & SF_TANK_LASERSPOT )
|
|
|
|
{
|
|
|
|
if (!m_pSpot)
|
|
|
|
{
|
|
|
|
m_pSpot = CLaserSpot::CreateSpot();
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector vecAiming;
|
|
|
|
UTIL_MakeVectorsPrivate( pev->angles, vecAiming, NULL, NULL );
|
|
|
|
Vector vecSrc = BarrelPosition( );
|
|
|
|
|
|
|
|
TraceResult tr;
|
|
|
|
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(pev), &tr );
|
|
|
|
|
|
|
|
// ALERT( "%f %f\n", gpGlobals->v_forward.y, vecAiming.y );
|
|
|
|
|
|
|
|
/*
|
|
|
|
float a = gpGlobals->v_forward.y * vecAiming.y + gpGlobals->v_forward.x * vecAiming.x;
|
|
|
|
m_pPlayer->pev->punchangle.y = acos( a ) * (180 / M_PI);
|
|
|
|
|
|
|
|
ALERT( at_console, "%f\n", a );
|
|
|
|
*/
|
|
|
|
|
|
|
|
UTIL_SetOrigin( m_pSpot, tr.vecEndPos );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Called each frame by PostThink, via Use.
|
|
|
|
// all we do here is handle firing.
|
|
|
|
// LRC- this is now never called. Think functions are handling it all.
|
|
|
|
/*void CFuncTank :: ControllerPostFrame( void )
|
|
|
|
{
|
|
|
|
ASSERT( m_pController != NULL );
|
|
|
|
|
|
|
|
if( gpGlobals->time < m_flNextAttack )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( m_pController->pev->button & IN_ATTACK )
|
|
|
|
{
|
|
|
|
Vector vecForward;
|
|
|
|
UTIL_MakeVectorsPrivate( pev->angles, vecForward, NULL, NULL );
|
|
|
|
|
|
|
|
m_fireLast = gpGlobals->time - ( 1 / m_fireRate ) - 0.01; // to make sure the gun doesn't fire too many bullets
|
|
|
|
|
|
|
|
Fire( BarrelPosition(), vecForward, m_pController->pev );
|
|
|
|
|
|
|
|
// HACKHACK -- make some noise (that the AI can hear)
|
|
|
|
if( m_pController && m_pController->IsPlayer() )
|
|
|
|
( (CBasePlayer *)m_pController )->m_iWeaponVolume = LOUD_GUN_VOLUME;
|
|
|
|
|
|
|
|
m_flNextAttack = gpGlobals->time + ( 1 / m_fireRate );
|
|
|
|
}
|
|
|
|
}*/
|
|
|
|
////////////// END NEW STUFF //////////////
|
|
|
|
|
|
|
|
void CFuncTank::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
if( pev->spawnflags & SF_TANK_CANCONTROL )
|
|
|
|
{
|
|
|
|
// player controlled turret
|
|
|
|
if( pActivator->Classify() != CLASS_PLAYER )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// from Player::PostThink. ("try fire the gun")
|
|
|
|
if( value == 2 && useType == USE_SET )
|
|
|
|
{
|
|
|
|
// LRC- actually, we handle firing with TrackTarget, to support multitank.
|
|
|
|
// ControllerPostFrame();
|
|
|
|
}
|
|
|
|
|
|
|
|
// LRC- tankcontrols handles all this
|
|
|
|
// else if ( !m_pController && useType != USE_OFF )
|
|
|
|
// {
|
|
|
|
// // LRC- add one more tank to the ones the player's using
|
|
|
|
// ((CBasePlayer*)pActivator)->m_pTank = this;
|
|
|
|
// StartControl( (CBasePlayer*)pActivator );
|
|
|
|
// }
|
|
|
|
// else
|
|
|
|
// {
|
|
|
|
// // probably from Player::PostThink- player stopped using tank.
|
|
|
|
// StopControl();
|
|
|
|
// }
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( !ShouldToggle( useType, IsActive() ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
if( IsActive() )
|
|
|
|
{
|
|
|
|
TankDeactivate();
|
|
|
|
if (m_pSpot) m_pSpot->Suspend(-1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TankActivate();
|
|
|
|
if (m_pSpot) m_pSpot->Revive();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
edict_t *CFuncTank::FindTarget( edict_t *pPlayer )
|
|
|
|
{
|
|
|
|
return pPlayer;
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseEntity *CFuncTank:: BestVisibleEnemy ( void )
|
|
|
|
{
|
|
|
|
CBaseEntity *pReturn;
|
|
|
|
int iNearest;
|
|
|
|
int iDist;
|
|
|
|
int iBestRelationship;
|
|
|
|
int iLookDist = m_maxRange?m_maxRange:512; //thanks to Waldo for this.
|
|
|
|
|
|
|
|
iNearest = 8192;// so first visible entity will become the closest.
|
|
|
|
pReturn = NULL;
|
|
|
|
iBestRelationship = R_DL;
|
|
|
|
|
|
|
|
CBaseEntity *pList[100];
|
|
|
|
|
|
|
|
Vector delta = Vector( iLookDist, iLookDist, iLookDist );
|
|
|
|
|
|
|
|
// Find only monsters/clients in box, NOT limited to PVS
|
|
|
|
int count = UTIL_EntitiesInBox( pList, 100, pev->origin - delta, pev->origin + delta, FL_CLIENT|FL_MONSTER );
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < count; i++ )
|
|
|
|
{
|
|
|
|
if ( pList[i]->IsAlive() )
|
|
|
|
{
|
|
|
|
if ( IRelationship( pList[i] ) > iBestRelationship )
|
|
|
|
{
|
|
|
|
// this entity is disliked MORE than the entity that we
|
|
|
|
// currently think is the best visible enemy. No need to do
|
|
|
|
// a distance check, just get mad at this one for now.
|
|
|
|
iBestRelationship = IRelationship ( pList[i] );
|
|
|
|
iNearest = ( pList[i]->pev->origin - pev->origin ).Length();
|
|
|
|
pReturn = pList[i];
|
|
|
|
}
|
|
|
|
else if ( IRelationship( pList[i] ) == iBestRelationship )
|
|
|
|
{
|
|
|
|
// this entity is disliked just as much as the entity that
|
|
|
|
// we currently think is the best visible enemy, so we only
|
|
|
|
// get mad at it if it is closer.
