Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_weapon_night_vision.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#include "prediction.h"
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "npcevent.h"
#include "shot_manipulator.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Night_Vision, DT_ASW_Weapon_Night_Vision )
BEGIN_NETWORK_TABLE( CASW_Weapon_Night_Vision, DT_ASW_Weapon_Night_Vision )
#ifdef CLIENT_DLL
RecvPropBool ( RECVINFO( m_bVisionActive ) ),
RecvPropFloat ( RECVINFO( m_flPower ) ),
#else
SendPropBool ( SENDINFO( m_bVisionActive ) ),
SendPropFloat ( SENDINFO( m_flPower ), 0, SPROP_NOSCALE ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CASW_Weapon_Night_Vision )
DEFINE_PRED_FIELD_TOL( m_flPower, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( asw_weapon_night_vision, CASW_Weapon_Night_Vision );
PRECACHE_WEAPON_REGISTER( asw_weapon_night_vision );
#ifndef CLIENT_DLL
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Weapon_Night_Vision )
DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
END_DATADESC()
#else
ConVar asw_night_vision_fade_in_speed( "asw_night_vision_fade_in_speed", "400.0", FCVAR_CHEAT );
ConVar asw_night_vision_fade_out_speed( "asw_night_vision_fade_out_speed", "5000.0", FCVAR_CHEAT );
ConVar asw_night_vision_flash_speed( "asw_night_vision_flash_speed", "1000.0", FCVAR_CHEAT );
ConVar asw_night_vision_flash_max( "asw_night_vision_flash_max", "220.0", FCVAR_CHEAT );
ConVar asw_night_vision_flash_min( "asw_night_vision_flash_min", "0.0", FCVAR_CHEAT );
#endif /* not client */
ConVar asw_night_vision_duration( "asw_night_vision_duration", "20.0", FCVAR_CHEAT | FCVAR_REPLICATED );
CASW_Weapon_Night_Vision::CASW_Weapon_Night_Vision()
{
m_flSoonestPrimaryAttack = 0;
m_flPower = asw_night_vision_duration.GetFloat();
#ifdef CLIENT_DLL
m_flVisionAlpha = 0.0f;
m_flFlashAlpha = 0.0f;
m_bOldVisionActive = false;
#endif
}
CASW_Weapon_Night_Vision::~CASW_Weapon_Night_Vision()
{
}
void CASW_Weapon_Night_Vision::Spawn()
{
BaseClass::Spawn();
m_flPower = asw_night_vision_duration.GetFloat();
}
bool CASW_Weapon_Night_Vision::OffhandActivate()
{
if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
return false;
PrimaryAttack();
return true;
}
void CASW_Weapon_Night_Vision::PrimaryAttack( void )
{
CASW_Player *pPlayer = GetCommander();
if (!pPlayer)
return;
CASW_Marine *pMarine = GetMarine();
if ( !pMarine )
return;
if ( !IsVisionActive() && GetPower() < 1.0f )
return;
// toggle night vision
m_bVisionActive = !IsVisionActive();
if ( IsVisionActive() )
{
PlaySoundDirectlyToOwner( "ASW_NightVision.TurnOnFP" );
PlaySoundToOthers( "ASW_NightVision.TurnOn" );
#ifndef CLIENT_DLL
pMarine->OnWeaponFired( this, 1 );
#endif
}
else
{
PlaySoundDirectlyToOwner( "ASW_NightVision.TurnOffFP" );
PlaySoundToOthers( "ASW_NightVision.TurnOff" );
}
}
void CASW_Weapon_Night_Vision::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "ASW_NightVision.TurnOn" );
PrecacheScriptSound( "ASW_NightVision.TurnOff" );
PrecacheScriptSound( "ASW_NightVision.TurnOnFP" );
PrecacheScriptSound( "ASW_NightVision.TurnOffFP" );
}
// this weapon doesn't reload
bool CASW_Weapon_Night_Vision::Reload()
{
return false;
}
void CASW_Weapon_Night_Vision::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
UpdateVisionPower();
if ( m_bInReload )
return;
CBasePlayer *pOwner = GetCommander();
if ( !pOwner )
return;
//Allow a refire as fast as the player can click
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
}
}
void CASW_Weapon_Night_Vision::HandleFireOnEmpty()
{
// Nightvision doesn't require ammo, so when firing empty, activate the NV
PrimaryAttack();
}
void CASW_Weapon_Night_Vision::UpdateVisionPower()
{
if ( IsVisionActive() )
{
float flNewPower = GetPower() - gpGlobals->frametime;
flNewPower = MAX( 0.0f, flNewPower );
m_flPower = flNewPower;
if ( flNewPower <= 0 )
{
m_bVisionActive = false;
PlaySoundDirectlyToOwner( "ASW_NightVision.TurnOffFP" );
PlaySoundToOthers( "ASW_NightVision.TurnOff" );
}
}
else
{
float flNewPower = GetPower() + gpGlobals->frametime * 1.4f;
flNewPower = MIN( asw_night_vision_duration.GetFloat(), flNewPower );
m_flPower = flNewPower;
}
}
#ifdef CLIENT_DLL
float CASW_Weapon_Night_Vision::UpdateVisionAlpha()
{
if ( IsVisionActive() )
{
m_flVisionAlpha = MIN( 255.0f, m_flVisionAlpha + gpGlobals->frametime * asw_night_vision_fade_in_speed.GetFloat() );
}
else
{
m_flVisionAlpha = MAX( 0.0f, m_flVisionAlpha - gpGlobals->frametime * asw_night_vision_fade_out_speed.GetFloat() );
}
return m_flVisionAlpha;
}
float CASW_Weapon_Night_Vision::UpdateFlashAlpha()
{
if ( IsVisionActive() != m_bOldVisionActive )
{
//if ( IsVisionActive() )
{
m_flFlashAlpha = asw_night_vision_flash_max.GetFloat();
}
m_bOldVisionActive = IsVisionActive();
}
float flMin = 0.0f;
if ( IsVisionActive() )
{
flMin = asw_night_vision_flash_min.GetFloat();
}
m_flFlashAlpha = MAX( flMin, m_flFlashAlpha - gpGlobals->frametime * asw_night_vision_flash_speed.GetFloat() );
return m_flFlashAlpha;
}
#endif
int CASW_Weapon_Night_Vision::ASW_SelectWeaponActivity(int idealActivity)
{
// we just use the normal 'no weapon' anims for this
return idealActivity;
}
float CASW_Weapon_Night_Vision::GetBatteryCharge()
{
return GetPower() / asw_night_vision_duration.GetFloat();
}