//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "npcevent.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_hl2mp_player.h" #include "c_te_effect_dispatch.h" #else #include "hl2mp_player.h" #include "te_effect_dispatch.h" #include "IEffects.h" #include "Sprite.h" #include "SpriteTrail.h" #include "beam_shared.h" #endif #include "weapon_hl2mpbasehlmpcombatweapon.h" #include "effect_dispatch_data.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //#define BOLT_MODEL "models/crossbow_bolt.mdl" #define BOLT_MODEL "models/weapons/w_missile_closed.mdl" #define BOLT_AIR_VELOCITY 3500 #define BOLT_WATER_VELOCITY 1500 #define BOLT_SKIN_NORMAL 0 #define BOLT_SKIN_GLOW 1 #ifndef CLIENT_DLL extern ConVar sk_plr_dmg_crossbow; extern ConVar sk_npc_dmg_crossbow; void TE_StickyBolt( IRecipientFilter& filter, float delay, Vector vecDirection, const Vector *origin ); //----------------------------------------------------------------------------- // Crossbow Bolt //----------------------------------------------------------------------------- class CCrossbowBolt : public CBaseCombatCharacter { DECLARE_CLASS( CCrossbowBolt, CBaseCombatCharacter ); public: CCrossbowBolt() { }; ~CCrossbowBolt(); Class_T Classify( void ) { return CLASS_NONE; } public: void Spawn( void ); void Precache( void ); void BubbleThink( void ); void BoltTouch( CBaseEntity *pOther ); bool CreateVPhysics( void ); unsigned int PhysicsSolidMaskForEntity() const; static CCrossbowBolt *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner = NULL ); protected: bool CreateSprites( void ); CHandle m_pGlowSprite; //CHandle m_pGlowTrail; int m_iDamage; DECLARE_DATADESC(); DECLARE_SERVERCLASS(); }; LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ); BEGIN_DATADESC( CCrossbowBolt ) // Function Pointers DEFINE_FUNCTION( BubbleThink ), DEFINE_FUNCTION( BoltTouch ), // These are recreated on reload, they don't need storage DEFINE_FIELD( m_pGlowSprite, FIELD_EHANDLE ), //DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CCrossbowBolt, DT_CrossbowBolt ) END_SEND_TABLE() CCrossbowBolt *CCrossbowBolt::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner ) { // Create a new entity with CCrossbowBolt private data CCrossbowBolt *pBolt = (CCrossbowBolt *)CreateEntityByName( "crossbow_bolt" ); UTIL_SetOrigin( pBolt, vecOrigin ); pBolt->SetAbsAngles( angAngles ); pBolt->Spawn(); pBolt->SetOwnerEntity( pentOwner ); pBolt->m_iDamage = iDamage; return pBolt; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CCrossbowBolt::~CCrossbowBolt( void ) { if ( m_pGlowSprite ) { UTIL_Remove( m_pGlowSprite ); } } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CCrossbowBolt::CreateVPhysics( void ) { // Create the object in the physics system VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false ); return true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- unsigned int CCrossbowBolt::PhysicsSolidMaskForEntity() const { return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CCrossbowBolt::CreateSprites( void ) { // Start up the eye glow m_pGlowSprite = CSprite::SpriteCreate( "sprites/light_glow02_noz.vmt", GetLocalOrigin(), false ); if ( m_pGlowSprite != NULL ) { m_pGlowSprite->FollowEntity( this ); m_pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation ); m_pGlowSprite->SetScale( 0.2f ); m_pGlowSprite->TurnOff(); } return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CCrossbowBolt::Spawn( void ) { Precache( ); SetModel( "models/crossbow_bolt.mdl" ); SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) ); SetSolid( SOLID_BBOX ); SetGravity( 0.05f ); // Make sure we're updated if we're underwater UpdateWaterState(); SetTouch( &CCrossbowBolt::BoltTouch ); SetThink( &CCrossbowBolt::BubbleThink ); SetNextThink( gpGlobals->curtime + 0.1f ); CreateSprites(); // Make us glow until we've hit the wall m_nSkin = BOLT_SKIN_GLOW; } void CCrossbowBolt::Precache( void ) { PrecacheModel( BOLT_MODEL ); // This is used by C_TEStickyBolt, despte being different from above!!! PrecacheModel( "models/crossbow_bolt.mdl" ); PrecacheModel( "sprites/light_glow02_noz.vmt" ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pOther - //----------------------------------------------------------------------------- void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) { if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) return; if ( pOther->m_takedamage != DAMAGE_NO ) { trace_t tr, tr2; tr = BaseClass::GetTouchTrace(); Vector vecNormalizedVel = GetAbsVelocity(); ClearMultiDamage(); VectorNormalize( vecNormalizedVel ); if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() ) { CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_NEVERGIB ); dmgInfo.AdjustPlayerDamageInflictedForSkillLevel(); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); dmgInfo.SetDamagePosition( tr.endpos ); pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); } else { CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET | DMG_NEVERGIB ); CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); dmgInfo.SetDamagePosition( tr.endpos ); pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); } ApplyMultiDamage(); //Adrian: keep going through the glass. if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) return; SetAbsVelocity( Vector( 0, 0, 0 ) ); // play body "thwack" sound EmitSound( "Weapon_Crossbow.BoltHitBody" ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); VectorNormalize ( vForward ); UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 ); if ( tr2.fraction != 1.0f ) { // NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 ); // NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 ); if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) ) { CEffectData data; data.m_vOrigin = tr2.endpos; data.m_vNormal = vForward; data.m_nEntIndex = tr2.fraction != 1.0f; DispatchEffect( "BoltImpact", data ); } } SetTouch( NULL ); SetThink( NULL ); UTIL_Remove( this ); } else { trace_t tr; tr = BaseClass::GetTouchTrace(); // See if we struck the world if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) ) { EmitSound( "Weapon_Crossbow.BoltHitWorld" ); // if what we hit is static architecture, can stay around for a while. Vector vecDir = GetAbsVelocity(); float speed = VectorNormalize( vecDir ); // See if we should reflect off this surface float hitDot = DotProduct( tr.plane.normal, -vecDir ); if ( ( hitDot < 0.5f ) && ( speed > 100 ) ) { Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; QAngle reflectAngles; VectorAngles( vReflection, reflectAngles ); SetLocalAngles( reflectAngles ); SetAbsVelocity( vReflection * speed * 0.75f ); // Start to sink faster SetGravity( 1.0f ); } else { SetThink( &CCrossbowBolt::SUB_Remove ); SetNextThink( gpGlobals->curtime + 2.0f ); //FIXME: We actually want to stick (with hierarchy) to what we've hit SetMoveType( MOVETYPE_NONE ); Vector vForward; AngleVectors( GetAbsAngles(), &vForward ); VectorNormalize ( vForward ); CEffectData data; data.m_vOrigin = tr.endpos; data.m_vNormal = vForward; data.m_nEntIndex = 0; DispatchEffect( "BoltImpact", data ); UTIL_ImpactTrace( &tr, DMG_BULLET ); AddEffects( EF_NODRAW ); SetTouch( NULL ); SetThink( &CCrossbowBolt::SUB_Remove ); SetNextThink( gpGlobals->curtime + 2.0f ); if ( m_pGlowSprite != NULL ) { m_pGlowSprite->TurnOn(); m_pGlowSprite->FadeAndDie( 3.0f ); } } // Shoot some sparks if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER) { g_pEffects->Sparks( GetAbsOrigin() ); } } else { // Put a mark unless we've hit the sky if ( ( tr.surface.flags & SURF_SKY ) == false ) { UTIL_ImpactTrace( &tr, DMG_BULLET ); } UTIL_Remove( this ); } } if ( g_pGameRules->IsMultiplayer() ) { // SetThink( &CCrossbowBolt::ExplodeThink ); // SetNextThink( gpGlobals->curtime + 0.1f ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CCrossbowBolt::BubbleThink( void ) { QAngle angNewAngles; VectorAngles( GetAbsVelocity(), angNewAngles ); SetAbsAngles( angNewAngles ); SetNextThink( gpGlobals->curtime + 0.1f ); if ( GetWaterLevel() == 0 ) return; UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 ); } #endif //----------------------------------------------------------------------------- // CWeaponCrossbow //----------------------------------------------------------------------------- #ifdef CLIENT_DLL #define CWeaponCrossbow C_WeaponCrossbow #endif class CWeaponCrossbow : public CBaseHL2MPCombatWeapon { DECLARE_CLASS( CWeaponCrossbow, CBaseHL2MPCombatWeapon ); public: CWeaponCrossbow( void ); virtual void Precache( void ); virtual void PrimaryAttack( void ); virtual void SecondaryAttack( void ); virtual bool Deploy( void ); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); virtual bool Reload( void ); virtual void ItemPostFrame( void ); virtual void ItemBusyFrame( void ); virtual bool SendWeaponAnim( int iActivity ); #ifndef CLIENT_DLL virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); #endif DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); private: void SetSkin( int skinNum ); void CheckZoomToggle( void ); void FireBolt( void ); void ToggleZoom( void ); // Various states for the crossbow's charger enum ChargerState_t { CHARGER_STATE_START_LOAD, CHARGER_STATE_START_CHARGE, CHARGER_STATE_READY, CHARGER_STATE_DISCHARGE, CHARGER_STATE_OFF, }; void