Browse Source

Fix op4mortar option handling and behavior. Fix op4 mortar shell think and touch functions (#384)

opfor
Roman Chistokhodov 1 year ago committed by GitHub
parent
commit
6ee8c66c29
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
  1. 647
      dlls/gearbox/op4mortar.cpp

647
dlls/gearbox/op4mortar.cpp

@ -7,18 +7,19 @@ @@ -7,18 +7,19 @@
#include "monsters.h"
#include "player.h"
#include "soundent.h"
#include "decals.h"
class CMortarShell : public CGrenade
{
public:
void Precache();
void BurnThink();
void MortarExplodeTouch(CBaseEntity *pOther);
void EXPORT BurnThink();
void EXPORT MortarExplodeTouch(CBaseEntity *pOther);
void Spawn();
void FlyThink();
void EXPORT FlyThink();
int Save(CSave &save);
int Restore(CRestore &restore);
static CMortarShell *CreateMortarShell(Vector p_VecOrigin, Vector p_VecAngles, CBaseEntity *pOwner, int velocity);
static CMortarShell *CreateMortarShell(Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, int velocity);
static TYPEDESCRIPTION m_SaveData[];
int m_iTrail;
@ -48,114 +49,123 @@ void CMortarShell::Precache() @@ -48,114 +49,123 @@ void CMortarShell::Precache()
void CMortarShell::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/mortarshell.mdl");
UTIL_SetSize(pev, g_vecZero, g_vecZero);
pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_BOUNCE;
pev->solid = SOLID_BBOX;
SET_MODEL(edict(), "models/mortarshell.mdl");
UTIL_SetSize(pev, g_vecZero, g_vecZero);
UTIL_SetOrigin(pev, pev->origin);
pev->classname = MAKE_STRING("mortar_shell");
SetThink(&CMortarShell::BurnThink);
SetTouch(&CMortarShell::MortarExplodeTouch);
pev->dmg = gSkillData.plrDmgRPG*2;
pev->nextthink = gpGlobals->time + 0.1;
UTIL_MakeVectors(pev->angles);
pev->velocity = -(gpGlobals->v_forward * m_velocity);
pev->gravity = 1;
pev->dmg = gSkillData.plrDmgRPG * 2;
pev->nextthink = gpGlobals->time + 0.01;
m_flIgniteTime = gpGlobals->time;
m_iSoundedOff = FALSE;
}
void CMortarShell::MortarExplodeTouch(CBaseEntity *pOther)
{
pev->enemy = pOther->edict();
const Vector direction = pev->velocity.Normalize();
const Vector vecSpot = pev->origin - direction * 32;
TraceResult tr;
Vector vecSpot;
UTIL_TraceLine(vecSpot, vecSpot + direction * 64, ignore_monsters, edict(), &tr);
pev->model = iStringNull;//invisible
pev->solid = SOLID_NOT;// intangible
pev->model = 0;
pev->solid = SOLID_NOT;
pev->takedamage = DAMAGE_NO;
vecSpot = pev->origin + Vector( 0, 0, 8 );
UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), ignore_monsters, dont_ignore_glass, ENT(pev), &tr );
// Pull out of the wall a bit
if( tr.flFraction != 1.0 )
if (tr.flFraction != 1.0f)
{
pev->origin = tr.vecEndPos + ( tr.vecPlaneNormal * ( pev->dmg - 24 ) * 0.6 );
pev->origin = 0.6f * ((pev->dmg - 24.0f) * tr.vecPlaneNormal) + tr.vecEndPos;
}
int iContents = UTIL_PointContents( pev->origin );
const int contents = UTIL_PointContents(pev->origin);
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
