Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Combative shield weapon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_twohandedcontainer.h"
#include "weapon_combatshield.h"
#include "engine/IEngineSound.h"
#include "in_buttons.h"
#include "weapon_combat_usedwithshieldbase.h"
#if !defined( CLIENT_DLL )
#include "tf_shield.h"
extern ConVar tf_knockdowntime;
#else
#include "iviewrender_beams.h"
#include "c_team.h"
#include "cdll_int.h"
#include "hudelement.h"
#include "bone_setup.h"
#include "beamdraw.h"
#include <vgui/ISurface.h>
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Damage CVars
ConVar weapon_combat_shield_rechargetime( "weapon_combat_shield_rechargetime","4", FCVAR_REPLICATED, "Time after taking damage before the shields starts recharging" );
ConVar weapon_combat_shield_rechargeamount( "weapon_combat_shield_rechargeamount","0.03", FCVAR_REPLICATED, "Amount shield recharges every 10th of a second (must be an int)" );
ConVar weapon_combat_shield_factor( "weapon_combat_shield_factor","0.4", FCVAR_REPLICATED, "Factor applied to damage the shield blocks" );
ConVar weapon_combat_shield_teslaspeed( "weapon_combat_shield_teslaspeed", "0.025f", FCVAR_REPLICATED, "Speed of the tesla effect on the view model." );
ConVar weapon_combat_shield_teslaskitter( "weapon_combat_shield_teslaskitter", "0.3f", FCVAR_REPLICATED, "Speed of the tesla skitter effect (percentage)." );
ConVar weapon_combat_shield_teslaeffect( "weapon_combat_shield_teslaeffect", "4", FCVAR_REPLICATED, "Experimenting with effects." );
ConVar weapon_combat_shield_health( "weapon_combat_shield_health", "100", FCVAR_REPLICATED, "Combat shield's maximum health." );
// HACK: If we don't set this then we get a pop when transitioning into / out of idle animation
// for commando_test model because the origin is wrong
// This can be removed once the model itself is fixed
#define SHIELD_FADOUT_TIME 0.2f
//-----------------------------------------------------------------------------
// Constructor, destructor:
//-----------------------------------------------------------------------------
CWeaponCombatShield::CWeaponCombatShield()
{
m_bAllowPostFrame = true;
m_bHasShieldParry = false;
m_flShieldHealth = 1.0;
#if defined( CLIENT_DLL )
m_flFlashTimeEnd = 0;
m_flTeslaSpeed = weapon_combat_shield_teslaspeed.GetFloat();
m_flTeslaSkitter = weapon_combat_shield_teslaskitter.GetFloat();
m_flTeslaLeftInc = 0.0f;
m_flTeslaRightInc = 0.0f;
m_pTeslaBeam = NULL;
m_pTeslaBeam2 = NULL;
m_flShieldInc = 1.0f;
m_pShieldBeam = NULL;
m_pShieldBeam2 = NULL;
m_pShieldBeam3 = NULL;
#endif
SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::Precache( void )
{
BaseClass::Precache();
PrecacheModel( "sprites/blueflare1.vmt" );
PrecacheModel( "sprites/physbeam.vmt" );
PrecacheScriptSound( "WeaponCombatShield.TakeBash" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponCombatShield::Deploy( void )
{
if ( BaseClass::Deploy() )
{
GainedNewTechnology(NULL);
SetShieldState( SS_DOWN );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Get the activity the other weapon in our twohanded container should play for this activity
//-----------------------------------------------------------------------------
int CWeaponCombatShield::GetOtherWeaponsActivity( int iActivity )
{
switch ( iActivity )
{
case ACT_VM_HAULBACK:
return ACT_VM_DRAW;
case ACT_VM_SECONDARYATTACK:
return ACT_VM_HOLSTER;
default:
break;
};
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Get the activity the other weapon in our twohanded container should
// play instead of the one it's attempting to play.
