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.
375 lines
11 KiB
375 lines
11 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Laser Rifle & Shield combo |
|
// |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
#include "cbase.h" |
|
#include "weapon_combatshield.h" |
|
#include "weapon_combat_usedwithshieldbase.h" |
|
#include "in_buttons.h" |
|
#include "takedamageinfo.h" |
|
#include "beam_shared.h" |
|
#include "tf_gamerules.h" |
|
|
|
// Damage CVars |
|
ConVar weapon_combat_laserrifle_damage( "weapon_combat_laserrifle_damage","20", FCVAR_REPLICATED, "Laser rifle damage" ); |
|
ConVar weapon_combat_laserrifle_range( "weapon_combat_laserrifle_range","1000", FCVAR_REPLICATED, "Laser rifle maximum range" ); |
|
ConVar weapon_combat_laserrifle_ducking_mod( "weapon_combat_laserrifle_ducking_mod", "0.75", FCVAR_REPLICATED, "Laser rifle ducking ROF modifier" ); |
|
|
|
#if defined( CLIENT_DLL ) |
|
#include "fx.h" |
|
#include "hud.h" |
|
#include "c_te_effect_dispatch.h" |
|
#include <vgui/ISurface.h> |
|
|
|
#define CWeaponCombatLaserRifle C_WeaponCombatLaserRifle |
|
|
|
#else |
|
|
|
#include "te_effect_dispatch.h" |
|
|
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
class CWeaponCombatLaserRifle : public CWeaponCombatUsedWithShieldBase |
|
{ |
|
DECLARE_CLASS( CWeaponCombatLaserRifle, CWeaponCombatUsedWithShieldBase ); |
|
public: |
|
DECLARE_NETWORKCLASS(); |
|
DECLARE_PREDICTABLE(); |
|
|
|
CWeaponCombatLaserRifle( void ); |
|
|
|
virtual const Vector& GetBulletSpread( void ); |
|
virtual void ItemBusyFrame( void ); |
|
virtual void ItemPostFrame( void ); |
|
virtual void PrimaryAttack( void ); |
|
virtual float GetFireRate( void ); |
|
virtual float GetDefaultAnimSpeed( void ); |
|
virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd ); |
|
|
|
void RecalculateAccuracy( void ); |
|
|
|
// All predicted weapons need to implement and return true |
|
virtual bool IsPredicted( void ) const |
|
{ |
|
return true; |
|
} |
|
private: |
|
CWeaponCombatLaserRifle( const CWeaponCombatLaserRifle & ); |
|
|
|
public: |
|
#if defined( CLIENT_DLL ) |
|
virtual bool ShouldPredict( void ) |
|
{ |
|
if ( GetOwner() && |
|
GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
|
return true; |
|
|
|
return BaseClass::ShouldPredict(); |
|
} |
|
virtual void DrawCrosshair( void ); |
|
#endif |
|
|
|
private: |
|
float m_flInaccuracy; |
|
float m_flAccuracyTime; |
|
}; |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
CWeaponCombatLaserRifle::CWeaponCombatLaserRifle( void ) |
|
{ |
|
SetPredictionEligible( true ); |
|
m_flInaccuracy = 0; |
|
m_flAccuracyTime = 0; |
|
} |
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatLaserRifle, DT_WeaponCombatLaserRifle ) |
|
|
|
BEGIN_NETWORK_TABLE( CWeaponCombatLaserRifle, DT_WeaponCombatLaserRifle ) |
|
END_NETWORK_TABLE() |
|
|
|
BEGIN_PREDICTION_DATA( CWeaponCombatLaserRifle ) |
|
END_PREDICTION_DATA() |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_combat_laserrifle, CWeaponCombatLaserRifle ); |
|
PRECACHE_WEAPON_REGISTER(weapon_combat_laserrifle); |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Get the accuracy derived from weapon and player, and return it |
|
//----------------------------------------------------------------------------- |
|
const Vector& CWeaponCombatLaserRifle::GetBulletSpread( void ) |
|
{ |
|
static Vector cone = VECTOR_CONE_8DEGREES; |
|
return cone; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCombatLaserRifle::ItemBusyFrame( void ) |
|
{ |
|
