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1080 lines
24 KiB
1080 lines
24 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: RPG |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "in_buttons.h" |
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#include "hl1mp_basecombatweapon_shared.h" |
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#include "hl1mp_weapon_rpg.h" |
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#ifdef CLIENT_DLL |
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#include "hl1/c_hl1mp_player.h" |
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#include "model_types.h" |
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#include "beamdraw.h" |
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#include "fx_line.h" |
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#include "view.h" |
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#else |
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#include "basecombatcharacter.h" |
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#include "movie_explosion.h" |
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#include "hl1mp_player.h" |
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#include "rope.h" |
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#include "soundent.h" |
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#include "vstdlib/random.h" |
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#include "engine/IEngineSound.h" |
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#include "explode.h" |
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#include "util.h" |
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#include "te_effect_dispatch.h" |
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#include "shake.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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extern ConVar sk_plr_dmg_rpg; |
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void TE_BeamFollow( IRecipientFilter& filter, float delay, |
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int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth, |
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float fadeLength,float r, float g, float b, float a ); |
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#define RPG_LASER_SPRITE "sprites/redglow_mp1" |
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class CLaserDot : public CBaseEntity |
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{ |
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DECLARE_CLASS( CLaserDot, CBaseEntity ); |
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public: |
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CLaserDot( void ); |
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~CLaserDot( void ); |
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static CLaserDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true ); |
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void SetTargetEntity( CBaseEntity *pTarget ) { m_hTargetEnt = pTarget; } |
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CBaseEntity *GetTargetEntity( void ) { return m_hTargetEnt; } |
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void SetLaserPosition( const Vector &origin, const Vector &normal ); |
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Vector GetChasePosition(); |
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void TurnOn( void ); |
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void TurnOff( void ); |
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bool IsOn() const { return m_bIsOn; } |
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void Toggle( void ); |
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int ObjectCaps() { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; } |
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void MakeInvisible( void ); |
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#ifdef CLIENT_DLL |
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virtual bool IsTransparent( void ) { return true; } |
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virtual RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TRANSLUCENT_ENTITY; } |
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virtual int DrawModel( int flags ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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virtual bool ShouldDraw( void ) { return (IsEffectActive(EF_NODRAW)==false); } |
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CMaterialReference m_hSpriteMaterial; |
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#endif |
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protected: |
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Vector m_vecSurfaceNormal; |
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EHANDLE m_hTargetEnt; |
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bool m_bVisibleLaserDot; |
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// bool m_bIsOn; |
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CNetworkVar( bool, m_bIsOn ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_DATADESC(); |
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public: |
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CLaserDot *m_pNext; |
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}; |
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#ifndef CLIENT_DLL |
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//============================================================================= |
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// RPG Rocket |
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//============================================================================= |
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BEGIN_DATADESC( CRpgRocket ) |
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DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_vecAbsVelocity, FIELD_VECTOR ), |
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DEFINE_FIELD( m_flIgniteTime, FIELD_TIME ), |
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//DEFINE_FIELD( m_iTrail, FIELD_INTEGER ), |
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// Function Pointers |
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DEFINE_ENTITYFUNC( RocketTouch ), |
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DEFINE_THINKFUNC( IgniteThink ), |
