Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_mg42.h"
#include "engine/ivdebugoverlay.h"
#if defined( CLIENT_DLL )
#include "tier1/KeyValues.h"
#include "particles_simple.h"
#include "particles_localspace.h"
#include "fx.h"
#include "c_dod_player.h"
#else
#include "dod_player.h"
#endif
#ifdef CLIENT_DLL
void ToolFramework_PostToolMessage( HTOOLHANDLE hEntity, KeyValues *msg );
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMG42, DT_WeaponMG42 )
#ifdef GAME_DLL
BEGIN_DATADESC( CWeaponMG42 )
DEFINE_THINKFUNC( CoolThink ),
END_DATADESC()
#endif
BEGIN_NETWORK_TABLE( CWeaponMG42, DT_WeaponMG42 )
#ifdef CLIENT_DLL
RecvPropInt ( RECVINFO( m_iWeaponHeat ) ),
RecvPropTime ( RECVINFO( m_flNextCoolTime ) ),
RecvPropBool ( RECVINFO( m_bOverheated ) ),
#else
SendPropInt ( SENDINFO( m_iWeaponHeat ), 7, SPROP_UNSIGNED ),
SendPropFloat ( SENDINFO( m_flNextCoolTime ) ),
SendPropBool ( SENDINFO( m_bOverheated ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponMG42 )
DEFINE_PRED_FIELD( m_iWeaponHeat, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flNextCoolTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD( m_bOverheated, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_mg42, CWeaponMG42 );
PRECACHE_WEAPON_REGISTER( weapon_mg42 );
acttable_t CWeaponMG42::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_MG, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_MG, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_MG, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_MG, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_MG, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MG, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_MG, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_MG, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_MG, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_MG, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_MG, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_MG, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_MG, false },
// Deployed Aim
{ ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_MG, false },
{ ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_MG, false },
// Attack ( prone? deployed? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MG, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_MG, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MG, false },
{ ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_MG, false },
{ ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG,false },
// Reload ( prone? deployed? )
{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_MG, false },
{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_MG, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_MG42, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_MG42, false },
};
IMPLEMENT_ACTTABLE( CWeaponMG42 );
void CWeaponMG42::Spawn( void )
{
m_iWeaponHeat = 0;
m_flNextCoolTime = 0;
m_bOverheated = false;
#ifdef CLIENT_DLL
m_pEmitter = NULL;
m_flParticleAccumulator = 0.0;
m_hParticleMaterial = ParticleMgr()->GetPMaterial( "sprites/effects/bazookapuff" );
#endif
BaseClass::Spawn();
}
#ifdef CLIENT_DLL
CWeaponMG42::~CWeaponMG42()
{
if ( clienttools->IsInRecordingMode() && m_pEmitter.IsValid() && m_pEmitter->GetToolParticleEffectId() != TOOLPARTICLESYSTEMID_INVALID )
{
KeyValues *msg = new KeyValues( "ParticleSystem_ActivateEmitter" );
msg->SetInt( "id", m_pEmitter->GetToolParticleEffectId() );
msg->SetFloat( "time", gpGlobals->curtime );
msg->SetInt( "active", 0 );
msg->SetInt( "emitter", 0 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->SetInt( "emitter", 1 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->SetInt( "emitter", 2 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->SetInt( "emitter", 3 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->deleteThis();
}
}
void CWeaponMG42::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// BUG! This can happen more than once!
