Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "props.h"
#include "asw_sentry_base.h"
#include "asw_sentry_top_machinegun.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "ammodef.h"
#include "asw_gamerules.h"
#include "beam_shared.h"
#include "effect_dispatch_data.h"
#include "particle_parse.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SENTRY_TOP_MODEL "models/sentry_gun/machinegun_top.mdl"
LINK_ENTITY_TO_CLASS( asw_sentry_top_machinegun, CASW_Sentry_Top_Machinegun );
PRECACHE_REGISTER( asw_sentry_top_machinegun );
/*
IMPLEMENT_SERVERCLASS_ST(CASW_Sentry_Top_Machinegun, DT_ASW_Sentry_Top_Machinegun )
END_SEND_TABLE()
*/
BEGIN_DATADESC( CASW_Sentry_Top_Machinegun )
END_DATADESC()
#define ASW_SENTRY_FIRE_RATE 0.08f // time in seconds between each shot
#define ASW_SENTRY_OVERFIRE 0.45f // keep firing for this long after killing someone, because it's more badass
void CASW_Sentry_Top_Machinegun::Spawn( void )
{
BaseClass::Spawn();
if ( GetSentryBase() )
{
m_bHasHysteresis = true;
}
}
void CASW_Sentry_Top_Machinegun::SetTopModel()
{
SetModel(SENTRY_TOP_MODEL);
}
void CASW_Sentry_Top_Machinegun::Fire()
{
if ( !HasAmmo() )
return;
BaseClass::Fire();
Vector diff;
if ( !m_hEnemy )
{
if ( gpGlobals->curtime > m_flFireHysteresisTime )
return; // stop firing altogether
else
{
// we're overfiring
GetVectors( &diff, NULL, NULL );
}
}
else
{
diff = m_hEnemy->WorldSpaceCenter() - GetFiringPosition();
m_flFireHysteresisTime = gpGlobals->curtime + ASW_SENTRY_OVERFIRE ;
}
// if we haven't fired in a few ticks, assume this is the first bullet in a salvo,
// and reset the next fire time such that we fire only one bullet this tick.
// m_fNextFireTime = curtime - m_fNextFireTime >= gpGlobals->interval_per_tick * 3 ? curtime : m_fNextFireTime
m_fNextFireTime = fsel( gpGlobals->curtime - m_fNextFireTime - gpGlobals->interval_per_tick * 3.0f, gpGlobals->curtime, m_fNextFireTime );
CASW_Sentry_Base* const pBase = GetSentryBase();
const float fPriorTickTime = gpGlobals->curtime - gpGlobals->interval_per_tick;
do
{
FireBulletsInfo_t info(1, GetFiringPosition(), diff, GetBulletSpread(),
GetRange(), m_iAmmoType);
info.m_pAttacker = this;
info.m_pAdditionalIgnoreEnt = GetSentryBase();
info.m_flDamage = GetSentryDamage();
info.m_iTracerFreq = 1;
FireBullets(info);
// because we may emit more than one bullet per server tick, space the play time
// of the sounds out so they are at a regular interval. technically what's happening
// here is that we are "queuing up" the bullets that are supposed to be fired this
// frame.
EmitSound( "ASW_Sentry.Fire", gpGlobals->curtime + m_fNextFireTime - fPriorTickTime );
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
//data.m_vNormal = dir;
//data.m_flScale = (float)amount;
CPASFilter filter( data.m_vOrigin );
filter.SetIgnorePredictionCull(true);
DispatchParticleEffect( "muzzle_sentrygun", PATTACH_POINT_FOLLOW, this, "muzzle", false, -1, &filter );
// advance by consistent interval (may cause more than one bullet to be fired per frame)
m_fNextFireTime += ASW_SENTRY_FIRE_RATE;
// use ammo
if ( pBase )
{
pBase->OnFiredShots();
}
} while ( m_fNextFireTime < gpGlobals->curtime );
}
/*
int CASW_Sentry_Top_Machinegun::GetSentryDamage()
{
float flDamage = 10.0f;
if ( ASWGameRules() )
{
ASWGameRules()->ModifyAlienDamageBySkillLevel( flDamage );
}
return flDamage * GetSentryBase()->m_fDamageScale;
}
*/