WRITE_COORD( pev->origin.y );
WRITE_COORD( pev->origin.z );
if( iContents != CONTENTS_WATER )
{
WRITE_SHORT( g_sModelIndexFireball );
}
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(TE_EXPLOSION);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
if (contents == CONTENTS_WATER)
WRITE_SHORT(g_sModelIndexWExplosion);
else
{
WRITE_SHORT( g_sModelIndexWExplosion );
}
WRITE_BYTE( (pev->dmg - 50) * 5); // scale * 10
WRITE_BYTE( 10 ); // framerate
WRITE_BYTE( TE_EXPLFLAG_NONE );
WRITE_SHORT(g_sModelIndexFireball);
WRITE_BYTE(static_cast<int>((pev->dmg - 50.0) * 5.0));
WRITE_BYTE(10);
WRITE_BYTE(TE_EXPLFLAG_NONE);
MESSAGE_END();
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
entvars_t *pevOwner;
if( pev->owner )
pevOwner = VARS( pev->owner );
else
pevOwner = NULL;
CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 1024, 3.0);
pev->owner = NULL; // can't traceline attack owner if this is set
entvars_t* pOwner = VARS(pev->owner);
pev->owner = NULL;
RadiusDamage( pev, pevOwner, pev->dmg, CLASS_NONE, DMG_BLAST );
RadiusDamage(pev, pOwner, pev->dmg, CLASS_NONE, 64);
if( RANDOM_FLOAT( 0, 1 ) < 0.5 )
{
UTIL_DecalTrace( &tr, 11 );
}
if (RANDOM_FLOAT(0, 1) >= 0.5)
UTIL_DecalTrace(&tr, DECAL_SCORCH2);
else
{
UTIL_DecalTrace( &tr, 12 );
}
UTIL_DecalTrace(&tr, DECAL_SCORCH1);
switch( RANDOM_LONG( 0, 2 ) )
switch (RANDOM_LONG(0, 2))
{
case 0:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM );
EMIT_SOUND(edict(), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM);
break;
case 1:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM );
EMIT_SOUND(edict(), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM);
break;
case 2:
EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM );
EMIT_SOUND(edict(), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM);
break;
}
pev->effects |= EF_NODRAW;
SetThink( &CGrenade::Smoke );
SetThink(&CMortarShell::Smoke);
pev->velocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.3;
if( iContents != CONTENTS_WATER )
if (contents != CONTENTS_WATER)
{
const int sparkCount = RANDOM_LONG(0, 3);
for (int i = 0; i < sparkCount; ++i)
{
int sparkCount = RANDOM_LONG( 0, 3 );
for( int i = 0; i < sparkCount; i++ )
Create( "spark_shower", pev->origin, tr.vecPlaneNormal, NULL );
CBaseEntity::Create("spark_shower", pev->origin, tr.vecPlaneNormal);
}
}
}
void CMortarShell::BurnThink()
{
UTIL_VecToAngles(pev->velocity);
pev->angles = pev->velocity;
pev->angles = UTIL_VecToAngles(pev->velocity);
pev->angles.x -= 90;
MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
WRITE_BYTE(110);
WRITE_BYTE(TE_SPRITE_SPRAY);
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
@ -168,8 +178,10 @@ void CMortarShell::BurnThink() @@ -168,8 +178,10 @@ void CMortarShell::BurnThink()
WRITE_BYTE(120);
MESSAGE_END();
if(!((m_flIgniteTime + 0.2) >= gpGlobals->time))
if (gpGlobals->time > m_flIgniteTime + 0.2)
{
SetThink(&CMortarShell::FlyThink);
}
pev->nextthink = gpGlobals->time + 0.01;
