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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_ai_basenpc.h"
#include "beam_shared.h"
#include "prop_portal_shared.h"
#define ROCKET_TURRET_LASER_ATTACHMENT 2
#define ROCKET_TURRET_LASER_RANGE 8192
#define ROCKET_TURRET_END_POINT_PULSE_SCALE 5.0f
class C_NPC_RocketTurret : public C_AI_BaseNPC
{
public:
DECLARE_CLASS( C_NPC_RocketTurret, C_AI_BaseNPC );
DECLARE_CLIENTCLASS();
C_NPC_RocketTurret( void );
virtual ~C_NPC_RocketTurret( void );
virtual void Spawn( void );
virtual void ClientThink( void );
virtual ITraceFilter* GetBeamTraceFilter( void );
void LaserOff( void );
void LaserOn( void );
float LaserEndPointSize( void );
private:
CBeam *m_pBeam;
int m_iLaserState;
int m_nSiteHalo;
float m_fPulseOffset;
QAngle m_vecCurrentAngles;
CTraceFilterSkipTwoEntities m_filterBeams;
};
IMPLEMENT_CLIENTCLASS_DT( C_NPC_RocketTurret, DT_NPC_RocketTurret, CNPC_RocketTurret )
RecvPropInt( RECVINFO( m_iLaserState ) ),
RecvPropInt( RECVINFO( m_nSiteHalo ) ),
RecvPropVector( RECVINFO( m_vecCurrentAngles ) ),
END_RECV_TABLE()
C_NPC_RocketTurret::C_NPC_RocketTurret( void )
: m_filterBeams( NULL, NULL, COLLISION_GROUP_DEBRIS )
{
m_filterBeams.SetPassEntity( this );
m_filterBeams.SetPassEntity2( UTIL_PlayerByIndex( 1 ) );
}
C_NPC_RocketTurret::~C_NPC_RocketTurret( void )
{
LaserOff();
if( m_pBeam )
m_pBeam->Remove();
}
void C_NPC_RocketTurret::Spawn( void )
{
SetThink( &C_NPC_RocketTurret::ClientThink );
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_pBeam = NULL;
m_fPulseOffset = RandomFloat( 0.0f, 2.0f * M_PI );
BaseClass::Spawn();
}
void C_NPC_RocketTurret::ClientThink( void )
{
if ( m_iLaserState == 0 )
LaserOff();
else
LaserOn();
}
ITraceFilter* C_NPC_RocketTurret::GetBeamTraceFilter( void )
{
return &m_filterBeams;
}
void C_NPC_RocketTurret::LaserOff( void )
{
if( m_pBeam )
m_pBeam->AddEffects( EF_NODRAW );
}
void C_NPC_RocketTurret::LaserOn( void )
{
if ( !IsBoneAccessAllowed() )
{
LaserOff();
return;
}
Vector vecMuzzle;
QAngle angMuzzleDir;
GetAttachment( ROCKET_TURRET_LASER_ATTACHMENT, vecMuzzle, angMuzzleDir );
QAngle angAimDir = m_vecCurrentAngles;
Vector vecAimDir;
AngleVectors ( angAimDir, &vecAimDir );
if (!m_pBeam)
{
m_pBeam = CBeam::BeamCreate( "effects/bluelaser1.vmt", 0.1 );
m_pBeam->SetHaloTexture( m_nSiteHalo );
m_pBeam->SetColor( 100, 100, 255 );
m_pBeam->SetBrightness( 100 );
m_pBeam->SetNoise( 0 );
m_pBeam->SetWidth( 1 );
m_pBeam->SetEndWidth( 0 );
m_pBeam->SetScrollRate( 0 );
m_pBeam->SetFadeLength( 0 );
m_pBeam->SetHaloScale( 16.0f );
m_pBeam->SetCollisionGroup( COLLISION_GROUP_NONE );
m_pBeam->SetBeamFlag( FBEAM_REVERSED );
m_pBeam->PointsInit( vecMuzzle + vecAimDir, vecMuzzle );
m_pBeam->SetStartEntity( this );
}
else
{
m_pBeam->RemoveEffects( EF_NODRAW );
}
if ( m_iLaserState == 2 )
{
// Beam is freaking out
float fSize = RandomFloat( 0.5f, 5.0f );
int iRate = RandomInt( 4, 20 );
m_pBeam->SetWidth( fSize );
m_pBeam->SetScrollRate( iRate );
}
else
{
m_pBeam->SetWidth( 1 );
m_pBeam->SetScrollRate( 0 );
}
// Trace to find an endpoint (so the beam draws through portals)
Vector vEndPoint;
float fEndFraction;
Ray_t rayPath;
rayPath.Init( vecMuzzle, vecMuzzle + vecAimDir * ROCKET_TURRET_LASER_RANGE );
if ( UTIL_Portal_TraceRay_Beam( rayPath, MASK_SHOT, &m_filterBeams, &fEndFraction ) )
vEndPoint = vecMuzzle + vecAimDir * ROCKET_TURRET_LASER_RANGE; // Trace went through portal and endpoint is unknown
else
vEndPoint = vecMuzzle + vecAimDir * ROCKET_TURRET_LASER_RANGE * fEndFraction; // Trace hit a wall
m_pBeam->PointsInit( vEndPoint, vecMuzzle );
m_pBeam->SetHaloScale( LaserEndPointSize() );
}
float C_NPC_RocketTurret::LaserEndPointSize( void )
{
return ( MAX( 0.0f, sinf( gpGlobals->curtime * M_PI + m_fPulseOffset ) ) ) * ROCKET_TURRET_END_POINT_PULSE_SCALE + 1.0f;
}