//-----------------------------------------------------------------------------
int CWeaponCombatShield::ReplaceOtherWeaponsActivity( int iActivity )
{
switch ( iActivity )
{
case ACT_VM_IDLE:
// If I'm active, don't let it idle
if ( GetShieldState() != SS_DOWN )
return -1;
default:
break;
};
return BaseClass::ReplaceOtherWeaponsActivity(iActivity);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponCombatShield::Holster( CBaseCombatWeapon *pSwitchingTo )
{
CBaseTFPlayer *player = ToBaseTFPlayer( GetOwner() );
if ( player )
{
player->SetBlocking( false );
player->SetParrying( false );
if ( m_iShieldState != SS_DOWN &&
m_iShieldState != SS_UNAVAILABLE )
{
SetShieldState( SS_LOWERING );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: I've been bashed by another player's shield
//-----------------------------------------------------------------------------
bool CWeaponCombatShield::TakeShieldBash( CBaseTFPlayer *pBasher )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return false;
// If I'm blocking, drop my block and prevent me from doing anything
if ( GetShieldState() == SS_UP ||
GetShieldState() == SS_RAISING ||
GetShieldState() == SS_LOWERING )
{
// Make the shield unavailable
SetShieldState( SS_UNAVAILABLE );
SendWeaponAnim( ACT_VM_HITCENTER );
m_flShieldUnavailableEndTime = gpGlobals->curtime + 2.0;
// Play a sound
EmitSound( "WeaponCombatShield.TakeBash" );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::SetShieldState( int iShieldState )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return;
switch (iShieldState )
{
default:
case SS_DOWN:
pOwner->SetBlocking( false );
m_flShieldUpStartTime = 0;
m_flShieldParryEndTime = 0;
m_flShieldUnavailableEndTime = 0;
m_flShieldRaisedTime = 0.0f;
m_flShieldLoweredTime = 0.0f;
break;
case SS_UP:
SendWeaponAnim( ACT_VM_FIDGET );
pOwner->SetBlocking( true );
m_flShieldDownStartTime = 0.0f;
m_flShieldParryEndTime = 0;
m_flShieldUnavailableEndTime = 0;
m_flShieldRaisedTime = 0.0f;
m_flShieldLoweredTime = 0.0f;
break;
case SS_PARRYING:
pOwner->SetBlocking( false );
pOwner->SetParrying( true );
m_flShieldParryEndTime = gpGlobals->curtime + PARRY_OPPORTUNITY_LENGTH;
m_flShieldParrySwingEndTime = gpGlobals->curtime + 1.0f; // a hack to make it look ok
m_flShieldUnavailableEndTime = gpGlobals->curtime + SequenceDuration();
m_flNextPrimaryAttack = m_flShieldUnavailableEndTime;
m_flShieldRaisedTime = 0.0f;
m_flShieldLoweredTime = 0.0f;
break;
case SS_PARRYING_FINISH_SWING:
pOwner->SetBlocking( false );
pOwner->SetParrying( false );
break;
case SS_UNAVAILABLE:
SendWeaponAnim( ACT_VM_HAULBACK );
pOwner->SetBlocking( false );
pOwner->SetParrying( false );
break;
case SS_RAISING:
{
pOwner->SetBlocking( false );
pOwner->SetParrying( false );
m_flShieldRaisedTime = gpGlobals->curtime + SequenceDuration();
m_flShieldUpStartTime = gpGlobals->curtime;
}
break;
case SS_LOWERING:
{
SendWeaponAnim( ACT_VM_HAULBACK );
pOwner->SetBlocking( false );
pOwner->SetParrying( false );
m_flShieldLoweredTime = gpGlobals->curtime + SequenceDuration();
m_flShieldDownStartTime = gpGlobals->curtime;
}
break;
};
m_iShieldState = iShieldState;
}
//-----------------------------------------------------------------------------
// Purpose: Check to see if the shield state should change
//-----------------------------------------------------------------------------
void CWeaponCombatShield::UpdateShieldState( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return;
// Check to see if I should move out of the current state
switch ( m_iShieldState )
{
default:
case SS_DOWN:
case SS_UP:
break;
case SS_RAISING:
if ( gpGlobals->curtime > m_flShieldRaisedTime )
{
SetShieldState( SS_UP );
}
break;
case SS_LOWERING:
if ( gpGlobals->curtime > m_flShieldLoweredTime )
{
SetShieldState( SS_DOWN );
}
break;
case SS_PARRYING:
if ( gpGlobals->curtime > m_flShieldParryEndTime )
{
SetShieldState( SS_PARRYING_FINISH_SWING );
}
break;
case SS_PARRYING_FINISH_SWING:
if ( gpGlobals->curtime > m_flShieldParrySwingEndTime )
{
SetShieldState( SS_UNAVAILABLE );
}
break;
case SS_UNAVAILABLE:
if ( gpGlobals->curtime > m_flShieldUnavailableEndTime )
{
SetShieldState( SS_DOWN );
}
break;
};
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CWeaponCombatShield::GetShieldState( void )
{
return m_iShieldState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::SetShieldUsable( bool bUsable )
{
// Shutting down!
if ( !bUsable )
{
if ( m_iShieldState == SS_UP || m_iShieldState == SS_RAISING )
{
// We've got our shield up, so drop it (play sound & animation).