if ( updateType == DATA_UPDATE_CREATED )
{
if ( !m_pEmitter.IsValid() )
{
m_pEmitter = CSimpleEmitter::Create( "MGOverheat" );
}
Assert( m_pEmitter.IsValid() );
}
ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
}
// Client Think emits smoke particles based on heat
// ( except if we are holstered )
void CWeaponMG42::ClientThink( void )
{
m_pEmitter->SetSortOrigin( GetAbsOrigin() );
float flEmitRate = 0.0; //particles per second
// Only smoke if we are dropped ( no owner ) or if we have an owner and are active
if ( GetOwner() == NULL || GetOwner()->GetActiveWeapon() == this )
{
if ( m_iWeaponHeat > 85 )
{
flEmitRate = 30;
}
else if ( m_iWeaponHeat > 80 )
{
flEmitRate = 20;
}
else if ( m_iWeaponHeat > 65 )
{
flEmitRate = 10;
}
else if ( m_iWeaponHeat > 50 )
{
flEmitRate = 5;
}
}
m_flParticleAccumulator += ( gpGlobals->frametime * flEmitRate );
while( m_flParticleAccumulator > 0.0 )
{
EmitSmokeParticle();
m_flParticleAccumulator -= 1.0;
}
}
void CWeaponMG42::EmitSmokeParticle( void )
{
Vector vFront, vBack;
QAngle angles;
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
bool bViewModel = false;
// if this is locally owned
if ( GetPlayerOwner() == pLocalPlayer )
{
C_BaseViewModel *vm = pLocalPlayer->GetViewModel( 0 );
if ( !vm )
return;
vm->GetAttachment( 1, vFront, angles );
vm->GetAttachment( 2, vBack, angles );
bViewModel = true;
}
else
{
// could be dropped, or held by another player
GetAttachment( 1, vFront, angles );
GetAttachment( 2, vBack, angles );
}
// Get a position somewhere on the barrel
Vector vPos = vBack + random->RandomFloat(0.0, 1.0 ) * ( vFront - vBack );
SimpleParticle *pParticle = m_pEmitter->AddSimpleParticle( m_hParticleMaterial, vPos );
if ( pParticle )
{
pParticle->m_vecVelocity = Vector( 0,0,12 );
pParticle->m_flRoll = random->RandomFloat( 0, 0.5 );
pParticle->m_flRollDelta = ( random->RandomInt(0,1) == 0 ? 1 : -1 ) * random->RandomFloat( 0.5, 1.0 );
pParticle->m_flDieTime = 1.8f;
pParticle->m_flLifetime = 0;
pParticle->m_uchColor[0] = 200;
pParticle->m_uchColor[1] = 200;
pParticle->m_uchColor[2] = 200;
pParticle->m_uchStartAlpha = 60;
pParticle->m_uchEndAlpha = 0;
pParticle->m_uchStartSize = 4;
pParticle->m_uchEndSize = 25;
pParticle->m_iFlags = 0; //bViewModel ? FLE_VIEWMODEL : 0;
}
}
#else
// This function does the cooling when the weapon is dropped or holstered
// regular, predicted cooling is done in ItemPostFrame
void CWeaponMG42::CoolThink( void )
{
if ( m_iWeaponHeat > 0 )
m_iWeaponHeat--;
SetContextThink( &CWeaponMG42::CoolThink, gpGlobals->curtime + 0.1, COOL_CONTEXT );
}
#endif
void CWeaponMG42::Precache()
{
PrecacheMaterial( "sprites/effects/bazookapuff" );
PrecacheScriptSound( "Weapon_Mg42.OverHeat" );
BaseClass::Precache();
}
bool CWeaponMG42::Reload( void )
{
if( !IsDeployed() )
{
#ifdef CLIENT_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer )
pPlayer->HintMessage( HINT_MG_DEPLOY_TO_RELOAD );
#endif
return false;
}
return BaseClass::Reload();
}
void CWeaponMG42::FinishReload( void )
{
BaseClass::FinishReload();
//Reset the heat when you complete a reload
m_iWeaponHeat = 0;
}
void CWeaponMG42::PrimaryAttack( void )
{
if( m_bOverheated )
{
return;
}
if ( m_iClip1 <= 0 )
{
if (m_bFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
}
return;
}
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
Assert( pPlayer );
if( m_iWeaponHeat >= 99 )
{
//can't fire anymore, wait until heat is below 80
#ifdef CLIENT_DLL
pPlayer->HintMessage( HINT_WEAPON_OVERHEAT );
#endif
m_bOverheated = true;
m_bInAttack = true;