CreateChargerEffects( void ); void SetChargerState( ChargerState_t state ); void DoLoadEffect( void ); #ifndef CLIENT_DLL DECLARE_ACTTABLE(); #endif private: // Charger effects ChargerState_t m_nChargeState; #ifndef CLIENT_DLL CHandle m_hChargerSprite; #endif CNetworkVar( bool, m_bInZoom ); CNetworkVar( bool, m_bMustReload ); CWeaponCrossbow( const CWeaponCrossbow & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrossbow, DT_WeaponCrossbow ) BEGIN_NETWORK_TABLE( CWeaponCrossbow, DT_WeaponCrossbow ) #ifdef CLIENT_DLL RecvPropBool( RECVINFO( m_bInZoom ) ), RecvPropBool( RECVINFO( m_bMustReload ) ), #else SendPropBool( SENDINFO( m_bInZoom ) ), SendPropBool( SENDINFO( m_bMustReload ) ), #endif END_NETWORK_TABLE() #ifdef CLIENT_DLL BEGIN_PREDICTION_DATA( CWeaponCrossbow ) DEFINE_PRED_FIELD( m_bInZoom, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bMustReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_crossbow, CWeaponCrossbow ); PRECACHE_WEAPON_REGISTER( weapon_crossbow ); #ifndef CLIENT_DLL acttable_t CWeaponCrossbow::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false }, }; IMPLEMENT_ACTTABLE(CWeaponCrossbow); #endif //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CWeaponCrossbow::CWeaponCrossbow( void ) { m_bReloadsSingly = true; m_bFiresUnderwater = true; m_bInZoom = false; m_bMustReload = false; } #define CROSSBOW_GLOW_SPRITE "sprites/light_glow02_noz.vmt" #define CROSSBOW_GLOW_SPRITE2 "sprites/blueflare1.vmt" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::Precache( void ) { #ifndef CLIENT_DLL UTIL_PrecacheOther( "crossbow_bolt" ); #endif PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" ); PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" ); PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" ); PrecacheModel( CROSSBOW_GLOW_SPRITE ); PrecacheModel( CROSSBOW_GLOW_SPRITE2 ); BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::PrimaryAttack( void ) { if ( m_bInZoom && g_pGameRules->IsMultiplayer() ) { // FireSniperBolt(); FireBolt(); } else { FireBolt(); } // Signal a reload m_bMustReload = true; SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::SecondaryAttack( void ) { //NOTENOTE: The zooming is handled by the post/busy frames } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CWeaponCrossbow::Reload( void ) { if ( BaseClass::Reload() ) { m_bMustReload = false; return true; } return false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::CheckZoomToggle( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer->m_afButtonPressed & IN_ATTACK2 ) { ToggleZoom(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::ItemBusyFrame( void ) { // Allow zoom toggling even when we're reloading CheckZoomToggle(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::ItemPostFrame( void ) { // Allow zoom toggling CheckZoomToggle(); if ( m_bMustReload && HasWeaponIdleTimeElapsed() ) { Reload(); } BaseClass::ItemPostFrame(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::FireBolt( void ) { if ( m_iClip1 <= 0 ) { if ( !m_bFireOnEmpty ) { Reload(); } else { WeaponSound( EMPTY ); m_flNextPrimaryAttack = 0.15; } return; } CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; #ifndef CLIENT_DLL Vector vecAiming = pOwner->GetAutoaimVector( 0 ); Vector vecSrc = pOwner->Weapon_ShootPosition(); QAngle angAiming; VectorAngles( vecAiming, angAiming ); CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, GetHL2MPWpnData().m_iPlayerDamage, pOwner ); if ( pOwner->GetWaterLevel() == 3 ) { pBolt->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY ); } else { pBolt->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY ); } #endif m_iClip1--; pOwner->ViewPunch( QAngle( -2, 0, 0 ) ); WeaponSound( SINGLE ); WeaponSound( SPECIAL2 ); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75; DoLoadEffect(); SetChargerState( CHARGER_STATE_DISCHARGE ); } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CWeaponCrossbow::Deploy( void ) { if ( m_iClip1 <= 0 ) { return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() ); } SetSkin( BOLT_SKIN_GLOW ); return BaseClass::Deploy(); } //----------------------------------------------------------------------------- // Purpose: // Input : *pSwitchingTo - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CWeaponCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo ) { if ( m_bInZoom ) { ToggleZoom(); } SetChargerState( CHARGER_STATE_OFF ); return BaseClass::Holster( pSwitchingTo ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::ToggleZoom( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer == NULL ) return; #ifndef CLIENT_DLL if ( m_bInZoom ) { if ( pPlayer->SetFOV( this, 0, 0.2f ) ) { m_bInZoom = false; } } else { if ( pPlayer->SetFOV( this, 20, 0.1f ) ) { m_bInZoom = true; } } #endif } #define BOLT_TIP_ATTACHMENT 2 //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::CreateChargerEffects( void ) { #ifndef CLIENT_DLL CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( m_hChargerSprite != NULL ) return; m_hChargerSprite = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE, GetAbsOrigin(), false ); if ( m_hChargerSprite ) { m_hChargerSprite->SetAttachment( pOwner->GetViewModel(), BOLT_TIP_ATTACHMENT ); m_hChargerSprite->SetTransparency( kRenderTransAdd, 255, 128, 0, 255, kRenderFxNoDissipation ); m_hChargerSprite->SetBrightness( 0 ); m_hChargerSprite->SetScale( 0.1f ); m_hChargerSprite->TurnOff(); } #endif } //----------------------------------------------------------------------------- // Purpose: // Input : skinNum - //----------------------------------------------------------------------------- void CWeaponCrossbow::SetSkin( int skinNum ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; CBaseViewModel *pViewModel = pOwner->GetViewModel(); if ( pViewModel == NULL ) return; pViewModel->m_nSkin = skinNum; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCrossbow::DoLoadEffect( void ) { SetSkin( BOLT_SKIN_GLOW ); CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; CBaseViewModel *pViewModel = pOwner->GetViewModel(); if ( pViewModel == NULL ) return; CEffectData data; #ifdef CLIENT_DLL data.m_hEntity = pViewModel->GetRefEHandle(); #else data.m_nEntIndex = pViewModel->entindex(); #endif data.m_nAttachmentIndex = 1; DispatchEffect( "CrossbowLoad", data ); #ifndef CLIENT_DLL CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false ); if ( pBlast ) { pBlast->SetAttachment( pOwner->GetViewModel(), 1 ); pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone ); pBlast->SetBrightness( 128 ); pBlast->SetScale( 0.2f ); pBlast->FadeOutFromSpawn(); } #endif } //----------------------------------------------------------------------------- // Purpose: // Input : state - //----------------------------------------------------------------------------- void CWeaponCrossbow::SetChargerState( ChargerState_t state ) { // Make sure we're setup CreateChargerEffects(); // Don't do this twice if ( state == m_nChargeState ) return; m_nChargeState = state; switch( m_nChargeState ) { case CHARGER_STATE_START_LOAD: WeaponSound( SPECIAL1 ); // Shoot some sparks and draw a beam between the two outer points DoLoadEffect(); break; #ifndef CLIENT_DLL case CHARGER_STATE_START_CHARGE: { if ( m_hChargerSprite == NULL ) break; m_hChargerSprite->SetBrightness( 32, 0.5f ); m_hChargerSprite->SetScale( 0.025f, 0.5f ); m_hChargerSprite->TurnOn(); } break; case CHARGER_STATE_READY: { // Get fully charged if ( m_hChargerSprite == NULL ) break; m_hChargerSprite->SetBrightness( 80, 1.0f ); m_hChargerSprite->SetScale( 0.1f, 0.5f ); m_hChargerSprite->TurnOn(); } break; case CHARGER_STATE_DISCHARGE: { SetSkin( BOLT_SKIN_NORMAL ); if ( m_hChargerSprite == NULL ) break; m_hChargerSprite->SetBrightness( 0 ); m_hChargerSprite->TurnOff(); } break; #endif case CHARGER_STATE_OFF: { SetSkin( BOLT_SKIN_NORMAL ); #ifndef CLIENT_DLL if ( m_hChargerSprite == NULL ) break; m_hChargerSprite->SetBrightness( 0 ); m_hChargerSprite->TurnOff(); #endif } break; default: break; } } #ifndef CLIENT_DLL //----------------------------------------------------------------------------- // Purpose: // Input : *pEvent - // *pOperator - //----------------------------------------------------------------------------- void CWeaponCrossbow::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_THROW: SetChargerState( CHARGER_STATE_START_LOAD ); break; case EVENT_WEAPON_THROW2: SetChargerState( CHARGER_STATE_START_CHARGE ); break; case EVENT_WEAPON_THROW3: SetChargerState( CHARGER_STATE_READY ); break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } } #endif //----------------------------------------------------------------------------- // Purpose: Set the desired activity for the weapon and its viewmodel counterpart // Input : iActivity - activity to play //----------------------------------------------------------------------------- bool CWeaponCrossbow::SendWeaponAnim( int iActivity ) { int newActivity = iActivity; // The last shot needs a non-loaded activity if ( ( newActivity == ACT_VM_IDLE ) && ( m_iClip1 <= 0 ) ) { newActivity = ACT_VM_FIDGET; } //For now, just set the ideal activity and be done with it return BaseClass::SendWeaponAnim( newActivity ); }