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740 lines
22 KiB
740 lines
22 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Medic's Medikit weapon
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//
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//
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// $Workfile: $
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// $Date: $
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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 "in_buttons.h"
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#include "weapon_combatshield.h"
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#include "engine/IEngineSound.h"
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#include "grenade_base_empable.h"
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#include "basetfvehicle.h"
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#include "tf_gamerules.h"
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//#define REPAIR_GUN_DISABLES_GRENADES // Uncomment if you want the repair gun to disable grenades.
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#if defined( CLIENT_DLL )
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#include "particles_simple.h"
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#else
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#include "ndebugoverlay.h"
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#endif
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#include "weapon_repairgun.h"
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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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// Buff ranges
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ConVar weapon_repairgun_target_range( "weapon_repairgun_target_range", "450", FCVAR_REPLICATED, "The farthest away you can be for the repair gun to initially lock onto a player." );
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ConVar weapon_repairgun_stick_range( "weapon_repairgun_stick_range", "512", FCVAR_REPLICATED, "How far away the repair gun can stay locked onto someone." );
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ConVar weapon_repairgun_rate( "weapon_repairgun_rate", "12", FCVAR_REPLICATED, "Health healed per second by the repair gun." );
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ConVar weapon_repairgun_damage_modifier( "weapon_repairgun_damage_modifier", "1.5", FCVAR_REPLICATED, "Scales the damage a player does while being healed with the repair gun." );
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ConVar weapon_repairgun_debug( "weapon_repairgun_debug", "0", FCVAR_REPLICATED, "Show debugging info for the repair gun." );
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ConVar weapon_repairgun_construction_rate( "weapon_repairgun_construction_rate", "10", FCVAR_REPLICATED, "Constructing object health healed per second by the repair gun." );
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LINK_ENTITY_TO_CLASS( weapon_repairgun, CWeaponRepairGun );
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PRECACHE_WEAPON_REGISTER( weapon_repairgun );
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRepairGun, DT_WeaponRepairGun )
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BEGIN_NETWORK_TABLE( CWeaponRepairGun, DT_WeaponRepairGun )
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#if !defined( CLIENT_DLL )
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SendPropInt( SENDINFO( m_bHealing ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bAttacking ), 1, SPROP_UNSIGNED ),
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SendPropEHandle( SENDINFO( m_hHealingTarget ) ),
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#else
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RecvPropInt( RECVINFO( m_bAttacking ) ),
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RecvPropInt( RECVINFO( m_bHealing ) ),
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RecvPropEHandle( RECVINFO(m_hHealingTarget) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponRepairGun )
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DEFINE_PRED_FIELD( m_bHealing, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bAttacking, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_hHealingTarget, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
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DEFINE_FIELD( m_flHealEffectLifetime, FIELD_FLOAT ),
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// DEFINE_PRED_FIELD( m_pEmitter, FIELD_POINTER ),
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// DEFINE_PRED_FIELD( m_hParticleMaterial, FIELD_???, ),
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// DEFINE_PRED_FIELD( m_PathParticleEvent, FIELD_???, ),
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// DEFINE_PRED_FIELD( m_bPlayingSound, FIELD_BOOLEAN ),
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END_PREDICTION_DATA()
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#define PARTICLE_PATH_VEL 140.0
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#define NUM_PATH_PARTICLES_PER_SEC 600.0f
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#define NUM_TARGET_PARTICLES_PER_SEC 720.0f
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#define NUM_REPAIRGUN_PATH_POINTS 8
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponRepairGun::CWeaponRepairGun( void )
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{
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m_flHealEffectLifetime = 0;
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m_bHealing = false;
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m_bAttacking = false;
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m_flNextBuzzTime = 0;
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#if defined( CLIENT_DLL )
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m_pEmitter = NULL;
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m_hParticleMaterial = INVALID_MATERIAL_HANDLE;
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m_PathParticleEvent.Init( NUM_PATH_PARTICLES_PER_SEC );
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m_bPlayingSound = false;
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#endif
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SetPredictionEligible( true );
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}
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void CWeaponRepairGun::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "WeaponRepairGun.NoTarget" );
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PrecacheScriptSound( "WeaponRepairGun.Healing" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponRepairGun::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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RemoveHealingTarget();
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m_bAttacking = false;
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponRepairGun::GetTargetRange( void )
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{
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return weapon_repairgun_target_range.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponRepairGun::GetStickRange( void )
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{
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return weapon_repairgun_stick_range.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponRepairGun::GetHealRate( void )
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{
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return weapon_repairgun_rate.GetFloat();
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}
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// Now make sure there isn't something other than team players in the way.
