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 "fx_dod_shared.h"
#include "weapon_dodbipodgun.h"
#include "dod_gamerules.h"
#include "engine/IEngineSound.h"
#ifndef CLIENT_DLL
#include "ndebugoverlay.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( DODBipodWeapon, DT_BipodWeapon )
BEGIN_NETWORK_TABLE( CDODBipodWeapon, DT_BipodWeapon )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bDeployed ) ),
RecvPropInt( RECVINFO( m_iDeployedReloadModelIndex) ),
#else
SendPropBool( SENDINFO( m_bDeployed ) ),
SendPropModelIndex( SENDINFO(m_iDeployedReloadModelIndex) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CDODBipodWeapon )
DEFINE_PRED_FIELD( m_bDeployed, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE )
END_PREDICTION_DATA()
#endif
CDODBipodWeapon::CDODBipodWeapon()
{
}
void CDODBipodWeapon::Spawn()
{
SetDeployed( false );
m_flNextDeployCheckTime = 0;
m_iCurrentWorldModel = 0;
m_iAltFireHint = HINT_USE_DEPLOY;
BaseClass::Spawn();
}
void CDODBipodWeapon::SetDeployed( bool bDeployed )
{
if ( bDeployed == false )
{
m_hDeployedOnEnt = NULL;
m_DeployedEntOrigin = vec3_origin;
m_flDeployedHeight = 0;
#ifdef GAME_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer )
{
pPlayer->HandleDeployedMGKillCount( 0 ); // reset when we undeploy
}
#endif
}
m_bDeployed = bDeployed;
}
void CDODBipodWeapon::Precache( void )
{
// precache base first, it loads weapon scripts
BaseClass::Precache();
const CDODWeaponInfo &info = GetDODWpnData();
if( Q_strlen(info.m_szDeployedModel) > 0 )
{
Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_DEPLOYED );
m_iDeployedModelIndex = CBaseEntity::PrecacheModel( info.m_szDeployedModel );
}
if( Q_strlen(info.m_szDeployedReloadModel) > 0 )
{
Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_DEPLOYED_RELOAD );
m_iDeployedReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szDeployedReloadModel );
}
if( Q_strlen(info.m_szProneDeployedReloadModel) > 0 )
{
Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD );
m_iProneDeployedReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szProneDeployedReloadModel );
}
m_iCurrentWorldModel = m_iWorldModelIndex;
Assert( m_iCurrentWorldModel != 0 );
}
bool CDODBipodWeapon::CanDrop( void )
{
return ( IsDeployed() == false );
}
bool CDODBipodWeapon::CanHolster( void )
{
return ( IsDeployed() == false );
}
void CDODBipodWeapon::Drop( const Vector &vecVelocity )
{
// If a player is killed while deployed, this resets the weapon state
SetDeployed( false );
BaseClass::Drop( vecVelocity );
}
void CDODBipodWeapon::SecondaryAttack( void )
{
// Toggle deployed / undeployed
if ( IsDeployed() )
UndeployBipod();
else
{
if ( CanAttack() )
{
bool bSuccess = AttemptToDeploy();
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
Assert( pPlayer );
if ( !bSuccess )
{
pPlayer->HintMessage( HINT_MG_DEPLOY_USAGE );
}
else
{
#ifndef CLIENT_DLL
pPlayer->RemoveHintTimer( m_iAltFireHint );
#endif
}
}
}
}
bool CDODBipodWeapon::Reload( void )
{
bool bSuccess = BaseClass::Reload();
if ( bSuccess )
{
m_flNextSecondaryAttack = gpGlobals->curtime;
}
return bSuccess;
}
#include "in_buttons.h"
// check in busy frame too, to catch cancelling reloads
void CDODBipodWeapon::ItemBusyFrame( void )
{
BipodThink();
CBasePlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ((pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
SecondaryAttack();
pPlayer->m_nButtons &= ~IN_ATTACK2;
}
BaseClass::ItemBusyFrame();
}
void CDODBipodWeapon::ItemPostFrame( void )
{
BipodThink();
BaseClass::ItemPostFrame();
}
// see if we're still deployed on the same entity at the same height