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DEFINE_THINKFUNC( SeekThink ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( rpg_rocket, CRpgRocket ); |
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IMPLEMENT_SERVERCLASS_ST(CRpgRocket, DT_RpgRocket) |
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END_SEND_TABLE() |
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CRpgRocket::CRpgRocket() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CRpgRocket::Precache( void ) |
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{ |
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PrecacheModel( "models/rpgrocket.mdl" ); |
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PrecacheModel( "sprites/animglow01.vmt" ); |
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PrecacheScriptSound( "Weapon_RPG.RocketIgnite" ); |
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m_iTrail = PrecacheModel("sprites/smoke.vmt"); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// |
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//----------------------------------------------------------------------------- |
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void CRpgRocket::Spawn( void ) |
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{ |
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Precache(); |
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SetSolid( SOLID_BBOX ); |
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SetModel("models/rpgrocket.mdl"); |
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UTIL_SetSize( this, -Vector(0,0,0), Vector(0,0,0) ); |
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SetTouch( &CRpgRocket::RocketTouch ); |
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); |
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SetThink( &CRpgRocket::IgniteThink ); |
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SetNextThink( gpGlobals->curtime + 0.4f ); |
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QAngle angAngs; |
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Vector vecFwd; |
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angAngs = GetAbsAngles(); |
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angAngs.x -= 30; |
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AngleVectors( angAngs, &vecFwd ); |
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SetAbsVelocity( vecFwd * 250 ); |
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SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for rockets |
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m_flDamage = sk_plr_dmg_rpg.GetFloat(); |
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m_DmgRadius = m_flDamage * 2.5; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pOther - |
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//----------------------------------------------------------------------------- |
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void CRpgRocket::RocketTouch( CBaseEntity *pOther ) |
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{ |
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) |
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return; |
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if ( m_hOwner != NULL ) |
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{ |
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m_hOwner->NotifyRocketDied(); |
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} |
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StopSound( "Weapon_RPG.RocketIgnite" ); |
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ExplodeTouch( pOther ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CRpgRocket::IgniteThink( void ) |
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{ |
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SetMoveType( MOVETYPE_FLY ); |
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AddEffects( EF_DIMLIGHT ); |
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EmitSound( "Weapon_RPG.RocketIgnite" ); |
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SetThink( &CRpgRocket::SeekThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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CBroadcastRecipientFilter filter; |
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TE_BeamFollow( filter, 0.0, |
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entindex(), |
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m_iTrail, |
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0, |
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4, |
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5, |
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5, |
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0, |
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224, |
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224, |
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255, |
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255 ); |
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m_flIgniteTime = gpGlobals->curtime; |
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} |
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#define RPG_HOMING_SPEED 0.125f |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CRpgRocket::SeekThink( void ) |
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{ |
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CBaseEntity *pOther = NULL; |
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Vector vecTarget; |
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Vector vecFwd; |
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Vector vecDir; |
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float flDist, flMax, flDot; |
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trace_t tr; |
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AngleVectors( GetAbsAngles(), &vecFwd ); |
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vecTarget = vecFwd; |
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flMax = 4096; |
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// Examine all entities within a reasonable radius |
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while ( (pOther = gEntList.FindEntityByClassname( pOther, "laser_spot" ) ) != NULL) |
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{ |
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CLaserDot *pDot = dynamic_cast<CLaserDot*>(pOther); |
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// if ( pDot->IsActive() ) |
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if ( pDot->IsOn() ) |