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class CRepairFilter : public CTraceFilterSimple
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{
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public:
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CRepairFilter( CBaseEntity *pShooter ) : CTraceFilterSimple( pShooter, TFCOLLISION_GROUP_WEAPON )
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{
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m_pShooter = pShooter;
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}
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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// If it hit an edict the isn't the target and is on our team, then the ray is blocked.
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CBaseEntity *pEnt = static_cast<CBaseEntity*>(pHandleEntity);
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// Ignore collisions with the shooter
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if ( pEnt == m_pShooter )
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return false;
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// You can't heal a vehicle you are sitting in.
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if( ((CBaseTFPlayer*)m_pShooter)->IsInAVehicle() )
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{
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CBaseEntity* pVehicle = ((CBaseTFPlayer*)m_pShooter)->GetVehicle()->GetVehicleEnt();
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if( pVehicle == pEnt )
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{
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return false;
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}
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}
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#ifdef REPAIR_GUN_DISABLES_GRENADES
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// Repairgun can also disable enemy grenades
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CBaseEMPableGrenade *pGrenade = dynamic_cast<CBaseEMPableGrenade*>(pEnt);
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// Ignore collisions with teammates, or friendly grenades
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if ( !pGrenade )
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{
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if ( pEnt->GetTeam() == m_pShooter->GetTeam() )
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return false;
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}
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#else
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if ( pEnt->GetTeam() == m_pShooter->GetTeam() )
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return false;
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#endif
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return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
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}
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CBaseEntity *m_pShooter;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Vehicle checking to see if we should switch targets from a player
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// to a vehicle, or vice versa.
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//-----------------------------------------------------------------------------
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CBaseEntity *CWeaponRepairGun::CheckVehicleTargets( CBaseEntity *pCurHealing )
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{
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// Unable to switch to/from players?
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if ( !TargetsPlayers() )
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return pCurHealing;
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CBaseTFVehicle *pTargetVehicle = NULL;
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// If we're a fully healed player sitting in a vehicle, see if the vehicle needs healing instead
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if ( pCurHealing->IsPlayer() && pCurHealing->GetHealth() >= pCurHealing->GetMaxHealth() )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)pCurHealing;
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if ( !pPlayer->IsInAVehicle() )
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return pCurHealing;
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pTargetVehicle = (CBaseTFVehicle*)(pPlayer->GetVehicle()->GetVehicleEnt());
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if ( pTargetVehicle->GetHealth() < pTargetVehicle->GetMaxHealth() )
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return pTargetVehicle;
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}
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else
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{
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// If the entity is a vehicle, and it's fully healed, heal any players in it instead
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pTargetVehicle = dynamic_cast<CBaseTFVehicle *>(pCurHealing);
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}
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// Is the vehicle fully healed?
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if ( pTargetVehicle && pTargetVehicle->GetHealth() >= pTargetVehicle->GetMaxHealth() )
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{
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CBaseTFPlayer *pUnhurtPlayer = NULL;
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CBaseTFPlayer *pHurtPlayer = NULL;
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// Go through all players in the vehicle
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int iMax = pTargetVehicle->GetMaxPassengerCount();
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for ( int i = 0; i < iMax; i++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pTargetVehicle->GetPassenger(i);
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if ( pPlayer )
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{
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if ( pPlayer->GetHealth() < pPlayer->GetMaxHealth() )
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{
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pUnhurtPlayer = pPlayer;
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}
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else
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{
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pHurtPlayer = pPlayer;
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}
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}
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}
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// Heal hurt players first
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if ( pHurtPlayer )
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return pHurtPlayer;
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if ( pUnhurtPlayer )
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return pUnhurtPlayer;
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}
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return pCurHealing;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns a pointer to a healable target
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//-----------------------------------------------------------------------------
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CBaseEntity *CWeaponRepairGun::GetTargetToHeal( CBaseEntity *pCurHealing )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return NULL;
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Vector vecSrc = pOwner->Weapon_ShootPosition( );
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// If we're already healing someone, stick onto them as long as possible.