|
|
|
|
iDist = ( pList[i]->pev->origin - pev->origin ).Length();
|
|
|
|
|
|
|
|
if ( iDist <= iNearest )
|
|
|
|
{
|
|
|
|
iNearest = iDist;
|
|
|
|
//these are guaranteed to be the same! iBestRelationship = IRelationship ( pList[i] );
|
|
|
|
pReturn = pList[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if (pReturn)
|
|
|
|
// ALERT(at_debug, "Tank's best enemy is %s\n", STRING(pReturn->pev->classname));
|
|
|
|
// else
|
|
|
|
// ALERT(at_debug, "Tank has no best enemy\n");
|
|
|
|
return pReturn;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int CFuncTank::IRelationship( CBaseEntity* pTarget )
|
|
|
|
{
|
|
|
|
int iOtherClass = pTarget->Classify();
|
|
|
|
if (iOtherClass == CLASS_NONE) return R_NO;
|
|
|
|
|
|
|
|
if (!m_iTankClass)
|
|
|
|
{
|
|
|
|
if (iOtherClass == CLASS_PLAYER)
|
|
|
|
return R_HT;
|
|
|
|
else
|
|
|
|
return R_NO;
|
|
|
|
}
|
|
|
|
else if (m_iTankClass == CLASS_PLAYER_ALLY)
|
|
|
|
{
|
|
|
|
switch (iOtherClass)
|
|
|
|
{
|
|
|
|
case CLASS_HUMAN_MILITARY:
|
|
|
|
case CLASS_MACHINE:
|
|
|
|
case CLASS_ALIEN_MILITARY:
|
|
|
|
case CLASS_ALIEN_MONSTER:
|
|
|
|
case CLASS_ALIEN_PREDATOR:
|
|
|
|
case CLASS_ALIEN_PREY:
|
|
|
|
return R_HT;
|
|
|
|
default:
|
|
|
|
return R_NO;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (m_iTankClass == CLASS_HUMAN_MILITARY)
|
|
|
|
{
|
|
|
|
switch (iOtherClass)
|
|
|
|
{
|
|
|
|
case CLASS_PLAYER:
|
|
|
|
case CLASS_PLAYER_ALLY:
|
|
|
|
case CLASS_ALIEN_MILITARY:
|
|
|
|
case CLASS_ALIEN_MONSTER:
|
|
|
|
case CLASS_ALIEN_PREDATOR:
|
|
|
|
case CLASS_ALIEN_PREY:
|
|
|
|
return R_HT;
|
|
|
|
case CLASS_HUMAN_PASSIVE:
|
|
|
|
return R_DL;
|
|
|
|
default:
|
|
|
|
return R_NO;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (m_iTankClass == CLASS_ALIEN_MILITARY)
|
|
|
|
{
|
|
|
|
switch (iOtherClass)
|
|
|
|
{
|
|
|
|
case CLASS_PLAYER:
|
|
|
|
case CLASS_PLAYER_ALLY:
|
|
|
|
case CLASS_HUMAN_MILITARY:
|
|
|
|
return R_HT;
|
|
|
|
case CLASS_HUMAN_PASSIVE:
|
|
|
|
return R_DL;
|
|
|
|
default:
|
|
|
|
return R_NO;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
return R_NO;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BOOL CFuncTank::InRange( float range )
|
|
|
|
{
|
|
|
|
if( range < m_minRange )
|
|
|
|
return FALSE;
|
|
|
|
if( m_maxRange > 0 && range > m_maxRange )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//LRC
|
|
|
|
void CFuncTank :: StartSequence(CTankSequence *pSequence)
|
|
|
|
{
|
|
|
|
m_pSequence = pSequence;
|
|
|
|
SetNextThink(1.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
//LRC
|
|
|
|
void CFuncTank :: StopSequence( )
|
|
|
|
{
|
|
|
|
StopRotSound();
|
|
|
|
DontThink();
|
|
|
|
pev->avelocity = g_vecZero;
|
|
|
|
m_pSequence = NULL;
|
|
|
|
m_pSequenceEnemy = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NB: tracktarget updates nextthink
|
|
|
|
void CFuncTank::Think( void )
|
|
|
|
{
|
|
|
|
// pev->avelocity = g_vecZero;
|
|
|
|
TrackTarget();
|
|
|
|
|
|
|
|
if( fabs( pev->avelocity.x ) > 1 || fabs( pev->avelocity.y ) > 1 )
|
|
|
|
StartRotSound();
|
|
|
|
else
|
|
|
|
StopRotSound();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTank::TrackTarget( void )
|
|
|
|
{
|
|
|
|
TraceResult tr;
|
|
|
|
// edict_t *pPlayer;
|
|
|
|
BOOL updateTime = FALSE, lineOfSight;
|
|
|
|
Vector angles, direction, targetPosition, barrelEnd;
|
|
|
|
Vector v_right, v_up;
|
|
|
|
CBaseEntity *pTarget;
|
|
|
|
CBasePlayer* pController = NULL;
|
|
|
|
|
|
|
|
// ALERT(at_console,"TrackTarget\n");
|
|
|
|
|
|
|
|
// update the barrel position
|
|
|
|
if (m_pFireProxy)
|
|
|
|
{
|
|
|
|
m_pFireProxy->pev->origin = BarrelPosition();
|
|
|
|
UTIL_MakeVectorsPrivate( pev->angles, m_pFireProxy->pev->velocity, NULL, NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get a position to aim for
|
|
|
|
if (m_pSequence)
|
|
|
|
{
|
|
|
|
UpdateSpot();
|
|
|
|
SetNextThink(0.05, FALSE);
|
|
|
|
|
|
|
|
if (m_pSequence->m_iTurn == TSEQ_TURN_ENEMY)
|
|
|
|
{
|
|
|
|
CBaseMonster *pMonst = m_pSequenceEnemy->MyMonsterPointer();
|
|
|
|
if (pMonst && !pMonst->IsAlive())
|
|
|
|
m_pSequence->DeadEnemyNotify();
|
|
|
|
|
|
|
|
// Work out what angle we need to face to look at the enemy
|
|
|
|
targetPosition = m_pSequenceEnemy->pev->origin + m_pSequenceEnemy->pev->view_ofs;
|
|
|
|
direction = targetPosition - pev->origin;
|
|
|
|
angles = UTIL_VecToAngles( direction );
|
|
|
|
AdjustAnglesForBarrel( angles, direction.Length() );
|
|
|
|
}
|
|
|
|
else if (m_pSequence->m_iTurn == TSEQ_TURN_ANGLE)
|
|
|
|
{
|
|
|
|
angles = m_pSequence->pev->angles;
|
|
|
|
}
|
|
|
|
else if (m_pSequence->m_iTurn == TSEQ_TURN_FACE)
|
|
|
|
{
|
|
|
|
// Work out what angle we need to face to look at the sequence
|
|
|
|
direction = m_pSequence->pev->origin - pev->origin;
|
|
|
|
angles = UTIL_VecToAngles( direction );
|
|
|
|
AdjustAnglesForBarrel( angles, direction.Length() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (m_pControls && m_pControls->m_pController)
|
|
|
|
{
|
|
|
|
// ALERT( at_console, "TANK has controller\n");
|
|
|
|
UpdateSpot();
|
|
|
|
pController = m_pControls->m_pController;
|
|
|
|
SetNextThink(0.05, FALSE);
|
|
|
|
|
|
|
|
// LRC- changed here to allow "match target" as well as "match angles" mode.