EmitSound( "Weapon_Mg42.OverHeat" );
return;
}
m_iWeaponHeat += 1; //2;
m_flNextCoolTime = gpGlobals->curtime + 0.16f;
if( !IsDeployed() )
{
#ifdef CLIENT_DLL
pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED );
#endif
pPlayer->m_Shared.SetSlowedTime( 0.2 );
float flStamina = pPlayer->m_Shared.GetStamina();
pPlayer->m_Shared.SetStamina( flStamina - 15 );
}
BaseClass::PrimaryAttack();
}
void CWeaponMG42::ItemPostFrame( void )
{
ItemFrameCool();
if( m_iWeaponHeat < 80 )
m_bOverheated = false;
BaseClass::ItemPostFrame();
}
void CWeaponMG42::ItemBusyFrame( void )
{
ItemFrameCool();
BaseClass::ItemBusyFrame();
}
void CWeaponMG42::ItemFrameCool( void )
{
if( gpGlobals->curtime > m_flNextCoolTime )
{
if ( m_iWeaponHeat > 0 )
m_iWeaponHeat--;
m_flNextCoolTime = gpGlobals->curtime + 0.16f;
}
}
bool CWeaponMG42::Deploy( void )
{
// stop the fake cooling when we deploy the weapon
SetContextThink( NULL, 0.0, COOL_CONTEXT );
return BaseClass::Deploy();
}
bool CWeaponMG42::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#ifndef CLIENT_DLL
SetContextThink( &CWeaponMG42::CoolThink, gpGlobals->curtime + 0.1, COOL_CONTEXT );
#endif
return BaseClass::Holster(pSwitchingTo);
}
void CWeaponMG42::Drop( const Vector &vecVelocity )
{
#ifndef CLIENT_DLL
SetContextThink( &CWeaponMG42::CoolThink, gpGlobals->curtime + 0.1, COOL_CONTEXT );
#endif
BaseClass::Drop( vecVelocity );
}
Activity CWeaponMG42::GetReloadActivity( void )
{
return ACT_VM_RELOAD;
}
Activity CWeaponMG42::GetDrawActivity( void )
{
Activity actDraw;
if( 0 && m_iClip1 <= 0 )
actDraw = ACT_VM_DRAW_EMPTY;
else
actDraw = ACT_VM_DRAW;
return actDraw;
}
Activity CWeaponMG42::GetDeployActivity( void )
{
Activity actDeploy;
switch ( m_iClip1 )
{
case 8:
actDeploy = ACT_VM_DEPLOY_8;
break;
case 7:
actDeploy = ACT_VM_DEPLOY_7;
break;
case 6:
actDeploy = ACT_VM_DEPLOY_6;
break;
case 5:
actDeploy = ACT_VM_DEPLOY_5;
break;
case 4:
actDeploy = ACT_VM_DEPLOY_4;
break;
case 3:
actDeploy = ACT_VM_DEPLOY_3;
break;
case 2:
actDeploy = ACT_VM_DEPLOY_2;
break;
case 1:
actDeploy = ACT_VM_DEPLOY_1;
break;
case 0:
actDeploy = ACT_VM_DEPLOY_EMPTY;
break;
default:
actDeploy = ACT_VM_DEPLOY;
break;
}
return actDeploy;
}
Activity CWeaponMG42::GetUndeployActivity( void )
{
Activity actUndeploy;
switch ( m_iClip1 )
{
case 8:
actUndeploy = ACT_VM_UNDEPLOY_8;
break;
case 7:
actUndeploy = ACT_VM_UNDEPLOY_7;
break;
case 6:
actUndeploy = ACT_VM_UNDEPLOY_6;
break;
case 5:
actUndeploy = ACT_VM_UNDEPLOY_5;
break;
case 4:
actUndeploy = ACT_VM_UNDEPLOY_4;
break;
case 3:
actUndeploy = ACT_VM_UNDEPLOY_3;
break;
case 2:
actUndeploy = ACT_VM_UNDEPLOY_2;
break;
case 1:
actUndeploy = ACT_VM_UNDEPLOY_1;
break;
case 0:
actUndeploy = ACT_VM_UNDEPLOY_EMPTY;
break;
default:
actUndeploy = ACT_VM_UNDEPLOY;
break;
}
return actUndeploy;
}
Activity CWeaponMG42::GetIdleActivity( void )
{
Activity actIdle;
if( IsDeployed() )
{
switch ( m_iClip1 )
{
case 8:
actIdle = ACT_VM_IDLE_DEPLOYED_8;
break;
case 7:
actIdle = ACT_VM_IDLE_DEPLOYED_7;
break;
case 6:
actIdle = ACT_VM_IDLE_DEPLOYED_6;
break;
case 5:
actIdle = ACT_VM_IDLE_DEPLOYED_5;
break;
case 4:
actIdle = ACT_VM_IDLE_DEPLOYED_4;
break;
case 3:
actIdle = ACT_VM_IDLE_DEPLOYED_3;
break;
case 2:
actIdle = ACT_VM_IDLE_DEPLOYED_2;
break;
case 1:
actIdle = ACT_VM_IDLE_DEPLOYED_1;
break;
case 0:
actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY;
break;
default:
actIdle = ACT_VM_IDLE_DEPLOYED;
break;
}
}
else
{
switch ( m_iClip1 )
{
case 8:
actIdle = ACT_VM_IDLE_8;
break;
case 7:
actIdle = ACT_VM_IDLE_7;
break;