}
@ -177,36 +189,35 @@ void CMortarShell::BurnThink() @@ -177,36 +189,35 @@ void CMortarShell::BurnThink()
void CMortarShell::FlyThink()
{
pev->angles = UTIL_VecToAngles(pev->velocity);
pev->angles.x -= 90;
pev->angles.x -= 90.0f;
if(pev->velocity.z < 20 && !m_iSoundedOff)
if(pev->velocity.z < 20.0f && !m_iSoundedOff)
{
m_iSoundedOff = TRUE;
EMIT_SOUND_DYN(ENT(pev), 2, "weapons/ofmortar.wav", 1, 0, 0, 100);
EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/ofmortar.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NONE);
}
pev->nextthink = gpGlobals->time + 0.1;
}
CMortarShell *CMortarShell::CreateMortarShell(Vector p_VecOrigin, Vector p_VecAngles, CBaseEntity *pOwner, int velocity)
CMortarShell *CMortarShell::CreateMortarShell(Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, int velocity)
{
CMortarShell *rocket = GetClassPtr( (CMortarShell *)NULL );
rocket->Spawn();
rocket->pev->gravity = 1;
UTIL_SetOrigin( rocket->pev, p_VecOrigin );
rocket->pev->angles = UTIL_VecToAngles(p_VecAngles);
UTIL_MakeVectors(p_VecAngles);
rocket->pev->velocity = rocket->pev->velocity - gpGlobals->v_forward * velocity;
if (pOwner)
rocket->pev->owner = ENT(pOwner->pev);
return rocket;
CMortarShell *pShell = GetClassPtr( (CMortarShell *)NULL );
UTIL_SetOrigin(pShell->pev, vecOrigin);
pShell->pev->angles = vecAngles;
pShell->m_velocity = velocity;
pShell->Spawn();
pShell->pev->owner = pOwner->edict();
return pShell;
}
#define SF_MORTAR_ACTIVE (1 << 0)
#define SF_MORTAR_LINE_OF_SIGHT (1 << 4)
#define SF_MORTAR_CAN_CONTROL (1 << 5)
#define SF_MORTAR_CONTROLLABLE (1 << 5)
class COp4Mortar : public CBaseMonster
{
@ -224,44 +235,56 @@ public: @@ -224,44 +235,56 @@ public:
void EXPORT MortarThink();
static TYPEDESCRIPTION m_SaveData[];
int ObjectCaps() { return 0; }
void PlaySound();
float m_FireDelay;
BOOL m_tracking;
float m_minRange;
float m_maxRange;
float m_lastupdate;
float m_zeroYaw;
float m_lastFire;
float m_trackDelay;
float m_flExplodeTime;
int m_hmax;
int m_hmin;
int d_x;
int d_y;
float m_lastupdate;
int m_direction;
Vector m_start;
Vector m_end;
int m_velocity;
int m_hmin;
int m_hmax;
float m_fireLast;
float m_maxRange;
float m_minRange;
int m_iEnemyType;
int m_iUpdateTime;
float m_fireDelay;
float m_trackDelay;
BOOL m_tracking;
float m_zeroYaw;
Vector m_vGunAngle;
Vector m_vIdealGunVector;
Vector m_vIdealGunAngle;
float m_lastTimePlayedSound;
};
LINK_ENTITY_TO_CLASS(op4mortar, COp4Mortar)
TYPEDESCRIPTION COp4Mortar::m_SaveData[] =
{
DEFINE_FIELD( COp4Mortar, m_tracking, FIELD_BOOLEAN ),
DEFINE_FIELD( COp4Mortar, m_FireDelay, FIELD_FLOAT ),
DEFINE_FIELD( COp4Mortar, m_minRange, FIELD_FLOAT),
DEFINE_FIELD( COp4Mortar, m_maxRange, FIELD_FLOAT ),
DEFINE_FIELD( COp4Mortar, m_lastFire, FIELD_FLOAT),
DEFINE_FIELD( COp4Mortar, m_trackDelay, FIELD_FLOAT ),
DEFINE_FIELD( COp4Mortar, m_hmax, FIELD_INTEGER ),
DEFINE_FIELD( COp4Mortar, m_hmin, FIELD_INTEGER ),
DEFINE_FIELD( COp4Mortar, m_velocity, FIELD_INTEGER ),
