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.
323 lines
8.8 KiB
323 lines
8.8 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Chargeable Plasma & Shield combo
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "tf_player.h"
|
||
|
#include "weapon_combat_usedwithshieldbase.h"
|
||
|
#include "weapon_combatshield.h"
|
||
|
#include "tf_guidedplasma.h"
|
||
|
#include "in_buttons.h"
|
||
|
#include "tf_gamerules.h"
|
||
|
|
||
|
#define BURST_FIRE_RATE 0.15
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CWeaponCombat_ChargeablePlasma : public CWeaponCombatUsedWithShieldBase
|
||
|
{
|
||
|
DECLARE_CLASS( CWeaponCombat_ChargeablePlasma, CWeaponCombatUsedWithShieldBase );
|
||
|
public:
|
||
|
DECLARE_SERVERCLASS();
|
||
|
|
||
|
virtual void ItemPostFrame( void );
|
||
|
virtual void PrimaryAttack( void );
|
||
|
virtual float GetFireRate( void );
|
||
|
virtual void Spawn();
|
||
|
virtual bool Deploy( void );
|
||
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
|
||
|
virtual void Precache( void );
|
||
|
virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
|
||
|
virtual CBaseEntity *GetLockTarget( void );
|
||
|
|
||
|
private:
|
||
|
CNetworkVar( bool, m_bCharging );
|
||
|
float m_flChargeStartTime;
|
||
|
float m_flPower;
|
||
|
float m_flNextBurstShotTime;
|
||
|
int m_iBurstShotsRemaining;
|
||
|
bool m_bHasBurstShot;
|
||
|
bool m_bHasCharge;
|
||
|
|
||
|
// Guidance
|
||
|
EHANDLE m_hLockTarget;
|
||
|
Vector m_vecTargetOffset;
|
||
|
float m_flLockedAt;
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST(CWeaponCombat_ChargeablePlasma, DT_WeaponCombat_ChargeablePlasma )
|
||
|
SendPropInt( SENDINFO( m_bCharging ), 1, SPROP_UNSIGNED ),
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_combat_chargeableplasma, CWeaponCombat_ChargeablePlasma );
|
||
|
PRECACHE_WEAPON_REGISTER(weapon_combat_chargeableplasma);
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Spawn weapon
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponCombat_ChargeablePlasma::Spawn()
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
m_bHasBurstShot = false;
|
||
|
m_bHasCharge = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponCombat_ChargeablePlasma::Precache( void )
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// New technologies:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponCombat_ChargeablePlasma::GainedNewTechnology( CBaseTechnology *pTechnology )
|
||
|
{
|
||
|
BaseClass::GainedNewTechnology( pTechnology );
|
||
|
|
||
|
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( (CBaseEntity*)GetOwner() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
// Charge-up mode?
|
||
|
if ( pPlayer->HasNamedTechnology( "com_comboshield_charge" ) )
|
||
|
{
|
||
|
m_bHasCharge = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bHasCharge = false;
|
||
|
}
|
||
|
|
||
|
// Burst shot mode?
|
||
|
if ( pPlayer->HasNamedTechnology( "com_comboshield_tripleshot" ) )
|
||
|
{
|
||
|
m_bHasBurstShot = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bHasBurstShot = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponCombat_ChargeablePlasma::ItemPostFrame( void )
|
||
|
{
|
||
|
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
|
||
|
if (!pOwner)
|
||
|
return;
|
||
|
|
||
|
if ( UsesClipsForAmmo1() )
|
||
|
{
|
||
|
CheckReload();
|
||
|
}
|
||
|
|
||
|
// If burst shots are firing, ignore input
|
||
|
if ( m_iBurstShotsRemaining > 0 )
|
||
|
{
|
||
|
if ( gpGlobals->curtime < m_flNextBurstShotTime )
|
||
|
return;
|
||
|
|
||
|
if ( m_iClip1 > 0 )
|
||
|
{
|
||
|
PrimaryAttack();
|
||
|
}
|
||
|
|
||
|
m_iBurstShotsRemaining--;
|
||
|
m_flNextBurstShotTime = gpGlobals->curtime + BURST_FIRE_RATE;
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Handle charge firing
|
||
|
if ( m_iClip1 > 0 && GetShieldState() == SS_DOWN && !m_bInReload )
|
||
|
{
|
||
|
if ( (pOwner->m_nButtons & IN_ATTACK ) )
|
||
|
{
|
||
|
if (m_bHasCharge)
|
||
|
{
|
||
|
if ( !m_bCharging && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
|
||
|
{
|
||
|
m_bCharging = true;
|
||
|
m_flChargeStartTime = gpGlobals->curtime;
|
||
|
|
||
|
// Get a lock target right now
|
||
|
m_hLockTarget = GetLockTarget();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Fire the plasma shot
|
||
|
if (m_flNextPrimaryAttack <= gpGlobals->curtime)
|
||
|
PrimaryAttack();
|
||
|
}
|
||
|
}
|
||
|
else if ( m_bCharging )
|
||
|
{
|
||
|
m_bCharging = false;
|
||
|
|
||
|
// Fire the plasma shot
|
||
|
PrimaryAttack();
|
||
|
|
||
|
// We might be firing a burst shot
