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500 lines
14 KiB
500 lines
14 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Rocket Launcher
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//
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//=============================================================================
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#include "cbase.h"
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#include "tf_weapon_particle_cannon.h"
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#include "tf_fx_shared.h"
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#include "in_buttons.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include <vgui_controls/Panel.h>
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#include <vgui/ISurface.h>
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#include "soundenvelope.h"
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#include "particle_property.h"
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#include "c_tf_gamestats.h"
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// Server specific.
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#else
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#include "tf_gamestats.h"
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#include "tf_player.h"
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#include "tf_projectile_energy_ball.h"
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#endif
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//=============================================================================
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//
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// Particle cannon tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFParticleCannon, DT_ParticleCannon )
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BEGIN_NETWORK_TABLE( CTFParticleCannon, DT_ParticleCannon )
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#ifdef CLIENT_DLL
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RecvPropFloat( RECVINFO( m_flChargeBeginTime ) ),
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RecvPropInt( RECVINFO( m_iChargeEffect ) )
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#else
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SendPropFloat( SENDINFO( m_flChargeBeginTime ) ),
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SendPropInt( SENDINFO( m_iChargeEffect ) )
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFParticleCannon )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_particle_cannon, CTFParticleCannon );
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PRECACHE_WEAPON_REGISTER( tf_weapon_particle_cannon );
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// Server specific.
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFParticleCannon )
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END_DATADESC()
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFParticleCannon::CTFParticleCannon() : CTFRocketLauncher()
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{
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#ifdef CLIENT_DLL
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m_bEffectsThinking = false;
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m_iChargeEffectBase = 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFParticleCannon::GetProjectileSpeed( void )
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{
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return 1100.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CTFParticleCannon::GetProjectileGravity( void )
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{
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return 0.f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFParticleCannon::IsViewModelFlipped( void )
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{
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return !BaseClass::IsViewModelFlipped(); // Invert because arrows are backwards by default.
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset the charge when we holster
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//-----------------------------------------------------------------------------
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bool CTFParticleCannon::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_AIMING ) )
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return false;
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m_flChargeBeginTime = 0;
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#ifdef CLIENT_DLL
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ParticleProp()->Init( this );
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ParticleProp()->StopParticlesNamed( "drg_cowmangler_idle", true );
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m_bEffectsThinking = false;
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#endif
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StopSound( "Weapon_CowMangler.Charging" );
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset the charge when we deploy
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//-----------------------------------------------------------------------------
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bool CTFParticleCannon::Deploy( void )
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{
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m_flChargeBeginTime = 0;
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#ifdef CLIENT_DLL
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m_bEffectsThinking = true;
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SetContextThink( &CTFParticleCannon::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "PC_EFFECTS_THINK" );
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#endif
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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m_flChargeBeginTime = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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if ( m_flChargeBeginTime > 0 )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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// If we're not holding down the attack button, launch our grenade
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float flTotalChargeTime = gpGlobals->curtime - m_flChargeBeginTime;
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if ( flTotalChargeTime >= GetChargeForceReleaseTime() )
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{
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FireChargedShot();
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}
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}
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#ifdef CLIENT_DLL
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if ( !m_bEffectsThinking )
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{
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m_bEffectsThinking = true;
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SetContextThink( &CTFParticleCannon::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "PC_EFFECTS_THINK" );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::PrimaryAttack( void )
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{
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if ( m_flChargeBeginTime > 0 )
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return;
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if ( !Energy_HasEnergy() )
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return;
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m_bChargedShot = false;
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BaseClass::PrimaryAttack();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::SecondaryAttack( void )
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{
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// Check for ammunition.
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if ( !Energy_FullyCharged() )
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{
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Reload();
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return;
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}
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// Are we capable of firing again?
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
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return;
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if ( m_flChargeBeginTime > 0 )
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return;
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if ( !CanAttack() )
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{
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m_flChargeBeginTime = 0;
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return;
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}
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m_bChargedShot = true;
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// Set the weapon mode.