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{ |
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UTIL_TraceLine( GetAbsOrigin(), pDot->GetAbsOrigin(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
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if ( tr.fraction >= 0.90 ) |
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{ |
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vecDir = pDot->GetAbsOrigin() - GetAbsOrigin(); |
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flDist = VectorLength( vecDir ); |
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VectorNormalize( vecDir ); |
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flDot = DotProduct( vecFwd, vecDir ); |
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if ( (flDot > 0) && (flDist * (1 - flDot) < flMax) ) |
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{ |
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flMax = flDist * (1 - flDot); |
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vecTarget = vecDir; |
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} |
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} |
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} |
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} |
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QAngle vecAng; |
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VectorAngles( vecTarget, vecAng ); |
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SetAbsAngles( vecAng ); |
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// this acceleration and turning math is totally wrong, but it seems to respond well so don't change it. |
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float flSpeed = GetAbsVelocity().Length(); |
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if ( gpGlobals->curtime - m_flIgniteTime < 1.0 ) |
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{ |
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SetAbsVelocity( GetAbsVelocity() * 0.2 + vecTarget * (flSpeed * 0.8 + 400) ); |
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if ( GetWaterLevel() == 3 ) |
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{ |
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// go slow underwater |
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if ( GetAbsVelocity().Length() > 300 ) |
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{ |
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Vector vecVel = GetAbsVelocity(); |
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VectorNormalize( vecVel ); |
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SetAbsVelocity( vecVel * 300 ); |
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} |
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UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1, GetAbsOrigin(), 4 ); |
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} |
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else |
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{ |
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if ( GetAbsVelocity().Length() > 2000 ) |
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{ |
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Vector vecVel = GetAbsVelocity(); |
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VectorNormalize( vecVel ); |
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SetAbsVelocity( vecVel * 2000 ); |
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} |
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} |
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} |
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else |
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{ |
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if ( IsEffectActive( EF_DIMLIGHT ) ) |
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{ |
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ClearEffects(); |
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} |
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SetAbsVelocity( GetAbsVelocity() * 0.2 + vecTarget * flSpeed * 0.798 ); |
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if ( GetWaterLevel() == 0 && GetAbsVelocity().Length() < 1500 ) |
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{ |
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Detonate(); |
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} |
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} |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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void CRpgRocket::Detonate( void ) |
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{ |
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StopSound( "Weapon_RPG.RocketIgnite" ); |
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BaseClass::Detonate(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// |
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// Input : &vecOrigin - |
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// &vecAngles - |
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// NULL - |
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// |
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// Output : CRpgRocket |
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//----------------------------------------------------------------------------- |
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CRpgRocket *CRpgRocket::Create( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner ) |
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{ |
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CRpgRocket *pRocket = (CRpgRocket *)CreateEntityByName( "rpg_rocket" ); |
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UTIL_SetOrigin( pRocket, vecOrigin ); |
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pRocket->SetAbsAngles( angAngles ); |
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pRocket->Spawn(); |
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pRocket->SetOwnerEntity( pentOwner ); |
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return pRocket; |
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} |
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#endif // endif #ifndef CLIENT_DLL |
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//============================================================================= |
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// Laser Dot |
