mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 13:14:51 +00:00
Fix op4mortar option handling and behavior. Fix op4 mortar shell think and touch functions (#384)
This commit is contained in:
parent
ee125707e2
commit
6ee8c66c29
@ -7,18 +7,19 @@
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#include "monsters.h"
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#include "player.h"
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#include "soundent.h"
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#include "decals.h"
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class CMortarShell : public CGrenade
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{
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public:
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void Precache();
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void BurnThink();
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void MortarExplodeTouch(CBaseEntity *pOther);
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void EXPORT BurnThink();
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void EXPORT MortarExplodeTouch(CBaseEntity *pOther);
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void Spawn();
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void FlyThink();
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void EXPORT FlyThink();
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int Save(CSave &save);
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int Restore(CRestore &restore);
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static CMortarShell *CreateMortarShell(Vector p_VecOrigin, Vector p_VecAngles, CBaseEntity *pOwner, int velocity);
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static CMortarShell *CreateMortarShell(Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, int velocity);
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static TYPEDESCRIPTION m_SaveData[];
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int m_iTrail;
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@ -48,114 +49,123 @@ void CMortarShell::Precache()
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void CMortarShell::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/mortarshell.mdl");
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UTIL_SetSize(pev, g_vecZero, g_vecZero);
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pev->solid = SOLID_BBOX;
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_BBOX;
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SET_MODEL(edict(), "models/mortarshell.mdl");
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UTIL_SetSize(pev, g_vecZero, g_vecZero);
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UTIL_SetOrigin(pev, pev->origin);
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pev->classname = MAKE_STRING("mortar_shell");
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SetThink(&CMortarShell::BurnThink);
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SetTouch(&CMortarShell::MortarExplodeTouch);
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pev->dmg = gSkillData.plrDmgRPG*2;
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pev->nextthink = gpGlobals->time + 0.1;
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UTIL_MakeVectors(pev->angles);
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pev->velocity = -(gpGlobals->v_forward * m_velocity);
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pev->gravity = 1;
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pev->dmg = gSkillData.plrDmgRPG * 2;
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pev->nextthink = gpGlobals->time + 0.01;
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m_flIgniteTime = gpGlobals->time;
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m_iSoundedOff = FALSE;
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}
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void CMortarShell::MortarExplodeTouch(CBaseEntity *pOther)
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{
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pev->enemy = pOther->edict();
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const Vector direction = pev->velocity.Normalize();
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const Vector vecSpot = pev->origin - direction * 32;
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TraceResult tr;
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Vector vecSpot;
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UTIL_TraceLine(vecSpot, vecSpot + direction * 64, ignore_monsters, edict(), &tr);
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pev->model = iStringNull;//invisible
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pev->solid = SOLID_NOT;// intangible
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pev->model = 0;
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pev->solid = SOLID_NOT;
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pev->takedamage = DAMAGE_NO;
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vecSpot = pev->origin + Vector( 0, 0, 8 );
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UTIL_TraceLine( vecSpot, vecSpot + Vector( 0, 0, -40 ), ignore_monsters, dont_ignore_glass, ENT(pev), &tr );