// in future can be expanded to check when deploying on other ents that may move / die / break
void CDODBipodWeapon::BipodThink( void )
{
if ( m_flNextDeployCheckTime < gpGlobals->curtime )
{
if ( IsDeployed() )
{
if ( CheckDeployEnt() == false )
{
UndeployBipod();
// cancel any reload in progress
m_bInReload = false;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.1;
}
}
m_flNextDeployCheckTime = gpGlobals->curtime + 0.2;
}
}
void CDODBipodWeapon::DoFireEffects()
{
BaseClass::DoFireEffects();
CBaseEntity *pDeployedOn = m_hDeployedOnEnt.Get();
// in future can be expanded to check when deploying on other ents that may move / die / break
if ( pDeployedOn && pDeployedOn->IsPlayer() && IsDeployed() )
{
#ifndef CLIENT_DLL
CSingleUserRecipientFilter user( (CBasePlayer *)pDeployedOn );
enginesound->SetPlayerDSP( user, 32, false );
#endif
}
}
// Do the work of deploying the gun at the current location and angles
void CDODBipodWeapon::DeployBipod( float flHeight, CBaseEntity *pDeployedOn, float flYawLimitLeft, float flYawLimitRight )
{
m_flDeployedHeight = flHeight;
m_hDeployedOnEnt = pDeployedOn;
if ( pDeployedOn )
m_DeployedEntOrigin = pDeployedOn->GetAbsOrigin();
else
m_DeployedEntOrigin = vec3_origin; // world ent
SendWeaponAnim( GetDeployActivity() );
SetDeployed( true );
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
pPlayer->m_Shared.SetDeployed( true, flHeight );
pPlayer->m_Shared.SetDeployedYawLimits( flYawLimitLeft, flYawLimitRight );
// Save this off so we do duck checks later, even though we won't be flagged as ducking
m_bDuckedWhenDeployed = pPlayer->m_Shared.IsDucking();
// More TODO:
// recalc our yaw limits if the item we're deployed on has moved or rotated
// if our new limits are outside our current eye angles, undeploy us
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
}
// Do the work of undeploying the gun
void CDODBipodWeapon::UndeployBipod( void )
{
SendWeaponAnim( GetUndeployActivity() );
SetDeployed( false );
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
pPlayer->m_Shared.SetDeployed( false );
// if we cancelled our reload by undeploying, don't let the reload complete
if ( m_bInReload )
m_bInReload = false;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
pPlayer->m_flNextAttack = m_flNextPrimaryAttack;
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
}
#ifndef CLIENT_DLL
ConVar dod_debugmgdeploy( "dod_debugmgdeploy", "0", FCVAR_CHEAT|FCVAR_GAMEDLL );
#endif
bool CDODBipodWeapon::AttemptToDeploy( void )
{
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer->GetGroundEntity() == NULL )
return false;
if ( pPlayer->m_Shared.IsGettingUpFromProne() || pPlayer->m_Shared.IsGoingProne() )
return false;
CBaseEntity *pDeployedOn = NULL;
float flDeployedHeight = 0.0f;
float flYawLimitLeft = 0;
float flYawLimitRight = 0;
if ( TestDeploy( &flDeployedHeight, &pDeployedOn, &flYawLimitLeft, &flYawLimitRight ) )
{
if ( pPlayer->m_Shared.IsProne() && !pPlayer->m_Shared.IsGettingUpFromProne() )
{
DeployBipod( flDeployedHeight, NULL, flYawLimitLeft, flYawLimitRight );
return true;
}
else
{
float flMinDeployHeight = 24.0;
if( flDeployedHeight >= flMinDeployHeight )
{
DeployBipod( flDeployedHeight, pDeployedOn, flYawLimitLeft, flYawLimitRight );
return true;
}
}
}
return false;
}
bool CDODBipodWeapon::CheckDeployEnt( void )
{
CBaseEntity *pDeployedOn = NULL;
float flDeployedHeight = 0.0f;
if ( TestDeploy( &flDeployedHeight, &pDeployedOn ) == false )
return false;
// If the entity we were deployed on has changed, or has moved, the origin
// of it will be different. If so, recalc our yaw limits.
