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

#include "cbase.h"
#include "props.h"
#include "asw_ammo_drop.h"
#include "asw_ammo_drop_shared.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "asw_weapon.h"
#include "asw_marine_skills.h"
#include "asw_marine_speech.h"
#include "asw_marine_resource.h"
#include "world.h"
#include "asw_util_shared.h"
#include "asw_fx_shared.h"
#include "asw_gamerules.h"
#include "ammodef.h"
#include "asw_weapon_ammo_bag_shared.h"
#include "particle_parse.h"
#include "asw_achievements.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define AMMO_DROP_MODEL "models/items/Ammobag/AmmoBag.mdl"
LINK_ENTITY_TO_CLASS( asw_ammo_drop, CASW_Ammo_Drop );
PRECACHE_WEAPON_REGISTER( asw_ammo_drop );
IMPLEMENT_SERVERCLASS_ST(CASW_Ammo_Drop, DT_ASW_Ammo_Drop)
SendPropInt(SENDINFO(m_iAmmoUnitsRemaining)),
END_SEND_TABLE()
BEGIN_DATADESC( CASW_Ammo_Drop )
DEFINE_FIELD( m_iAmmoUnitsRemaining, FIELD_INTEGER ),
DEFINE_FIELD( m_bSuppliedAmmo, FIELD_BOOLEAN ),
END_DATADESC()
IMPLEMENT_AUTO_LIST( IAmmoDropAutoList );
CASW_Ammo_Drop::CASW_Ammo_Drop()
{
m_iAmmoUnitsRemaining = DEFAULT_AMMO_DROP_UNITS;
}
CASW_Ammo_Drop::~CASW_Ammo_Drop()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Ammo_Drop::Spawn( void )
{
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_BBOX );
SetCollisionGroup( ASW_COLLISION_GROUP_PASSABLE );
Precache();
SetModel(AMMO_DROP_MODEL);
BaseClass::Spawn();
AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
SetCollisionBounds( Vector(-26,-26,0), Vector(26,26,60));
m_takedamage = DAMAGE_NO;
// check for attaching to elevators
trace_t tr;
UTIL_TraceLine( GetAbsOrigin() + Vector(0, 0, 2),
GetAbsOrigin() - Vector(0, 0, 32), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f && tr.m_pEnt && !tr.m_pEnt->IsWorld() && !tr.m_pEnt->IsNPC() )
{
SetParent( tr.m_pEnt );
}
m_iAmmoUnitsRemaining = DEFAULT_AMMO_DROP_UNITS;
}
void CASW_Ammo_Drop::PlayDeploySound()
{
EmitSound("ASW_Ammobag.DropImpact");
}
void CASW_Ammo_Drop::Precache()
{
PrecacheModel( AMMO_DROP_MODEL );
PrecacheScriptSound( "ASW_Ammobag.DropImpact" );
PrecacheScriptSound( "ASW_Ammobag.Pickup_sml" );
PrecacheScriptSound( "ASW_Ammobag.Pickup_med" );
PrecacheScriptSound( "ASW_Ammobag.Pickup_lrg" );
PrecacheScriptSound( "ASW_Ammobag.Fail" );
PrecacheParticleSystem( "ammo_satchel_take_sml" );
PrecacheParticleSystem( "ammo_satchel_take_med" );
PrecacheParticleSystem( "ammo_satchel_take_lrg" );
BaseClass::Precache();
}
int CASW_Ammo_Drop::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
int CASW_Ammo_Drop::UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_FULLCHECK );
}
void CASW_Ammo_Drop::ActivateUseIcon( CASW_Marine* pMarine, int nHoldType )
{
if ( nHoldType == ASW_USE_HOLD_START )
return;
CASW_Weapon *pWeapon = GetAmmoUseUnits( pMarine );
if( pWeapon )
{
int iAmmoType = pWeapon->GetPrimaryAmmoType();
int iGuns = pMarine->GetNumberOfWeaponsUsingAmmo( iAmmoType );
int iMaxAmmoCount = GetAmmoDef()->MaxCarry( iAmmoType, pMarine ) * iGuns;
int iBullets = pMarine->GetAmmoCount( iAmmoType );
int iAmmoCost = GetAmmoUnitCost( iAmmoType );
int iClipsToGive = CASW_Ammo_Drop_Shared::GetAmmoClipsToGive( iAmmoType );
pMarine->SetAmmoCount( MIN( iBullets + pWeapon->GetMaxClip1() * iClipsToGive, iMaxAmmoCount ), iAmmoType );
m_iAmmoUnitsRemaining -= iAmmoCost;
pMarine->GetMarineSpeech()->Chatter(CHATTER_USE);
IGameEvent * event = gameeventmanager->CreateEvent( "ammo_pickup" );
if ( event )
