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1206 lines
37 KiB
1206 lines
37 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Combative shield weapon
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "weapon_twohandedcontainer.h"
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#include "weapon_combatshield.h"
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#include "engine/IEngineSound.h"
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#include "in_buttons.h"
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#include "weapon_combat_usedwithshieldbase.h"
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#if !defined( CLIENT_DLL )
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#include "tf_shield.h"
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extern ConVar tf_knockdowntime;
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#else
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#include "iviewrender_beams.h"
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#include "c_team.h"
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#include "cdll_int.h"
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#include "hudelement.h"
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#include "bone_setup.h"
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#include "beamdraw.h"
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#include <vgui/ISurface.h>
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Damage CVars
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ConVar weapon_combat_shield_rechargetime( "weapon_combat_shield_rechargetime","4", FCVAR_REPLICATED, "Time after taking damage before the shields starts recharging" );
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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)" );
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ConVar weapon_combat_shield_factor( "weapon_combat_shield_factor","0.4", FCVAR_REPLICATED, "Factor applied to damage the shield blocks" );
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ConVar weapon_combat_shield_teslaspeed( "weapon_combat_shield_teslaspeed", "0.025f", FCVAR_REPLICATED, "Speed of the tesla effect on the view model." );
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ConVar weapon_combat_shield_teslaskitter( "weapon_combat_shield_teslaskitter", "0.3f", FCVAR_REPLICATED, "Speed of the tesla skitter effect (percentage)." );
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ConVar weapon_combat_shield_teslaeffect( "weapon_combat_shield_teslaeffect", "4", FCVAR_REPLICATED, "Experimenting with effects." );
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ConVar weapon_combat_shield_health( "weapon_combat_shield_health", "100", FCVAR_REPLICATED, "Combat shield's maximum health." );
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// HACK: If we don't set this then we get a pop when transitioning into / out of idle animation
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// for commando_test model because the origin is wrong
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// This can be removed once the model itself is fixed
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#define SHIELD_FADOUT_TIME 0.2f
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//-----------------------------------------------------------------------------
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// Constructor, destructor:
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//-----------------------------------------------------------------------------
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CWeaponCombatShield::CWeaponCombatShield()
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{
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m_bAllowPostFrame = true;
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m_bHasShieldParry = false;
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m_flShieldHealth = 1.0;
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#if defined( CLIENT_DLL )
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m_flFlashTimeEnd = 0;
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m_flTeslaSpeed = weapon_combat_shield_teslaspeed.GetFloat();
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m_flTeslaSkitter = weapon_combat_shield_teslaskitter.GetFloat();
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m_flTeslaLeftInc = 0.0f;
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m_flTeslaRightInc = 0.0f;
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m_pTeslaBeam = NULL;
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m_pTeslaBeam2 = NULL;
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m_flShieldInc = 1.0f;
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m_pShieldBeam = NULL;
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m_pShieldBeam2 = NULL;
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m_pShieldBeam3 = NULL;
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#endif
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SetPredictionEligible( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatShield::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel( "sprites/blueflare1.vmt" );
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PrecacheModel( "sprites/physbeam.vmt" );
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PrecacheScriptSound( "WeaponCombatShield.TakeBash" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponCombatShield::Deploy( void )
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{
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if ( BaseClass::Deploy() )
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{
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GainedNewTechnology(NULL);
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SetShieldState( SS_DOWN );
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the activity the other weapon in our twohanded container should play for this activity
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//-----------------------------------------------------------------------------
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int CWeaponCombatShield::GetOtherWeaponsActivity( int iActivity )
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{
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switch ( iActivity )
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{
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case ACT_VM_HAULBACK:
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return ACT_VM_DRAW;
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case ACT_VM_SECONDARYATTACK:
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return ACT_VM_HOLSTER;
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default:
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break;
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};
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the activity the other weapon in our twohanded container should
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// play instead of the one it's attempting to play.