SendWeaponAnim( ACT_VM_HAULBACK );
WeaponSound( SPECIAL2 );
SetShieldState( SS_LOWERING );
}
}
m_bUsable = bUsable;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponCombatShield::ShieldUsable( void )
{
return m_bUsable;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : allow -
//-----------------------------------------------------------------------------
void CWeaponCombatShield::SetAllowPostFrame( bool allow )
{
m_bAllowPostFrame = allow;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ItemPostFrame( void )
{
if ( m_bAllowPostFrame )
{
ShieldPostFrame();
}
}
//-----------------------------------------------------------------------------
// Purpose: Allow the shield to interrupt reloads, etc.
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ItemBusyFrame( void )
{
if ( m_bAllowPostFrame )
{
ShieldPostFrame();
}
}
//-----------------------------------------------------------------------------
// Purpose: The player holding this weapon has just gained new technology.
//-----------------------------------------------------------------------------
void CWeaponCombatShield::GainedNewTechnology( CBaseTechnology *pTechnology )
{
BaseClass::GainedNewTechnology( pTechnology );
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
if ( pPlayer )
{
// Has a parry?
if ( pPlayer->HasNamedTechnology( "com_comboshield_parry" ) )
{
m_bHasShieldParry = true;
}
else
{
m_bHasShieldParry = false;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle the shield input
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ShieldPostFrame( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if (!pOwner)
return;
UpdateShieldState();
CheckReload();
// Store off EMP state
bool isEMPed = IsOwnerEMPed();
// If the shield's unavailable, just abort
if ( GetShieldState() == SS_UNAVAILABLE )
return;
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
bool shieldRaised = ( GetShieldState() == SS_UP );
bool shieldRaising = ( GetShieldState() == SS_RAISING );
// GetShieldState() == SS_LOWERING );
// If my shield's out of power, I can't do anything with it
if ( !GetShieldHealth() )
return;
// Was the shield button just pressed?
if ( GetShieldState() == SS_DOWN && !isEMPed && pOwner->m_nButtons & IN_ATTACK2 )
{
// Play sound & anim
WeaponSound( SPECIAL1 );
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
SetShieldState( SS_RAISING );
// Abort any reloads in progess
pOwner->AbortReload();
}
else if ( ( shieldRaised || shieldRaising ) && !FBitSet( pOwner->m_nButtons, IN_ATTACK2 ) )
{
// Shield button was just released, check to see if we were parrying
bool shouldParry = (gpGlobals->curtime < (m_flShieldUpStartTime + PARRY_DETECTION_TIME ));
if ( m_bHasShieldParry && shouldParry )
{
// Parry!
// Play sound & anim
WeaponSound( SPECIAL2 );
SendWeaponAnim( ACT_VM_SWINGHIT );
SetShieldState( SS_PARRYING );
// Bash enemies in front of me
ShieldBash();
}
else
{
// Player's just lowered his shield
// Play sound & anim
WeaponSound( SPECIAL2 );
SendWeaponAnim( ACT_VM_HAULBACK );
SetShieldState( SS_LOWERING );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
}
else if ( GetShieldState() == SS_UP && ( pOwner->m_nButtons & IN_ATTACK2 ) && ( isEMPed ) )
{
// We've got our shield up, and we were just EMPed, so drop it
// Play sound & anim
SendWeaponAnim( ACT_VM_HAULBACK );
WeaponSound( SPECIAL2 );
SetShieldState( SS_LOWERING );
}
}
//-----------------------------------------------------------------------------
// Purpose: Bash enemies in front of me with my shield
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ShieldBash( void )
{
#if 0
// ROBIN: Disabled shield bash
return;
// Get any players in front of me
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return;
// Get the target point and location
Vector vecAiming;
Vector vecSrc = pOwner->Weapon_ShootPosition( pOwner->GetOrigin() );
pOwner->EyeVectors( &vecAiming );
// Find a player in range of this player, and make sure they're healable
trace_t tr;
Vector vecEnd = vecSrc + (vecAiming * SHIELD_BASH_RANGE);
UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT, pOwner->edict(), COLLISION_GROUP_NONE, &tr);
if (tr.fraction != 1.0)
{
CBaseEntity *pEntity = CBaseEntity::Instance(tr.u.ent);
if ( pEntity )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( pEntity );
if ( pPlayer && (pPlayer != pOwner) )
{
// Target needs to be on the eneny team
if ( pPlayer->IsAlive() && !pPlayer->InSameTeam( pOwner ) )
{
// Ok, we have an enemy player
pPlayer->TakeShieldBash( pOwner );
}
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Attempt to block the incoming attack, and return the damage it
// should do after the block, if any.