DEFINE_FIELD( COp4Mortar, m_iEnemyType, FIELD_INTEGER ),
DEFINE_FIELD( COp4Mortar, m_vGunAngle, FIELD_VECTOR ),
DEFINE_FIELD(COp4Mortar, d_x, FIELD_INTEGER),
DEFINE_FIELD(COp4Mortar, d_y, FIELD_INTEGER),
DEFINE_FIELD(COp4Mortar, m_lastupdate, FIELD_FLOAT),
DEFINE_FIELD(COp4Mortar, m_direction, FIELD_INTEGER),
DEFINE_FIELD(COp4Mortar, m_start, FIELD_VECTOR),
DEFINE_FIELD(COp4Mortar, m_end, FIELD_VECTOR),
DEFINE_FIELD(COp4Mortar, m_velocity, FIELD_INTEGER),
DEFINE_FIELD(COp4Mortar, m_hmin, FIELD_INTEGER),
DEFINE_FIELD(COp4Mortar, m_hmax, FIELD_INTEGER),
DEFINE_FIELD(COp4Mortar, m_fireLast, FIELD_FLOAT),
DEFINE_FIELD(COp4Mortar, m_maxRange, FIELD_FLOAT),
DEFINE_FIELD(COp4Mortar, m_minRange, FIELD_FLOAT),
DEFINE_FIELD(COp4Mortar, m_iEnemyType, FIELD_INTEGER),
DEFINE_FIELD(COp4Mortar, m_fireDelay, FIELD_FLOAT),
DEFINE_FIELD(COp4Mortar, m_trackDelay, FIELD_FLOAT),
DEFINE_FIELD(COp4Mortar, m_tracking, FIELD_BOOLEAN),
DEFINE_FIELD(COp4Mortar, m_zeroYaw, FIELD_FLOAT),
DEFINE_FIELD(COp4Mortar, m_vGunAngle, FIELD_VECTOR),
DEFINE_FIELD(COp4Mortar, m_vIdealGunVector, FIELD_VECTOR),
DEFINE_FIELD(COp4Mortar, m_vIdealGunAngle, FIELD_VECTOR),
};
IMPLEMENT_SAVERESTORE( COp4Mortar, CBaseMonster )
@ -277,85 +300,120 @@ void COp4Mortar::Precache() @@ -277,85 +300,120 @@ void COp4Mortar::Precache()
void COp4Mortar::Spawn()
{
float angle;
Precache();
UTIL_SetOrigin(pev, pev->origin);
SET_MODEL(ENT(pev), "models/mortar.mdl");
SET_MODEL(edict(), "models/mortar.mdl");
pev->health = 1;
pev->sequence = LookupSequence("idle");
ResetSequenceInfo();
pev->frame = 0;
pev->framerate = 1;
m_tracking = FALSE;
m_lastupdate = gpGlobals->time + 0.5;
m_vGunAngle = Vector(0,0,0);
m_iUpdateTime = 0;
if(m_FireDelay < 0.5)
m_FireDelay = 5;
if (m_fireDelay < 0.5)
m_fireDelay = 5;
if(m_minRange == 0)
if (m_minRange == 0)
m_minRange = 128;
if(m_maxRange == 0)
m_maxRange = 3072;
if (m_maxRange == 0)
m_maxRange = 2048;
InitBoneControllers();
angle = pev->angles.y + 180;
m_zeroYaw = UTIL_AngleMod(angle);
m_vGunAngle = g_vecZero;
m_lastupdate = gpGlobals->time;
m_zeroYaw = UTIL_AngleMod(pev->angles.y + 180.0);
m_fireLast = gpGlobals->time;
m_trackDelay = gpGlobals->time;
m_hEnemy = NULL;
if (pev->spawnflags & SF_MORTAR_ACTIVE)
pev->nextthink = gpGlobals->time + 0.01;
SetThink(&COp4Mortar::MortarThink);
else
SetThink(NULL);
m_flExplodeTime = gpGlobals->time + 5;
}
pev->nextthink = gpGlobals->time + 0.1;
void COp4Mortar::PlaySound()
{
if (gpGlobals->time > m_lastTimePlayedSound + 0.12f)
{
EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_grate1.wav", 1.0f, ATTN_NORM);
m_lastTimePlayedSound = gpGlobals->time + 0.12f;
}
}
void COp4Mortar::UpdatePosition(float direction, int controller)
{
if(m_vGunAngle.y > 90)
m_vGunAngle.y = 90;
if (gpGlobals->time - m_lastupdate >= 0.06)
{
switch (controller)
{
case 0:
d_x = 3 * direction;
break;
if(m_vGunAngle.y < -90)
m_vGunAngle.y = -90;
case 1:
d_y = 3 * direction;
break;
}
if(m_vGunAngle.x > 90)