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//============================================================================= |
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IMPLEMENT_NETWORKCLASS_ALIASED( LaserDot, DT_LaserDot ) |
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BEGIN_NETWORK_TABLE( CLaserDot, DT_LaserDot ) |
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#ifdef CLIENT_DLL |
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RecvPropBool( RECVINFO( m_bIsOn ) ), |
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#else |
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SendPropBool( SENDINFO( m_bIsOn ) ), |
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#endif |
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END_NETWORK_TABLE() |
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#ifndef CLIENT_DLL |
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// a list of laser dots to search quickly |
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CEntityClassList<CLaserDot> g_LaserDotList; |
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template <> CLaserDot *CEntityClassList<CLaserDot>::m_pClassList = NULL; |
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CLaserDot *GetLaserDotList() |
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{ |
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return g_LaserDotList.m_pClassList; |
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} |
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#endif |
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LINK_ENTITY_TO_CLASS( laser_spot, CLaserDot ); |
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BEGIN_DATADESC( CLaserDot ) |
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DEFINE_FIELD( m_vecSurfaceNormal, FIELD_VECTOR ), |
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DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_bVisibleLaserDot, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bIsOn, FIELD_BOOLEAN ), |
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//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ), // don't save - regenerated by constructor |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Finds missiles in cone |
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//----------------------------------------------------------------------------- |
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CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot ) |
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{ |
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return CLaserDot::Create( origin, pOwner, bVisibleDot ); |
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} |
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void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget ) |
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{ |
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CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot ); |
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pDot->SetTargetEntity( pTarget ); |
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} |
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void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable ) |
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{ |
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CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot ); |
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if ( bEnable ) |
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{ |
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pDot->TurnOn(); |
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} |
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else |
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{ |
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pDot->TurnOff(); |
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} |
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} |
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CLaserDot::CLaserDot( void ) |
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{ |
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m_hTargetEnt = NULL; |
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m_bIsOn = true; |
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#ifndef CLIENT_DLL |
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g_LaserDotList.Insert( this ); |
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#endif |
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} |
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CLaserDot::~CLaserDot( void ) |
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{ |
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#ifndef CLIENT_DLL |
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g_LaserDotList.Remove( this ); |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : &origin - |
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// Output : CLaserDot |
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//----------------------------------------------------------------------------- |
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CLaserDot *CLaserDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot ) |
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{ |
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#ifndef CLIENT_DLL |
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CLaserDot *pLaserDot = (CLaserDot *) CBaseEntity::Create( "laser_spot", origin, QAngle(0,0,0) ); |
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if ( pLaserDot == NULL ) |
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return NULL; |
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pLaserDot->m_bVisibleLaserDot = bVisibleDot; |
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pLaserDot->SetMoveType( MOVETYPE_NONE ); |
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pLaserDot->AddSolidFlags( FSOLID_NOT_SOLID ); |
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pLaserDot->AddEffects( EF_NOSHADOW ); |
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UTIL_SetSize( pLaserDot, -Vector(6,6,6), Vector(6,6,6) ); |
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pLaserDot->SetOwnerEntity( pOwner ); |
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pLaserDot->AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); |
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if ( !bVisibleDot ) |
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{ |
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pLaserDot->MakeInvisible(); |