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// Pull out of the wall a bit
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if( tr.flFraction != 1.0 )
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if (tr.flFraction != 1.0f)
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{
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pev->origin = tr.vecEndPos + ( tr.vecPlaneNormal * ( pev->dmg - 24 ) * 0.6 );
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pev->origin = 0.6f * ((pev->dmg - 24.0f) * tr.vecPlaneNormal) + tr.vecEndPos;
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}
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int iContents = UTIL_PointContents( pev->origin );
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const int contents = UTIL_PointContents(pev->origin);
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_EXPLOSION ); // This makes a dynamic light and the explosion sprites/sound
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WRITE_COORD( pev->origin.x ); // Send to PAS because of the sound
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z );
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if( iContents != CONTENTS_WATER )
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{
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WRITE_SHORT( g_sModelIndexFireball );
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}
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MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, pev->origin);
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WRITE_BYTE(TE_EXPLOSION);
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WRITE_COORD(pev->origin.x);
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WRITE_COORD(pev->origin.y);
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WRITE_COORD(pev->origin.z);
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if (contents == CONTENTS_WATER)
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WRITE_SHORT(g_sModelIndexWExplosion);
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else
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{
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WRITE_SHORT( g_sModelIndexWExplosion );
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}
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WRITE_BYTE( (pev->dmg - 50) * 5); // scale * 10
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WRITE_BYTE( 10 ); // framerate
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WRITE_BYTE( TE_EXPLFLAG_NONE );
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WRITE_SHORT(g_sModelIndexFireball);
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WRITE_BYTE(static_cast<int>((pev->dmg - 50.0) * 5.0));
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WRITE_BYTE(10);
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WRITE_BYTE(TE_EXPLFLAG_NONE);
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MESSAGE_END();
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
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entvars_t *pevOwner;
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if( pev->owner )
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pevOwner = VARS( pev->owner );
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 1024, 3.0);
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entvars_t* pOwner = VARS(pev->owner);
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pev->owner = NULL;
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RadiusDamage(pev, pOwner, pev->dmg, CLASS_NONE, 64);
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if (RANDOM_FLOAT(0, 1) >= 0.5)
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UTIL_DecalTrace(&tr, DECAL_SCORCH2);
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else
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pevOwner = NULL;
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UTIL_DecalTrace(&tr, DECAL_SCORCH1);
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pev->owner = NULL; // can't traceline attack owner if this is set
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RadiusDamage( pev, pevOwner, pev->dmg, CLASS_NONE, DMG_BLAST );
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if( RANDOM_FLOAT( 0, 1 ) < 0.5 )
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{
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UTIL_DecalTrace( &tr, 11 );
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}
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else
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{
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UTIL_DecalTrace( &tr, 12 );
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}
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switch( RANDOM_LONG( 0, 2 ) )
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM );
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EMIT_SOUND(edict(), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM );
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EMIT_SOUND(edict(), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM);
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break;