m_vGunAngle.x = 90;
m_vGunAngle.x = d_x + m_vGunAngle.x;
m_vGunAngle.y = d_y + m_vGunAngle.y;
if(m_vGunAngle.x < 0)
m_vGunAngle.x = 0;
if (m_hmin > m_vGunAngle.y)
{
m_vGunAngle.y = m_hmin;
d_y = 0;
}
if(controller == 1)
m_vGunAngle.y += direction/2;
else
m_vGunAngle.x += direction/2;
if (m_vGunAngle.y > m_hmax)
{
m_vGunAngle.y = m_hmax;
d_y = 0;
}
if(m_iUpdateTime >= 15)
if (m_vGunAngle.x < 10)
{
m_vGunAngle.x = 10;
d_x = 0;
}
else if (m_vGunAngle.x > 90)
{
EMIT_SOUND_DYN(ENT(pev), 2, "player/pl_grate1.wav", 1, 0.8, 0, 100);
m_iUpdateTime = 0;
m_vGunAngle.x = 90;
d_x = 0;
}
if (0 != d_x || 0 != d_y)
{
PlaySound();
}
SetBoneController(1, m_vGunAngle.y);
SetBoneController(0, m_vGunAngle.x);
SetBoneController(1, m_vGunAngle.y);
d_x = 0;
d_y = 0;
m_lastupdate = gpGlobals->time + 0.1;
m_iUpdateTime++;
m_lastupdate = gpGlobals->time;
}
}
void COp4Mortar::MortarThink()
{
Vector pos, angle, vecTarget;
const float flInterval = StudioFrameAdvance();
if(m_fSequenceFinished)
if (m_fSequenceFinished)
{
if(pev->sequence != LookupSequence("idle"))
if (pev->sequence != LookupSequence("idle"))
{
pev->frame = 0;
pev->sequence = LookupSequence("idle");
@ -363,55 +421,75 @@ void COp4Mortar::MortarThink() @@ -363,55 +421,75 @@ void COp4Mortar::MortarThink()
}
}
DispatchAnimEvents();
StudioFrameAdvance();
DispatchAnimEvents(flInterval);
//GlowShellUpdate();
pev->nextthink = gpGlobals->time + 0.1;
if(pev->spawnflags & SF_MORTAR_ACTIVE)
if ((pev->spawnflags & SF_MORTAR_ACTIVE) != 0)
{
if(m_hEnemy == 0 || !m_hEnemy->IsAlive())
if (!m_hEnemy)
{
m_hEnemy = FindTarget();
}
}
if(m_hEnemy != 0)
CBaseEntity* pEnemy = m_hEnemy;
if (pEnemy)
{
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmax.z);
const float distance = (pEnemy->pev->origin - pev->origin).Length();
if((pev->origin - m_hEnemy->pev->origin).Length() <= m_maxRange)
if (pEnemy->IsAlive() && m_minRange <= distance && distance <= m_maxRange)
{
GetAttachment(0, pos, angle);
if (gpGlobals->time - m_trackDelay > 0.5)
{
Vector vecPos, vecAngle;
GetAttachment(0, vecPos, vecAngle);
m_vIdealGunVector = VecCheckThrow(pev, pos, vecTarget, 700, 1);
m_vIdealGunVector.x =- m_vIdealGunVector.x;
m_vIdealGunVector.y =- m_vIdealGunVector.y;
m_vIdealGunVector = VecCheckThrow(pev, vecPos, pEnemy->pev->origin, m_velocity / 2);
m_vIdealGunAngle = UTIL_VecToAngles(m_vIdealGunVector);
m_trackDelay = gpGlobals->time;
}
AIUpdatePosition();
}
if(m_hEnemy != 0 && gpGlobals->time - m_lastFire > 5 && (m_hEnemy->pev->origin - pev->origin).Length() > 710)
const float idealDistance = m_vIdealGunVector.Length();
if (idealDistance > 1.0)
{
EMIT_SOUND_DYN(ENT(pev), 2, "weapons/mortarhit.wav", 1, 0.8, 0, 100);
UTIL_ScreenShake(pev->origin, 12, 100, 2, 1000);
if (gpGlobals->time - m_fireLast > m_fireDelay)
{
EMIT_SOUND(edict(), CHAN_VOICE, "weapons/mortarhit.wav", VOL_NORM, ATTN_NORM);
UTIL_ScreenShake(pev->origin, 12.0, 100.0, 2.0, 1000.0);
float speed = m_vIdealGunVector.Length();
