You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
235 lines
5.8 KiB
235 lines
5.8 KiB
1 year ago
|
#include "cbase.h"
|
||
|
#include "asw_weapon_night_vision.h"
|
||
|
#include "in_buttons.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "c_asw_player.h"
|
||
|
#include "c_asw_weapon.h"
|
||
|
#include "c_asw_marine.h"
|
||
|
#include "prediction.h"
|
||
|
#else
|
||
|
#include "asw_marine.h"
|
||
|
#include "asw_player.h"
|
||
|
#include "asw_weapon.h"
|
||
|
#include "npcevent.h"
|
||
|
#include "shot_manipulator.h"
|
||
|
#endif
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Night_Vision, DT_ASW_Weapon_Night_Vision )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CASW_Weapon_Night_Vision, DT_ASW_Weapon_Night_Vision )
|
||
|
#ifdef CLIENT_DLL
|
||
|
RecvPropBool ( RECVINFO( m_bVisionActive ) ),
|
||
|
RecvPropFloat ( RECVINFO( m_flPower ) ),
|
||
|
#else
|
||
|
SendPropBool ( SENDINFO( m_bVisionActive ) ),
|
||
|
SendPropFloat ( SENDINFO( m_flPower ), 0, SPROP_NOSCALE ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
BEGIN_PREDICTION_DATA( CASW_Weapon_Night_Vision )
|
||
|
DEFINE_PRED_FIELD_TOL( m_flPower, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
|
||
|
END_PREDICTION_DATA()
|
||
|
#endif
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( asw_weapon_night_vision, CASW_Weapon_Night_Vision );
|
||
|
PRECACHE_WEAPON_REGISTER( asw_weapon_night_vision );
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
|
||
|
//---------------------------------------------------------
|
||
|
// Save/Restore
|
||
|
//---------------------------------------------------------
|
||
|
BEGIN_DATADESC( CASW_Weapon_Night_Vision )
|
||
|
DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
#else
|
||
|
|
||
|
ConVar asw_night_vision_fade_in_speed( "asw_night_vision_fade_in_speed", "400.0", FCVAR_CHEAT );
|
||
|
ConVar asw_night_vision_fade_out_speed( "asw_night_vision_fade_out_speed", "5000.0", FCVAR_CHEAT );
|
||
|
ConVar asw_night_vision_flash_speed( "asw_night_vision_flash_speed", "1000.0", FCVAR_CHEAT );
|
||
|
ConVar asw_night_vision_flash_max( "asw_night_vision_flash_max", "220.0", FCVAR_CHEAT );
|
||
|
ConVar asw_night_vision_flash_min( "asw_night_vision_flash_min", "0.0", FCVAR_CHEAT );
|
||
|
|
||
|
#endif /* not client */
|
||
|
|
||
|
ConVar asw_night_vision_duration( "asw_night_vision_duration", "20.0", FCVAR_CHEAT | FCVAR_REPLICATED );
|
||
|
|
||
|
CASW_Weapon_Night_Vision::CASW_Weapon_Night_Vision()
|
||
|
{
|
||
|
m_flSoonestPrimaryAttack = 0;
|
||
|
m_flPower = asw_night_vision_duration.GetFloat();
|
||
|
#ifdef CLIENT_DLL
|
||
|
m_flVisionAlpha = 0.0f;
|
||
|
m_flFlashAlpha = 0.0f;
|
||
|
m_bOldVisionActive = false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
CASW_Weapon_Night_Vision::~CASW_Weapon_Night_Vision()
|
||
|
{
|
||
|
|
||
|
}
|
||
|
|
||
|
void CASW_Weapon_Night_Vision::Spawn()
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
m_flPower = asw_night_vision_duration.GetFloat();
|
||
|
}
|
||
|
|
||
|
bool CASW_Weapon_Night_Vision::OffhandActivate()
|
||
|
{
|
||
|
if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
|
||
|
return false;
|
||
|
|
||
|
PrimaryAttack();
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CASW_Weapon_Night_Vision::PrimaryAttack( void )
|
||
|
{
|
||
|
CASW_Player *pPlayer = GetCommander();
|
||
|
if (!pPlayer)
|
||
|
return;
|
||
|
|
||
|
CASW_Marine *pMarine = GetMarine();
|
||
|
if ( !pMarine )
|
||
|
return;
|
||
|
|
||
|
if ( !IsVisionActive() && GetPower() < 1.0f )
|
||
|
return;
|
||
|
|
||
|
// toggle night vision
|
||
|
m_bVisionActive = !IsVisionActive();
|
||
|
|
||
|