|
|
|
|
if (pev->spawnflags & SF_TANK_MATCHTARGET)
|
|
|
|
{
|
|
|
|
// "Match target" mode:
|
|
|
|
// first, get the player's angles
|
|
|
|
angles = pController->pev->v_angle;
|
|
|
|
// Work out what point the player is looking at
|
|
|
|
UTIL_MakeVectorsPrivate(angles, direction,NULL,NULL);
|
|
|
|
|
|
|
|
targetPosition = pController->EyePosition() + direction * 1000;
|
|
|
|
|
|
|
|
edict_t *ownerTemp = pev->owner; //LRC store the owner, so we can put it back after the check
|
|
|
|
pev->owner = pController->edict(); //LRC when doing the matchtarget check, don't hit the player or the tank.
|
|
|
|
|
|
|
|
UTIL_TraceLine(
|
|
|
|
pController->EyePosition(),
|
|
|
|
targetPosition,
|
|
|
|
missile, //the opposite of ignore_monsters: target them if we go anywhere near!
|
|
|
|
ignore_glass,
|
|
|
|
edict(), &tr
|
|
|
|
);
|
|
|
|
|
|
|
|
pev->owner = ownerTemp; //LRC put the owner back
|
|
|
|
|
|
|
|
// if (!m_pViewTarg)
|
|
|
|
// {
|
|
|
|
// m_pViewTarg = CLaserSpot::CreateSpot("sprites/mommablob.spr");
|
|
|
|
// }
|
|
|
|
// UTIL_SetOrigin( m_pViewTarg, tr.vecEndPos );
|
|
|
|
|
|
|
|
// Work out what angle we need to face to look at that point
|
|
|
|
direction = tr.vecEndPos - pev->origin;
|
|
|
|
angles = UTIL_VecToAngles( direction );
|
|
|
|
targetPosition = tr.vecEndPos;
|
|
|
|
|
|
|
|
// ALERT( at_console, "TANK: look at pos %.0f %.0f %.0f; target angle %.0f %.0f %.0f\n",
|
|
|
|
// targetPosition.x,targetPosition.y,targetPosition.z,angles.x,angles.y,angles.z);
|
|
|
|
|
|
|
|
// Calculate the additional rotation to point the end of the barrel at the target
|
|
|
|
// (instead of the gun's center)
|
|
|
|
AdjustAnglesForBarrel( angles, direction.Length() );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// "Match angles" mode
|
|
|
|
// just get the player's angles
|
|
|
|
angles = pController->pev->v_angle;
|
|
|
|
angles[0] = 0 - angles[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// ALERT( at_console, "TANK has no controller\n");
|
|
|
|
if( IsActive() )
|
|
|
|
{
|
|
|
|
SetNextThink(0.1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DontThink();
|
|
|
|
UTIL_SetAvelocity(this, g_vecZero);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
UpdateSpot();
|
|
|
|
|
|
|
|
// if we can't see any players
|
|
|
|
//pPlayer = FIND_CLIENT_IN_PVS( edict() );
|
|
|
|
pTarget = BestVisibleEnemy();
|
|
|
|
if ( FNullEnt( pTarget ) )
|
|
|
|
{
|
|
|
|
if( IsActive() )
|
|
|
|
SetNextThink(2); // No enemies visible, wait 2 secs
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Calculate angle needed to aim at target
|
|
|
|
barrelEnd = BarrelPosition();
|
|
|
|
targetPosition = pTarget->pev->origin + pTarget->pev->view_ofs;
|
|
|
|
float range = ( targetPosition - barrelEnd ).Length();
|
|
|
|
|
|
|
|
if( !InRange( range ) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
UTIL_TraceLine( barrelEnd, targetPosition, dont_ignore_monsters, edict(), &tr );
|
|
|
|
|
|
|
|
if ( tr.flFraction == 1.0 || tr.pHit == ENT(pTarget->pev) )
|
|
|
|
{
|
|
|
|
lineOfSight = TRUE;
|
|
|
|
|
|
|
|
if ( InRange( range ) && pTarget->IsAlive() )
|
|
|
|
{
|
|
|
|
updateTime = TRUE; // I think I saw him, pa!
|
|
|
|
m_sightOrigin = UpdateTargetPosition( pTarget );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// No line of sight, don't track
|
|
|
|
lineOfSight = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Track sight origin
|
|
|
|
|
|
|
|
// !!! I'm not sure what i changed (cuh, these Valve cowboys... --LRC)
|
|
|
|
// m_sightOrigin is the last known location of the player.
|
|
|
|
|
|
|
|
direction = m_sightOrigin - pev->origin;
|
|
|
|
//direction = m_sightOrigin - barrelEnd;
|
|
|
|
angles = UTIL_VecToAngles( direction );
|
|
|
|
|
|
|
|
// Calculate the additional rotation to point the end of the barrel at the target
|
|
|
|
// (not the gun's center)
|
|
|
|
AdjustAnglesForBarrel( angles, direction.Length() );
|
|
|
|
}
|
|
|
|
|
|
|
|
angles.x = -angles.x;
|
|
|
|
|
|
|
|
float currentYawCenter, currentPitchCenter;
|
|
|
|
|
|
|
|
// Force the angles to be relative to the center position
|
|
|
|
if (m_pMoveWith)
|
|
|
|
{
|
|
|
|
currentYawCenter = m_yawCenter + m_pMoveWith->pev->angles.y;
|
|
|
|
currentPitchCenter = m_pitchCenter + m_pMoveWith->pev->angles.x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
currentYawCenter = m_yawCenter;
|
|
|
|
currentPitchCenter = m_pitchCenter;
|
|
|
|
}
|
|
|
|
|
|
|
|
angles.y = currentYawCenter + UTIL_AngleDistance( angles.y, currentYawCenter );
|
|
|
|
angles.x = currentPitchCenter + UTIL_AngleDistance( angles.x, currentPitchCenter );
|
|
|
|
|
|
|
|
// Limit against range in y
|
|
|
|
if (m_yawRange < 360)
|
|
|
|
{
|
|
|
|
if ( angles.y > currentYawCenter + m_yawRange )
|
|
|
|
{
|
|
|
|
angles.y = currentYawCenter + m_yawRange;
|
|
|
|
updateTime = FALSE; // If player is outside fire arc, we didn't really see him
|
|
|
|
}
|
|
|
|
else if ( angles.y < (currentYawCenter - m_yawRange) )
|
|
|
|
{
|
|
|
|
angles.y = (currentYawCenter - m_yawRange);
|
|
|
|
updateTime = FALSE; // If player is outside fire arc, we didn't really see him
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// we can always 'see' the whole vertical arc, so it's just the yaw we needed to check.