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} |
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return pLaserDot; |
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#else |
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return NULL; |
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#endif |
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} |
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void CLaserDot::SetLaserPosition( const Vector &origin, const Vector &normal ) |
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{ |
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SetAbsOrigin( origin ); |
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m_vecSurfaceNormal = normal; |
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} |
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Vector CLaserDot::GetChasePosition() |
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{ |
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return GetAbsOrigin() - m_vecSurfaceNormal * 10; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CLaserDot::TurnOn( void ) |
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{ |
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m_bIsOn = true; |
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RemoveEffects(EF_NODRAW); |
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if ( m_bVisibleLaserDot ) |
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{ |
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//BaseClass::TurnOn(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CLaserDot::TurnOff( void ) |
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{ |
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m_bIsOn = false; |
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AddEffects(EF_NODRAW); |
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if ( m_bVisibleLaserDot ) |
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{ |
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//BaseClass::TurnOff(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CLaserDot::MakeInvisible( void ) |
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{ |
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} |
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#ifdef CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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// Purpose: Draw our sprite |
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//----------------------------------------------------------------------------- |
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int CLaserDot::DrawModel( int flags ) |
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{ |
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color32 color={255,255,255,255}; |
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Vector vecAttachment, vecDir; |
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QAngle angles; |
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float scale; |
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Vector endPos; |
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C_HL1MP_Player *pOwner = ToHL1MPPlayer( GetOwnerEntity() ); |
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if ( pOwner != NULL && pOwner->IsDormant() == false ) |
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{ |
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// Always draw the dot in front of our faces when in first-person |
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if ( pOwner->IsLocalPlayer() ) |
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{ |
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// Take our view position and orientation |
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vecAttachment = CurrentViewOrigin(); |
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vecDir = CurrentViewForward(); |
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} |
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else |
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{ |
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// Take the eye position and direction |
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vecAttachment = pOwner->EyePosition(); |
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QAngle angles = pOwner->EyeAngles(); |
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AngleVectors( angles, &vecDir ); |
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} |
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trace_t tr; |
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UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * MAX_TRACE_LENGTH ), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); |
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// Backup off the hit plane |
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endPos = tr.endpos + ( tr.plane.normal * 4.0f ); |
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} |
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else |
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{ |
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// Just use our position if we can't predict it otherwise |
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endPos = GetAbsOrigin(); |
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} |
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// Randomly flutter |
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scale = 16.0f + random->RandomFloat( -4.0f, 4.0f ); |
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// Draw our laser dot in space |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->Bind( m_hSpriteMaterial, this ); |
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DrawSprite( endPos, scale, scale, color ); |
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return 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Setup our sprite reference |
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//----------------------------------------------------------------------------- |
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void CLaserDot::OnDataChanged( DataUpdateType_t updateType ) |
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{ |
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if ( updateType == DATA_UPDATE_CREATED ) |
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{ |
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m_hSpriteMaterial.Init( RPG_LASER_SPRITE, TEXTURE_GROUP_CLIENT_EFFECTS ); |