Vector vecPos, vecAngle;
GetAttachment(0, vecPos, vecAngle);
angle = m_vIdealGunAngle;
vecAngle = m_vGunAngle;
if(speed > 0)
{
if(CMortarShell::CreateMortarShell(pev->origin, angle, this, floor(speed)))
vecAngle.y = UTIL_AngleMod(pev->angles.y + m_vGunAngle.y);
if (CMortarShell::CreateMortarShell(vecPos, vecAngle, this, idealDistance))
{
pev->frame = 0;
pev->sequence = LookupSequence("fire");
pev->frame = 0;
ResetSequenceInfo();
m_lastFire = gpGlobals->time;
}
m_fireLast = gpGlobals->time;
}
}
else
{
m_fireLast = gpGlobals->time;
}
}
else
{
m_hEnemy = NULL;
}
}
}
@ -419,32 +497,102 @@ void COp4Mortar::MortarThink() @@ -419,32 +497,102 @@ void COp4Mortar::MortarThink()
CBaseEntity *COp4Mortar::FindTarget()
{
CBaseEntity *pPlayer;
Vector BarretEnd;
Vector BarretAngle;
Vector targetPosition;
CBaseEntity* pPlayerTarget = UTIL_FindEntityByClassname(NULL, "player");
if (!pPlayerTarget)
return pPlayerTarget;
m_pLink = NULL;
CBaseEntity* pIdealTarget = NULL;
float flIdealDist = m_maxRange;
Vector barrelEnd, barrelAngle;
GetAttachment(0, barrelEnd, barrelAngle);
if (pPlayerTarget->IsAlive())
{
const float distance = (pPlayerTarget->pev->origin - pev->origin).Length();
if (distance >= m_minRange && m_maxRange >= distance)
{
TraceResult tr;
CBaseEntity *pIdealTarget = NULL;
UTIL_TraceLine(barrelEnd, pPlayerTarget->pev->origin + pPlayerTarget->pev->view_ofs, dont_ignore_monsters, edict(), &tr);
if ((pev->spawnflags & SF_MORTAR_LINE_OF_SIGHT) == 0 || tr.pHit == pPlayerTarget->pev->pContainingEntity)
{
if (0 == m_iEnemyType)
return pPlayerTarget;
flIdealDist = distance;
pIdealTarget = pPlayerTarget;
}
}
}
const Vector maxRange(m_maxRange, m_maxRange, m_maxRange);
CBaseEntity* pList[100];
const int count = UTIL_EntitiesInBox(pList, ARRAYSIZE(pList), pev->origin - maxRange, pev->origin + maxRange, FL_MONSTER | FL_CLIENT);
for (int i = 0; i < count; ++i)
{
CBaseEntity* pEntity = pList[i];
if (this == pEntity)
continue;
if ((pEntity->pev->spawnflags & SF_MONSTER_PRISONER) != 0)
continue;
if (pEntity->pev->health <= 0)
continue;
CBaseMonster* pMonster = pEntity->MyMonsterPointer();
if((pPlayer = UTIL_FindEntityByClassname(0, "player")) == NULL )
return NULL;
if (!pMonster)
continue;
m_pLink = 0;
if (pMonster->IRelationship(pPlayerTarget) != R_AL)
continue;
GetAttachment(0, BarretEnd, BarretAngle);
if ((pEntity->pev->flags & FL_NOTARGET) != 0)
continue;
float dist = (pPlayer->pev->origin - pev->origin).Length();
if (!FVisible(pEntity))
continue;
if(pPlayer->IsAlive())
if (pEntity->IsPlayer() && (pev->spawnflags & SF_MORTAR_ACTIVE) != 0)
{
if(m_maxRange >= dist)
if (pMonster->FInViewCone(this))
{
targetPosition = pPlayer->pev->origin + pev->view_ofs;
UTIL_TraceLine(BarretEnd, targetPosition, ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
pev->spawnflags &= ~SF_MORTAR_ACTIVE;
}
}
}
if((!(pev->spawnflags & SF_MORTAR_LINE_OF_SIGHT) || tr.pHit == ENT(pPlayer->pev)) && !m_iEnemyType)