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// Even if we can't heal them at the moment, lock onto them until they release the buttom.
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CBaseEntity* pTarget = pCurHealing;
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CBaseEntity* pVehicle = NULL; // Vehicle the owner is in, or NULL.
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// You can't heal a vehicle you are sitting in, make sure we aren't healing a vehicle right after we've gotten in.
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if( ((CBaseTFPlayer*)pOwner)->IsInAVehicle() )
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{
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pVehicle = ((CBaseTFPlayer*)pOwner)->GetVehicle()->GetVehicleEnt();
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if( pVehicle == pTarget )
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{
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pTarget = NULL;
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}
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}
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if ( pTarget && pTarget->IsAlive() && (pTarget->GetTeam() == pOwner->GetTeam()) )
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{
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// Make sure the guy didn't go out of range.
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Vector vecTargetPoint = pTarget->WorldSpaceCenter();
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Vector vecPoint;
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// If it's brush built, use absmins/absmaxs
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pTarget->CollisionProp()->CalcNearestPoint( vecSrc, &vecPoint );
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#ifndef CLIENT_DLL
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//NDebugOverlay::Box( vecPoint, Vector(-2,-2,-2), Vector(2,2,2), 255,0,0, 8, 0.1 );
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#endif
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float flDistance = (vecPoint - vecSrc).Length();
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if ( flDistance < GetStickRange() )
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{
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trace_t tr;
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CRepairFilter drainFilter( pOwner );
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UTIL_TraceLine( vecSrc, vecTargetPoint, MASK_SHOT, &drainFilter, &tr );
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if (( tr.fraction == 1.0f) || (tr.m_pEnt == pTarget))
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return CheckVehicleTargets( pTarget );
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}
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// Return null so we can't heal this player but m_hHealingPlayer stays set to them.
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return NULL;
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}
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else
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{
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// Ok, try to find a new player to heal.
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// Get the target point and location
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Vector vecAiming;
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pOwner->EyeVectors( &vecAiming );
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// Find a player in range of this player, and make sure they're healable.
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Vector vecEnd = vecSrc + vecAiming * GetTargetRange();
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trace_t tr;
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// Use WeaponTraceLine so shields are tested...
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TFGameRules()->WeaponTraceLine( vecSrc, vecEnd, (MASK_SHOT & ~CONTENTS_HITBOX), pOwner, DMG_PROBE, &tr );
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#ifndef CLIENT_DLL
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//NDebugOverlay::Box( vecSrc, Vector(-2,-2,-2), Vector(2,2,2), 192,192,0, 8, 10 );
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//NDebugOverlay::Box( vecEnd, Vector(-2,-2,-2), Vector(2,2,2), 0,255,0, 8, 10 );
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//NDebugOverlay::Box( tr.endpos, Vector(-2,-2,-2), Vector(2,2,2), 0,0,255, 8, 10 );
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#endif
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if ( tr.fraction != 1.0 )
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{
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CBaseEntity *pEntity = tr.m_pEnt;
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if ( pEntity )
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{
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// Repairgun can also disable enemy grenades
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#ifdef REPAIR_GUN_DISABLES_GRENADES
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CBaseEMPableGrenade *pGrenade = dynamic_cast<CBaseEMPableGrenade*>(pEntity);
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if ( pGrenade && !pGrenade->InSameTeam( pOwner ) )
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return pGrenade;
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#endif
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// Only target players if I'm allowed to
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if ( !TargetsPlayers() && pEntity->IsPlayer() )
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return NULL;
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// You can't heal a vehicle you are sitting in.