//-----------------------------------------------------------------------------
float CWeaponCombatShield::AttemptToBlock( float flDamage )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
if ( !pPlayer || !weapon_combat_shield_factor.GetFloat() )
return 0;
// Block as much of the damage as we can
float flPowerNeeded = flDamage * weapon_combat_shield_factor.GetFloat();
flPowerNeeded = RemapVal( flPowerNeeded, 0, weapon_combat_shield_health.GetFloat(), 0, 1 );
float flPowerUsed = MIN( flPowerNeeded, GetShieldHealth() );
#ifndef CLIENT_DLL
RemoveShieldHealth( flPowerUsed );
// Start recharging shortly after taking damage
SetThink( ShieldRechargeThink );
SetNextThink( gpGlobals->curtime + weapon_combat_shield_rechargetime.GetFloat() );
#endif
// Failed to block it all?
if ( flPowerUsed < flPowerNeeded )
{
#ifndef CLIENT_DLL
// Force the shield to drop if it's up
if ( GetShieldState() == SS_UP )
{
// Play sound & anim
SendWeaponAnim( ACT_VM_HAULBACK );
WeaponSound( SPECIAL2 );
SetShieldState( SS_LOWERING );
}
#endif
return ( flDamage - (flPowerUsed * (1.0 / weapon_combat_shield_factor.GetFloat())) );
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponCombatShield::GetShieldHealth( void )
{
return m_flShieldHealth;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::AddShieldHealth( float flHealth )
{
m_flShieldHealth = MIN( 1.0, m_flShieldHealth + flHealth );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::RemoveShieldHealth( float flHealth )
{
m_flShieldHealth = MAX( 0.0, m_flShieldHealth - flHealth );
}
//-----------------------------------------------------------------------------
// Purpose: Recharge the shield
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ShieldRechargeThink( void )
{
// FIXME:
//xxx
#if !defined( CLIENT_DLL )
if ( GetShieldHealth() >= 1.0 )
{
SetThink( NULL );
return;
}
AddShieldHealth( weapon_combat_shield_rechargeamount.GetFloat() );
SetNextThink( gpGlobals->curtime + 0.1f );
#endif
}
//====================================================================================
// WEAPON CLIENT HANDLING
//====================================================================================
int CWeaponCombatShield::UpdateClientData( CBasePlayer *pPlayer )
{
if ( !pPlayer )
{
return BaseClass::UpdateClientData( pPlayer );
}
CWeaponTwoHandedContainer *pContainer = ( CWeaponTwoHandedContainer * )pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
if ( !pContainer || pContainer != pPlayer->GetActiveWeapon() )
return BaseClass::UpdateClientData( pPlayer );
// Make sure this weapon is one of the container's active weapons
if ( pContainer->GetLeftWeapon() != this && pContainer->GetRightWeapon() != this )
return BaseClass::UpdateClientData( pPlayer );
int retval = pContainer->UpdateClientData( pPlayer );
m_iState = pContainer->m_iState;
return retval;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponCombatShield::VisibleInWeaponSelection( void )
{
return false;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool CWeaponCombatShield::IsUp( void )
{
return ( GetShieldState() == SS_UP );
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
float CWeaponCombatShield::GetRaisingTime( void )
{
if ((GetShieldState() != SS_UP ) && (GetShieldState() != SS_RAISING))
return 0.0f;
return gpGlobals->curtime - m_flShieldUpStartTime;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
float CWeaponCombatShield::GetLoweringTime( void )
{
if ((GetShieldState() != SS_DOWN ) && (GetShieldState() != SS_LOWERING))
return 0.0f;
return gpGlobals->curtime - m_flShieldDownStartTime;
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: Draw the ammo counts
//-----------------------------------------------------------------------------
void CWeaponCombatShield::DrawAmmo( void )
{
// ROBIN: Removed this now that the shield colors itself to show health level
return;
int r, g, b, a;
int x, y;
// Get the shield power level
float flPowerLevel = GetShieldHealth();
float flInverseFactor = 1.0 - flPowerLevel;
// Set our color
gHUD.m_clrNormal.GetColor( r, g, b, a );
int iWidth = XRES(12);
int iHeight = YRES(64);
x = XRES(548);
y = ( ScreenHeight() - YRES(2) - iHeight );
// Flashing the power level?
float flFlash = 0;
if ( gpGlobals->curtime < m_flFlashTimeEnd && !GetPrimaryAmmo() )
{
flFlash = fmod( gpGlobals->curtime, 0.25 );
flFlash *= 2 * M_PI;
flFlash = cos( flFlash );
}
// draw the exhausted portion of the bar.