|
||
|
if (m_bHasBurstShot)
|
||
|
{
|
||
|
if ( m_flPower >= (MAX_CHARGED_TIME * 0.5) )
|
||
|
{
|
||
|
if ( m_flPower >= MAX_CHARGED_TIME )
|
||
|
{
|
||
|
m_iBurstShotsRemaining = 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iBurstShotsRemaining = 1;
|
||
|
}
|
||
|
|
||
|
m_flNextBurstShotTime = gpGlobals->curtime + BURST_FIRE_RATE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Reload button
|
||
|
if ( m_iBurstShotsRemaining == 0 && !m_bCharging )
|
||
|
{
|
||
|
if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
|
||
|
{
|
||
|
Reload();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Prevent shield post frame if we're not ready to attack, or we're charging
|
||
|
AllowShieldPostFrame( !m_bCharging && ((m_flNextPrimaryAttack <= gpGlobals->curtime) || m_bInReload) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponCombat_ChargeablePlasma::PrimaryAttack( void )
|
||
|
{
|
||
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
|
||
|
if (!pPlayer)
|
||
|
return;
|
||
|
|
||
|
WeaponSound(SINGLE);
|
||
|
|
||
|
// Fire the bullets
|
||
|
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
|
||
|
Vector vecAiming;
|
||
|
pPlayer->EyeVectors( &vecAiming );
|
||
|
|
||
|
// If we already have a lock target from button down, see if we shouldn't try and get a new one
|
||
|
// Only do this is the button was released immediately
|
||
|
if ( !m_hLockTarget || ( m_flLockedAt < gpGlobals->curtime ) )
|
||
|
{
|
||
|
m_hLockTarget = GetLockTarget();
|
||
|
}
|
||
|
|
||
|
PlayAttackAnimation( GetPrimaryAttackActivity() );
|
||
|
|
||
|
// Shift it down a bit so the firer can see it
|
||
|
Vector right;
|
||
|
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &right, NULL );
|
||
|
Vector vecStartSpot = vecSrc + Vector(0,0,-8) + right * 12;
|
||
|
|
||
|
CGuidedPlasma *pShot = CGuidedPlasma::Create(vecStartSpot, vecAiming, m_hLockTarget, m_vecTargetOffset, pPlayer);
|
||
|
|
||
|
// Set it's charged power level
|
||
|
if (m_bHasCharge)
|
||
|
m_flPower = MIN( MAX_CHARGED_TIME, gpGlobals->curtime - m_flChargeStartTime );
|
||
|
else
|
||
|
m_flPower = 0.0f;
|
||
|
|
||
|
float flDamageMult = RemapVal( m_flPower, 0, MAX_CHARGED_TIME, 1.0, MAX_CHARGED_POWER );
|
||
|
pShot->SetPowerLevel( flDamageMult );
|
||
|
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
|
||
|
m_iClip1 = m_iClip1 - 1;
|
||
|
m_hLockTarget = NULL;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CWeaponCombat_ChargeablePlasma::GetFireRate( void )
|
||
|
{
|
||
|
return SequenceDuration();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponCombat_ChargeablePlasma::Deploy( void )
|
||
|
{
|
||
|
if ( BaseClass::Deploy() )
|
||
|
{
|
||
|
GainedNewTechnology(NULL);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Our player just died
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponCombat_ChargeablePlasma::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||
|
{
|
||
|
bool bReturn = BaseClass::Holster(pSwitchingTo);
|
||
|
|
||
|
// Stop the charging sound
|
||
|
if ( m_bCharging )
|
||
|
{
|
||
|
m_bCharging = false;
|
||
|
}
|
||
|
|
||
|
return bReturn;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Try and find an entity to lock onto
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CBaseEntity *CWeaponCombat_ChargeablePlasma::GetLockTarget( void )
|
||
|
{
|
||
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
|
||
|
if ( !pPlayer )
|
||
|
return NULL;
|
||
|
|
||
|
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
|
||
|
Vector vecAiming;
|
||
|
pPlayer->EyeVectors( &vecAiming );
|
||
|
Vector vecEnd = vecSrc + vecAiming * MAX_TRACE_LENGTH;
|
||
|
|
||
|
trace_t tr;
|
||
|
TFGameRules()->WeaponTraceLine( vecSrc, vecEnd, MASK_SHOT, pPlayer, GetDamageType(), &tr );
|
||
|
|
||
|
if ( (tr.fraction < 1.0f) && tr.m_pEnt )
|
||
|
{
|
||
|
CBaseEntity *pTargetEntity = tr.m_pEnt;
|
||
|
|
||
|
// Don't guide on same team or on anything other than players, objects, and NPCs
|
||
|
if ( pTargetEntity->InSameTeam(pPlayer) || (!pTargetEntity->IsPlayer()
|
||
|
&& (pTargetEntity->MyNPCPointer() == NULL)) )
|
||
|
return NULL;
|
||
|
|
||
|
// Compute the target offset relative to the target
|
||
|
Vector vecWorldOffset;
|
||
|
VectorSubtract( tr.endpos, pTargetEntity->GetAbsOrigin(), vecWorldOffset );
|
||
|
VectorIRotate( vecWorldOffset, pTargetEntity->EntityToWorldTransform(), m_vecTargetOffset );
|
||
|
m_flLockedAt = gpGlobals->curtime + 0.2;
|
||
|
return pTargetEntity;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|