You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
256 lines
7.3 KiB
256 lines
7.3 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
//
|
||
|
//=============================================================================
|
||
|
#include "cbase.h"
|
||
|
#include "tf_weapon_raygun.h"
|
||
|
#include "tf_fx_shared.h"
|
||
|
#include "in_buttons.h"
|
||
|
|
||
|
// Client specific.
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "c_tf_player.h"
|
||
|
#include "particle_property.h"
|
||
|
#else
|
||
|
#include "tf_player.h"
|
||
|
#include "ndebugoverlay.h"
|
||
|
#include "particle_parse.h"
|
||
|
#include "tf_fx.h"
|
||
|
#include "tf_gamestats.h"
|
||
|
#include "tf_projectile_energy_ring.h"
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//============================
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( TFRaygun, DT_WeaponRaygun )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CTFRaygun, DT_WeaponRaygun )
|
||
|
#ifdef GAME_DLL
|
||
|
SendPropBool( SENDINFO( m_bUseNewProjectileCode ) ),
|
||
|
#else
|
||
|
RecvPropBool( RECVINFO( m_bUseNewProjectileCode ) ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CTFRaygun )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( tf_weapon_raygun, CTFRaygun );
|
||
|
PRECACHE_WEAPON_REGISTER( tf_weapon_raygun );
|
||
|
|
||
|
//============================
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( TFDRGPomson, DT_WeaponDRGPomson )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CTFDRGPomson, DT_WeaponDRGPomson )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CTFDRGPomson )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( tf_weapon_drg_pomson, CTFDRGPomson );
|
||
|
PRECACHE_WEAPON_REGISTER( tf_weapon_drg_pomson );
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFRaygun::CTFRaygun()
|
||
|
{
|
||
|
m_bUseNewProjectileCode = false;
|
||
|
#ifdef GAME_DLL
|
||
|
// Goofyness to preserve demos. Old demos wont have this set on the client
|
||
|
// so we'll know to use the old code path.
|
||
|
m_bUseNewProjectileCode = true;
|
||
|
#endif
|
||
|
m_flIrradiateTime = 0.f;
|
||
|
m_bEffectsThinking = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRaygun::Precache()
|
||
|
{
|
||
|
PrecacheParticleSystem( "drg_bison_impact" );
|
||
|
PrecacheParticleSystem( "drg_bison_idle" );
|
||
|
PrecacheParticleSystem( "drg_bison_muzzleflash" );
|
||
|
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFRaygun::GetMuzzleFlashParticleEffect( void )
|
||
|
{
|
||
|
return "drg_bison_muzzleflash";
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRaygun::PrimaryAttack( void )
|
||
|
{
|
||
|
if ( !Energy_HasEnergy() )
|
||
|
return;
|
||
|
|
||
|
BaseClass::PrimaryAttack();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRaygun::ModifyProjectile( CBaseEntity* pProj )
|
||
|
{
|
||
|
#ifdef GAME_DLL
|
||
|
/*
|
||
|
CTFProjectile_EnergyRing* pEnergyBall = dynamic_cast<CTFProjectile_EnergyRing*>( pProj );
|
||
|
if ( pEnergyBall == NULL )
|
||
|
return;
|
||
|
|
||
|
pEnergyBall->SetColor( 1, GetParticleColor( 1 ) );
|
||
|
pEnergyBall->SetColor( 2, GetParticleColor( 2 ) );
|
||
|
*/
|
||
|
#endif
|
||
|
|
||
|
Energy_DrainEnergy();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFRaygun::GetProgress( void )
|
||
|
{
|
||
|
return Energy_GetEnergy() / Energy_GetMaxEnergy();
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRaygun::DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt )
|
||
|
{
|
||
|
DispatchParticleEffect( effectName, PATTACH_POINT_FOLLOW, pAttachEnt, "muzzle", GetParticleColor( 1 ), GetParticleColor( 2 ) );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFRaygun::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
m_bEffectsThinking = false;
|
||
|
#endif
|
||
|
|
||
|
return BaseClass::Holster( pSwitchingTo );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFRaygun::Deploy( void )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
m_bEffectsThinking = true;
|
||
|
SetContextThink( &CTFRaygun::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "EFFECTS_THINK" );
|
||
|
#endif
|
||
|
|
||
|
return BaseClass::Deploy();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRaygun::ItemPostFrame( void )
|
||
|
{
|
||
|
BaseClass::ItemPostFrame();
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
if ( !m_bEffectsThinking )
|
||
|
{
|
||
|
m_bEffectsThinking = true;
|
||
|
SetContextThink( &CTFRaygun::ClientEffectsThink, gpGlobals->curtime + rand() % 5, "EFFECTS_THINK" );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFRaygun::ClientEffectsThink( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( !pPlayer->IsLocalPlayer() )
|
||
|
return;
|
||
|
|
||
|
if ( !pPlayer->GetViewModel() )
|
||
|
return;
|
||
|
|
||
|
if ( !m_bEffectsThinking )
|
||
|
return;
|
||
|
|
||
|
SetContextThink( &CTFRaygun::ClientEffectsThink, gpGlobals->curtime + 2 + rand() % 5, "EFFECTS_THINK" );
|
||
|
|
||
|
ParticleProp()->Init( this );
|
||
|
CNewParticleEffect* pEffect = ParticleProp()->Create( GetIdleParticleEffect(), PATTACH_POINT_FOLLOW, "muzzle" );
|
||
|
if ( pEffect )
|
||
|
{
|
||
|
pEffect->SetControlPoint( CUSTOM_COLOR_CP1, GetParticleColor( 1 ) );
|
||
|
pEffect->SetControlPoint( CUSTOM_COLOR_CP2, GetParticleColor( 2 ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFRaygun::GetProjectileSpeed( void )
|
||
|
{
|
||
|
return 1200.f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFRaygun::GetProjectileGravity( void )
|
||
|
{
|
||
|
return 0.f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFRaygun::IsViewModelFlipped( void )
|
||
|
{
|
||
|
return !BaseClass::IsViewModelFlipped();
|
||
|
}
|
||
|
|
||
|
void CTFDRGPomson::Precache()
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
PrecacheParticleSystem( "drg_pomson_idle" );
|
||
|
PrecacheParticleSystem( "drg_pomson_impact_drain" );
|
||
|
PrecacheParticleSystem( "drg_pomson_projectile" );
|
||
|
PrecacheParticleSystem( "drg_pomson_muzzleflash" );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFDRGPomson::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates, float flEndDist )
|
||
|
{
|
||
|
BaseClass::GetProjectileFireSetup( pPlayer, vecOffset, vecSrc, angForward, bHitTeammates, flEndDist );
|
||
|
|
||
|
// adjust to line up with the weapon muzzle
|
||
|
vecSrc->z -= 13.0f;
|
||
|
}
|