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//-----------------------------------------------------------------------------
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int CWeaponCombatShield::ReplaceOtherWeaponsActivity( int iActivity )
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{
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switch ( iActivity )
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{
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case ACT_VM_IDLE:
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// If I'm active, don't let it idle
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if ( GetShieldState() != SS_DOWN )
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return -1;
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default:
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break;
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};
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return BaseClass::ReplaceOtherWeaponsActivity(iActivity);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponCombatShield::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CBaseTFPlayer *player = ToBaseTFPlayer( GetOwner() );
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if ( player )
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{
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player->SetBlocking( false );
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player->SetParrying( false );
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if ( m_iShieldState != SS_DOWN &&
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m_iShieldState != SS_UNAVAILABLE )
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{
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SetShieldState( SS_LOWERING );
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: I've been bashed by another player's shield
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//-----------------------------------------------------------------------------
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bool CWeaponCombatShield::TakeShieldBash( CBaseTFPlayer *pBasher )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return false;
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// If I'm blocking, drop my block and prevent me from doing anything
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if ( GetShieldState() == SS_UP ||
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GetShieldState() == SS_RAISING ||
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GetShieldState() == SS_LOWERING )
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{
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// Make the shield unavailable
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SetShieldState( SS_UNAVAILABLE );
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SendWeaponAnim( ACT_VM_HITCENTER );
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m_flShieldUnavailableEndTime = gpGlobals->curtime + 2.0;
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// Play a sound
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EmitSound( "WeaponCombatShield.TakeBash" );
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatShield::SetShieldState( int iShieldState )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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switch (iShieldState )
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{
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default:
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case SS_DOWN:
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pOwner->SetBlocking( false );
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m_flShieldUpStartTime = 0;
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m_flShieldParryEndTime = 0;
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m_flShieldUnavailableEndTime = 0;
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m_flShieldRaisedTime = 0.0f;
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m_flShieldLoweredTime = 0.0f;
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break;
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case SS_UP:
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SendWeaponAnim( ACT_VM_FIDGET );
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pOwner->SetBlocking( true );
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m_flShieldDownStartTime = 0.0f;
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m_flShieldParryEndTime = 0;
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m_flShieldUnavailableEndTime = 0;
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m_flShieldRaisedTime = 0.0f;
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m_flShieldLoweredTime = 0.0f;
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break;
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case SS_PARRYING:
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pOwner->SetBlocking( false );
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pOwner->SetParrying( true );
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m_flShieldParryEndTime = gpGlobals->curtime + PARRY_OPPORTUNITY_LENGTH;
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m_flShieldParrySwingEndTime = gpGlobals->curtime + 1.0f; // a hack to make it look ok
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m_flShieldUnavailableEndTime = gpGlobals->curtime + SequenceDuration();
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m_flNextPrimaryAttack = m_flShieldUnavailableEndTime;
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m_flShieldRaisedTime = 0.0f;
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m_flShieldLoweredTime = 0.0f;
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break;
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case SS_PARRYING_FINISH_SWING:
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pOwner->SetBlocking( false );
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pOwner->SetParrying( false );
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break;
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case SS_UNAVAILABLE:
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SendWeaponAnim( ACT_VM_HAULBACK );
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pOwner->SetBlocking( false );
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pOwner->SetParrying( false );
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break;
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case SS_RAISING:
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{
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pOwner->SetBlocking( false );
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pOwner->SetParrying( false );
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m_flShieldRaisedTime = gpGlobals->curtime + SequenceDuration();
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m_flShieldUpStartTime = gpGlobals->curtime;
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}
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break;
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case SS_LOWERING:
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{
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SendWeaponAnim( ACT_VM_HAULBACK );
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pOwner->SetBlocking( false );
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pOwner->SetParrying( false );
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m_flShieldLoweredTime = gpGlobals->curtime + SequenceDuration();
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m_flShieldDownStartTime = gpGlobals->curtime;
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}
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break;
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};
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m_iShieldState = iShieldState;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Check to see if the shield state should change
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//-----------------------------------------------------------------------------
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void CWeaponCombatShield::UpdateShieldState( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// Check to see if I should move out of the current state
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switch ( m_iShieldState )
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{
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default:
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case SS_DOWN:
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case SS_UP:
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break;
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case SS_RAISING:
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if ( gpGlobals->curtime > m_flShieldRaisedTime )