case 6:
actIdle = ACT_VM_IDLE_6;
break;
case 5:
actIdle = ACT_VM_IDLE_5;
break;
case 4:
actIdle = ACT_VM_IDLE_4;
break;
case 3:
actIdle = ACT_VM_IDLE_3;
break;
case 2:
actIdle = ACT_VM_IDLE_2;
break;
case 1:
actIdle = ACT_VM_IDLE_1;
break;
case 0:
actIdle = ACT_VM_IDLE_EMPTY;
break;
default:
actIdle = ACT_VM_IDLE;
break;
}
}
return actIdle;
}
Activity CWeaponMG42::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if( IsDeployed() )
{
switch ( m_iClip1 )
{
case 8:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_8;
break;
case 7:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_7;
break;
case 6:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_6;
break;
case 5:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_5;
break;
case 4:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_4;
break;
case 3:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_3;
break;
case 2:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_2;
break;
case 1:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_1;
break;
case 0:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY;
break;
default:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
break;
}
}
else
{
switch ( m_iClip1 )
{
case 8:
actPrim = ACT_VM_PRIMARYATTACK_8;
break;
case 7:
actPrim = ACT_VM_PRIMARYATTACK_7;
break;
case 6:
actPrim = ACT_VM_PRIMARYATTACK_6;
break;
case 5:
actPrim = ACT_VM_PRIMARYATTACK_5;
break;
case 4:
actPrim = ACT_VM_PRIMARYATTACK_4;
break;
case 3:
actPrim = ACT_VM_PRIMARYATTACK_3;
break;
case 2:
actPrim = ACT_VM_PRIMARYATTACK_2;
break;
case 1:
actPrim = ACT_VM_PRIMARYATTACK_1;
break;
case 0:
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
break;
default:
actPrim = ACT_VM_PRIMARYATTACK;
break;
}
}
return actPrim;
}
float CWeaponMG42::GetRecoil( void )
{
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if( p && p->m_Shared.IsInMGDeploy() )
{
return 0.0f;
}
return 20;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// This is called after sending this entity's recording state
//-----------------------------------------------------------------------------
void CWeaponMG42::CleanupToolRecordingState( KeyValues *msg )
{
BaseClass::CleanupToolRecordingState( msg );
// Generally, this is used to allow the entity to clean up
// allocated state it put into the message, but here we're going
// to use it to send particle system messages because we
// know the smoke has been recorded at this point
if ( !clienttools->IsInRecordingMode() || !m_pEmitter.IsValid() )
return;
// NOTE: Particle system destruction message will be sent by the particle effect itself.
if ( m_pEmitter->GetToolParticleEffectId() == TOOLPARTICLESYSTEMID_INVALID )
{
int nId = m_pEmitter->AllocateToolParticleEffectId();
KeyValues *msg = new KeyValues( "ParticleSystem_Create" );
msg->SetString( "name", "CWeaponMG42 smoke" );
msg->SetInt( "id", nId );
msg->SetFloat( "time", gpGlobals->curtime );
KeyValues *pEmitter0 = msg->FindKey( "DmeSpriteEmitter", true );
pEmitter0->SetInt( "count", 5 ); // particles per second, when duration is < 0
pEmitter0->SetFloat( "duration", -1 );
pEmitter0->SetString( "material", "sprites/effects/bazookapuff" );
pEmitter0->SetInt( "active", 0 );
KeyValues *pInitializers = pEmitter0->FindKey( "initializers", true );
KeyValues *pPosition = pInitializers->FindKey( "DmeRandomAttachmentPositionEntityInitializer", true );
pPosition->SetPtr( "entindex", (void*)entindex() );
pPosition->SetInt( "attachmentIndex0", 1 );
pPosition->SetInt( "attachmentIndex1", 2 );