|
|
|
|
|
|
|
|
if( updateTime )
|
|
|
|
m_lastSightTime = gpGlobals->time;
|
|
|
|
|
|
|
|
// Move toward target at rate or less
|
|
|
|
float distY = UTIL_AngleDistance( angles.y, pev->angles.y );
|
|
|
|
// ALERT(at_console, "%f -> %f: dist= %f\n", angles.y, pev->angles.y, distY);
|
|
|
|
Vector setAVel = g_vecZero;
|
|
|
|
|
|
|
|
setAVel.y = distY * 10;
|
|
|
|
if ( setAVel.y > m_yawRate )
|
|
|
|
setAVel.y = m_yawRate;
|
|
|
|
else if ( setAVel.y < -m_yawRate )
|
|
|
|
setAVel.y = -m_yawRate;
|
|
|
|
|
|
|
|
// Limit against range in x
|
|
|
|
if ( angles.x > currentPitchCenter + m_pitchRange )
|
|
|
|
angles.x = currentPitchCenter + m_pitchRange;
|
|
|
|
else if ( angles.x < currentPitchCenter - m_pitchRange )
|
|
|
|
angles.x = currentPitchCenter - m_pitchRange;
|
|
|
|
|
|
|
|
// Move toward target at rate or less
|
|
|
|
float distX = UTIL_AngleDistance( angles.x, pev->angles.x );
|
|
|
|
setAVel.x = distX * 10;
|
|
|
|
|
|
|
|
if ( setAVel.x > m_pitchRate )
|
|
|
|
setAVel.x = m_pitchRate;
|
|
|
|
else if ( setAVel.x < -m_pitchRate )
|
|
|
|
setAVel.x = -m_pitchRate;
|
|
|
|
|
|
|
|
UTIL_SetAvelocity(this, setAVel);
|
|
|
|
|
|
|
|
// notify the TankSequence if we're (pretty close to) facing the target
|
|
|
|
if( m_pSequence && fabs( distY ) < 0.1 && fabs( distX ) < 0.1 )
|
|
|
|
m_pSequence->FacingNotify();
|
|
|
|
|
|
|
|
// firing in tanksequences:
|
|
|
|
if ( m_pSequence )
|
|
|
|
{
|
|
|
|
if ( gpGlobals->time < m_flNextAttack ) return;
|
|
|
|
|
|
|
|
if ( pev->spawnflags & SF_TANK_SEQFIRE ) // does the sequence want me to fire?
|
|
|
|
{
|
|
|
|
Vector forward;
|
|
|
|
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
|
|
|
|
|
|
|
|
// to make sure the gun doesn't fire too many bullets
|
|
|
|
m_fireLast = gpGlobals->time - (1/m_fireRate) - 0.01;
|
|
|
|
|
|
|
|
TryFire( BarrelPosition(), forward, pev );
|
|
|
|
|
|
|
|
m_flNextAttack = gpGlobals->time + (1/m_fireRate);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// firing with player-controlled tanks:
|
|
|
|
else if ( pController )
|
|
|
|
{
|
|
|
|
if ( gpGlobals->time < m_flNextAttack )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// FIXME- use m_???Tolerance to fire in the desired direction,
|
|
|
|
// instead of the one we're facing.
|
|
|
|
|
|
|
|
if ( pController->pev->button & IN_ATTACK )
|
|
|
|
{
|
|
|
|
Vector forward;
|
|
|
|
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
|
|
|
|
|
|
|
|
// to make sure the gun doesn't fire too many bullets
|
|
|
|
m_fireLast = gpGlobals->time - (1/m_fireRate) - 0.01;
|
|
|
|
|
|
|
|
TryFire( BarrelPosition(), forward, pController->pev );
|
|
|
|
|
|
|
|
// HACKHACK -- make some noise (that the AI can hear)
|
|
|
|
if ( pController && pController->IsPlayer() )
|
|
|
|
((CBasePlayer *)pController)->m_iWeaponVolume = LOUD_GUN_VOLUME;
|
|
|
|
|
|
|
|
m_flNextAttack = gpGlobals->time + (1/m_fireRate);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// firing with automatic guns:
|
|
|
|
else if ( CanFire() && ( (fabs(distX) < m_pitchTolerance && fabs(distY) < m_yawTolerance) || (pev->spawnflags & SF_TANK_LINEOFSIGHT) ) )
|
|
|
|
{
|
|
|
|
BOOL fire = FALSE;
|
|
|
|
Vector forward;
|
|
|
|
UTIL_MakeVectorsPrivate( pev->angles, forward, NULL, NULL );
|
|
|
|
|
|
|
|
if( pev->spawnflags & SF_TANK_LINEOFSIGHT )
|
|
|
|
{
|
|
|
|
float length = direction.Length();
|
|
|
|
UTIL_TraceLine( barrelEnd, barrelEnd + forward * length, dont_ignore_monsters, edict(), &tr );
|
|
|
|
if ( tr.pHit == ENT(pTarget->pev) )
|
|
|
|
fire = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
fire = TRUE;
|
|
|
|
|
|
|
|
if( fire )
|
|
|
|
{
|
|
|
|
TryFire( BarrelPosition(), forward, pev );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
m_fireLast = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
m_fireLast = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If barrel is offset, add in additional rotation
|
|
|
|
void CFuncTank::AdjustAnglesForBarrel( Vector &angles, float distance )
|
|
|
|
{
|
|
|
|
float r2, d2;
|
|
|
|
|
|
|
|
if( m_barrelPos.y != 0 || m_barrelPos.z != 0 )
|
|
|
|
{
|
|
|
|
distance -= m_barrelPos.z;
|
|
|
|
d2 = distance * distance;
|
|
|
|
if( m_barrelPos.y )
|
|
|
|
{
|
|
|
|
r2 = m_barrelPos.y * m_barrelPos.y;
|
|
|
|
angles.y += ( 180.0 / M_PI ) * atan2( m_barrelPos.y, sqrt( d2 - r2 ) );
|
|
|
|
}
|
|
|
|
if( m_barrelPos.z )
|
|
|
|
{
|
|
|
|
r2 = m_barrelPos.z * m_barrelPos.z;
|
|
|
|
angles.x += ( 180.0 / M_PI ) * atan2( -m_barrelPos.z, sqrt( d2 - r2 ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check the FireMaster before actually firing
|
|
|
|
void CFuncTank::TryFire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
|
|
{
|
|
|
|
// ALERT(at_console, "TryFire\n");
|
|
|
|
if (UTIL_IsMasterTriggered(m_iszFireMaster, NULL))
|
|
|
|
{
|
|
|
|
// ALERT(at_console, "Fire is %p, rocketfire %p, tankfire %p\n", this->Fire, CFuncTankRocket::Fire, CFuncTank::Fire);
|
|
|
|
Fire( barrelEnd, forward, pevAttacker );
|
|
|
|
}
|
|
|
|
// else
|
|
|
|
// m_fireLast = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fire targets and spawn sprites
|
|
|
|
void CFuncTank::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
|
|
{
|
|
|
|
// ALERT(at_console, "FuncTank::Fire\n");
|
|
|
|
if( m_fireLast != 0 )
|
|
|
|
{
|
|
|
|
if( m_iszSpriteSmoke )
|
|
|
|
{
|
|
|
|
CSprite *pSprite = CSprite::SpriteCreate( STRING( m_iszSpriteSmoke ), barrelEnd, TRUE );
|
|
|
|
pSprite->AnimateAndDie( RANDOM_FLOAT( 15.0, 20.0 ) );
|
|
|
|
pSprite->SetTransparency( kRenderTransAlpha, (int)pev->rendercolor.x, (int)pev->rendercolor.y, (int)pev->rendercolor.z, 255, kRenderFxNone );
|
|
|
|
pSprite->pev->velocity.z = RANDOM_FLOAT( 40, 80 );
|
|
|
|
pSprite->SetScale( m_spriteScale );
|
|
|
|
}
|
|
|
|
if( m_iszSpriteFlash )
|
|
|
|
{
|
|
|
|
CSprite *pSprite = CSprite::SpriteCreate( STRING( m_iszSpriteFlash ), barrelEnd, TRUE );
|
|
|
|
pSprite->AnimateAndDie( 60 );
|
|
|
|
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
|
|
pSprite->SetScale( m_spriteScale );
|
|
|
|
|
|
|
|
// Hack Hack, make it stick around for at least 100 ms.
