Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#ifdef CLIENT_DLL
#include "c_asw_laser_mine.h"
#define CASW_Laser_Mine C_ASW_Laser_Mine
#else
#include "asw_laser_mine.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef GAME_DLL
extern ConVar asw_debug_mine;
#endif
void CASW_Laser_Mine::UpdateLaser()
{
// trace along the laser to see if anything's there
const float ASW_LASER_DETECTION_RANGE = 200.0f;
const float ASW_LASER_START_DIST = 14.0f;
Vector vecLaserDir, vecForward;
QAngle angAimOffset = m_angLaserAim.Get();
matrix3x4_t facingMatrix;
AngleMatrix( GetAbsAngles(), facingMatrix );
QAngle angRotateMine( 0, 90, 90 );
matrix3x4_t fRotateMatrix;
AngleMatrix( angRotateMine, fRotateMatrix );
matrix3x4_t fRotateMatrixInv;
MatrixInvert( fRotateMatrix, fRotateMatrixInv );
matrix3x4_t finalMatrix;
QAngle angMine;
ConcatTransforms( facingMatrix, fRotateMatrixInv, finalMatrix );
MatrixAngles( finalMatrix, angMine );
AngleVectors( angMine, &vecForward );
VectorRotate( vecForward, angAimOffset, vecLaserDir );
Vector vecSrc = WorldSpaceCenter() + vecLaserDir * ASW_LASER_START_DIST;
Vector vecDest = vecSrc + vecLaserDir * ASW_LASER_DETECTION_RANGE;
#ifdef CLIENT_DLL
if ( m_bMineActive.Get() )
{
if ( !m_pLaserEffect )
{
CreateLaserEffect();
}
if ( m_pLaserEffect )
{
trace_t tr;
UTIL_TraceLine( vecSrc, vecDest, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
m_pLaserEffect->SetControlPoint( 1, vecSrc );
Vector vecLaserEnd = vecDest;
if ( tr.startsolid )
{
vecLaserEnd = vecSrc;
}
else if ( tr.DidHit() )
{
vecLaserEnd = tr.endpos;
}
m_pLaserEffect->SetControlPoint( 2, vecLaserEnd );
m_pLaserEffect->SetControlPointForwardVector ( 1, vecLaserDir );
Vector vecImpactY, vecImpactZ;
VectorVectors( tr.plane.normal, vecImpactY, vecImpactZ );
vecImpactY *= -1.0f;
m_pLaserEffect->SetControlPointOrientation( 2, vecImpactY, vecImpactZ, tr.plane.normal );
float alpha = 1.0f; // TODO: fade this up as laser mine charges up
m_pLaserEffect->SetControlPoint( 3, Vector( alpha, 0, 0 ) );
}
}
else
{
if ( m_pLaserEffect )
{
RemoveLaserEffect();
}
}
#else
Ray_t ray;
ray.Init( vecSrc, vecDest, Vector( -10.0f, -10.0f, -10.0f ), Vector( 10.0f, 10.0f, 10.0f ) );
CBaseEntity *(pEntities[ 16 ]);
CHurtableEntitiesEnum hurtableEntities( pEntities, 16 );
partition->EnumerateElementsAlongRay( PARTITION_ENGINE_NON_STATIC_EDICTS | PARTITION_ENGINE_SOLID_EDICTS, ray, false, &hurtableEntities );
trace_t tr;
for ( int i = 0; i < hurtableEntities.GetCount(); ++i )
{
if ( ValidMineTarget( pEntities[ i ] ) )
{
if ( asw_debug_mine.GetBool() )
{
NDebugOverlay::Line( vecSrc, tr.endpos, 255, 0, 0, false, 0.1f );
}
Explode();
break;
}
}
#endif
}