vgui::surface()->DrawSetColor( Color( r, g * flPowerLevel, b * flPowerLevel, 100 + (flFlash * 100) ) );
vgui::surface()->DrawFilledRect( x, y, x + iWidth, y + iHeight * flInverseFactor );
// draw the powerered portion of the bar
vgui::surface()->DrawSetColor( Color( r, g * flPowerLevel, b * flPowerLevel, 190 ) );
vgui::surface()->DrawFilledRect( x, y + iHeight * flInverseFactor, x + iWidth, y + iHeight * flInverseFactor + iHeight * flPowerLevel);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS])
{
// Dial shows the shield power level
float flPowerLevel = 1.0;
if ( GetShieldState() == SS_UP )
{
flPowerLevel = GetShieldHealth();
}
else if ( GetShieldState() == SS_RAISING )
{
// Bring the power up with the animation
float flTotal = m_flShieldRaisedTime - m_flShieldUpStartTime;
float flCurrent = (gpGlobals->curtime - m_flShieldUpStartTime);
flPowerLevel = flCurrent / flTotal;
}
else if ( GetShieldState() == SS_LOWERING )
{
// Bring the power down with the animation
float flTotal = (m_flShieldLoweredTime - m_flShieldDownStartTime);
float flCurrent = (gpGlobals->curtime - m_flShieldDownStartTime);
flPowerLevel = 1.0 - (flCurrent / flTotal);
}
// Make the middle point be full power (right of the middle being powered up)
// Adjust a little for the perspective.
flPowerLevel *= 0.55;
// Add some shake
flPowerLevel += RandomFloat( -0.02, 0.02 );
controllers[0] = flPowerLevel;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ViewModelDrawn( C_BaseViewModel *pViewModel )
{
if ( m_iShieldState == SS_DOWN )
return;
DrawBeams( pViewModel );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::InitShieldBeam( void )
{
BeamInfo_t beamInfo;
beamInfo.m_vecStart.Init();
beamInfo.m_vecEnd.Init();
beamInfo.m_pszModelName = "sprites/physbeam.vmt";
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.0f;
beamInfo.m_flWidth = 2.0f;
beamInfo.m_flEndWidth = 2.0f;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 4.0f;
beamInfo.m_flBrightness = 50.0f;
beamInfo.m_flSpeed = 5.0f;
beamInfo.m_nStartFrame = 0;
beamInfo.m_flFrameRate = 0.0f;
beamInfo.m_flRed = 255.0f;
beamInfo.m_flGreen = 255.0f;
beamInfo.m_flBlue = 128.0f;
beamInfo.m_nSegments = 15;
beamInfo.m_bRenderable = false;
m_pShieldBeam = beams->CreateBeamPoints( beamInfo );
beamInfo.m_vecStart.Init();
beamInfo.m_vecEnd.Init();
beamInfo.m_pszModelName = "sprites/physbeam.vmt";
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.0f;
beamInfo.m_flWidth = 1.5f;
beamInfo.m_flEndWidth = 1.5f;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 8.0f;
beamInfo.m_flBrightness = 75.0f;
beamInfo.m_flSpeed = 10.0f;
beamInfo.m_nStartFrame = 0;
beamInfo.m_flFrameRate = 0.0f;
beamInfo.m_flRed = 255.0f;
beamInfo.m_flGreen = 255.0f;
beamInfo.m_flBlue = 128.0f;
beamInfo.m_nSegments = 20;
beamInfo.m_bRenderable = false;
m_pShieldBeam2 = beams->CreateBeamPoints( beamInfo );
beamInfo.m_vecStart.Init();
beamInfo.m_vecEnd.Init();
beamInfo.m_pszModelName = "sprites/physbeam.vmt";
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.0f;
beamInfo.m_flWidth = 3.0f;
beamInfo.m_flEndWidth = 3.0f;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 5.5f;
beamInfo.m_flBrightness = 50.0f;
beamInfo.m_flSpeed = 10.0f;
beamInfo.m_nStartFrame = 0;
beamInfo.m_flFrameRate = 0.0f;
beamInfo.m_flRed = 255.0f;
beamInfo.m_flGreen = 255.0f;
beamInfo.m_flBlue = 128.0f;
beamInfo.m_nSegments = 18;
beamInfo.m_bRenderable = false;
m_pShieldBeam3 = beams->CreateBeamPoints( beamInfo );
m_hShieldSpriteMaterial.Init( "sprites/blueflare1", TEXTURE_GROUP_CLIENT_EFFECTS );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatShield::InitTeslaBeam( void )
{
BeamInfo_t beamInfo;
beamInfo.m_vecStart.Init();
beamInfo.m_vecEnd.Init();
beamInfo.m_pszModelName = "sprites/blueflare1.vmt";