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case 2:
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM );
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EMIT_SOUND(edict(), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM);
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break;
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}
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pev->effects |= EF_NODRAW;
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SetThink( &CGrenade::Smoke );
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SetThink(&CMortarShell::Smoke);
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pev->velocity = g_vecZero;
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pev->nextthink = gpGlobals->time + 0.3;
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if( iContents != CONTENTS_WATER )
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if (contents != CONTENTS_WATER)
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{
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int sparkCount = RANDOM_LONG( 0, 3 );
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for( int i = 0; i < sparkCount; i++ )
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Create( "spark_shower", pev->origin, tr.vecPlaneNormal, NULL );
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const int sparkCount = RANDOM_LONG(0, 3);
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for (int i = 0; i < sparkCount; ++i)
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{
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CBaseEntity::Create("spark_shower", pev->origin, tr.vecPlaneNormal);
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}
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}
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}
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void CMortarShell::BurnThink()
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{
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UTIL_VecToAngles(pev->velocity);
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pev->angles = pev->velocity;
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pev->angles = UTIL_VecToAngles(pev->velocity);
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pev->angles.x -= 90;
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MESSAGE_BEGIN(MSG_PVS, SVC_TEMPENTITY, pev->origin);
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WRITE_BYTE(110);
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WRITE_BYTE(TE_SPRITE_SPRAY);
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WRITE_COORD(pev->origin.x);
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WRITE_COORD(pev->origin.y);
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WRITE_COORD(pev->origin.z);
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@ -168,8 +178,10 @@ void CMortarShell::BurnThink()
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WRITE_BYTE(120);
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MESSAGE_END();
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if(!((m_flIgniteTime + 0.2) >= gpGlobals->time))
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if (gpGlobals->time > m_flIgniteTime + 0.2)
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{
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SetThink(&CMortarShell::FlyThink);
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}
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pev->nextthink = gpGlobals->time + 0.01;
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}
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@ -177,36 +189,35 @@ void CMortarShell::BurnThink()
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void CMortarShell::FlyThink()
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{
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pev->angles = UTIL_VecToAngles(pev->velocity);
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pev->angles.x -= 90;
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pev->angles.x -= 90.0f;
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if(pev->velocity.z < 20 && !m_iSoundedOff)
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if(pev->velocity.z < 20.0f && !m_iSoundedOff)
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{
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m_iSoundedOff = TRUE;
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EMIT_SOUND_DYN(ENT(pev), 2, "weapons/ofmortar.wav", 1, 0, 0, 100);
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/ofmortar.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NONE);
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}
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pev->nextthink = gpGlobals->time + 0.1;
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}
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CMortarShell *CMortarShell::CreateMortarShell(Vector p_VecOrigin, Vector p_VecAngles, CBaseEntity *pOwner, int velocity)
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CMortarShell *CMortarShell::CreateMortarShell(Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, int velocity)
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{