|
|
|
|
pSprite->AbsoluteNextThink( pSprite->m_fNextThink + 0.1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
//LRC
|
|
|
|
if (m_iszLocusFire)
|
|
|
|
{
|
|
|
|
FireTargets( STRING(m_iszLocusFire), m_pFireProxy, this, USE_TOGGLE, 0 );
|
|
|
|
}
|
|
|
|
SUB_UseTargets( this, USE_TOGGLE, 0 );
|
|
|
|
}
|
|
|
|
m_fireLast = gpGlobals->time;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr )
|
|
|
|
{
|
|
|
|
// get circular gaussian spread
|
|
|
|
float x, y, z;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
|
|
|
|
y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 );
|
|
|
|
z = x * x + y * y;
|
|
|
|
} while( z > 1 );
|
|
|
|
Vector vecDir = vecForward +
|
|
|
|
x * vecSpread.x * gpGlobals->v_right +
|
|
|
|
y * vecSpread.y * gpGlobals->v_up;
|
|
|
|
Vector vecEnd;
|
|
|
|
|
|
|
|
vecEnd = vecStart + vecDir * 4096;
|
|
|
|
UTIL_TraceLine( vecStart, vecEnd, dont_ignore_monsters, edict(), &tr );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTank::StartRotSound( void )
|
|
|
|
{
|
|
|
|
if( !pev->noise || ( pev->spawnflags & SF_TANK_SOUNDON ) )
|
|
|
|
return;
|
|
|
|
pev->spawnflags |= SF_TANK_SOUNDON;
|
|
|
|
EMIT_SOUND( edict(), CHAN_STATIC, STRING( pev->noise ), 0.85, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTank::StopRotSound( void )
|
|
|
|
{
|
|
|
|
if( pev->spawnflags & SF_TANK_SOUNDON )
|
|
|
|
STOP_SOUND( edict(), CHAN_STATIC, STRING( pev->noise ) );
|
|
|
|
pev->spawnflags &= ~SF_TANK_SOUNDON;
|
|
|
|
}
|
|
|
|
|
|
|
|
class CFuncTankGun : public CFuncTank
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun )
|
|
|
|
|
|
|
|
void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if( m_fireLast != 0 )
|
|
|
|
{
|
|
|
|
// FireBullets needs gpGlobals->v_up, etc.
|
|
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
|
|
|
|
|
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
|
|
|
|
if( bulletCount > 0 )
|
|
|
|
{
|
|
|
|
for( i = 0; i < bulletCount; i++ )
|
|
|
|
{
|
|
|
|
switch( m_bulletType )
|
|
|
|
{
|
|
|
|
case TANK_BULLET_9MM:
|
|
|
|
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_9MM, 1, m_iBulletDamage, pevAttacker );
|
|
|
|
break;
|
|
|
|
case TANK_BULLET_MP5:
|
|
|
|
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_MP5, 1, m_iBulletDamage, pevAttacker );
|
|
|
|
break;
|
|
|
|
case TANK_BULLET_12MM:
|
|
|
|
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_12MM, 1, m_iBulletDamage, pevAttacker );
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
case TANK_BULLET_NONE:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
|
|
|
|
}
|
|
|
|
|
|
|
|
class CFuncTankLaser : public CFuncTank
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Activate( void );
|
|
|
|
void KeyValue( KeyValueData *pkvd );
|
|
|
|
void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
|
|
|
|
void Think( void );
|
|
|
|
CLaser *GetLaser( void );
|
|
|
|
|
|
|
|
virtual int Save( CSave &save );
|
|
|
|
virtual int Restore( CRestore &restore );
|
|
|
|
static TYPEDESCRIPTION m_SaveData[];
|
|
|
|
virtual void StopFire( void );
|
|
|
|
|
|
|
|
private:
|
|
|
|
CLaser *m_pLaser;
|
|
|
|
float m_laserTime;
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CFuncTankLaser::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CFuncTankLaser, m_pLaser, FIELD_CLASSPTR ),
|
|
|
|
DEFINE_FIELD( CFuncTankLaser, m_laserTime, FIELD_TIME ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CFuncTankLaser, CFuncTank )
|
|
|
|
|
|
|
|
void CFuncTankLaser::Activate( void )
|
|
|
|
{
|
|
|
|
if( !GetLaser() )
|
|
|
|
{
|
|
|
|
UTIL_Remove( this );
|
|
|
|
ALERT( at_error, "Laser tank with no env_laser!\n" );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_pLaser->TurnOff();
|
|
|
|
}
|
|
|
|
CFuncTank::Activate();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTankLaser::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( FStrEq( pkvd->szKeyName, "laserentity" ) )
|
|
|
|
{
|
|
|
|
pev->message = ALLOC_STRING( pkvd->szValue );
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CFuncTank::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
CLaser *CFuncTankLaser::GetLaser( void )
|
|
|
|
{
|
|
|
|
if( m_pLaser )
|
|
|
|
return m_pLaser;
|
|
|
|
|
|
|
|
CBaseEntity *pEntity;
|
|
|
|
|
|
|
|
pEntity = UTIL_FindEntityByTargetname( NULL, STRING(pev->message) );
|
|
|
|
while ( pEntity )
|
|
|
|
{
|
|
|
|
// Found the laser
|
|
|
|
if ( FClassnameIs( pEntity->pev, "env_laser" ) )
|
|
|
|
{
|
|
|
|
m_pLaser = (CLaser *)pEntity;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
pEntity = UTIL_FindEntityByTargetname( pEntity, STRING(pev->message) );
|
|
|
|
}
|
|
|
|
|
|
|
|
return m_pLaser;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTankLaser::Think( void )
|
|
|
|
{
|
|
|
|
if( m_pLaser && (gpGlobals->time > m_laserTime) )
|
|
|
|
m_pLaser->TurnOff();
|
|
|
|
|
|
|
|
CFuncTank::Think();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTankLaser::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
TraceResult tr;
|
|
|
|
|
|
|
|
if( m_fireLast != 0 && GetLaser() )
|
|
|
|
{
|
|
|
|
// TankTrace needs gpGlobals->v_up, etc.