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.0f;
beamInfo.m_flWidth = 1.0f;
beamInfo.m_flEndWidth = 1.0f;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 16.0f;
beamInfo.m_flBrightness = 255.0f;
beamInfo.m_flSpeed = 25.0f;
beamInfo.m_nStartFrame = 0;
beamInfo.m_flFrameRate = 0.0f;
beamInfo.m_flRed = 206.0f;
beamInfo.m_flGreen = 181.0f;
beamInfo.m_flBlue = 127.0f;
beamInfo.m_nSegments = 15;
beamInfo.m_bRenderable = false;
m_pTeslaBeam = beams->CreateBeamPoints( beamInfo );
beamInfo.m_vecStart.Init();
beamInfo.m_vecEnd.Init();
beamInfo.m_pszModelName = "sprites/blueflare1.vmt";
beamInfo.m_flHaloScale = 0.0f;
beamInfo.m_flLife = 0.0f;
beamInfo.m_flWidth = 1.0f;
beamInfo.m_flEndWidth = 1.0f;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 27.0f;
beamInfo.m_flBrightness = 100.0f;
beamInfo.m_flSpeed = 15.0f;
beamInfo.m_nStartFrame = 0;
beamInfo.m_flFrameRate = 0.0f;
beamInfo.m_flRed = 206.0f;
beamInfo.m_flGreen = 181.0f;
beamInfo.m_flBlue = 127.0f;
beamInfo.m_nSegments = 8;
beamInfo.m_bRenderable = false;
m_pTeslaBeam2 = beams->CreateBeamPoints( beamInfo );
m_hTeslaSpriteMaterial.Init( "sprites/blueflare1", TEXTURE_GROUP_CLIENT_EFFECTS );
}
//-----------------------------------------------------------------------------
// Purpose: Render a tesla beam in the veiw model.
//
// NOTE: This is a big ugly mess that will get cleaned up when I nail down
// the effect.
//-----------------------------------------------------------------------------
void CWeaponCombatShield::DrawBeams( C_BaseViewModel *pViewModel )
{
// Verify data.
if ( !pViewModel )
return;
// Only humans have the tesla effects
if ( GetTeamNumber() == TEAM_ALIENS )
return;
// Init
if ( !m_pTeslaBeam )
{
InitTeslaBeam();
}
if ( !m_pShieldBeam )
{
InitShieldBeam();
}
if ( !m_pShieldBeam || !m_pTeslaBeam )
return;
// Variables
BeamInfo_t beamInfo;
QAngle vecAngle;
int iAttachment;
// Setup a color reflecting the health
float flShieldHealth = GetShieldHealth();
color32 color;
color.r = 206;
color.g = flShieldHealth * 182;
color.b = flShieldHealth * 127;
color.a = 255;
// Tesla Effect
Vector vecRightTop, vecRightBottom;
Vector vecLeftTop, vecLeftBottom;
iAttachment = pViewModel->LookupAttachment( "LeftBottom" );
pViewModel->GetAttachment( iAttachment, vecLeftBottom, vecAngle );
pViewModel->UncorrectViewModelAttachment( vecLeftBottom );
iAttachment = pViewModel->LookupAttachment( "LeftTip" );
pViewModel->GetAttachment( iAttachment, vecLeftTop, vecAngle );
pViewModel->UncorrectViewModelAttachment( vecLeftTop );
iAttachment = pViewModel->LookupAttachment( "RightBottom" );
pViewModel->GetAttachment( iAttachment, vecRightBottom, vecAngle );
pViewModel->UncorrectViewModelAttachment( vecRightBottom );
iAttachment = pViewModel->LookupAttachment( "RightTip" );
pViewModel->GetAttachment( iAttachment, vecRightTop, vecAngle );
pViewModel->UncorrectViewModelAttachment( vecRightTop );
m_flTeslaLeftInc += weapon_combat_shield_teslaspeed.GetFloat();
m_flTeslaRightInc += weapon_combat_shield_teslaspeed.GetFloat();
if ( m_flTeslaLeftInc > 1.0f ) { m_flTeslaLeftInc = 0.0f; }
if ( m_flTeslaRightInc > 1.0f ) { m_flTeslaRightInc = 0.0f; }
Vector vecLeft = vecLeftTop - vecLeftBottom;
Vector vecRight = vecRightTop - vecRightBottom;
Vector vecStart = vecLeftBottom + ( m_flTeslaLeftInc * vecLeft );
Vector vecEnd = vecRightBottom + ( m_flTeslaRightInc * vecRight );
beamInfo.m_vecStart = vecStart;
beamInfo.m_vecEnd = vecEnd;
beamInfo.m_flRed = color.r;
beamInfo.m_flGreen = color.g;
beamInfo.m_flBlue = color.b;
beams->UpdateBeamInfo( m_pTeslaBeam, beamInfo );
beams->UpdateBeamInfo( m_pTeslaBeam2, beamInfo );
beams->DrawBeam( m_pTeslaBeam );
beams->DrawBeam( m_pTeslaBeam2 );
// Draw a sprite at the tip of the tesla coil.