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CMortarShell *rocket = GetClassPtr( (CMortarShell *)NULL );
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rocket->Spawn();
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CMortarShell *pShell = GetClassPtr( (CMortarShell *)NULL );
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UTIL_SetOrigin(pShell->pev, vecOrigin);
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rocket->pev->gravity = 1;
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UTIL_SetOrigin( rocket->pev, p_VecOrigin );
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rocket->pev->angles = UTIL_VecToAngles(p_VecAngles);
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UTIL_MakeVectors(p_VecAngles);
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rocket->pev->velocity = rocket->pev->velocity - gpGlobals->v_forward * velocity;
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if (pOwner)
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rocket->pev->owner = ENT(pOwner->pev);
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pShell->pev->angles = vecAngles;
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pShell->m_velocity = velocity;
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return rocket;
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pShell->Spawn();
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pShell->pev->owner = pOwner->edict();
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return pShell;
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}
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#define SF_MORTAR_ACTIVE (1 << 0)
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#define SF_MORTAR_LINE_OF_SIGHT (1 << 4)
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#define SF_MORTAR_CAN_CONTROL (1 << 5)
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#define SF_MORTAR_CONTROLLABLE (1 << 5)
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class COp4Mortar : public CBaseMonster
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{
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@ -224,44 +235,56 @@ public:
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void EXPORT MortarThink();
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static TYPEDESCRIPTION m_SaveData[];
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int ObjectCaps() { return 0; }
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void PlaySound();
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float m_FireDelay;
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BOOL m_tracking;
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float m_minRange;
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float m_maxRange;
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float m_lastupdate;
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float m_zeroYaw;
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float m_lastFire;
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float m_trackDelay;
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float m_flExplodeTime;
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int m_hmax;
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int m_hmin;
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int d_x;
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int d_y;
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float m_lastupdate;
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int m_direction;
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Vector m_start;
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Vector m_end;
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int m_velocity;
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int m_hmin;
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int m_hmax;
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float m_fireLast;
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float m_maxRange;
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float m_minRange;
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int m_iEnemyType;
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int m_iUpdateTime;
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float m_fireDelay;
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float m_trackDelay;
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BOOL m_tracking;
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float m_zeroYaw;
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Vector m_vGunAngle;
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Vector m_vIdealGunVector;
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Vector m_vIdealGunAngle;
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float m_lastTimePlayedSound;
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};
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LINK_ENTITY_TO_CLASS(op4mortar, COp4Mortar)
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TYPEDESCRIPTION COp4Mortar::m_SaveData[] =
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{
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DEFINE_FIELD( COp4Mortar, m_tracking, FIELD_BOOLEAN ),
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DEFINE_FIELD( COp4Mortar, m_FireDelay, FIELD_FLOAT ),