|
|
|
|
UTIL_MakeAimVectors( pev->angles );
|
|
|
|
|
|
|
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
|
|
|
|
if( bulletCount )
|
|
|
|
{
|
|
|
|
for( i = 0; i < bulletCount; i++ )
|
|
|
|
{
|
|
|
|
m_pLaser->pev->origin = barrelEnd;
|
|
|
|
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
|
|
|
|
|
|
|
|
m_laserTime = gpGlobals->time;
|
|
|
|
m_pLaser->TurnOn();
|
|
|
|
m_pLaser->pev->dmgtime = gpGlobals->time - 1.0;
|
|
|
|
m_pLaser->FireAtPoint( barrelEnd, tr );
|
|
|
|
|
|
|
|
//LRC - tripbeams
|
|
|
|
CBaseEntity* pTrip;
|
|
|
|
if (!FStringNull(m_pLaser->pev->target) && (pTrip = m_pLaser->GetTripEntity( &tr )) != NULL)
|
|
|
|
FireTargets(STRING(m_pLaser->pev->target), pTrip, m_pLaser, USE_TOGGLE, 0);
|
|
|
|
|
|
|
|
m_pLaser->DontThink();
|
|
|
|
}
|
|
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTankLaser::StopFire( void )
|
|
|
|
{
|
|
|
|
if( m_pLaser )
|
|
|
|
m_pLaser->TurnOff();
|
|
|
|
}
|
|
|
|
|
|
|
|
class CFuncTankRocket : public CFuncTank
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
void Precache( void );
|
|
|
|
virtual void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket )
|
|
|
|
|
|
|
|
void CFuncTankRocket::Precache( void )
|
|
|
|
{
|
|
|
|
UTIL_PrecacheOther( "rpg_rocket" );
|
|
|
|
CFuncTank::Precache();
|
|
|
|
}
|
|
|
|
|
|
|
|
void CFuncTankRocket::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if( m_fireLast != 0 )
|
|
|
|
{
|
|
|
|
int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
|
|
|
|
if( bulletCount > 0 )
|
|
|
|
{
|
|
|
|
for( i = 0; i < bulletCount; i++ )
|
|
|
|
{
|
|
|
|
CBaseEntity::Create( "rpg_rocket", barrelEnd, pev->angles, edict() );
|
|
|
|
}
|
|
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CFuncTank::Fire( barrelEnd, forward, pev );
|
|
|
|
}
|
|
|
|
|
|
|
|
class CFuncTankMortar : public CFuncTank
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{
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public:
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void KeyValue( KeyValueData *pkvd );
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void Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker );
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};
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LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar )
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void CFuncTankMortar::KeyValue( KeyValueData *pkvd )
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{
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if( FStrEq( pkvd->szKeyName, "iMagnitude" ) )
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{
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pev->impulse = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
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}
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else
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CFuncTank::KeyValue( pkvd );
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}
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void CFuncTankMortar::Fire( const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker )
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{
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if( m_fireLast != 0 )
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{
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int bulletCount = (int)( ( gpGlobals->time - m_fireLast ) * m_fireRate );
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// Only create 1 explosion
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if( bulletCount > 0 )
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{
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TraceResult tr;
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// TankTrace needs gpGlobals->v_up, etc.
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UTIL_MakeAimVectors( pev->angles );
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TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
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ExplosionCreate( tr.vecEndPos, pev->angles, edict(), pev->impulse, TRUE );
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CFuncTank::Fire( barrelEnd, forward, pev );
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}
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}
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else
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CFuncTank::Fire( barrelEnd, forward, pev );
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}
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//============================================================================
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// FUNC TANK CONTROLS
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//============================================================================
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#define SF_TANKCONTROLS_NO_USE 1
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#define SF_TANKCONTROLS_VISIBLE 2
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LINK_ENTITY_TO_CLASS( func_tankcontrols, CFuncTankControls );
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TYPEDESCRIPTION CFuncTankControls::m_SaveData[] =
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{
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// DEFINE_FIELD( CFuncTankControls, m_pTank, FIELD_CLASSPTR ),
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DEFINE_FIELD( CFuncTankControls, m_active, FIELD_BOOLEAN ),
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DEFINE_FIELD( CFuncTankControls, m_pController, FIELD_CLASSPTR ),
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DEFINE_FIELD( CFuncTankControls, m_vecControllerUsePos, FIELD_VECTOR ),
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DEFINE_FIELD( CFuncTankControls, m_iCrosshair, FIELD_INTEGER ), //LRC
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};
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IMPLEMENT_SAVERESTORE( CFuncTankControls, CBaseEntity );
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void CFuncTankControls :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "crosshair"))
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{
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m_iCrosshair = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseEntity::KeyValue( pkvd );
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}
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int CFuncTankControls::ObjectCaps( void )
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{
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if (pev->spawnflags & SF_TANKCONTROLS_NO_USE)
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
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else
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return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | FCAP_IMPULSE_USE;
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}
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//LRC- copied here from FuncTank.
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BOOL CFuncTankControls :: OnControls( entvars_t *pevTest )
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{
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// if ( !(pev->spawnflags & SF_TANK_CANCONTROL) )
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// return FALSE;
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Vector offset = pevTest->origin - pev->origin;
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if (pev->frags == -1)
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{
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// ALERT(at_console, "TANK OnControls: TRUE(full tolerance)\n");
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return TRUE;
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}
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if (m_pMoveWith)
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{
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if ( ((m_vecControllerUsePos + m_pMoveWith->pev->origin) - pevTest->origin).Length() <= pev->frags )
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{
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// ALERT(at_console, "TANK OnControls: TRUE(movewith)\n");
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return TRUE;
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}
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}
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else if ( (m_vecControllerUsePos - pevTest->origin).Length() <= pev->frags )
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{
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// ALERT(at_console, "TANK OnControls: TRUE\n");
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return TRUE;
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}
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// ALERT(at_console, "TANK OnControls: FALSE\n");
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return FALSE;
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}
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void CFuncTankControls::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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// LRC- rewritten to allow TankControls to be the thing that handles the relationship
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// between the player and one or more faithful tanks.
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CBaseEntity *tryTank = NULL;
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// ALERT(at_console,"controls %p triggered by \"%s\" %p\n", this, STRING(pCaller->pev->classname), pCaller);
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if ( !m_pController && useType != USE_OFF )
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{
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// if not activated by a player, don't work.
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if (!pActivator || !(pActivator->IsPlayer()))
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return;
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// if I've already got a controller, or the player's already using
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// another controls, then forget it.
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if (m_active != FALSE || ((CBasePlayer*)pActivator)->m_pTank != 0)
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return;
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//LRC- Now uses FindEntityByTargetname, so that aliases work.
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while( ( tryTank = UTIL_FindEntityByTargetname( tryTank, STRING( pev->target ) ) ) )
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{
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if (!strncmp( STRING(tryTank->pev->classname), "func_tank", 9 ))
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{
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if (((CFuncTank*)tryTank)->StartControl((CBasePlayer*)pActivator, this))
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{
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//ALERT(at_console,"started controlling tank %s\n",STRING(tryTank->pev->targetname));
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// here's a tank we can control. Phew.