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{
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SetShieldState( SS_UP );
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}
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break;
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case SS_LOWERING:
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if ( gpGlobals->curtime > m_flShieldLoweredTime )
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{
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SetShieldState( SS_DOWN );
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}
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break;
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case SS_PARRYING:
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if ( gpGlobals->curtime > m_flShieldParryEndTime )
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{
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SetShieldState( SS_PARRYING_FINISH_SWING );
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}
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break;
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case SS_PARRYING_FINISH_SWING:
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if ( gpGlobals->curtime > m_flShieldParrySwingEndTime )
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{
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SetShieldState( SS_UNAVAILABLE );
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}
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break;
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case SS_UNAVAILABLE:
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if ( gpGlobals->curtime > m_flShieldUnavailableEndTime )
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{
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SetShieldState( SS_DOWN );
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}
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break;
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};
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CWeaponCombatShield::GetShieldState( void )
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{
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return m_iShieldState;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatShield::SetShieldUsable( bool bUsable )
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{
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// Shutting down!
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if ( !bUsable )
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{
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if ( m_iShieldState == SS_UP || m_iShieldState == SS_RAISING )
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{
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// We've got our shield up, so drop it (play sound & animation).
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SendWeaponAnim( ACT_VM_HAULBACK );
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WeaponSound( SPECIAL2 );
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SetShieldState( SS_LOWERING );
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}
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}
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m_bUsable = bUsable;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponCombatShield::ShieldUsable( void )
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{
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return m_bUsable;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : allow -
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//-----------------------------------------------------------------------------
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void CWeaponCombatShield::SetAllowPostFrame( bool allow )
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{
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m_bAllowPostFrame = allow;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatShield::ItemPostFrame( void )
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{
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if ( m_bAllowPostFrame )
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{
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ShieldPostFrame();
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}
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}
|
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//-----------------------------------------------------------------------------
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// Purpose: Allow the shield to interrupt reloads, etc.
|
||
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//-----------------------------------------------------------------------------
|
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void CWeaponCombatShield::ItemBusyFrame( void )
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{
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if ( m_bAllowPostFrame )
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{
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ShieldPostFrame();
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}
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}
|
||
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|
||
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//-----------------------------------------------------------------------------
|
||
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// Purpose: The player holding this weapon has just gained new technology.
|
||
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//-----------------------------------------------------------------------------
|
||
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void CWeaponCombatShield::GainedNewTechnology( CBaseTechnology *pTechnology )
|
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{
|
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BaseClass::GainedNewTechnology( pTechnology );
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|
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
|
||
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if ( pPlayer )
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{
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// Has a parry?
|
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if ( pPlayer->HasNamedTechnology( "com_comboshield_parry" ) )
|
||
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{
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m_bHasShieldParry = true;
|
||
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}
|
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else
|
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{
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m_bHasShieldParry = false;
|
||
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}
|
||
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}
|
||
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}
|
||
|
|
||
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|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handle the shield input
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponCombatShield::ShieldPostFrame( void )
|
||
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{
|
||
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
|
||
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if (!pOwner)
|
||
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return;
|
||
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|
||
|
UpdateShieldState();
|
||
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CheckReload();
|
||
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|
||
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// Store off EMP state
|
||
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bool isEMPed = IsOwnerEMPed();
|
||
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|
||
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// If the shield's unavailable, just abort
|
||
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if ( GetShieldState() == SS_UNAVAILABLE )
|
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return;
|
||
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|
||
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
|
||
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return;
|
||
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|
||
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bool shieldRaised = ( GetShieldState() == SS_UP );
|
||
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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 )
|
||
|
{
|
||
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// Play sound & anim
|
||
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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);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|