{
CASW_Player *pPlayer = pMarine->GetCommander();
event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) );
event->SetInt( "entindex", pMarine->entindex() );
gameeventmanager->FireEvent( event );
}
if ( m_iAmmoUnitsRemaining <= 0 )
{
CTakeDamageInfo info;
BaseClass::Event_Killed( info );
}
CASW_Marine *pDeployer = m_hDeployer.Get();
if ( pDeployer && pMarine != pDeployer && !m_bSuppliedAmmo )
{
m_bSuppliedAmmo = true;
if ( pDeployer->GetCommander() )
{
pDeployer->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_AMMO_RESUPPLY );
}
}
}
else
{
if ( pMarine->IsInhabited() )
{
CASW_Player *pCommander = pMarine->GetCommander();
if ( pCommander )
{
CSingleUserRecipientFilter filter( pCommander );
EmitSound( filter, pMarine->entindex(), "ASW_Ammobag.Fail", NULL, 0.0f );
}
}
}
}
void CASW_Ammo_Drop::MarineUsing(CASW_Marine* pMarine, float deltatime)
{
}
void CASW_Ammo_Drop::MarineStartedUsing(CASW_Marine* pMarine)
{
}
void CASW_Ammo_Drop::MarineStoppedUsing(CASW_Marine* pMarine)
{
}
bool CASW_Ammo_Drop::IsUsable(CBaseEntity *pUser)
{
return (pUser && pUser->GetAbsOrigin().DistTo(GetAbsOrigin()) < ASW_MARINE_USE_RADIUS); // near enough?
}
int CASW_Ammo_Drop::GetAmmoUnitCost( int iAmmoType )
{
return CASW_Ammo_Drop_Shared::GetAmmoUnitCost( iAmmoType );
}
CASW_Weapon* CASW_Ammo_Drop::GetAmmoUseUnits( CASW_Marine *pMarine )
{
if ( pMarine )
{
CASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon();
if ( !pWeapon || pWeapon->Classify() == CLASS_ASW_AMMO_SATCHEL )
{
//pWeapon
CASW_Weapon *pOtherWeapon = pMarine->GetASWWeapon( 0 );
if ( pOtherWeapon && pOtherWeapon->Classify() != CLASS_ASW_AMMO_SATCHEL )
{
pWeapon = pOtherWeapon;
}
else
{
pOtherWeapon = pMarine->GetASWWeapon( 1 );
if ( pOtherWeapon && pOtherWeapon->Classify() != CLASS_ASW_AMMO_SATCHEL )
{
pWeapon = pOtherWeapon;
}
}
}
if ( pWeapon && pWeapon->IsOffensiveWeapon() )
{
if ( pWeapon->Classify() == CLASS_ASW_CHAINSAW )
return NULL;
int iAmmoType = pWeapon->GetPrimaryAmmoType();
int iGuns = pMarine->GetNumberOfWeaponsUsingAmmo( iAmmoType );
int iMaxAmmoCount = GetAmmoDef()->MaxCarry( iAmmoType, pMarine ) * iGuns;
int iBullets = pMarine->GetAmmoCount( iAmmoType );
int iAmmoCost = CASW_Ammo_Drop_Shared::GetAmmoUnitCost( iAmmoType );
if ( ( iBullets < iMaxAmmoCount ) && ( m_iAmmoUnitsRemaining >= iAmmoCost ) )
{
return pWeapon;
}
}
}
return NULL;
}
int CASW_Ammo_Drop::GetWeaponAmmoInUnits( CASW_Marine *pMarine )
{
if ( pMarine )
{
CASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon();
if ( pWeapon && pWeapon->IsOffensiveWeapon() && ( pWeapon->GetMaxClip1() > 0 ) )
{
int iAmmoType = pWeapon->GetPrimaryAmmoType();
//int iGuns = pMarine->GetNumberOfWeaponsUsingAmmo( iAmmoType );
int iClipsRemaining = pMarine->GetAmmoCount( iAmmoType ) / pWeapon->GetMaxClip1();
int iAmmoCost = GetAmmoUnitCost( iAmmoType );
return iClipsRemaining * iAmmoCost;
}
else
{
return AMMO_UNITS_MAX; // no need for ammo if no offensive weapon
}
}
return AMMO_UNITS_MAX; // no need for ammo if no marine
}
// does first marine need ammo more than second? this allows us to compare regardless of weapon
bool CASW_Ammo_Drop::NeedsAmmoMoreThan( CASW_Marine *pFirstMarine, CASW_Marine *pSecondMarine )
{
return GetWeaponAmmoInUnits( pFirstMarine ) < GetWeaponAmmoInUnits( pSecondMarine );
}
bool CASW_Ammo_Drop::AllowedToPickup( CASW_Marine *pMarine )
{
// if the marine can't use it, the use portion is zero
return ( GetAmmoUseUnits( pMarine ) != NULL );
}