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m_active = TRUE;
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}
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}
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}
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if (m_active)
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{
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// we found at least one tank to use, so holster player's weapon
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m_pController = (CBasePlayer*)pActivator;
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m_pController->m_pTank = this;
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if ( m_pController->m_pActiveItem )
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{
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m_pController->m_pActiveItem->Holster();
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m_pController->pev->weaponmodel = 0;
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m_pController->pev->viewmodel = 0;
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}
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//LRC - allow tank crosshairs
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if (m_iCrosshair)
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m_pController->m_iHideHUD |= ( HIDEHUD_CUSTOMCROSSHAIR | HIDEHUD_WEAPONS );
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else
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m_pController->m_iHideHUD |= HIDEHUD_WEAPONS;
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// remember where the player's standing, so we can tell when he walks away
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if (m_pMoveWith)
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m_vecControllerUsePos = m_pController->pev->origin - m_pMoveWith->pev->origin;
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else
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m_vecControllerUsePos = m_pController->pev->origin;
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//ALERT( at_console, "TANK controls activated\n");
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}
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}
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else if (m_pController && useType != USE_ON)
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{
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// player stepped away or died, most likely.
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//ALERT(at_console, "TANK controls deactivated\n");
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//LRC- Now uses FindEntityByTargetname, so that aliases work.
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while( ( tryTank = UTIL_FindEntityByTargetname( tryTank, STRING( pev->target ) ) ) )
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{
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if (FClassnameIs(tryTank->pev, "func_tank"))
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{
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// this is a tank we're controlling.
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((CFuncTank*)tryTank)->StopControl(this);
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}
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}
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// if (!m_pController)
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// return;
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// bring back player's weapons
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if ( m_pController->m_pActiveItem )
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m_pController->m_pActiveItem->Deploy();
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m_pController->m_iHideHUD &= ~ (HIDEHUD_CUSTOMCROSSHAIR | HIDEHUD_WEAPONS);
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m_pController->m_pTank = NULL;
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m_pController = NULL;
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m_active = false;
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}
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// if ( m_pTank )
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// m_pTank->Use( pActivator, pCaller, useType, value );
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// ASSERT( m_pTank != NULL ); // if this fails, most likely means save/restore hasn't worked properly
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}
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/* LRC- no need to set up m_pTank any more...
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void CFuncTankControls::Think( void )
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{
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CBaseEntity *pTarget = NULL;
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do
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{
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pTarget = UTIL_FindEntityByClassname( pTarget, STRING(pev->target) );
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} while ( pTarget && strncmp( STRING(pTarget->v.classname), "func_tank", 9 ) );
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if ( !pTarget )
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{
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ALERT( at_console, "No tank %s\n", STRING( pev->target ) );
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return;
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}
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else
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{
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m_pTank = (CFuncTank*)pTarget;
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do
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{
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pTarget = UTIL_FindEntityByClassname( pTarget, STRING(pev->target) );
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} while ( pTarget && strncmp( STRING(pTarget->v.classname), "func_tank", 9 ) );
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if ( pTarget )
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{
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m_pTank2 = (CFuncTank*)pTarget;
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ALERT( at_console, "Got second tank %s\n", STRING(pev->target) );
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}
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}
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}*/
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void CFuncTankControls::Spawn( void )
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{
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pev->solid = SOLID_TRIGGER;
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pev->movetype = MOVETYPE_NONE;
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if (!(pev->spawnflags & SF_TANKCONTROLS_VISIBLE))
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pev->effects |= EF_NODRAW;
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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if (pev->frags == 0) //LRC- in case the level designer didn't set it.
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pev->frags = 30;
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UTIL_SetSize( pev, pev->mins, pev->maxs );
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UTIL_SetOrigin( this, pev->origin );
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//LRC SetNextThink( 0.3 ); // After all the func_tanks have spawned
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CBaseEntity::Spawn();
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}
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//============================================================================
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//LRC - Scripted Tank Sequence
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//============================================================================
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LINK_ENTITY_TO_CLASS( scripted_tanksequence, CTankSequence );
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TYPEDESCRIPTION CTankSequence::m_SaveData[] =
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{
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DEFINE_FIELD( CTankSequence, m_iszEntity, FIELD_STRING ),
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DEFINE_FIELD( CTankSequence, m_iszEnemy, FIELD_STRING ),
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DEFINE_FIELD( CTankSequence, m_iUntil, FIELD_INTEGER ),
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DEFINE_FIELD( CTankSequence, m_fDuration, FIELD_FLOAT ),
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DEFINE_FIELD( CTankSequence, m_iTurn, FIELD_INTEGER ),
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DEFINE_FIELD( CTankSequence, m_iShoot, FIELD_INTEGER ),
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DEFINE_FIELD( CTankSequence, m_iActive, FIELD_INTEGER ),
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DEFINE_FIELD( CTankSequence, m_iControllable, FIELD_INTEGER ),
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DEFINE_FIELD( CTankSequence, m_iLaserSpot, FIELD_INTEGER ),
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DEFINE_FIELD( CTankSequence, m_pTank, FIELD_CLASSPTR),
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};
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IMPLEMENT_SAVERESTORE( CTankSequence, CBaseEntity );
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int CTankSequence :: ObjectCaps( void )
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{
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
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}
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void CTankSequence :: KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "m_iUntil"))
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{
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m_iUntil = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iTurn"))
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{
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m_iTurn = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iShoot"))
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{
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m_iShoot = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iActive"))
|
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{
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m_iActive = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iControllable"))
|
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{
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m_iControllable = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
|
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|
|
}
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else if (FStrEq(pkvd->szKeyName, "m_iLaserSpot"))
|
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|
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{
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|
m_iLaserSpot = atoi(pkvd->szValue);
|
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|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "m_iszEntity"))
|
|
|
|
{
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|
|
|
m_iszEntity = ALLOC_STRING(pkvd->szValue);
|
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|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else if (FStrEq(pkvd->szKeyName, "m_iszEnemy"))
|
|
|
|
{
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|
|
|
m_iszEnemy = ALLOC_STRING(pkvd->szValue);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
CBaseEntity::KeyValue( pkvd );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTankSequence :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
|
|
{
|
|
|
|
if (!ShouldToggle(useType)) return;
|
|
|
|
|
|
|
|
if (GetState() == STATE_OFF)
|
|
|
|
{
|
|
|
|
// take control of the tank, start the sequence
|
|
|
|
|
|
|
|
CBaseEntity* pEnt = UTIL_FindEntityByTargetname(NULL, STRING(m_iszEntity));
|
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|
|
if (!pEnt || !FStrEq(STRING(pEnt->pev->classname), "func_tank"))
|
|
|
|
{
|
|
|
|
ALERT(at_error, "Invalid or missing tank \"%s\" for scripted_tanksequence!\n", STRING(m_iszEntity));
|
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|
|
return;
|
|
|
|
}
|
|
|
|
CFuncTank* pTank = (CFuncTank*)pEnt;
|
|
|
|
|
|
|
|
// check whether it's being controlled by another sequence
|
|
|
|
if (pTank->m_pSequence)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// check whether it's being controlled by the player
|
|
|
|
if (pTank->m_pControls)
|
|
|
|
{
|
|
|
|
if (pev->spawnflags & SF_TSEQ_DUMPPLAYER)
|
|
|
|
{
|
|
|
|
pTank->StopControl( pTank->m_pControls );
|
|
|
|
}
|
|
|
|
else if (!FBitSet(pev->spawnflags, SF_TSEQ_DUMPPLAYER))
|
|
|
|
{
|
|
|
|
//ALERT(at_debug, "scripted_tanksequence can't take tank away from player\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//passed all the tests, so we can now take control of it.