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if ( pVehicle && ( pVehicle == pEntity ) )
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return NULL;
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if ( (pEntity != pOwner) && pEntity->IsAlive() && pEntity->CanBePoweredUp() )
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{
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// Target needs to be on the same team
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if ( pEntity->InSameTeam( pOwner ) )
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return CheckVehicleTargets( pEntity );
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}
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}
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}
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if ( weapon_repairgun_debug.GetBool() )
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{
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ClientPrint( pOwner, HUD_PRINTCENTER, "REPAIRGUN: no target found\n" );
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}
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return NULL;
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Overloaded to handle the hold-down healing
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//-----------------------------------------------------------------------------
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void CWeaponRepairGun::ItemPostFrame( 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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#if !defined( CLIENT_DLL )
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if ( AppliesModifier() )
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{
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m_DamageModifier.SetModifier( weapon_repairgun_damage_modifier.GetFloat() );
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}
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#endif
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// Try to start healing
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m_bAttacking = false;
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if ( (pOwner->m_nButtons & IN_ATTACK) && GetShieldState() == SS_DOWN )
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{
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PrimaryAttack();
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m_bAttacking = true;
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}
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else if ( GetCurHealingTarget() )
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{
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// Detach from the player if they release the attack button.
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RemoveHealingTarget();
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}
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// Prevent shield post frame if we're not ready to attack, or we're healing
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AllowShieldPostFrame( !m_bAttacking );
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WeaponIdle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponRepairGun::RemoveHealingTarget()
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{
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// Stop the welding animation
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if ( m_bHealing )
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{
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SendWeaponAnim( ACT_FIRE_END );
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}
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|
m_hHealingTarget = NULL;
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
m_DamageModifier.RemoveModifier();
|
||
|
#endif
|
||
|
m_bHealing = false;
|
||
|
|
||
|
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
pOwner->SetIDEnt( NULL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponRepairGun::ComputeEMPFireState( void )
|
||
|
{
|
||
|
if ( IsOwnerEMPed() )
|
||
|
{
|
||
|
// If we've just been EMPed, remove the heal target
|
||
|
if ( GetCurHealingTarget() )
|
||
|
{
|
||
|
RemoveHealingTarget();
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Attempt to heal any player within range of the medikit
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponRepairGun::PrimaryAttack( void )
|
||
|
{
|
||
|
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
// Can't fire if we've been EMPed.
|
||
|
if ( !ComputeEMPFireState() )
|
||
|
return;
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
// Find a Player to buff with hitscan
|
||
|
CBaseEntity *pCurHealing = GetCurHealingTarget();
|
||
|
CBaseEntity *pTarget = GetTargetToHeal( pCurHealing );
|
||
|
if ( pTarget )
|
||
|
{
|
||
|
// Start the welding animation
|
||
|
if ( !m_bHealing )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_FIRE_START );
|
||
|
}
|
||
|
|
||
|
// Tell the client who we're trying to heal.
|
||
|
m_bHealing = true;
|
||
|
m_hHealingTarget = pTarget;
|
||
|
|
||
|
// Repairgun needs to EMP grenades, heal everything else
|
||
|
#ifdef REPAIR_GUN_DISABLES_GRENADES
|
||
|
|
||
|
CBaseEMPableGrenade *pGrenade = dynamic_cast<CBaseEMPableGrenade*>(pTarget);
|
||
|
if ( pGrenade )
|
||
|
{
|
||
|
pTarget->TakeEMPDamage( 1.0 );
|
||
|
}
|
||
|
else
|
||
|
#endif
|
||
|
{
|
||
|
// Can't bring things back from the dead
|
||
|
if ( pTarget->IsAlive() )
|
||
|
{
|
||
|
float flBoostAmount = GetHealRate() * gpGlobals->frametime;
|
||
|
// If it's an object, and it's constructing, use the construction heal rate
|
||
|
if ( pTarget->Classify() == CLASS_MILITARY )
|
||
|
{
|
||
|
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pTarget);
|
||
|
if ( pObject && pObject->IsBuilding() )
|
||
|
{
|
||
|
flBoostAmount = weapon_repairgun_construction_rate.GetFloat() * gpGlobals->frametime;
|
||
|
}
|
||
|
if ( pObject && pObject->IsDying() )
|
||
|
{
|
||
|
flBoostAmount = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// If we're not succeeding, remove the damage modifier
|
||
|
if ( !pTarget->AttemptToPowerup( POWERUP_BOOST, 1.0, flBoostAmount, pOwner, AppliesModifier() ? &m_DamageModifier : NULL ) )
|
||
|
{
|
||
|
m_DamageModifier.RemoveModifier();
|
||
|
}
|
||
|
|
||
|
// Force the player's ID target to the heal target
|
||
|
pOwner->SetIDEnt( pTarget );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
RemoveHealingTarget();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
CheckRemoveDisguise();
|
||
|
}
|
||
|
|
||
|
void CWeaponRepairGun::PlayAttackAnimation( int activity )
|
||
|
{
|
||
|
SendWeaponAnim( activity );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Idle tests to see if we're facing a valid target for the medikit
|
||
|
// If so, move into the "heal-able" animation.