BaseClass::ItemBusyFrame(); |
|
|
|
RecalculateAccuracy(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCombatLaserRifle::ItemPostFrame( void ) |
|
{ |
|
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); |
|
if (!pOwner) |
|
return; |
|
|
|
if ( UsesClipsForAmmo1() ) |
|
{ |
|
CheckReload(); |
|
} |
|
|
|
RecalculateAccuracy(); |
|
|
|
// Handle firing |
|
if ( GetShieldState() == SS_DOWN && !m_bInReload ) |
|
{ |
|
if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) |
|
{ |
|
if ( m_iClip1 > 0 ) |
|
{ |
|
// Fire the plasma shot |
|
PrimaryAttack(); |
|
} |
|
else |
|
{ |
|
Reload(); |
|
} |
|
} |
|
|
|
// Reload button (or fire button when we're out of ammo) |
|
if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) |
|
{ |
|
if ( pOwner->m_nButtons & IN_RELOAD ) |
|
{ |
|
Reload(); |
|
} |
|
else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) ) |
|
{ |
|
if ( !m_iClip1 && HasPrimaryAmmo() ) |
|
{ |
|
Reload(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
// Prevent shield post frame if we're not ready to attack, or we're charging |
|
AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCombatLaserRifle::PrimaryAttack( void ) |
|
{ |
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner(); |
|
if (!pPlayer) |
|
return; |
|
|
|
WeaponSound(SINGLE); |
|
|
|
// Fire the bullets |
|
Vector vecSrc = pPlayer->Weapon_ShootPosition( ); |
|
Vector vecAiming; |
|
pPlayer->EyeVectors( &vecAiming ); |
|
|
|
PlayAttackAnimation( GetPrimaryAttackActivity() ); |
|
|
|
// Reduce the spread if the player's ducking |
|
Vector vecSpread = GetBulletSpread(); |
|
vecSpread *= m_flInaccuracy; |
|
|
|
TFGameRules()->FireBullets( CTakeDamageInfo( this, pPlayer, weapon_combat_laserrifle_damage.GetFloat(), DMG_PLASMA), 1, |
|
vecSrc, vecAiming, vecSpread, weapon_combat_laserrifle_range.GetFloat(), m_iPrimaryAmmoType, 0, entindex(), 0 ); |
|
|
|
m_flInaccuracy += 0.3; |
|
m_flInaccuracy = clamp(m_flInaccuracy, 0, 1); |
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); |
|
m_iClip1 = m_iClip1 - 1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
float CWeaponCombatLaserRifle::GetFireRate( void ) |
|
{ |
|
float flFireRate = ( SequenceDuration() * 0.4 ) + SHARED_RANDOMFLOAT( 0.0, 0.035f ); |
|
|
|
CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() ); |
|
if ( pPlayer ) |
|
{ |
|
// Ducking players should fire more rapidly. |
|
if ( pPlayer->GetFlags() & FL_DUCKING ) |
|
{ |
|
flFireRate *= weapon_combat_laserrifle_ducking_mod.GetFloat(); |
|
} |
|
} |
|
|
|
return flFireRate; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCombatLaserRifle::RecalculateAccuracy( void ) |
|
{ |
|
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner(); |
|
if (!pPlayer) |
|
return; |
|
|
|
m_flAccuracyTime += gpGlobals->frametime; |
|
|
|
while ( m_flAccuracyTime > 0.05 ) |
|
{ |
|
if ( !(pPlayer->GetFlags() & FL_ONGROUND) ) |
|
{ |
|
m_flInaccuracy += 0.05; |
|
} |
|
else if ( pPlayer->GetFlags() & FL_DUCKING ) |
|
{ |
|
m_flInaccuracy -= 0.08; |
|
} |
|
/* |
|
else if ( pPlayer->GetLocalVelocity().LengthSqr() > (100*100) ) |
|
{ |
|
// Never get worse than 1/2 accuracy from running |
|
if ( m_flInaccuracy < 0.25 ) |
|
{ |
|
m_flInaccuracy += 0.01; |
|
if ( m_flInaccuracy > 0.5 ) |
|
{ |
|
m_flInaccuracy = 0.5; |
|
} |
|
} |
|
else if ( m_flInaccuracy > 0.25 ) |
|
{ |
|
m_flInaccuracy -= 0.01; |
|
} |
|
} |
|
*/ |
|
else |
|
{ |
|
m_flInaccuracy -= 0.04; |
|
} |
|
|
|
// Crouching prevents accuracy ever going beyond a point |
|