if ( pDeployedOn )
{
if ( m_DeployedEntOrigin != pDeployedOn->GetAbsOrigin() )
{
float flYawLimitLeft = 0, flYawLimitRight = 0;
TestDeploy( &flDeployedHeight, &pDeployedOn, &flYawLimitLeft, &flYawLimitRight );
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer )
pPlayer->m_Shared.SetDeployedYawLimits( flYawLimitLeft, flYawLimitRight );
m_DeployedEntOrigin = pDeployedOn->GetAbsOrigin();
}
}
// 20 unit tolerance in height
if ( abs( m_flDeployedHeight - flDeployedHeight ) > 20 )
return false;
return true;
}
bool CDODBipodWeapon::TestDeploy( float *flDeployedHeight, CBaseEntity **pDeployedOn, float *flYawLimitLeft /* = NULL */, float *flYawLimitRight /* = NULL */ )
{
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
QAngle angles = pPlayer->EyeAngles();
float flPitch = angles[PITCH];
if( flPitch > 180 )
{
flPitch -= 360;
}
if( flPitch > MIN_DEPLOY_PITCH || flPitch < MAX_DEPLOY_PITCH )
{
return false;
}
bool bSuccess = false;
// if we're not finding the range, test at the current angles
if ( flYawLimitLeft == NULL && flYawLimitRight == NULL )
{
// test our current angle only
bSuccess = TestDeployAngle( pPlayer, flDeployedHeight, pDeployedOn, angles );
}
else
{
float flSaveYaw = angles[YAW];
const float flAngleDelta = 5;
const float flMaxYaw = 45;
float flLeft = 0;
float flRight = 0;
float flTestDeployHeight = 0;
CBaseEntity *pTestDeployedOn = NULL;
// Sweep Left
while ( flLeft <= flMaxYaw )
{
angles[YAW] = flSaveYaw + flLeft;
if ( TestDeployAngle( pPlayer, &flTestDeployHeight, &pTestDeployedOn, angles ) == true )
{
if ( flLeft == 0 ) // first sweep is authoritative on deploy height and entity
{
*flDeployedHeight = flTestDeployHeight;
*pDeployedOn = pTestDeployedOn;
}
else if ( abs( *flDeployedHeight - flTestDeployHeight ) > 20 )
{
// don't allow yaw to a position that is too different in height
break;
}
*flYawLimitLeft = flLeft;
}
else
{
break;
}
flLeft += flAngleDelta;
}
// can't deploy here, drop out early
if ( flLeft <= 0 )
return false;
// we already tested directly ahead and it was clear. skip one test
flRight += flAngleDelta;
// Sweep Right
while ( flRight <= flMaxYaw )
{
angles[YAW] = flSaveYaw - flRight;
if ( TestDeployAngle( pPlayer, &flTestDeployHeight, &pTestDeployedOn, angles ) == true )
{
if ( abs( *flDeployedHeight - flTestDeployHeight ) > 20 )
{
// don't allow yaw to a position that is too different in height
break;
}
*flYawLimitRight = flRight;
}
else
{
break;
}
flRight += flAngleDelta;
}
bSuccess = true;
}
return bSuccess;
}
//ConVar dod_deploy_box_size( "dod_deploy_box_size", "8", FCVAR_REPLICATED );
#include "util_shared.h"
// trace filter that ignores all players except the passed one
class CTraceFilterIgnorePlayersExceptFor : public CTraceFilterSimple
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS( CTraceFilterIgnorePlayersExceptFor, CTraceFilterSimple );
CTraceFilterIgnorePlayersExceptFor( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if ( pEntity->IsPlayer() )
{
if ( pEntity != GetPassEntity() )
{
return false;
}
else
return true;
}
return true;
}
};
#define DEPLOY_DOWNTRACE_FORWARD_DIST 16
#define DEPLOY_DOWNTRACE_OFFSET 16 // yay for magic numbers
bool CDODBipodWeapon::TestDeployAngle( CDODPlayer *pPlayer, float *flDeployedHeight, CBaseEntity **pDeployedOn, QAngle angles )
{
// make sure we are deployed on the same entity at the same height
trace_t tr;
angles[PITCH] = 0;
Vector forward, right, up;
AngleVectors( angles, &forward, &right, &up );
// start at top of player bbox
Vector vecStart = pPlayer->GetAbsOrigin();
float flForwardTraceDist = 32;
// check us as ducking if we are ducked, or if were ducked when we were deployed