|
|
|
|
if (m_iTurn == TSEQ_TURN_ENEMY)
|
|
|
|
{
|
|
|
|
CBaseEntity *pEnemy;
|
|
|
|
if (m_iszEnemy)
|
|
|
|
pEnemy = UTIL_FindEntityGeneric(STRING(m_iszEnemy), pTank->pev->origin, pTank->m_maxRange );
|
|
|
|
else
|
|
|
|
pEnemy = pTank->BestVisibleEnemy();
|
|
|
|
|
|
|
|
if (pEnemy)
|
|
|
|
{
|
|
|
|
pTank->m_pSequenceEnemy = pEnemy;
|
|
|
|
pTank->StartSequence(this);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pTank->StartSequence(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iShoot == TSEQ_SHOOT_ALWAYS)
|
|
|
|
pTank->pev->spawnflags |= SF_TANK_SEQFIRE;
|
|
|
|
else
|
|
|
|
pTank->pev->spawnflags &= ~SF_TANK_SEQFIRE;
|
|
|
|
|
|
|
|
m_pTank = pTank;
|
|
|
|
if (m_fDuration)
|
|
|
|
{
|
|
|
|
SetThink(&CTankSequence :: TimeOutThink );
|
|
|
|
SetNextThink( m_fDuration );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // don't check UNTIL_TRIGGER - any UNTIL value can be prematurely ended.
|
|
|
|
{
|
|
|
|
//disable any other end conditions
|
|
|
|
DontThink();
|
|
|
|
|
|
|
|
// release control of the tank
|
|
|
|
StopSequence();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTankSequence :: FacingNotify()
|
|
|
|
{
|
|
|
|
if (m_iUntil == TSEQ_UNTIL_FACING)
|
|
|
|
{
|
|
|
|
SetThink(&CTankSequence :: EndThink );
|
|
|
|
SetNextThink( 0 );
|
|
|
|
}
|
|
|
|
else if (m_iShoot == TSEQ_SHOOT_FACING)
|
|
|
|
m_pTank->pev->spawnflags |= SF_TANK_SEQFIRE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTankSequence :: DeadEnemyNotify()
|
|
|
|
{
|
|
|
|
if (m_iUntil == TSEQ_UNTIL_DEATH)
|
|
|
|
{
|
|
|
|
SetThink(&CTankSequence :: EndThink );
|
|
|
|
SetNextThink( 0 );
|
|
|
|
}
|
|
|
|
// else
|
|
|
|
// m_pTank->pev->spawnflags &= ~SF_TANK_SEQFIRE; // if the enemy's dead, stop firing
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTankSequence :: EndThink()
|
|
|
|
{
|
|
|
|
//the sequence has expired. Release control of the tank.
|
|
|
|
StopSequence();
|
|
|
|
if (!FStringNull(pev->target))
|
|
|
|
FireTargets(STRING(pev->target), this, this, USE_TOGGLE, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTankSequence :: TimeOutThink()
|
|
|
|
{
|
|
|
|
//the sequence has timed out. Release control of the tank.
|
|
|
|
StopSequence();
|
|
|
|
if (!FStringNull(pev->netname))
|
|
|
|
FireTargets(STRING(pev->netname), this, this, USE_TOGGLE, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CTankSequence :: StopSequence()
|
|
|
|
{
|
|
|
|
if (!m_pTank)
|
|
|
|
{
|
|
|
|
ALERT(at_error, "TankSeq: StopSequence with no tank!\n");
|
|
|
|
return; // this shouldn't happen. Just insurance...
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we're doing "shoot at end", fire that shot now.
|
|
|
|
if (m_iShoot == TSEQ_SHOOT_ONCE)
|
|
|
|
{
|
|
|
|
m_pTank->m_fireLast = gpGlobals->time - 1/m_pTank->m_fireRate; // exactly one shot.
|
|
|
|
Vector forward;
|
|
|
|
UTIL_MakeVectorsPrivate( m_pTank->pev->angles, forward, NULL, NULL );
|
|
|
|
m_pTank->TryFire( m_pTank->BarrelPosition(), forward, m_pTank->pev );
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iLaserSpot)
|
|
|
|
{
|
|
|
|
if (m_pTank->pev->spawnflags & SF_TANK_LASERSPOT && m_iLaserSpot != TSEQ_FLAG_ON)
|
|
|
|
{
|
|
|
|
m_pTank->pev->spawnflags &= ~SF_TANK_LASERSPOT;
|
|
|
|
}
|
|
|
|
else if (!FBitSet(m_pTank->pev->spawnflags, SF_TANK_LASERSPOT) && m_iLaserSpot != TSEQ_FLAG_OFF)
|
|
|
|
{
|
|
|
|
m_pTank->pev->spawnflags |= SF_TANK_LASERSPOT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iControllable)
|
|
|
|
{
|
|
|
|
if (m_pTank->pev->spawnflags & SF_TANK_CANCONTROL && m_iControllable != TSEQ_FLAG_ON)
|
|
|
|
{
|
|
|
|
m_pTank->pev->spawnflags &= ~SF_TANK_CANCONTROL;
|
|
|
|
}
|
|
|
|
else if (!(m_pTank->pev->spawnflags & SF_TANK_CANCONTROL) && m_iControllable != TSEQ_FLAG_OFF)
|
|
|
|
{
|
|
|
|
m_pTank->pev->spawnflags |= SF_TANK_CANCONTROL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pTank->StopSequence();
|
|
|
|
|
|
|
|
if (!FBitSet(pev->spawnflags, SF_TSEQ_REPEATABLE))
|
|
|
|
UTIL_Remove( this );
|
|
|
|
|
|
|
|
if (m_pTank->IsActive() && (m_iActive == TSEQ_FLAG_OFF || m_iActive == TSEQ_FLAG_TOGGLE))
|
|
|
|
{
|
|
|
|
m_pTank->TankDeactivate();
|
|
|
|
if (m_pTank->m_pSpot) m_pTank->m_pSpot->Suspend(-1);
|
|
|
|
}
|
|
|
|
else if (!m_pTank->IsActive() && (m_iActive == TSEQ_FLAG_ON || m_iActive == TSEQ_FLAG_TOGGLE))
|
|
|
|
{
|
|
|
|
m_pTank->TankActivate();
|
|
|
|
if (m_pTank->m_pSpot) m_pTank->m_pSpot->Revive();
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pTank = NULL;
|
|
|
|
}
|