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DEFINE_FIELD( COp4Mortar, m_minRange, FIELD_FLOAT),
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DEFINE_FIELD( COp4Mortar, m_maxRange, FIELD_FLOAT ),
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DEFINE_FIELD( COp4Mortar, m_lastFire, FIELD_FLOAT),
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DEFINE_FIELD( COp4Mortar, m_trackDelay, FIELD_FLOAT ),
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DEFINE_FIELD( COp4Mortar, m_hmax, FIELD_INTEGER ),
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DEFINE_FIELD( COp4Mortar, m_hmin, FIELD_INTEGER ),
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DEFINE_FIELD( COp4Mortar, m_velocity, FIELD_INTEGER ),
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DEFINE_FIELD( COp4Mortar, m_iEnemyType, FIELD_INTEGER ),
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DEFINE_FIELD( COp4Mortar, m_vGunAngle, FIELD_VECTOR ),
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DEFINE_FIELD(COp4Mortar, d_x, FIELD_INTEGER),
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DEFINE_FIELD(COp4Mortar, d_y, FIELD_INTEGER),
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DEFINE_FIELD(COp4Mortar, m_lastupdate, FIELD_FLOAT),
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DEFINE_FIELD(COp4Mortar, m_direction, FIELD_INTEGER),
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DEFINE_FIELD(COp4Mortar, m_start, FIELD_VECTOR),
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DEFINE_FIELD(COp4Mortar, m_end, FIELD_VECTOR),
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DEFINE_FIELD(COp4Mortar, m_velocity, FIELD_INTEGER),
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DEFINE_FIELD(COp4Mortar, m_hmin, FIELD_INTEGER),
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DEFINE_FIELD(COp4Mortar, m_hmax, FIELD_INTEGER),
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DEFINE_FIELD(COp4Mortar, m_fireLast, FIELD_FLOAT),
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DEFINE_FIELD(COp4Mortar, m_maxRange, FIELD_FLOAT),
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DEFINE_FIELD(COp4Mortar, m_minRange, FIELD_FLOAT),
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DEFINE_FIELD(COp4Mortar, m_iEnemyType, FIELD_INTEGER),
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DEFINE_FIELD(COp4Mortar, m_fireDelay, FIELD_FLOAT),
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DEFINE_FIELD(COp4Mortar, m_trackDelay, FIELD_FLOAT),
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DEFINE_FIELD(COp4Mortar, m_tracking, FIELD_BOOLEAN),
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DEFINE_FIELD(COp4Mortar, m_zeroYaw, FIELD_FLOAT),
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DEFINE_FIELD(COp4Mortar, m_vGunAngle, FIELD_VECTOR),
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DEFINE_FIELD(COp4Mortar, m_vIdealGunVector, FIELD_VECTOR),
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DEFINE_FIELD(COp4Mortar, m_vIdealGunAngle, FIELD_VECTOR),
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};
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IMPLEMENT_SAVERESTORE( COp4Mortar, CBaseMonster )
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@ -277,85 +300,120 @@ void COp4Mortar::Precache()
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void COp4Mortar::Spawn()
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{
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float angle;
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Precache();
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UTIL_SetOrigin(pev, pev->origin);
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SET_MODEL(ENT(pev), "models/mortar.mdl");
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UTIL_SetOrigin(pev, pev->origin);
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SET_MODEL(edict(), "models/mortar.mdl");
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pev->health = 1;
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pev->sequence = LookupSequence("idle");
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ResetSequenceInfo();
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pev->frame = 0;
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pev->framerate = 1;
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m_tracking = FALSE;
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m_lastupdate = gpGlobals->time + 0.5;
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m_vGunAngle = Vector(0,0,0);
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m_iUpdateTime = 0;
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if(m_FireDelay < 0.5)
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m_FireDelay = 5;
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if (m_fireDelay < 0.5)
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m_fireDelay = 5;
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if(m_minRange == 0)
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if (m_minRange == 0)
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m_minRange = 128;
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if(m_maxRange == 0)
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m_maxRange = 3072;