bool bDucking = pPlayer->m_Shared.IsDucking() || ( IsDeployed() && m_bDuckedWhenDeployed );
if ( pPlayer->m_Shared.IsProne() )
{
vecStart.z += VEC_PRONE_HULL_MAX[2];
flForwardTraceDist = 16;
}
else if ( bDucking )
{
vecStart.z += VEC_DUCK_HULL_MAX[2];
}
else
{
vecStart.z += 60;
}
int dim = 1; // dod_deploy_box_size.GetInt();
Vector vecDeployTraceBoxSize( dim, dim, dim );
vecStart.z -= vecDeployTraceBoxSize[2];
vecStart.z -= 4;
// sandbags are around 50 units high. Shouldn't be able to deploy on anything a lot higher than that
// optimal standing height ( for animation's sake ) is around 42 units
// optimal ducking height is around 20 units ( 20 unit high object, plus 8 units of gun )
// Start one half box width away from the edge of the player hull
Vector vecForwardStart = vecStart + forward * ( VEC_HULL_MAX_SCALED( pPlayer )[0] + vecDeployTraceBoxSize[0] );
int traceMask = MASK_SOLID;
CBaseEntity *pDeployedOnPlayer = NULL;
if ( m_hDeployedOnEnt && m_hDeployedOnEnt->IsPlayer() )
{
pDeployedOnPlayer = m_hDeployedOnEnt.Get();
}
CTraceFilterIgnorePlayersExceptFor deployedFilter( pDeployedOnPlayer, COLLISION_GROUP_NONE );
CTraceFilterSimple undeployedFilter( pPlayer, COLLISION_GROUP_NONE );
// if we're deployed, skip all players except for the deployed on player
// if we're not, only skip ourselves
ITraceFilter *filter;
if ( IsDeployed() )
filter = &deployedFilter;
else
filter = &undeployedFilter;
UTIL_TraceHull( vecForwardStart,
vecForwardStart + forward * ( flForwardTraceDist - 2 * vecDeployTraceBoxSize[0] ),
-vecDeployTraceBoxSize,
vecDeployTraceBoxSize,
traceMask,
filter,
&tr );
#ifndef CLIENT_DLL
if ( dod_debugmgdeploy.GetBool() )
{
NDebugOverlay::Line( vecForwardStart, vecForwardStart + forward * ( flForwardTraceDist - 2 * vecDeployTraceBoxSize[0] ), 0, 0, 255, true, 0.1 );
NDebugOverlay::Box( vecForwardStart, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 255, 0, 0, 128, 0.1 );
NDebugOverlay::Box( tr.endpos, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 0, 0, 255, 128, 0.1 );
}
#endif
// Test forward, are we trying to deploy into a solid object?
if ( tr.fraction < 1.0 )
{
return false;
}
// If we're prone, we can always deploy, don't do the ground test
if ( pPlayer->m_Shared.IsProne() && !pPlayer->m_Shared.IsGettingUpFromProne() )
{
// MATTTODO: do trace from *front* of player, not from the edge of crouch hull
// this is sufficient
*flDeployedHeight = PRONE_DEPLOY_HEIGHT;
return true;
}
// fix prediction hitch when coming up from prone. client thinks we aren't
// prone, but hull is still prone hull
// assumes prone hull is shorter than duck hull!
if ( pPlayer->WorldAlignMaxs().z <= VEC_PRONE_HULL_MAX.z )
return false;
// Else trace down
Vector vecDownTraceStart = vecStart + forward * ( VEC_HULL_MAX_SCALED( pPlayer )[0] + DEPLOY_DOWNTRACE_FORWARD_DIST );
int iTraceHeight = -( pPlayer->WorldAlignMaxs().z );
// search down from the forward trace
// use the farthest point first. If that fails, move towards the player a few times
// to see if they are trying to deploy on a thin railing
bool bFound = false;
int maxAttempts = 4;
float flHighestTraceEnd = vecDownTraceStart.z + iTraceHeight;
CBaseEntity *pBestDeployEnt = NULL;
while( maxAttempts > 0 )
{
UTIL_TraceHull( vecDownTraceStart,
vecDownTraceStart + Vector(0,0,iTraceHeight), // trace forward one box width
-vecDeployTraceBoxSize,
vecDeployTraceBoxSize,
traceMask,
filter,
&tr );
#ifndef CLIENT_DLL
if ( dod_debugmgdeploy.GetBool() )
{
NDebugOverlay::Line( vecDownTraceStart, tr.endpos, 255, 0, 0, true, 0.1 );
