Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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220 lines
5.1 KiB

#include "cbase.h"
#include "asw_weapon_tesla_trap.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "npcevent.h"
#include "shot_manipulator.h"
#include "asw_tesla_trap.h"
#include "asw_marine_skills.h"
#include "asw_marine_speech.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ASW_FLARES_FASTEST_REFIRE_TIME 0.1f
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Tesla_Trap, DT_ASW_Weapon_Tesla_Trap )
BEGIN_NETWORK_TABLE( CASW_Weapon_Tesla_Trap, DT_ASW_Weapon_Tesla_Trap )
#ifdef CLIENT_DLL
// recvprops
#else
// sendprops
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CASW_Weapon_Tesla_Trap )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( asw_weapon_tesla_trap, CASW_Weapon_Tesla_Trap );
PRECACHE_WEAPON_REGISTER( asw_weapon_tesla_trap );
#ifndef CLIENT_DLL
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Weapon_Tesla_Trap )
DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
END_DATADESC()
#endif /* not client */
CASW_Weapon_Tesla_Trap::CASW_Weapon_Tesla_Trap()
{
m_fMinRange1 = 0;
m_fMaxRange1 = 2048;
m_fMinRange2 = 256;
m_fMaxRange2 = 1024;
m_flLastFireTime = 0;
m_flSoonestPrimaryAttack = gpGlobals->curtime;
}
CASW_Weapon_Tesla_Trap::~CASW_Weapon_Tesla_Trap()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CASW_Weapon_Tesla_Trap::GetPrimaryAttackActivity( void )
{
return ACT_VM_PRIMARYATTACK;
}
bool CASW_Weapon_Tesla_Trap::OffhandActivate()
{
if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
return false;
PrimaryAttack();
return true;
}
#define ASW_MINE_VELOCITY 140
void CASW_Weapon_Tesla_Trap::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CASW_Player *pPlayer = GetCommander();
if (!pPlayer)
return;
CASW_Marine *pMarine = GetMarine();
#ifndef CLIENT_DLL
bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this);
#endif
// mine weapon is lost when all mines are gone
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
//Reload();
#ifndef CLIENT_DLL
if (pMarine)
{
pMarine->Weapon_Detach(this);
if (bThisActive)
pMarine->SwitchToNextBestWeapon(NULL);
}
Kill();
#endif
return;
}
if ( !pMarine )
return;
if ( pMarine->GetWaterLevel() == 3 )
return;
// MUST call sound before removing a round from the clip of a CMachineGun
//WeaponSound(SINGLE);
// tell the marine to tell its weapon to draw the muzzle flash
//pMarine->DoMuzzleFlash();
// sets the animation on the weapon model iteself
SendWeaponAnim( GetPrimaryAttackActivity() );
//pMarine->DoAnimationEvent(PLAYERANIMEVENT_HEAL);
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
Vector vecSrc = pMarine->Weapon_ShootPosition( );
Vector vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
if ( !pMarine->IsInhabited() && vecSrc.DistTo( pMarine->m_vecOffhandItemSpot ) < 150.0f )
{
vecSrc.x = pMarine->m_vecOffhandItemSpot.x;
vecSrc.y = pMarine->m_vecOffhandItemSpot.y;
vecSrc.z += 50.0f;
}
QAngle ang = pPlayer->EyeAngles();
ang.x = 0;
ang.z = 0;
CShotManipulator Manipulator( vecAiming );
AngularImpulse rotSpeed(0,0,720);
// create the trap
Vector newVel = Manipulator.ApplySpread(GetBulletSpread());
newVel *= ASW_MINE_VELOCITY;
//CASW_TeslaTrap *pEnt =
if ( !pMarine->IsInhabited() )
{
newVel = vec3_origin;
}
CASW_TeslaTrap* pTrap = CASW_TeslaTrap::Tesla_Trap_Create( vecSrc, ang, newVel, rotSpeed, pMarine, this );
if( pTrap )
pTrap->m_hMarineDeployer = pMarine;
pMarine->GetMarineSpeech()->Chatter(CHATTER_MINE_DEPLOYED);
#endif
// decrement ammo
m_iClip1 -= 1;
#ifndef CLIENT_DLL
DestroyIfEmpty( true );
pMarine->OnWeaponFired( this, 1, true );
#endif
m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_FASTEST_REFIRE_TIME;
if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
else
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flLastFireTime = gpGlobals->curtime;
}
void CASW_Weapon_Tesla_Trap::Precache()
{
BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "asw_tesla_trap" );
#endif
}
// mines don't reload
bool CASW_Weapon_Tesla_Trap::Reload()
{
return false;
}
void CASW_Weapon_Tesla_Trap::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_bInReload )
return;
CBasePlayer *pOwner = GetCommander();
if ( pOwner == NULL )
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;
}
}