KeyValues *pLifetime = pInitializers->FindKey( "DmeRandomLifetimeInitializer", true );
pLifetime->SetFloat( "minLifetime", 1.8f );
pLifetime->SetFloat( "maxLifetime", 1.8f );
KeyValues *pVelocity = pInitializers->FindKey( "DmeConstantVelocityInitializer", true );
pVelocity->SetFloat( "velocityX", 0.0f );
pVelocity->SetFloat( "velocityY", 0.0f );
pVelocity->SetFloat( "velocityZ", 12.0f );
KeyValues *pRoll = pInitializers->FindKey( "DmeRandomRollInitializer", true );
pRoll->SetFloat( "minRoll", 0.0f );
pRoll->SetFloat( "maxRoll", 0.5f );
KeyValues *pRollSpeed = pInitializers->FindKey( "DmeSplitRandomRollSpeedInitializer", true );
pRollSpeed->SetFloat( "minRollSpeed", 0.5f );
pRollSpeed->SetFloat( "maxRollSpeed", 1.0f );
KeyValues *pColor = pInitializers->FindKey( "DmeRandomInterpolatedColorInitializer", true );
pColor->SetColor( "color1", Color( 200, 200, 200, 255 ) );
pColor->SetColor( "color2", Color( 200, 200, 200, 255 ) );
KeyValues *pAlpha = pInitializers->FindKey( "DmeRandomAlphaInitializer", true );
pAlpha->SetInt( "minStartAlpha", 60 );
pAlpha->SetInt( "maxStartAlpha", 60 );
pAlpha->SetInt( "minEndAlpha", 0 );
pAlpha->SetInt( "maxEndAlpha", 0 );
KeyValues *pSize = pInitializers->FindKey( "DmeRandomSizeInitializer", true );
pSize->SetFloat( "minStartSize", 4 );
pSize->SetFloat( "maxStartSize", 4 );
pSize->SetFloat( "minEndSize", 25 );
pSize->SetFloat( "maxEndSize", 25 );
KeyValues *pUpdaters = pEmitter0->FindKey( "updaters", true );
pUpdaters->FindKey( "DmePositionVelocityUpdater", true );
pUpdaters->FindKey( "DmeRollUpdater", true );
pUpdaters->FindKey( "DmeAlphaLinearUpdater", true );
pUpdaters->FindKey( "DmeSizeUpdater", true );
// create emitters for each emission rate: 5,10,20,30
KeyValues *pEmitter1 = pEmitter0->MakeCopy();
pEmitter1->SetInt( "count", 10 );
msg->AddSubKey( pEmitter1 );
KeyValues *pEmitter2 = pEmitter0->MakeCopy();
pEmitter2->SetInt( "count", 20 );
msg->AddSubKey( pEmitter2 );
KeyValues *pEmitter3 = pEmitter0->MakeCopy();
pEmitter3->SetInt( "count", 30 );
msg->AddSubKey( pEmitter3 );
// mark only the appropriate emitter active
bool bHolstered = GetOwner() && GetOwner()->GetActiveWeapon() != this;
if ( !bHolstered )
{
if ( m_iWeaponHeat > 85 )
{
pEmitter3->SetInt( "active", 1 );
}
else if ( m_iWeaponHeat > 80 )
{
pEmitter2->SetInt( "active", 1 );
}
else if ( m_iWeaponHeat > 65 )
{
pEmitter1->SetInt( "active", 1 );
}
else if ( m_iWeaponHeat > 50 )
{
pEmitter0->SetInt( "active", 1 );
}
}
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->deleteThis();
}
else
{
int nEmitterIndex = -1;
bool bHolstered = GetOwner() && GetOwner()->GetActiveWeapon() != this;
if ( !bHolstered )
{
if ( m_iWeaponHeat > 85 )
{
nEmitterIndex = 3;
}
else if ( m_iWeaponHeat > 80 )
{
nEmitterIndex = 2;
}
else if ( m_iWeaponHeat > 65 )
{
nEmitterIndex = 1;
}
else if ( m_iWeaponHeat > 50 )
{
nEmitterIndex = 0;
}
}
KeyValues *msg = new KeyValues( "ParticleSystem_ActivateEmitter" );
msg->SetInt( "id", m_pEmitter->GetToolParticleEffectId() );
msg->SetFloat( "time", gpGlobals->curtime );
msg->SetInt( "emitter", 0 );
msg->SetInt( "active", nEmitterIndex == 0 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->SetInt( "emitter", 1 );
msg->SetInt( "active", nEmitterIndex == 1 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->SetInt( "emitter", 2 );
msg->SetInt( "active", nEmitterIndex == 2 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->SetInt( "emitter", 3 );
msg->SetInt( "active", nEmitterIndex == 3 );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->deleteThis();
}
}
#endif