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_portalgun_shared.h"
#include "npcevent.h"
#include "in_buttons.h"
#include "rumble_shared.h"
#include "prop_portal_shared.h"
#ifdef CLIENT_DLL
#define CWeaponPortalgun C_WeaponPortalgun
#endif //#ifdef CLIENT_DLL
acttable_t CWeaponPortalgun::m_acttable[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_PRIMARY, false },
{ ACT_MP_RUN, ACT_MP_RUN_PRIMARY, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_PRIMARY, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_PRIMARY, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_PRIMARY, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_PRIMARY, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_PRIMARY, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_PRIMARY, false },
};
IMPLEMENT_ACTTABLE(CWeaponPortalgun);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponPortalgun::CWeaponPortalgun( void )
{
m_bReloadsSingly = true;
// TODO: specify these in hammer instead of assuming every gun has blue chip
m_bCanFirePortal1 = true;
m_bCanFirePortal2 = false;
m_iLastFiredPortal = 0;
m_fCanPlacePortal1OnThisSurface = 1.0f;
m_fCanPlacePortal2OnThisSurface = 1.0f;
m_fMinRange1 = 0.0f;
m_fMaxRange1 = MAX_TRACE_LENGTH;
m_fMinRange2 = 0.0f;
m_fMaxRange2 = MAX_TRACE_LENGTH;
m_EffectState = (int)EFFECT_NONE;
}
void CWeaponPortalgun::Precache()
{
BaseClass::Precache();
PrecacheModel( PORTALGUN_BEAM_SPRITE );
PrecacheModel( PORTALGUN_BEAM_SPRITE_NOZ );
PrecacheModel( "models/portals/portal1.mdl" );
PrecacheModel( "models/portals/portal2.mdl" );
PrecacheScriptSound( "Portal.ambient_loop" );
PrecacheScriptSound( "Portal.open_blue" );
PrecacheScriptSound( "Portal.open_red" );
PrecacheScriptSound( "Portal.close_blue" );
PrecacheScriptSound( "Portal.close_red" );
PrecacheScriptSound( "Portal.fizzle_moved" );
PrecacheScriptSound( "Portal.fizzle_invalid_surface" );
PrecacheScriptSound( "Weapon_Portalgun.powerup" );
PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" );
#ifndef CLIENT_DLL
PrecacheParticleSystem( "portal_1_projectile_stream" );
PrecacheParticleSystem( "portal_1_projectile_stream_pedestal" );
PrecacheParticleSystem( "portal_2_projectile_stream" );
PrecacheParticleSystem( "portal_2_projectile_stream_pedestal" );
PrecacheParticleSystem( "portal_1_charge" );
PrecacheParticleSystem( "portal_2_charge" );
#endif
}
PRECACHE_WEAPON_REGISTER(weapon_portalgun);
bool CWeaponPortalgun::ShouldDrawCrosshair( void )
{
return true;//( m_fCanPlacePortal1OnThisSurface > 0.5f || m_fCanPlacePortal2OnThisSurface > 0.5f );
}
//-----------------------------------------------------------------------------
// Purpose: Override so only reload one shell at a time
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CWeaponPortalgun::Reload( void )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Play finish reload anim and fill clip
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponPortalgun::FillClip( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner == NULL )
return;
// Add them to the clip
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
{
if ( Clip1() < GetMaxClip1() )
{
m_iClip1++;
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponPortalgun::DryFire( void )
{
WeaponSound(EMPTY);
SendWeaponAnim( ACT_VM_DRYFIRE );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
void CWeaponPortalgun::SetCanFirePortal1( bool bCanFire /*= true*/ )
{
m_bCanFirePortal1 = bCanFire;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( !m_bOpenProngs )
{
DoEffect( EFFECT_HOLDING );
DoEffect( EFFECT_READY );
}
// TODO: Remove muzzle flash when there's an upgrade animation
pOwner->DoMuzzleFlash();
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + 0.25f;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.25f;
// player "shoot" animation
pOwner->SetAnimation( PLAYER_ATTACK1 );
pOwner->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
EmitSound( "Weapon_Portalgun.powerup" );
}
void CWeaponPortalgun::SetCanFirePortal2( bool bCanFire /*= true*/ )
{
m_bCanFirePortal2 = bCanFire;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( !m_bOpenProngs )
{
DoEffect( EFFECT_HOLDING );
DoEffect( EFFECT_READY );
}
// TODO: Remove muzzle flash when there's an upgrade animation
pOwner->DoMuzzleFlash();
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
// player "shoot" animation
pOwner->SetAnimation( PLAYER_ATTACK1 );