NDebugOverlay::Box( vecDownTraceStart, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 255, 0, 0, 128, 0.1 );
NDebugOverlay::Box( tr.endpos, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 0, 0, 255, 128, 0.1 );
}
#endif
bool bSuccess = ( tr.fraction < 1.0 ) && !tr.startsolid && !tr.allsolid;
// if this is the first one found, set found flag
if ( bSuccess && !bFound )
{
bFound = true;
}
else if ( bFound == true && bSuccess == false )
{
// it failed and we have some data. break here
break;
}
// if this trace is better ( higher ) use this one
if ( tr.endpos.z > flHighestTraceEnd )
{
flHighestTraceEnd = tr.endpos.z;
pBestDeployEnt = tr.m_pEnt;
}
--maxAttempts;
// move towards the player, looking for a better height to deploy on
vecDownTraceStart += forward * -4;
}
if ( bFound == false || pBestDeployEnt == NULL )
return false;
*pDeployedOn = pBestDeployEnt;
*flDeployedHeight = flHighestTraceEnd - vecDeployTraceBoxSize[0] + DEPLOY_DOWNTRACE_OFFSET - pPlayer->GetAbsOrigin().z;
return true;
}
Activity CDODBipodWeapon::GetUndeployActivity( void )
{
return ACT_VM_UNDEPLOY;
}
Activity CDODBipodWeapon::GetDeployActivity( void )
{
return ACT_VM_DEPLOY;
}
Activity CDODBipodWeapon::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if( IsDeployed() )
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
else
actPrim = ACT_VM_PRIMARYATTACK;
return actPrim;
}
Activity CDODBipodWeapon::GetReloadActivity( void )
{
Activity actReload;
if( IsDeployed() )
actReload = ACT_VM_RELOAD_DEPLOYED;
else
actReload = ACT_VM_RELOAD;
return actReload;
}
Activity CDODBipodWeapon::GetIdleActivity( void )
{
Activity actIdle;
if( IsDeployed() )
actIdle = ACT_VM_IDLE_DEPLOYED;
else
actIdle = ACT_VM_IDLE;
return actIdle;
}
float CDODBipodWeapon::GetWeaponAccuracy( float flPlayerSpeed )
{
float flSpread = BaseClass::GetWeaponAccuracy( flPlayerSpeed );
if( IsDeployed() )
{
flSpread = m_pWeaponInfo->m_flSecondaryAccuracy;
}
return flSpread;
}
#ifdef CLIENT_DLL
int CDODBipodWeapon::GetWorldModelIndex( void )
{
if( GetOwner() == NULL )
return m_iWorldModelIndex;
else if( m_bUseAltWeaponModel )
return m_iWorldModelIndex; //override for hand signals etc
else
return m_iCurrentWorldModel;
}
void CDODBipodWeapon::CheckForAltWeapon( int iCurrentState )
{
int iCriteria = GetDODWpnData().m_iAltWpnCriteria;
bool bReloading = ( iCurrentState & ALTWPN_CRITERIA_RELOADING );
if( bReloading )
{
if( IsDeployed() && iCurrentState & ALTWPN_CRITERIA_PRONE &&
iCriteria & ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD )
{
m_iCurrentWorldModel = m_iProneDeployedReloadModelIndex; // prone deployed reload
}
else if( IsDeployed() && iCriteria & ALTWPN_CRITERIA_DEPLOYED_RELOAD )
{
m_iCurrentWorldModel = m_iDeployedReloadModelIndex; // deployed reload
}
else if( iCriteria & ALTWPN_CRITERIA_RELOADING )
{
m_iCurrentWorldModel = m_iReloadModelIndex; // left handed reload
}
else
{
m_iCurrentWorldModel = m_iWorldModelIndex; // normal weapon reload
}
}
else if( IsDeployed() && iCriteria & ALTWPN_CRITERIA_DEPLOYED )
{
m_iCurrentWorldModel = m_iDeployedModelIndex; // bipod down
}
else if( (iCurrentState & iCriteria) & ALTWPN_CRITERIA_FIRING )
{
// don't think we have any weapons that do this
m_iCurrentWorldModel = m_iReloadModelIndex; // left handed shooting?
}
else
{
m_iCurrentWorldModel = m_iWorldModelIndex; // normal weapon
}
}
ConVar deployed_mg_sensitivity( "deployed_mg_sensitivity", "0.9", FCVAR_CHEAT, "Mouse sensitivity while deploying a machine gun" );
void CDODBipodWeapon::OverrideMouseInput( float *x, float *y )
{
if( IsDeployed() )
{
float flSensitivity = deployed_mg_sensitivity.GetFloat();
*x *= flSensitivity;
*y *= flSensitivity;
}
}
#endif