diff --git a/dlls/gravgun.cpp b/dlls/gravgun.cpp index 4f66d106..06e870c9 100644 --- a/dlls/gravgun.cpp +++ b/dlls/gravgun.cpp @@ -39,11 +39,13 @@ enum gauss_e { GAUSS_DRAW }; -class CGrav : public CBasePlayerWeapon + +class CGravGun : public CBasePlayerWeapon { public: + float m_flLastCmd; void Spawn(void); void Precache(void); int iItemSlot(void) { return 4; } @@ -66,6 +68,7 @@ public: void WeaponIdle(void); void Pull(CBaseEntity* ent, float force); void GravAnim(int iAnim, int skiplocal, int body); + Vector PredictTarget( float length ); CBaseEntity *GetCrossEnt( Vector gunpos, Vector aim, float radius ); float m_flNextGravgunAttack; float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer. @@ -96,9 +99,9 @@ private: float m_fPushSpeed; }; -LINK_ENTITY_TO_CLASS(weapon_gravgun, CGrav); +LINK_ENTITY_TO_CLASS(weapon_gravgun, CGravGun); -void CGrav::Spawn() +void CGravGun::Spawn() { pev->classname = MAKE_STRING("weapon_gravgun"); // hack to allow for old names Precache(); @@ -109,9 +112,34 @@ void CGrav::Spawn() FallInit();// get ready to fall down. } +#define CONST_MULT 10 +#define CMD_MULT 100 +Vector CGravGun::PredictTarget(float length) +{ + Vector predicted = m_pPlayer->pev->origin; + float cmdtime = gpGlobals->time - m_flLastCmd; + printf("PredictTarget %f\n", cmdtime); + + // button-based prediction + if( m_pPlayer->pev->button & IN_FORWARD ) + predicted = predicted + gpGlobals->v_forward * CONST_MULT + gpGlobals->v_forward * cmdtime * CMD_MULT; + // do not predict back? it may hurt player + //if( m_pPlayer->pev->button & IN_BACK ) + //predicted = predicted + gpGlobals->v_forward * -CONST_MULT / 2 + gpGlobals->v_forward * cmdtime * -CMD_MULT / 2; + if( m_pPlayer->pev->button & IN_MOVELEFT ) + predicted = predicted + gpGlobals->v_right * -CONST_MULT + gpGlobals->v_right * cmdtime * -CMD_MULT; + if( m_pPlayer->pev->button & IN_MOVERIGHT ) + predicted = predicted + gpGlobals->v_right * CONST_MULT + gpGlobals->v_right * cmdtime * CMD_MULT; + + // distance + predicted = predicted + gpGlobals->v_forward * length; + + // velocity animation + predicted = predicted + m_pPlayer->pev->velocity * cmdtime; + return predicted; +} - -void CGrav::Precache(void) +void CGravGun::Precache(void) { PRECACHE_MODEL("models/w_gravcannon.mdl"); PRECACHE_MODEL("models/v_gravcannon.mdl"); @@ -133,14 +161,14 @@ void CGrav::Precache(void) } -BOOL CGrav::Deploy(void) +BOOL CGravGun::Deploy(void) { m_deployed = FALSE; m_fireState = FIRE_OFF; return DefaultDeploy("models/v_gravcannon.mdl", "models/p_gravcannon.mdl", GAUSS_DRAW, "gauss"); } -int CGrav::AddToPlayer(CBasePlayer *pPlayer) +int CGravGun::AddToPlayer(CBasePlayer *pPlayer) { if (CBasePlayerWeapon::AddToPlayer(pPlayer)) { @@ -154,7 +182,7 @@ int CGrav::AddToPlayer(CBasePlayer *pPlayer) -void CGrav::Holster(int skiplocal /* = 0 */) +void CGravGun::Holster(int skiplocal /* = 0 */) { SetThink(NULL); @@ -168,7 +196,7 @@ void CGrav::Holster(int skiplocal /* = 0 */) SetThink(NULL); } -int CGrav::GetItemInfo(ItemInfo *p) +int CGravGun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = NULL; @@ -185,7 +213,7 @@ p->pszAmmo1 = NULL; return 1; } -BOOL CGrav::HasAmmo(void) +BOOL CGravGun::HasAmmo(void) { return TRUE; @@ -193,7 +221,7 @@ BOOL CGrav::HasAmmo(void) -void CGrav::Attack(void) +void CGravGun::Attack(void) { pev->nextthink = gpGlobals->time + 1.1; m_flNextGravgunAttack - gpGlobals->time + 0.5; @@ -276,13 +304,13 @@ void CGrav::Attack(void) m_flNextGravgunAttack = gpGlobals->time + 0.5; pev->nextthink = gpGlobals->time + 0.2; - SetThink( &CGrav::DestroyEffect ); + SetThink( &CGravGun::DestroyEffect ); break; } } -void CGrav::GravAnim(int iAnim, int skiplocal, int body) +void CGravGun::GravAnim(int iAnim, int skiplocal, int body) { m_pPlayer->pev->weaponanim = iAnim; @@ -295,7 +323,7 @@ void CGrav::GravAnim(int iAnim, int skiplocal, int body) MESSAGE_END(); } -void CGrav::Attack2(void) +void CGravGun::Attack2(void) { //if (temp) { temp = NULL; } //if(temp) return; @@ -371,7 +399,7 @@ void CGrav::Attack2(void) } } -CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius ) +CBaseEntity *CGravGun::GetCrossEnt( Vector gunpos, Vector aim, float radius ) { edict_t *pEdict = g_engfuncs.pfnPEntityOfEntIndex( 1 ); edict_t *pClosest = NULL; @@ -428,7 +456,7 @@ CBaseEntity *CGrav::GetCrossEnt( Vector gunpos, Vector aim, float radius ) } -CBaseEntity* CGrav::TraceForward(CBaseEntity *pMe,float radius) +CBaseEntity* CGravGun::TraceForward(CBaseEntity *pMe,float radius) { TraceResult tr; UTIL_MakeVectors(pMe->pev->v_angle); @@ -439,8 +467,9 @@ CBaseEntity* CGrav::TraceForward(CBaseEntity *pMe,float radius) } //Used for prop grab and -void CGrav::GrabThink() +void CGravGun::GrabThink() { + printf("GrabThink\n"); if (( m_iGrabFailures < 50 )&& m_hAimentEntity ) { Vector origin = m_hAimentEntity->pev->origin; @@ -454,13 +483,13 @@ void CGrav::GrabThink() UpdateEffect(pev->origin, origin, 1); Pull(m_hAimentEntity, 100); - pev->nextthink = gpGlobals->time + 0.001; } else{ EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, GRAV_SOUND_OFF, 1, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34)); m_iGrabFailures = 0; - SetThink(NULL); + SetThink( NULL ); + if(m_hAimentEntity) { m_hAimentEntity->pev->velocity = Vector(0,0,0); @@ -473,16 +502,16 @@ void CGrav::GrabThink() } -void CGrav::Pull(CBaseEntity* ent,float force) +void CGravGun::Pull(CBaseEntity* ent,float force) { Vector origin = ent->pev->origin; if( ent->IsBSPModel()) origin = VecBModelOrigin(ent->pev); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); - Vector target = m_pPlayer->pev->origin + gpGlobals->v_forward * 75; + Vector target = PredictTarget( 75 ); target.z += 32; if ((target - origin).Length() > 60){ - target = m_pPlayer->pev->origin + gpGlobals->v_forward * 110 ; + target = PredictTarget(110); target.z += 60; @@ -497,7 +526,8 @@ void CGrav::Pull(CBaseEntity* ent,float force) if( (target - origin).Length() < 150 ) { m_iStage = 1; - SetThink( &CGrav::GrabThink ); + + SetThink( &CGravGun::GrabThink ); pev->nextthink = gpGlobals->time + 0.001; ent->TouchGravGun(m_pPlayer, 1); } @@ -532,7 +562,7 @@ void CGrav::Pull(CBaseEntity* ent,float force) ent->pev->velocity = (target - origin).Normalize() * 900; ent->pev->velocity = ent->pev->velocity + m_pPlayer->pev->velocity; m_iStage = 2; - SetThink( &CGrav::GrabThink ); + SetThink( &CGravGun::GrabThink ); pev->nextthink = gpGlobals->time + 0.001; } else @@ -548,8 +578,9 @@ void CGrav::Pull(CBaseEntity* ent,float force) -void CGrav::PrimaryAttack(void) +void CGravGun::PrimaryAttack(void) { + m_flLastCmd = gpGlobals->time; if (m_flNextGravgunAttack < gpGlobals->time) { @@ -562,8 +593,9 @@ void CGrav::PrimaryAttack(void) } -void CGrav::SecondaryAttack(void) +void CGravGun::SecondaryAttack(void) { + m_flLastCmd = gpGlobals->time; if (m_flNextGravgunAttack < gpGlobals->time) { if (m_iStage) @@ -592,7 +624,7 @@ void CGrav::SecondaryAttack(void) } } -float CGrav::Fire(const Vector &vecOrigSrc, const Vector &vecDir) +float CGravGun::Fire(const Vector &vecOrigSrc, const Vector &vecDir) { Vector vecDest = vecOrigSrc + vecDir * 2048; edict_t *pentIgnore; @@ -610,7 +642,7 @@ float CGrav::Fire(const Vector &vecOrigSrc, const Vector &vecDir) } -void CGrav::UpdateEffect(const Vector &startPoint, const Vector &endPoint, float timeBlend) +void CGravGun::UpdateEffect(const Vector &startPoint, const Vector &endPoint, float timeBlend) { #ifndef CLIENT_DLL if (!m_pBeam) @@ -646,7 +678,7 @@ void CGrav::UpdateEffect(const Vector &startPoint, const Vector &endPoint, float } -void CGrav::CreateEffect(void) +void CGravGun::CreateEffect(void) { #ifndef CLIENT_DLL @@ -697,7 +729,7 @@ void CGrav::CreateEffect(void) } -void CGrav::DestroyEffect(void) +void CGravGun::DestroyEffect(void) { #ifndef CLIENT_DLL @@ -727,8 +759,9 @@ void CGrav::DestroyEffect(void) -void CGrav::WeaponIdle(void) +void CGravGun::WeaponIdle(void) { + m_flLastCmd = gpGlobals->time; ResetEmptySound(); if (m_flTimeWeaponIdle > gpGlobals->time) @@ -743,7 +776,7 @@ void CGrav::WeaponIdle(void) -void CGrav::EndAttack(void) +void CGravGun::EndAttack(void) { bool bMakeNoise = false; // if (m_AimentEntity&&m_AimentEntity->pev->velocity.Length() > 100&& (m_AimentEntity->pev->origin-m_pPlayer->pev->origin).Length()<100) { m_AimentEntity->pev->velocity = m_AimentEntity->pev->velocity / 10; }