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} |
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} |
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#endif //CLIENT_DLL |
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//============================================================================= |
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// RPG Weapon |
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//============================================================================= |
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LINK_ENTITY_TO_CLASS( weapon_rpg, CWeaponRPG ); |
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PRECACHE_WEAPON_REGISTER( weapon_rpg ); |
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//IMPLEMENT_SERVERCLASS_ST( CWeaponRPG, DT_WeaponRPG ) |
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//END_SEND_TABLE() |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponRPG, DT_WeaponRPG ) |
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BEGIN_DATADESC( CWeaponRPG ) |
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DEFINE_FIELD( m_bIntialStateUpdate, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_bGuiding, FIELD_BOOLEAN ), |
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#ifndef CLIENT_DLL |
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DEFINE_FIELD( m_hLaserDot, FIELD_EHANDLE ), |
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#endif |
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DEFINE_FIELD( m_hMissile, FIELD_EHANDLE ), |
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DEFINE_FIELD( m_bLaserDotSuspended, FIELD_BOOLEAN ), |
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DEFINE_FIELD( m_flLaserDotReviveTime, FIELD_TIME ), |
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END_DATADESC() |
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BEGIN_NETWORK_TABLE( CWeaponRPG, DT_WeaponRPG ) |
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#ifdef CLIENT_DLL |
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RecvPropBool( RECVINFO( m_bIntialStateUpdate ) ), |
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RecvPropBool( RECVINFO( m_bGuiding ) ), |
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RecvPropBool( RECVINFO( m_bLaserDotSuspended ) ), |
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// RecvPropEHandle( RECVINFO( m_hMissile ), RecvProxy_MissileDied ), |
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// RecvPropVector( RECVINFO( m_vecLaserDot ) ), |
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#else |
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SendPropBool( SENDINFO( m_bIntialStateUpdate ) ), |
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SendPropBool( SENDINFO( m_bGuiding ) ), |
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SendPropBool( SENDINFO( m_bLaserDotSuspended ) ), |
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// SendPropEHandle( SENDINFO( m_hMissile ) ), |
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// SendPropVector( SENDINFO( m_vecLaserDot ) ), |
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#endif |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponRPG ) |
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#ifdef CLIENT_DLL |
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DEFINE_PRED_FIELD( m_bIntialStateUpdate, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_bGuiding, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
|
DEFINE_PRED_FIELD( m_bLaserDotSuspended, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
|
DEFINE_PRED_FIELD( m_flLaserDotReviveTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), |
|
#endif |
|
END_PREDICTION_DATA() |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Constructor |
|
//----------------------------------------------------------------------------- |
|
CWeaponRPG::CWeaponRPG( void ) |
|
{ |
|
m_bReloadsSingly = false; |
|
m_bFiresUnderwater = true; |
|
m_bGuiding = true; |
|
m_bIntialStateUpdate = false; |
|
m_bLaserDotSuspended = false; |
|
} |
|
|
|
|
|
CWeaponRPG::~CWeaponRPG() |
|
{ |
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
UTIL_Remove( m_hLaserDot ); |
|
m_hLaserDot = NULL; |
|
} |
|
#endif |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponRPG::ItemPostFrame( void ) |
|
{ |
|
BaseClass::ItemPostFrame(); |
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pPlayer == NULL ) |
|
return; |
|
|
|
//If we're pulling the weapon out for the first time, wait to draw the laser |
|
if ( m_bIntialStateUpdate ) |
|
{ |
|
if ( GetActivity() != ACT_VM_DRAW ) |
|
{ |
|
if ( IsGuiding() && !m_bLaserDotSuspended ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
m_hLaserDot->TurnOn(); |
|
} |
|
#endif |
|
} |
|
|
|
m_bIntialStateUpdate = false; |
|
} |
|
else |
|
{ |
|
return; |
|
} |
|
} |
|
|
|
//Player has toggled guidance state |
|
if ( pPlayer->m_afButtonPressed & IN_ATTACK2 ) |
|
{ |
|
if ( IsGuiding() ) |
|
{ |
|
StopGuiding(); |
|
} |
|
else |
|
{ |
|
StartGuiding(); |
|
} |
|
} |
|
|
|
//Move the laser |
|
UpdateSpot(); |
|
} |
|
|
|
|
|
void CWeaponRPG::Drop( const Vector &vecVelocity ) |
|
{ |
|
StopGuiding(); |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
UTIL_Remove( m_hLaserDot ); |
|
m_hLaserDot = NULL; |
|
} |
|
#endif |
|
|
|
BaseClass::Drop( vecVelocity ); |
|
} |
|
|
|
|
|
int CWeaponRPG::GetDefaultClip1( void ) const |
|
{ |
|
if ( g_pGameRules->IsMultiplayer() ) |
|
{ |
|
// more default ammo in multiplay. |
|
return BaseClass::GetDefaultClip1() * 2; |
|
} |
|
else |
|
{ |
|
return BaseClass::GetDefaultClip1(); |
|
} |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponRPG::Precache( void ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
UTIL_PrecacheOther( "laser_spot" ); |
|
UTIL_PrecacheOther( "rpg_rocket" ); |
|
#endif |
|
|
|
// PrecacheModel( RPG_LASER_SPRITE ); |
|
PrecacheModel( "sprites/redglow_mp1.vmt" ); |
|
|
|
BaseClass::Precache(); |
|
} |
|
|
|
|
|
bool CWeaponRPG::Deploy( void ) |
|
{ |
|
m_bIntialStateUpdate = true; |
|
m_bLaserDotSuspended = false; |
|
CreateLaserPointer(); |
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
m_hLaserDot->TurnOff(); |
|
} |
|
#endif |
|
|
|
if ( m_iClip1 <= 0 ) |
|
{ |
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_RPG_DRAW_UNLOADED, (char*)GetAnimPrefix() ); |
|
} |
|
|
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponRPG::PrimaryAttack( void ) |
|
{ |
|
// Can't have an active missile out |
|
if ( m_hMissile != NULL ) |
|
return; |