|
||
|
// Otherwise, move into the "not-heal-able" animation.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponRepairGun::WeaponIdle( void )
|
||
|
{
|
||
|
if ( HasWeaponIdleTimeElapsed() )
|
||
|
{
|
||
|
// Loop the welding animation
|
||
|
if ( m_bHealing )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_FIRE_LOOP );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// select an idle animation
|
||
|
SendWeaponAnim( ACT_VM_IDLE );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: The player holding this weapon has just gained new technology.
|
||
|
// Check to see if it affects the medikit
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponRepairGun::GainedNewTechnology( CBaseTechnology *pTechnology )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponRepairGun::StopRepairSound( bool bStopHealingSound, bool bStopNoTargetSound )
|
||
|
{
|
||
|
if ( bStopHealingSound )
|
||
|
{
|
||
|
StopSound( "WeaponRepairGun.Healing" );
|
||
|
}
|
||
|
|
||
|
if ( bStopNoTargetSound )
|
||
|
{
|
||
|
StopSound( "WeaponRepairGun.NoTarget" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void C_WeaponRepairGun::NotifyShouldTransmit( ShouldTransmitState_t state )
|
||
|
{
|
||
|
// Stop emitting particles if we're going dormant.
|
||
|
if ( state == SHOULDTRANSMIT_END )
|
||
|
{
|
||
|
ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_NEVER );
|
||
|
}
|
||
|
|
||
|
BaseClass::NotifyShouldTransmit( state );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : updateType -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_WeaponRepairGun::OnDataChanged( DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( updateType );
|
||
|
|
||
|
if ( updateType == DATA_UPDATE_CREATED )
|
||
|
{
|
||
|
m_pEmitter = CSimpleEmitter::Create( "C_WeaponRepairGun" );
|
||
|
|
||
|
m_hParticleMaterial = m_pEmitter->GetPMaterial( "sprites/chargeball" );
|
||
|
}
|
||
|
|
||
|
// Think?
|
||
|
if ( m_bHealing && m_hHealingTarget.Get())
|
||
|
{
|
||
|
ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_NEVER );
|
||
|
m_bPlayingSound = false;
|
||
|
StopRepairSound( true, false );
|
||
|
|
||
|
// Are they holding the attack button but not healing anyone? Give feedback.
|
||
|
if ( IsActiveByLocalPlayer() && GetOwner() && GetOwner()->IsAlive() && m_bAttacking && GetOwner() == C_BasePlayer::GetLocalPlayer() )
|
||
|
{
|
||
|
if ( gpGlobals->curtime >= m_flNextBuzzTime )
|
||
|
{
|
||
|
CLocalPlayerFilter filter;
|
||
|
EmitSound( filter, entindex(), "WeaponRepairGun.NoTarget" );
|
||
|
m_flNextBuzzTime = gpGlobals->curtime + 0.5f; // only buzz every so often.
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
StopRepairSound( false, true ); // Stop the "no target" sound.