for (CBaseEntity* pEntity = m_pLink; pEntity; pEntity = pEntity->m_pLink)
{
const float distance = (pEntity->pev->origin - pev->origin).Length();
if (distance >= m_minRange && m_maxRange >= distance && (!pIdealTarget || flIdealDist > distance))
{
TraceResult tr;
UTIL_TraceLine(barrelEnd, pEntity->pev->origin + pEntity->pev->view_ofs, dont_ignore_monsters, edict(), &tr);
if ((pev->spawnflags & SF_MORTAR_LINE_OF_SIGHT) != 0)
{
if (tr.pHit == pEntity->edict())
{
flIdealDist = distance;
}
if (tr.pHit == pEntity->edict())
pIdealTarget = pEntity;
}
else
{
pIdealTarget = pPlayer;
flIdealDist = distance;
pIdealTarget = pEntity;
}
}
}
@ -459,40 +607,40 @@ int COp4Mortar::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, floa @@ -459,40 +607,40 @@ int COp4Mortar::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, floa
void COp4Mortar::KeyValue(KeyValueData *pvkd)
{
if(strcmp(pvkd->szKeyName, "m_hmax"))
if(FStrEq(pvkd->szKeyName, "h_max"))
{
m_hmax = atoi(pvkd->szValue);
pvkd->fHandled = 1;
pvkd->fHandled = TRUE;
}
else if(strcmp(pvkd->szKeyName, "m_hmin"))
else if(FStrEq(pvkd->szKeyName, "h_min"))
{
m_hmin = atoi(pvkd->szValue);
pvkd->fHandled = 1;
pvkd->fHandled = TRUE;
}
else if(strcmp(pvkd->szKeyName, "mortar_velocity"))
else if(FStrEq(pvkd->szKeyName, "mortar_velocity"))
{
m_velocity = atoi(pvkd->szValue);
pvkd->fHandled = 1;
pvkd->fHandled = TRUE;
}
else if(strcmp(pvkd->szKeyName, "mindist"))
else if(FStrEq(pvkd->szKeyName, "mindist"))
{
m_minRange = atoi(pvkd->szValue);
pvkd->fHandled = 1;
pvkd->fHandled = TRUE;
}
else if(strcmp(pvkd->szKeyName, "maxdist"))
else if(FStrEq(pvkd->szKeyName, "maxdist"))
{
m_maxRange = atoi(pvkd->szValue);
pvkd->fHandled = 1;
pvkd->fHandled = TRUE;
}
else if(strcmp(pvkd->szKeyName, "enemytype"))
else if(FStrEq(pvkd->szKeyName, "enemytype"))
{
m_iEnemyType = atoi(pvkd->szValue);
pvkd->fHandled = 1;
pvkd->fHandled = TRUE;
}
else if(strcmp(pvkd->szKeyName, "firedelay"))
else if(FStrEq(pvkd->szKeyName, "firedelay"))
{
m_FireDelay = atoi(pvkd->szValue);
pvkd->fHandled = 1;
m_fireDelay = atoi(pvkd->szValue);
pvkd->fHandled = TRUE;
}
else
{
@ -502,58 +650,109 @@ void COp4Mortar::KeyValue(KeyValueData *pvkd) @@ -502,58 +650,109 @@ void COp4Mortar::KeyValue(KeyValueData *pvkd)
void COp4Mortar::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
{
SetThink(NULL);
if((pev->spawnflags & SF_MORTAR_CAN_CONTROL) && (pActivator->pev->origin - pev->origin).Length() < 170)
if (useType == USE_TOGGLE && (!pActivator || pActivator->IsPlayer()))
{
if ((pev->spawnflags & SF_MORTAR_ACTIVE) == 0 && (pev->spawnflags & SF_MORTAR_CONTROLLABLE) != 0)
{
EMIT_SOUND_DYN(ENT(pev), 2, "weapons/mortarhit.wav", 1, 0, 0, 100);
UTIL_ScreenShake(pev->origin, 12, 100, 2, 1000);
//Player fired a mortar
EMIT_SOUND(edict(), CHAN_VOICE, "weapons/mortarhit.wav", VOL_NORM, ATTN_NONE);
UTIL_ScreenShake(pev->origin, 12.0, 100.0, 2.0, 1000.0);
Vector pos, angle;
GetAttachment(0, pos, angle);
angle = m_vGunAngle;