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if (m_maxRange == 0)
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m_maxRange = 2048;
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InitBoneControllers();
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angle = pev->angles.y + 180;
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m_zeroYaw = UTIL_AngleMod(angle);
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m_vGunAngle = g_vecZero;
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m_lastupdate = gpGlobals->time;
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m_zeroYaw = UTIL_AngleMod(pev->angles.y + 180.0);
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m_fireLast = gpGlobals->time;
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m_trackDelay = gpGlobals->time;
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m_hEnemy = NULL;
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if (pev->spawnflags & SF_MORTAR_ACTIVE)
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SetThink(&COp4Mortar::MortarThink);
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else
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SetThink(NULL);
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pev->nextthink = gpGlobals->time + 0.01;
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SetThink(&COp4Mortar::MortarThink);
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}
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m_flExplodeTime = gpGlobals->time + 5;
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pev->nextthink = gpGlobals->time + 0.1;
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void COp4Mortar::PlaySound()
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{
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if (gpGlobals->time > m_lastTimePlayedSound + 0.12f)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "player/pl_grate1.wav", 1.0f, ATTN_NORM);
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m_lastTimePlayedSound = gpGlobals->time + 0.12f;
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}
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}
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|
||||
void COp4Mortar::UpdatePosition(float direction, int controller)
|
||||
{
|
||||
if(m_vGunAngle.y > 90)
|
||||
m_vGunAngle.y = 90;
|
||||
|
||||
if(m_vGunAngle.y < -90)
|
||||
m_vGunAngle.y = -90;
|
||||
|
||||
if(m_vGunAngle.x > 90)
|
||||
m_vGunAngle.x = 90;
|
||||
|
||||
if(m_vGunAngle.x < 0)
|
||||
m_vGunAngle.x = 0;
|
||||
|
||||
if(controller == 1)
|
||||
m_vGunAngle.y += direction/2;
|
||||
else
|
||||
m_vGunAngle.x += direction/2;
|
||||
|
||||
if(m_iUpdateTime >= 15)
|
||||
if (gpGlobals->time - m_lastupdate >= 0.06)
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), 2, "player/pl_grate1.wav", 1, 0.8, 0, 100);
|
||||
m_iUpdateTime = 0;
|
||||
switch (controller)
|
||||
{
|
||||
case 0:
|
||||
d_x = 3 * direction;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
d_y = 3 * direction;
|
||||
break;
|
||||
}
|
||||
|
||||
m_vGunAngle.x = d_x + m_vGunAngle.x;
|
||||
m_vGunAngle.y = d_y + m_vGunAngle.y;
|
||||
|
||||
if (m_hmin > m_vGunAngle.y)
|
||||
{
|
||||
m_vGunAngle.y = m_hmin;
|
||||
d_y = 0;
|
||||
}
|
||||
|
||||
if (m_vGunAngle.y > m_hmax)
|
||||
{
|
||||
m_vGunAngle.y = m_hmax;
|
||||
d_y = 0;
|
||||
}
|
||||
|
||||
if (m_vGunAngle.x < 10)
|
||||
{
|
||||
m_vGunAngle.x = 10;
|
||||
d_x = 0;
|
||||
}
|
||||
else if (m_vGunAngle.x > 90)
|
||||
{
|
||||
m_vGunAngle.x = 90;
|
||||
d_x = 0;
|
||||
}
|
||||
|
||||
if (0 != d_x || 0 != d_y)
|
||||
{
|
||||
PlaySound();
|
||||
}
|
||||
|
||||
SetBoneController(0, m_vGunAngle.x);
|
||||
SetBoneController(1, m_vGunAngle.y);
|
||||
|
||||
d_x = 0;
|
||||
d_y = 0;
|
||||
|
||||
m_lastupdate = gpGlobals->time;
|
||||
}
|
||||
|
||||
SetBoneController(1, m_vGunAngle.y);
|
||||
SetBoneController(0, m_vGunAngle.x);
|
||||
|
||||
m_lastupdate = gpGlobals->time + 0.1;
|
||||
m_iUpdateTime++;
|
||||
}
|
||||
|
||||
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()
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
vecTarget = Vector( m_hEnemy->pev->origin.x, m_hEnemy->pev->origin.y, m_hEnemy->pev->absmax.z);
|
||||
CBaseEntity* pEnemy = m_hEnemy;
|
||||
|
||||
if((pev->origin - m_hEnemy->pev->origin).Length() <= m_maxRange)
|
||||
if (pEnemy)
|
||||
{
|
||||
GetAttachment(0, pos, angle);
|
||||
const float distance = (pEnemy->pev->origin - pev->origin).Length();
|
||||
|
||||
m_vIdealGunVector = VecCheckThrow(pev, pos, vecTarget, 700, 1);
|
||||
m_vIdealGunVector.x =- m_vIdealGunVector.x;
|
||||
m_vIdealGunVector.y =- m_vIdealGunVector.y;
|
||||
|
||||
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)
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), 2, "weapons/mortarhit.wav", 1, 0.8, 0, 100);
|
||||
UTIL_ScreenShake(pev->origin, 12, 100, 2, 1000);
|
||||
|
||||
float speed = m_vIdealGunVector.Length();
|
||||
|
||||
angle = m_vIdealGunAngle;
|
||||
|
||||
if(speed > 0)
|
||||
{
|
||||
if(CMortarShell::CreateMortarShell(pev->origin, angle, this, floor(speed)))
|
||||
if (pEnemy->IsAlive() && m_minRange <= distance && distance <= m_maxRange)
|
||||
{
|
||||
pev->frame = 0;
|
||||
pev->sequence = LookupSequence("fire");