if ( IsVisionActive() )
|
||
|
{
|
||
|
PlaySoundDirectlyToOwner( "ASW_NightVision.TurnOnFP" );
|
||
|
PlaySoundToOthers( "ASW_NightVision.TurnOn" );
|
||
|
#ifndef CLIENT_DLL
|
||
|
pMarine->OnWeaponFired( this, 1 );
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PlaySoundDirectlyToOwner( "ASW_NightVision.TurnOffFP" );
|
||
|
PlaySoundToOthers( "ASW_NightVision.TurnOff" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CASW_Weapon_Night_Vision::Precache()
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
PrecacheScriptSound( "ASW_NightVision.TurnOn" );
|
||
|
PrecacheScriptSound( "ASW_NightVision.TurnOff" );
|
||
|
PrecacheScriptSound( "ASW_NightVision.TurnOnFP" );
|
||
|
PrecacheScriptSound( "ASW_NightVision.TurnOffFP" );
|
||
|
}
|
||
|
|
||
|
// this weapon doesn't reload
|
||
|
bool CASW_Weapon_Night_Vision::Reload()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void CASW_Weapon_Night_Vision::ItemPostFrame( void )
|
||
|
{
|
||
|
BaseClass::ItemPostFrame();
|
||
|
|
||
|
UpdateVisionPower();
|
||
|
|
||
|
if ( m_bInReload )
|
||
|
return;
|
||
|
|
||
|
CBasePlayer *pOwner = GetCommander();
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
//Allow a refire as fast as the player can click
|
||
|
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
|
||
|
{
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CASW_Weapon_Night_Vision::HandleFireOnEmpty()
|
||
|
{
|
||
|
// Nightvision doesn't require ammo, so when firing empty, activate the NV
|
||
|
PrimaryAttack();
|
||
|
}
|
||
|
|
||
|
void CASW_Weapon_Night_Vision::UpdateVisionPower()
|
||
|
{
|
||
|
if ( IsVisionActive() )
|
||
|
{
|
||
|
float flNewPower = GetPower() - gpGlobals->frametime;
|
||
|
flNewPower = MAX( 0.0f, flNewPower );
|
||
|
m_flPower = flNewPower;
|
||
|
if ( flNewPower <= 0 )
|
||
|
{
|
||
|
m_bVisionActive = false;
|
||
|
PlaySoundDirectlyToOwner( "ASW_NightVision.TurnOffFP" );
|
||
|
PlaySoundToOthers( "ASW_NightVision.TurnOff" );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float flNewPower = GetPower() + gpGlobals->frametime * 1.4f;
|
||
|
flNewPower = MIN( asw_night_vision_duration.GetFloat(), flNewPower );
|
||
|
m_flPower = flNewPower;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
float CASW_Weapon_Night_Vision::UpdateVisionAlpha()
|
||
|
{
|
||
|
if ( IsVisionActive() )
|
||
|
{
|
||
|
m_flVisionAlpha = MIN( 255.0f, m_flVisionAlpha + gpGlobals->frametime * asw_night_vision_fade_in_speed.GetFloat() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flVisionAlpha = MAX( 0.0f, m_flVisionAlpha - gpGlobals->frametime * asw_night_vision_fade_out_speed.GetFloat() );
|
||
|
}
|
||
|
return m_flVisionAlpha;
|
||
|
}
|
||
|
|
||
|
float CASW_Weapon_Night_Vision::UpdateFlashAlpha()
|
||
|
{
|
||
|
if ( IsVisionActive() != m_bOldVisionActive )
|
||
|
{
|
||
|
//if ( IsVisionActive() )
|
||
|
{
|
||
|
m_flFlashAlpha = asw_night_vision_flash_max.GetFloat();
|
||
|
}
|
||
|
m_bOldVisionActive = IsVisionActive();
|
||
|
}
|
||
|
float flMin = 0.0f;
|
||
|
if ( IsVisionActive() )
|
||
|
{
|
||
|
flMin = asw_night_vision_flash_min.GetFloat();
|
||
|
}
|
||
|
m_flFlashAlpha = MAX( flMin, m_flFlashAlpha - gpGlobals->frametime * asw_night_vision_flash_speed.GetFloat() );
|
||
|
return m_flFlashAlpha;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
int CASW_Weapon_Night_Vision::ASW_SelectWeaponActivity(int idealActivity)
|
||
|
{
|
||
|
// we just use the normal 'no weapon' anims for this
|
||
|
return idealActivity;
|
||
|
}
|
||
|
|
||
|
float CASW_Weapon_Night_Vision::GetBatteryCharge()
|
||
|
{
|
||
|
return GetPower() / asw_night_vision_duration.GetFloat();
|
||
|
}
|