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m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
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// save that we had the attack button down
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m_flChargeBeginTime = gpGlobals->curtime;
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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SendWeaponAnim( ACT_PRIMARY_VM_PRIMARYATTACK_3 );
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY_SUPER );
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}
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WeaponSound( SPECIAL1 );
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pPlayer->m_Shared.AddCond( TF_COND_AIMING );
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pPlayer->TeamFortress_SetSpeed();
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m_iChargeEffect++;
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::CreateChargeEffect()
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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DispatchParticleEffect( "drg_cowmangler_muzzleflash_chargeup", PATTACH_POINT_FOLLOW, GetAppropriateWorldOrViewModel(), "muzzle", GetParticleColor( 1 ), GetParticleColor( 2 ) );
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::FireChargedShot()
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( !pPlayer )
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return;
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if ( !pPlayer->IsAlive() )
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return;
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pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
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pPlayer->TeamFortress_SetSpeed();
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#ifndef CLIENT_DLL
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CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, false );
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#else
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C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, false );
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#endif
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// SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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// pPlayer->SetAnimation( PLAYER_ATTACK1 );
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CBaseEntity* pProj = FireProjectile( pPlayer );
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ModifyProjectile( pProj );
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float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
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m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay;
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
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m_iReloadMode.Set( TF_RELOAD_START );
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m_flChargeBeginTime = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::ModifyProjectile( CBaseEntity* pProj )
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{
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#ifdef GAME_DLL
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CTFProjectile_EnergyBall* pEnergyBall = dynamic_cast<CTFProjectile_EnergyBall*>( pProj );
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if ( pEnergyBall == NULL )
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return;
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pEnergyBall->SetChargedShot( m_bChargedShot );
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pEnergyBall->SetColor( 1, GetParticleColor( 1 ) );
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pEnergyBall->SetColor( 2, GetParticleColor( 2 ) );
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#endif
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if ( m_bChargedShot )
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{
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Energy_DrainEnergy( Energy_GetMaxEnergy() );
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}
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else
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{
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Energy_DrainEnergy();
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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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float CTFParticleCannon::GetProgress( void )
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{
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return Energy_GetEnergy() / Energy_GetMaxEnergy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CTFParticleCannon::GetMuzzleFlashParticleEffect( void )
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{
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if ( m_bChargedShot )
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{
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return ( GetTeamNumber() == TF_TEAM_RED ) ? "drg_cow_muzzleflash_charged" : "drg_cow_muzzleflash_charged_blue";
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}
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else
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{
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return ( GetTeamNumber() == TF_TEAM_RED ) ? "drg_cow_muzzleflash_normal" : "drg_cow_muzzleflash_normal_blue";
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}
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}
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#ifndef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::Precache()
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{
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BaseClass::Precache();
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PrecacheParticleSystem( "drg_cow_explosioncore_charged" );
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PrecacheParticleSystem( "drg_cow_explosioncore_charged_blue" );
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PrecacheParticleSystem( "drg_cow_explosioncore_normal" );
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PrecacheParticleSystem( "drg_cow_explosioncore_normal_blue" );
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PrecacheParticleSystem( "drg_cow_muzzleflash_charged" );
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PrecacheParticleSystem( "drg_cow_muzzleflash_charged_blue" );
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PrecacheParticleSystem( "drg_cow_muzzleflash_normal" );
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PrecacheParticleSystem( "drg_cow_muzzleflash_normal_blue" );
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PrecacheParticleSystem( "drg_cow_idle" );
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PrecacheScriptSound( "Weapon_CowMangler.ReloadFinal" );
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}
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#endif
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( IsCarrierAlive() && ( WeaponState() == WEAPON_IS_ACTIVE ) )
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{
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if ( m_iChargeEffect != m_iChargeEffectBase )
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{
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CreateChargeEffect();
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m_iChargeEffectBase = m_iChargeEffect;
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}
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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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void CTFParticleCannon::ClientEffectsThink( void )
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !pPlayer->IsLocalPlayer() )
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return;
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if ( !pPlayer->GetViewModel() )
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return;
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if ( !m_bEffectsThinking )
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return;
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SetContextThink( &CTFParticleCannon::ClientEffectsThink, gpGlobals->curtime + 2 + rand() % 5, "PC_EFFECTS_THINK" );
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if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
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return;
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const char* mounts[4] =
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{
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"crit_frontspark1",
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"crit_frontspark2",
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"crit_frontspark3",
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"crit_frontspark4"
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};
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int iPoint = rand() % 4;
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ParticleProp()->Init( this );
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const char *pszIdleParticle = ( GetTeamNumber() == TF_TEAM_RED ) ? "drg_cow_idle" : "drg_cow_idle_blue";
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CNewParticleEffect* pEffect = ParticleProp()->Create( pszIdleParticle, PATTACH_POINT_FOLLOW, mounts[iPoint] );
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if ( pEffect )
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{
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pEffect->SetControlPoint( CUSTOM_COLOR_CP1, GetParticleColor( 1 ) );
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pEffect->SetControlPoint( CUSTOM_COLOR_CP2, GetParticleColor( 2 ) );
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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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void CTFParticleCannon::DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt )
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{
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DispatchParticleEffect( effectName, PATTACH_POINT_FOLLOW, pAttachEnt, "muzzle", GetParticleColor( 1 ), GetParticleColor( 2 ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFParticleCannon::CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex )
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{
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// Don't call direct parent. We don't want back blast effects.
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CTFWeaponBaseGun::CreateMuzzleFlashEffects( pAttachEnt, nIndex );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Utility function for default colors.
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//-----------------------------------------------------------------------------
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Vector GetParticleColorForTeam( int iTeam, int iColor )
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{
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if ( iColor == 1 )
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{
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if ( iTeam == TF_TEAM_RED )
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return TF_PARTICLE_WEAPON_RED_1;
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else
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return TF_PARTICLE_WEAPON_BLUE_1;
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}
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else
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{
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if ( iTeam == TF_TEAM_RED )
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return TF_PARTICLE_WEAPON_RED_2;
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else
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return TF_PARTICLE_WEAPON_BLUE_2;
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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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void CTFParticleCannon::PlayWeaponShootSound( void )
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{
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if ( m_bChargedShot )
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{
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// WeaponSound( BURST );
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}
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||
|
else
|
||
|
{
|
||
|
WeaponSound( SINGLE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
char const *CTFParticleCannon::GetShootSound( int iIndex ) const
|
||
|
{
|
||
|
if ( iIndex == RELOAD )
|
||
|
{
|
||
|
bool bLastReload = (Energy_GetEnergy()+Energy_GetRechargeCost()) == Energy_GetMaxEnergy();
|
||
|
if ( bLastReload )
|
||
|
{
|
||
|
return "Weapon_CowMangler.ReloadFinal";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetShootSound(iIndex);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFParticleCannon::OwnerCanTaunt( void )
|
||
|
{
|
||
|
if ( m_flChargeBeginTime > 0 )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
}
|