pOwner->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
EmitSound( "Weapon_Portalgun.powerup" );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponPortalgun::PrimaryAttack( void )
{
if ( !CanFirePortal1() )
return;
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
#ifndef CLIENT_DLL
inputdata_t inputdata;
inputdata.pActivator = this;
inputdata.pCaller = this;
inputdata.value;//null
FirePortal1( inputdata );
m_OnFiredPortal1.FireOutput( pPlayer, this );
pPlayer->RumbleEffect( RUMBLE_PORTALGUN_LEFT, 0, RUMBLE_FLAGS_NONE );
#endif
pPlayer->DoMuzzleFlash();
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponPortalgun::SecondaryAttack( void )
{
if ( !CanFirePortal2() )
return;
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
#ifndef CLIENT_DLL
inputdata_t inputdata;
inputdata.pActivator = this;
inputdata.pCaller = this;
inputdata.value;//null
FirePortal2( inputdata );
m_OnFiredPortal2.FireOutput( pPlayer, this );
pPlayer->RumbleEffect( RUMBLE_PORTALGUN_RIGHT, 0, RUMBLE_FLAGS_NONE );
#endif
pPlayer->DoMuzzleFlash();
// Don't fire again until fire animation has completed
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
}
void CWeaponPortalgun::DelayAttack( float fDelay )
{
m_flNextPrimaryAttack = gpGlobals->curtime + fDelay;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPortalgun::ItemHolsterFrame( void )
{
// Must be player held
if ( GetOwner() && GetOwner()->IsPlayer() == false )
return;
// We can't be active
if ( GetOwner()->GetActiveWeapon() == this )
return;
// If it's been longer than three seconds, reload
if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )
{
// Reset the timer
m_flHolsterTime = gpGlobals->curtime;
if ( GetOwner() == NULL )
return;
if ( m_iClip1 == GetMaxClip1() )
return;
// Just load the clip with no animations
int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) );
GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() );
m_iClip1 += ammoFill;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPortalgun::Holster( CBaseCombatWeapon *pSwitchingTo )
{
DestroyEffects();
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponPortalgun::Deploy( void )
{
DoEffect( EFFECT_READY );
bool bReturn = BaseClass::Deploy();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
pOwner->SetNextAttack( gpGlobals->curtime );
#ifndef CLIENT_DLL
if( GameRules()->IsMultiplayer() )
{
m_iPortalLinkageGroupID = pOwner->entindex();
Assert( (m_iPortalLinkageGroupID >= 0) && (m_iPortalLinkageGroupID < 256) );
}
#endif
}
return bReturn;
}
void CWeaponPortalgun::WeaponIdle( void )
{
//See if we should idle high or low
if ( WeaponShouldBeLowered() )
{
// Move to lowered position if we're not there yet
if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED
&& GetActivity() != ACT_TRANSITION )
{
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
else if ( HasWeaponIdleTimeElapsed() )
{
// Keep idling low
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
}
else
{
// See if we need to raise immediately
if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED )
{
SendWeaponAnim( ACT_VM_IDLE );
}
else if ( HasWeaponIdleTimeElapsed() )
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPortalgun::StopEffects( bool stopSound )
{
// Turn off our effect state
DoEffect( EFFECT_NONE );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : effectType -
//-----------------------------------------------------------------------------
void CWeaponPortalgun::DoEffect( int effectType, Vector *pos )
{
m_EffectState = effectType;
#ifdef CLIENT_DLL
// Save predicted state
m_nOldEffectState = m_EffectState;
#endif
switch( effectType )
{
case EFFECT_READY:
DoEffectReady();
break;
case EFFECT_HOLDING:
DoEffectHolding();
break;
default:
case EFFECT_NONE:
DoEffectNone();
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Restore
//-----------------------------------------------------------------------------
void CWeaponPortalgun::OnRestore()
{
BaseClass::OnRestore();
// Portalgun effects disappear through level transition, so
// just recreate any effects here
if ( m_EffectState != EFFECT_NONE )
{
DoEffect( m_EffectState, NULL );
}
}
//-----------------------------------------------------------------------------
// On Remove
//-----------------------------------------------------------------------------
void CWeaponPortalgun::UpdateOnRemove(void)
{
DestroyEffects();
BaseClass::UpdateOnRemove();
}