|
|
|
// Can't be reloading |
|
if ( GetActivity() == ACT_VM_RELOAD ) |
|
return; |
|
|
|
if ( m_iClip1 <= 0 ) |
|
{ |
|
if ( !m_bFireOnEmpty ) |
|
{ |
|
Reload(); |
|
} |
|
else |
|
{ |
|
WeaponSound( EMPTY ); |
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; |
|
} |
|
} |
|
|
|
Vector vecOrigin; |
|
Vector vecForward; |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
|
WeaponSound( SINGLE ); |
|
#ifndef CLIENT_DLL |
|
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 400, 0.2 ); |
|
#endif |
|
pOwner->DoMuzzleFlash(); |
|
|
|
#ifndef CLIENT_DLL |
|
// Register a muzzleflash for the AI |
|
pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); |
|
#endif |
|
|
|
Vector vForward, vRight, vUp; |
|
|
|
pOwner->EyeVectors( &vForward, &vRight, &vUp ); |
|
|
|
Vector muzzlePoint = pOwner->Weapon_ShootPosition() + vForward * 16.0f + vRight * 8.0f + vUp * -8.0f; |
|
|
|
#ifndef CLIENT_DLL |
|
QAngle vecAngles; |
|
VectorAngles( vForward, vecAngles ); |
|
|
|
CRpgRocket * pMissile = CRpgRocket::Create( muzzlePoint, vecAngles, pOwner ); |
|
pMissile->m_hOwner = this; |
|
pMissile->SetAbsVelocity( pMissile->GetAbsVelocity() + vForward * DotProduct( pOwner->GetAbsVelocity(), vForward ) ); |
|
|
|
m_hMissile = pMissile; |
|
#endif |
|
|
|
pOwner->ViewPunch( QAngle( -5, 0, 0 ) ); |
|
|
|
m_iClip1--; |
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 1.5; |
|
SetWeaponIdleTime( 1.5 ); |
|
|
|
UpdateSpot(); |
|
} |
|
|
|
|
|
void CWeaponRPG::WeaponIdle( void ) |
|
{ |
|
CBaseCombatCharacter *pOwner = GetOwner(); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
if ( !HasWeaponIdleTimeElapsed() ) |
|
return; |
|
|
|
int iAnim; |
|
float flRand = random->RandomFloat( 0, 1 ); |
|
if ( flRand <= 0.75 || IsGuiding() ) |
|
{ |
|
if ( m_iClip1 <= 0 ) |
|
iAnim = ACT_RPG_IDLE_UNLOADED; |
|
else |
|
iAnim = ACT_VM_IDLE; |
|
} |
|
else |
|
{ |
|
if ( m_iClip1 <= 0 ) |
|
iAnim = ACT_RPG_FIDGET_UNLOADED; |
|
else |
|
iAnim = ACT_VM_FIDGET; |
|
} |
|
|
|
SendWeaponAnim( iAnim ); |
|
} |
|
|
|
|
|
void CWeaponRPG::NotifyRocketDied( void ) |
|
{ |
|
m_hMissile = NULL; |
|
|
|
// Can't be reloading |
|
if ( GetActivity() == ACT_VM_RELOAD ) |
|
return; |
|
|
|
// Reload(); |
|
} |
|
|
|
|
|
bool CWeaponRPG::Reload( void ) |
|
{ |
|
CBaseCombatCharacter *pOwner = GetOwner(); |
|
|
|
#if 0 |
|
if ( pOwner == NULL ) |
|
return false; |
|
|
|
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) |
|
return false; |
|
|
|
WeaponSound( RELOAD ); |
|
|
|
SendWeaponAnim( ACT_VM_RELOAD ); |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
m_hLaserDot->TurnOff(); |
|
} |
|
#endif |
|
|
|
m_bLaserDotSuspended = true; |
|
m_flLaserDotReviveTime = gpGlobals->curtime + 2.1; |
|
m_flNextPrimaryAttack = gpGlobals->curtime + 2.1; |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 2.1; |
|
|
|
return true; |
|
#endif |
|
|
|
// Can't be reloading |
|
if ( GetActivity() == ACT_VM_RELOAD ) |
|
return false; |
|
|
|
if ( pOwner == NULL ) |
|
return false; |
|
|
|
if ( m_iClip1 > 0 ) |
|
return false; |
|
|
|
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) |
|
return false; |
|
|
|
// because the RPG waits to autoreload when no missiles are active while the LTD is on, the |
|
// weapons code is constantly calling into this function, but is often denied because |
|
// a) missiles are in flight, but the LTD is on |
|
// or |
|
// b) player is totally out of ammo and has nothing to switch to, and should be allowed to |
|
// shine the designator around |
|
// |
|
// Set the next attack time into the future so that WeaponIdle will get called more often |
|
// than reload, allowing the RPG LTD to be updated |
|
|
|
if ( ( m_hMissile != NULL ) && IsGuiding() ) |
|
{ |
|
// no reloading when there are active missiles tracking the designator. |
|
// ward off future autoreload attempts by setting next attack time into the future for a bit. |
|
return false; |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
m_hLaserDot->TurnOff(); |
|
} |
|
#endif |
|
|
|
m_bLaserDotSuspended = true; |
|
m_flLaserDotReviveTime = gpGlobals->curtime + 2.1; |
|
m_flNextSecondaryAttack = gpGlobals->curtime + 2.1; |
|
|
|
return DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); |
|
} |
|
|
|
|
|
bool CWeaponRPG::Holster( CBaseCombatWeapon *pSwitchingTo ) |
|
{ |
|
// can't put away while guiding a missile. |
|
if ( IsGuiding() && ( m_hMissile != NULL ) ) |
|
return false; |
|
|
|
// StopGuiding(); |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
m_hLaserDot->TurnOff(); |
|
UTIL_Remove( m_hLaserDot ); |
|
m_hLaserDot = NULL; |
|
} |
|
#endif |
|
|
|
m_bLaserDotSuspended = false; |
|
|
|
return BaseClass::Holster( pSwitchingTo ); |
|
} |
|
|
|
|
|
void CWeaponRPG::UpdateSpot( void ) |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pPlayer == NULL ) |
|
return; |
|
|
|
CreateLaserPointer(); |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot == NULL ) |
|
return; |
|
#endif |
|
|
|
if ( IsGuiding() && m_bLaserDotSuspended && ( m_flLaserDotReviveTime <= gpGlobals->curtime ) ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
m_hLaserDot->TurnOn(); |
|
#endif |
|
m_bLaserDotSuspended = false; |
|
} |
|
|
|
//Move the laser dot, if active |
|
trace_t tr; |
|
Vector muzzlePos = pPlayer->Weapon_ShootPosition(); |
|
|
|
Vector forward; |
|
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, &forward ); |
|
|
|
Vector endPos = muzzlePos + ( forward * MAX_TRACE_LENGTH ); |
|
|
|
// Trace out for the endpoint |
|
UTIL_TraceLine( muzzlePos, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); |
|
|
|
// Move the laser sprite |
|
Vector laserPos = tr.endpos + ( tr.plane.normal * 2.0f ); |
|
#ifndef CLIENT_DLL |
|
m_hLaserDot->SetLaserPosition( laserPos, tr.plane.normal ); |
|
#endif |
|
} |
|
|
|
|
|
void CWeaponRPG::CreateLaserPointer( void ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
return; |
|
|
|
m_hLaserDot = CLaserDot::Create( GetAbsOrigin(), GetOwner() ); |
|
if ( !IsGuiding() ) |
|
{ |
|
if ( m_hLaserDot ) |
|
{ |
|
m_hLaserDot->TurnOff(); |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
|
|
bool CWeaponRPG::IsGuiding( void ) |
|
{ |
|
return m_bGuiding; |
|
} |
|
|
|
|
|
void CWeaponRPG::StartGuiding( void ) |
|
{ |
|
m_bGuiding = true; |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
m_hLaserDot->TurnOn(); |
|
} |
|
#endif |
|
|
|
UpdateSpot(); |
|
} |
|
|
|
void CWeaponRPG::StopGuiding( void ) |
|
{ |
|
m_bGuiding = false; |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hLaserDot != NULL ) |
|
{ |
|
m_hLaserDot->TurnOff(); |
|
} |
|
#endif |
|
}
|
|
|