|
||||
ResetSequenceInfo();
|
||||
m_lastFire = gpGlobals->time;
|
||||
if (gpGlobals->time - m_trackDelay > 0.5)
|
||||
{
|
||||
Vector vecPos, vecAngle;
|
||||
GetAttachment(0, vecPos, vecAngle);
|
||||
|
||||
m_vIdealGunVector = VecCheckThrow(pev, vecPos, pEnemy->pev->origin, m_velocity / 2);
|
||||
|
||||
m_vIdealGunAngle = UTIL_VecToAngles(m_vIdealGunVector);
|
||||
|
||||
m_trackDelay = gpGlobals->time;
|
||||
}
|
||||
|
||||
AIUpdatePosition();
|
||||
|
||||
const float idealDistance = m_vIdealGunVector.Length();
|
||||
|
||||
if (idealDistance > 1.0)
|
||||
{
|
||||
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);
|
||||
|
||||
Vector vecPos, vecAngle;
|
||||
GetAttachment(0, vecPos, vecAngle);
|
||||
|
||||
vecAngle = m_vGunAngle;
|
||||
|
||||
vecAngle.y = UTIL_AngleMod(pev->angles.y + m_vGunAngle.y);
|
||||
|
||||
if (CMortarShell::CreateMortarShell(vecPos, vecAngle, this, idealDistance))
|
||||
{
|
||||
pev->sequence = LookupSequence("fire");
|
||||
pev->frame = 0;
|
||||
ResetSequenceInfo();
|
||||
}
|
||||
|
||||
m_fireLast = gpGlobals->time;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_fireLast = gpGlobals->time;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_hEnemy = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -419,32 +497,102 @@ void COp4Mortar::MortarThink()
|
||||
|
||||
CBaseEntity *COp4Mortar::FindTarget()
|
||||
{
|
||||
CBaseEntity *pPlayer;
|
||||
Vector BarretEnd;
|
||||
Vector BarretAngle;
|
||||
Vector targetPosition;
|
||||
TraceResult tr;
|
||||
CBaseEntity *pIdealTarget = NULL;
|
||||
CBaseEntity* pPlayerTarget = UTIL_FindEntityByClassname(NULL, "player");
|
||||
|
||||
if((pPlayer = UTIL_FindEntityByClassname(0, "player")) == NULL )
|
||||
return NULL;
|
||||
if (!pPlayerTarget)
|
||||
return pPlayerTarget;
|
||||
|
||||
m_pLink = 0;
|
||||
m_pLink = NULL;
|
||||
|
||||
GetAttachment(0, BarretEnd, BarretAngle);
|
||||
CBaseEntity* pIdealTarget = NULL;
|
||||
float flIdealDist = m_maxRange;
|
||||
|
||||
float dist = (pPlayer->pev->origin - pev->origin).Length();
|
||||
Vector barrelEnd, barrelAngle;
|
||||
GetAttachment(0, barrelEnd, barrelAngle);
|
||||
|
||||
if(pPlayer->IsAlive())
|
||||
if (pPlayerTarget->IsAlive())
|
||||
{
|
||||
if(m_maxRange >= dist)
|
||||
{
|
||||
targetPosition = pPlayer->pev->origin + pev->view_ofs;
|
||||
UTIL_TraceLine(BarretEnd, targetPosition, ignore_monsters, dont_ignore_glass, ENT(pev), &tr);
|
||||
const float distance = (pPlayerTarget->pev->origin - pev->origin).Length();
|
||||
|
||||
if((!(pev->spawnflags & SF_MORTAR_LINE_OF_SIGHT) || tr.pHit == ENT(pPlayer->pev)) && !m_iEnemyType)
|
||||
if (distance >= m_minRange && m_maxRange >= distance)
|
||||
{
|
||||
TraceResult tr;
|
||||
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)
|
||||
{
|
||||
pIdealTarget = pPlayer;
|
||||
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 (!pMonster)
|
||||
continue;
|
||||
|
||||
if (pMonster->IRelationship(pPlayerTarget) != R_AL)
|
||||
continue;
|
||||
|
||||
if ((pEntity->pev->flags & FL_NOTARGET) != 0)
|
||||
continue;
|
||||
|
||||
if (!FVisible(pEntity))
|
||||
continue;
|
||||
|
||||
if (pEntity->IsPlayer() && (pev->spawnflags & SF_MORTAR_ACTIVE) != 0)
|
||||
{
|
||||
if (pMonster->FInViewCone(this))
|
||||
{
|
||||
pev->spawnflags &= ~SF_MORTAR_ACTIVE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
flIdealDist = distance;
|
||||
pIdealTarget = pEntity;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -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)
|
||||
|
||||
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()))
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), 2, "weapons/mortarhit.wav", 1, 0, 0, 100);
|
||||
UTIL_ScreenShake(pev->origin, 12, 100, 2, 1000);
|
||||
|
||||
Vector pos, angle;
|
||||
GetAttachment(0, pos, angle);
|
||||
angle = m_vGunAngle;
|
||||
float anglemod = pev->angles.y + m_vGunAngle.y;
|
||||
|
||||
angle.y = UTIL_AngleMod(anglemod);
|
||||
|
||||
if((CMortarShell::CreateMortarShell(pos, angle, this, 2000 - (m_vGunAngle.x * 12.25))) != NULL)
|
||||
if ((pev->spawnflags & SF_MORTAR_ACTIVE) == 0 && (pev->spawnflags & SF_MORTAR_CONTROLLABLE) != 0)
|
||||
{
|
||||
pev->frame = 0;
|
||||
pev->sequence = LookupSequence("fire");
|
||||
ResetSequenceInfo();
|
||||
//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;
|
||||
|
||||
angle.y = UTIL_AngleMod(pev->angles.y + m_vGunAngle.y);
|
||||
|
||||
if (CMortarShell::CreateMortarShell(pos, angle, pActivator ? pActivator : this, m_velocity))
|
||||
{
|
||||
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(m_vIdealGunAngle.x == 270 && m_vIdealGunAngle.y == 0)
|
||||
if (fabs(m_vGunAngle.x - m_vIdealGunAngle.x) >= 3.0)
|
||||
{
|
||||
m_vIdealGunAngle.x = 0;
|
||||
m_vIdealGunAngle.y = 0;
|
||||
const float angle = UTIL_AngleDiff(m_vGunAngle.x, m_vIdealGunAngle.x);
|
||||
|
||||
if (angle != 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:
|
||||
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)
|
||||
if(FStrEq(pvkd->szKeyName, "mortar_axis"))
|
||||
{
|
||||
m_controller = atoi(pvkd->szValue);
|
||||
pvkd->fHandled = 1;
|
||||
pvkd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseToggle::KeyValue(pvkd);
|
||||
|
Loading…
x
Reference in New Issue
Block a user