float flSize = 4.0f;
materials->Bind( m_hShieldSpriteMaterial, this );
DrawSprite( vecStart, flSize, flSize, color );
DrawSprite( vecEnd, flSize, flSize, color );
// Shield Effect
float flPercentage = random->RandomFloat( 0.0f, 1.0f );
if ( flPercentage < weapon_combat_shield_teslaskitter.GetFloat() )
{
char szShieldJoint[16];
int nJoint = random->RandomInt( 1, 8 );
Q_snprintf( szShieldJoint, sizeof( szShieldJoint ), "Shield%d", nJoint );
Vector vecJoint;
int iAttachment = pViewModel->LookupAttachment( &szShieldJoint[0] );
pViewModel->GetAttachment( iAttachment, vecJoint, vecAngle );
pViewModel->UncorrectViewModelAttachment( vecJoint );
if ( nJoint < 5 )
{
beamInfo.m_vecStart = vecLeftTop;
}
else
{
beamInfo.m_vecStart = vecRightTop;
}
beamInfo.m_vecEnd = vecJoint;
beams->UpdateBeamInfo( m_pTeslaBeam, beamInfo );
beams->UpdateBeamInfo( m_pTeslaBeam2, beamInfo );
beams->DrawBeam( m_pTeslaBeam );
beams->DrawBeam( m_pTeslaBeam2 );
float flSize = 7.0f;
color32 color = { 206, 181, 127, 255 };
materials->Bind( m_hShieldSpriteMaterial, this );
DrawSprite( beamInfo.m_vecStart, flSize, flSize, color );
}
#if 0
// Shield Effect
char szShieldJoint[16];
Vector vecShieldJoints[8];
for( int iJoint = 0; iJoint < 8; ++iJoint )
{
Q_snprintf( szShieldJoint, sizeof( szShieldJoint ), "Shield%d", iJoint+1 );
iAttachment = pViewModel->LookupAttachment( &szShieldJoint[0] );
pViewModel->GetAttachment( iAttachment, vecShieldJoints[iJoint], vecAngle );
pViewModel->UncorrectViewModelAttachment( vecShieldJoints[iJoint] );
}
// Shield Internal
if ( m_flShieldInc < 1.0f )
{
Vector vecEdge, vecEnd;
if ( m_bLeftToRight )
{
vecEdge = vecShieldJoints[((m_nShieldEdge+1)%8)] - vecShieldJoints[m_nShieldEdge];
vecEnd = vecShieldJoints[m_nShieldEdge] + ( m_flShieldInc * vecEdge );
}
else
{
vecEdge = vecShieldJoints[m_nShieldEdge] - vecShieldJoints[((m_nShieldEdge+1)%8)];
vecEnd = vecShieldJoints[((m_nShieldEdge+1)%8)] + ( m_flShieldInc * vecEdge );
}
if ( m_nShieldEdge < 5 )
{
beamInfo.m_vecStart = vecLeftTop;
}
else
{
beamInfo.m_vecStart = vecRightTop;
}
beamInfo.m_vecEnd = vecEnd;
beams->UpdateBeamPoints( m_pShieldBeam2, beamInfo );
beams->UpdateBeamPoints( m_pShieldBeam3, beamInfo );
beams->DrawBeam( m_pShieldBeam2 );
beams->DrawBeam( m_pShieldBeam3 );
m_flShieldInc += m_flShieldSpeed;
}
else
{
m_flShieldInc = 0.0f;
m_flShieldSpeed = random->RandomFloat( 0.015f, 0.15f );
m_nShieldEdge = random->RandomInt( 0, 7 );
float flSide = random->RandomFloat( 0.0f, 1.0f );
m_bLeftToRight = ( flSide < 0.5f );
}
// Shield Outline
for( iJoint = 0; iJoint < 8; ++iJoint )
{
beamInfo.m_vecStart = vecShieldJoints[iJoint];
beamInfo.m_vecEnd = vecShieldJoints[(iJoint+1)%8];
beams->UpdateBeamPoints( m_pShieldBeam, beamInfo );
beams->UpdateBeamPoints( m_pShieldBeam2, beamInfo );
beams->DrawBeam( m_pShieldBeam );
beams->DrawBeam( m_pShieldBeam2 );
// Draw a sprite at the tip of the tesla coil.