float anglemod = pev->angles.y + m_vGunAngle.y;
angle.y = UTIL_AngleMod(anglemod);
angle.y = UTIL_AngleMod(pev->angles.y + m_vGunAngle.y);
if((CMortarShell::CreateMortarShell(pos, angle, this, 2000 - (m_vGunAngle.x * 12.25))) != NULL)
if (CMortarShell::CreateMortarShell(pos, angle, pActivator ? pActivator : this, m_velocity))
{
pev->frame = 0;
pev->sequence = LookupSequence("fire");
pev->frame = 0;
ResetSequenceInfo();
}
return;
}
}
//Toggle AI active state
if (ShouldToggle(useType, (pev->spawnflags & SF_MORTAR_ACTIVE) != 0))
{
pev->spawnflags ^= SF_MORTAR_ACTIVE;
m_fireLast = 0;
m_hEnemy = NULL;
}
}
void COp4Mortar::AIUpdatePosition()
{
if(m_hEnemy != 0 && (m_hEnemy->pev->origin - pev->origin).Length() < 710)
return;
if (fabs(m_vGunAngle.x - m_vIdealGunAngle.x) >= 3.0)
{
const float angle = UTIL_AngleDiff(m_vGunAngle.x, m_vIdealGunAngle.x);
if(m_vIdealGunAngle.x == 270 && m_vIdealGunAngle.y == 0)
if (angle != 0)
{
m_vIdealGunAngle.x = 0;
m_vIdealGunAngle.y = 0;
const float absolute = fabs(angle);
if (absolute <= 3.0)
d_x = static_cast<int>(-absolute);
else
d_x = angle > 0 ? -3 : 3;
}
}
if(m_vIdealGunAngle.x <= 0)
m_vIdealGunAngle.x = 0;
const float yawAngle = UTIL_AngleMod(m_zeroYaw + m_vGunAngle.y);
if(m_vIdealGunAngle.x > 90)
m_vIdealGunAngle.x = 90;
if (fabs(yawAngle - m_vIdealGunAngle.y) >= 3.0)
{
const float angle = UTIL_AngleDiff(yawAngle, m_vIdealGunAngle.y);
if(m_vIdealGunAngle.y > 165 && m_vIdealGunAngle.y < 270)
m_vIdealGunAngle.y = -90;
if (angle != 0)
{
const float absolute = fabs(angle);
if (absolute <= 3.0)
d_y = static_cast<int>(-absolute);
else
d_y = angle > 0 ? -3 : 3;
}
}
else if(m_vIdealGunAngle.y > 90 && m_vIdealGunAngle.y < 165)
m_vIdealGunAngle.y = 90;
m_vGunAngle.x += d_x;
m_vGunAngle.y += d_y;
if (m_hmin > m_vGunAngle.y)
{
m_vGunAngle.y = m_hmin;
d_y = 0;
}
SetBoneController(0, m_vIdealGunAngle.x);
SetBoneController(1, m_vIdealGunAngle.y);
if (m_vGunAngle.y > m_hmax)
{
m_vGunAngle.y = m_hmax;
d_y = 0;
}
m_vGunAngle = m_vIdealGunAngle;
if (m_vGunAngle.x < 10.0)
{
m_vGunAngle.x = 10.0;
d_x = 0;
}
else if (m_vGunAngle.x > 90.0)
{
m_vGunAngle.x = 90.0;
d_x = 0;
}
if (0 != d_x || 0 != d_y)
{
PlaySound();
}
SetBoneController(0, m_vGunAngle.x);
SetBoneController(1, m_vGunAngle.y);
d_y = 0;
d_x = 0;
}
//========================================================
@ -571,9 +770,9 @@ public: @@ -571,9 +770,9 @@ public:
int ObjectCaps() { return FCAP_CONTINUOUS_USE; }
static TYPEDESCRIPTION m_SaveData[];
float m_direction;
float m_lastpush;
int m_direction;
int m_controller;
float m_lastpush;
};
LINK_ENTITY_TO_CLASS(func_op4mortarcontroller, COp4MortarController)
@ -620,7 +819,7 @@ void COp4MortarController::KeyValue(KeyValueData *pvkd) @@ -620,7 +819,7 @@ void COp4MortarController::KeyValue(KeyValueData *pvkd)
if(FStrEq(pvkd->szKeyName, "mortar_axis"))
{
m_controller = atoi(pvkd->szValue);
pvkd->fHandled = 1;
pvkd->fHandled = TRUE;
}
else
CBaseToggle::KeyValue(pvkd);

Loading…
Cancel
Save