if ( pPlayer->GetFlags() & FL_DUCKING ) |
|
{ |
|
m_flInaccuracy = clamp(m_flInaccuracy, 0, 0.8); |
|
} |
|
else |
|
{ |
|
m_flInaccuracy = clamp(m_flInaccuracy, 0, 1); |
|
} |
|
|
|
m_flAccuracyTime -= 0.05; |
|
|
|
#ifndef CLIENT_DLL |
|
//if ( m_flInaccuracy ) |
|
//Msg("Inaccuracy %.2f (%.2f)\n", m_flInaccuracy, gpGlobals->curtime ); |
|
#endif |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Match the anim speed to the weapon speed while crouching |
|
//----------------------------------------------------------------------------- |
|
float CWeaponCombatLaserRifle::GetDefaultAnimSpeed( void ) |
|
{ |
|
if ( GetOwner() && GetOwner()->IsPlayer() ) |
|
{ |
|
if ( GetOwner()->GetFlags() & FL_DUCKING ) |
|
return (1.0 + (1.0 - weapon_combat_laserrifle_ducking_mod.GetFloat()) ); |
|
} |
|
|
|
return 1.0; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Draw the laser rifle effect |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCombatLaserRifle::BulletWasFired( const Vector &vecStart, const Vector &vecEnd ) |
|
{ |
|
// Humans fire jazzed up bullets, Aliens fire laserbeams |
|
if ( GetTeamNumber() == TEAM_HUMANS ) |
|
{ |
|
UTIL_Tracer( (Vector&)vecStart, (Vector&)vecEnd, entindex(), 1, 5000, false, "HLaserTracer" ); |
|
} |
|
else |
|
{ |
|
UTIL_Tracer( (Vector&)vecStart, (Vector&)vecEnd, entindex(), 1, 5000, false, "ALaserTracer" ); |
|
} |
|
} |
|
|
|
#ifdef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// Purpose: Draw the weapon's crosshair |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCombatLaserRifle::DrawCrosshair( void ) |
|
{ |
|
BaseClass::DrawCrosshair(); |
|
|
|
// Draw the targeting zone around the crosshair |
|
int r, g, b, a; |
|
gHUD.m_clrYellowish.GetColor( r, g, b, a ); |
|
|
|
// Check to see if we are in vgui mode |
|
C_BaseTFPlayer *pPlayer = static_cast<C_BaseTFPlayer*>( GetOwner() ); |
|
if ( !pPlayer || pPlayer->IsInVGuiInputMode() ) |
|
return; |
|
|
|
// Draw a crosshair & accuracy hoodad |
|
int iBarWidth = XRES(10); |
|
int iBarHeight = YRES(10); |
|
int iTotalWidth = (iBarWidth * 2) + (40 * m_flInaccuracy) + XRES(10); |
|
int iTotalHeight = (iBarHeight * 2) + (40 * m_flInaccuracy) + YRES(10); |
|
|
|
// Horizontal bars |
|
int iLeft = (ScreenWidth() - iTotalWidth) / 2; |
|
int iMidHeight = (ScreenHeight() / 2); |
|
|
|
Color dark( r, g, b, 32 ); |
|
Color light( r, g, b, 160 ); |
|
|
|
vgui::surface()->DrawSetColor( dark ); |
|
|
|
vgui::surface()->DrawFilledRect( iLeft, iMidHeight-1, iLeft+ iBarWidth, iMidHeight + 2 ); |
|
vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight-1, iLeft + iTotalWidth, iMidHeight + 2 ); |
|
|
|
vgui::surface()->DrawSetColor( light ); |
|
|
|
vgui::surface()->DrawFilledRect( iLeft, iMidHeight, iLeft + iBarWidth, iMidHeight + 1 ); |
|
vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight, iLeft + iTotalWidth, iMidHeight + 1 ); |
|
|
|
// Vertical bars |
|
int iTop = (ScreenHeight() - iTotalHeight) / 2; |
|
int iMidWidth = (ScreenWidth() / 2); |
|
|
|
vgui::surface()->DrawSetColor( dark ); |
|
|
|
vgui::surface()->DrawFilledRect( iMidWidth-1, iTop, iMidWidth + 2, iTop + iBarHeight ); |
|
vgui::surface()->DrawFilledRect( iMidWidth-1, iTop + iTotalHeight - iBarHeight, iMidWidth + 2, iTop + iTotalHeight ); |
|
|
|
vgui::surface()->DrawSetColor( light ); |
|
|
|
vgui::surface()->DrawFilledRect( iMidWidth, iTop, iMidWidth + 1, iTop + iBarHeight ); |
|
vgui::surface()->DrawFilledRect( iMidWidth, iTop + iTotalHeight - iBarHeight, iMidWidth + 1, iTop + iTotalHeight ); |
|
} |
|
#endif |