float flSize = 3.0f;
color32 color = { 255, 255, 0, 255 };
materials->Bind( m_hShieldSpriteMaterial, this );
DrawSprite( vecShieldJoints[iJoint], flSize, flSize, color );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: If the shield has no health, and they're trying to raise it, flash the power level
//-----------------------------------------------------------------------------
void CWeaponCombatShield::HandleInput( void )
{
// If the player's dead, ignore input
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer || pPlayer->GetHealth() < 0 )
return;
// Attempting to raise the shield?
if ( !GetShieldHealth() && ( gHUD.m_iKeyBits & IN_ATTACK2 ) )
{
m_flFlashTimeEnd = gpGlobals->curtime + 1.0;
}
}
#endif
LINK_ENTITY_TO_CLASS( weapon_combat_shield, CWeaponCombatShield );
LINK_ENTITY_TO_CLASS( weapon_combat_shield_alien, CWeaponCombatShieldAlien );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatShield , DT_WeaponCombatShield )
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatShieldAlien, DT_WeaponCombatShieldAlien )
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: Only send the LocalWeaponData to the player carrying the weapon
//-----------------------------------------------------------------------------
void* SendProxy_SendCombatShieldLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
// Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if ( pWeapon )
{
// Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
if ( pPlayer )
{
pRecipients->SetOnly( pPlayer->GetClientIndex() );
return (void*)pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendCombatShieldLocalWeaponDataTable );
#endif
//-----------------------------------------------------------------------------
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CWeaponCombatShield, DT_WeaponCombatShieldLocal )
#if !defined( CLIENT_DLL )
SendPropTime( SENDINFO( m_flShieldParryEndTime ) ),
SendPropTime( SENDINFO( m_flShieldParrySwingEndTime ) ),
SendPropTime( SENDINFO( m_flShieldUnavailableEndTime ) ),
SendPropTime( SENDINFO( m_flShieldRaisedTime ) ),
SendPropTime( SENDINFO( m_flShieldLoweredTime ) ),
#else
RecvPropTime( RECVINFO( m_flShieldParryEndTime ) ),
RecvPropTime( RECVINFO( m_flShieldParrySwingEndTime ) ),
RecvPropTime( RECVINFO( m_flShieldUnavailableEndTime ) ),
RecvPropTime( RECVINFO( m_flShieldRaisedTime ) ),
RecvPropTime( RECVINFO( m_flShieldLoweredTime ) ),
#endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CWeaponCombatShield , DT_WeaponCombatShield )
#if !defined( CLIENT_DLL )
SendPropDataTable("this", 0, &REFERENCE_SEND_TABLE(DT_WeaponCombatShieldLocal), SendProxy_SendCombatShieldLocalWeaponDataTable ),
SendPropTime( SENDINFO( m_flShieldUpStartTime ) ),
SendPropTime( SENDINFO( m_flShieldDownStartTime ) ),
SendPropInt( SENDINFO( m_iShieldState ), 3, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bAllowPostFrame ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bHasShieldParry ), 1, SPROP_UNSIGNED ),
SendPropFloat(SENDINFO( m_flShieldHealth ), 8, SPROP_ROUNDDOWN, 0.0f, 1.0f ),
#else
RecvPropDataTable("this", 0, 0, &REFERENCE_RECV_TABLE(DT_WeaponCombatShieldLocal)),
RecvPropTime( RECVINFO( m_flShieldUpStartTime ) ),
RecvPropTime( RECVINFO( m_flShieldDownStartTime ) ),
RecvPropInt( RECVINFO( m_iShieldState ) ),
RecvPropInt( RECVINFO( m_bAllowPostFrame ) ),
RecvPropInt( RECVINFO( m_bHasShieldParry ) ),
RecvPropFloat(RECVINFO( m_flShieldHealth ) ),
#endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CWeaponCombatShieldAlien, DT_WeaponCombatShieldAlien )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatShield )
DEFINE_PRED_FIELD( m_iShieldState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bAllowPostFrame, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bHasShieldParry, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flShieldHealth, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flShieldUpStartTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flShieldDownStartTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flShieldParryEndTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flShieldParrySwingEndTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flShieldUnavailableEndTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flShieldRaisedTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flShieldLoweredTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
END_PREDICTION_DATA()
BEGIN_PREDICTION_DATA( CWeaponCombatShieldAlien )
END_PREDICTION_DATA()
PRECACHE_WEAPON_REGISTER(weapon_combat_shield);
PRECACHE_WEAPON_REGISTER(weapon_combat_shield_alien);