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void C_WeaponRepairGun::ClientThink()
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( m_hHealingTarget == NULL )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Don't show it while the player is dead. Ideally, we'd respond to m_bHealing in OnDataChanged,
|
||
|
// but it stops sending the weapon when it's holstered, and it gets holstered when the player dies.
|
||
|
C_BasePlayer *pFiringPlayer = dynamic_cast< C_BasePlayer* >( GetOwner() );
|
||
|
if ( !pFiringPlayer || pFiringPlayer->IsPlayerDead() )
|
||
|
{
|
||
|
ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_NEVER );
|
||
|
m_bPlayingSound = false;
|
||
|
StopRepairSound();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !m_bPlayingSound )
|
||
|
{
|
||
|
m_bPlayingSound = true;
|
||
|
CLocalPlayerFilter filter;
|
||
|
EmitSound( filter, entindex(), "WeaponRepairGun.Healing" );
|
||
|
}
|
||
|
|
||
|
Vector points[NUM_REPAIRGUN_PATH_POINTS];
|
||
|
|
||
|
// First generate a sequence of points so we can parameterize the (curvy) path from the
|
||
|
// tip of the gun to the target.
|
||
|
Vector vForward, vOrigin;
|
||
|
QAngle vAngles;
|
||
|
GetShootPosition( vOrigin, vAngles );
|
||
|
|
||
|
AngleVectors( vAngles, &vForward );
|
||
|
|
||
|
Vector vecTargetOrg = m_hHealingTarget->WorldSpaceCenter();
|
||
|
|
||
|
Vector vDirTo = vecTargetOrg - vOrigin;
|
||
|
float flDistanceTo = vDirTo.Length();
|
||
|
vDirTo /= flDistanceTo;
|
||
|
|
||
|
float flBendDist = flDistanceTo * 3;
|
||
|
const Vector A = vOrigin - vForward * flBendDist;
|
||
|
const Vector &B = vOrigin;
|
||
|
const Vector &C = vecTargetOrg;
|
||
|
const Vector D = vecTargetOrg - vForward * flBendDist;
|
||
|
|
||
|
for ( int i=0; i < NUM_REPAIRGUN_PATH_POINTS; i++ )
|
||
|
{
|
||
|
Catmull_Rom_Spline( A, B, C, D, (float)i / (NUM_REPAIRGUN_PATH_POINTS-1), points[i] );
|
||
|
}
|
||
|
|
||
|
// Add random short-lived particles from the gun tip to the target.
|
||
|
m_pEmitter->SetSortOrigin( (vecTargetOrg + pPlayer->GetAbsOrigin()) * 0.5f );
|
||
|
|
||
|
float flCur = gpGlobals->frametime;
|
||
|
while ( m_PathParticleEvent.NextEvent( flCur ) )
|
||
|
{
|
||
|
float t = RandomFloat( 0, 1 );
|
||
|
int iPrev = (int)( t * (NUM_REPAIRGUN_PATH_POINTS - 1.001) );
|
||
|
float tPrev = (float)iPrev / (NUM_REPAIRGUN_PATH_POINTS - 1);
|
||
|
float tNext = (float)(iPrev+1) / (NUM_REPAIRGUN_PATH_POINTS - 1);
|
||
|
Assert( tNext <= NUM_REPAIRGUN_PATH_POINTS-1 );
|
||
|
|
||
|
Vector vPos;
|
||
|
VectorLerp( points[iPrev], points[iPrev+1], (t-tPrev) / (tNext - tPrev), vPos );
|
||
|
vPos += RandomVector( -3, 3 );
|
||
|
|
||
|
SimpleParticle *pParticle = m_pEmitter->AddSimpleParticle( m_hParticleMaterial, vPos );
|
||
|
if ( pParticle )
|
||
|
{
|
||
|
// Move the points along the path.
|
||
|
pParticle->m_vecVelocity = points[iPrev+1] - points[iPrev];
|
||
|
VectorNormalize( pParticle->m_vecVelocity );
|
||
|
pParticle->m_vecVelocity *= PARTICLE_PATH_VEL;
|
||
|
|
||
|
pParticle->m_flRoll = 0;
|
||
|
pParticle->m_flRollDelta = 0;
|
||
|
pParticle->m_flDieTime = 0.2f;
|
||
|
pParticle->m_flLifetime = 0;
|
||
|
pParticle->m_uchColor[1] = 200;
|
||
|
pParticle->m_uchColor[0] = pParticle->m_uchColor[2] = RandomInt( 0, 128 );
|
||
|
pParticle->m_uchStartAlpha = 255;
|
||
|
pParticle->m_uchEndAlpha = 0;
|
||
|
pParticle->m_uchStartSize = 5;
|
||
|
pParticle->m_uchEndSize = 3;
|
||
|
pParticle->m_iFlags = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|