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956 lines
24 KiB
956 lines
24 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "in_buttons.h" |
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#ifdef CLIENT_DLL |
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#include "c_hl2mp_player.h" |
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#include "c_te_effect_dispatch.h" |
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#else |
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#include "hl2mp_player.h" |
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#include "te_effect_dispatch.h" |
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#include "IEffects.h" |
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#include "Sprite.h" |
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#include "SpriteTrail.h" |
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#include "beam_shared.h" |
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#endif |
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#include "weapon_hl2mpbasehlmpcombatweapon.h" |
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#include "effect_dispatch_data.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//#define BOLT_MODEL "models/crossbow_bolt.mdl" |
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#define BOLT_MODEL "models/weapons/w_missile_closed.mdl" |
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#define BOLT_AIR_VELOCITY 3500 |
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#define BOLT_WATER_VELOCITY 1500 |
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#define BOLT_SKIN_NORMAL 0 |
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#define BOLT_SKIN_GLOW 1 |
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#ifndef CLIENT_DLL |
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extern ConVar sk_plr_dmg_crossbow; |
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extern ConVar sk_npc_dmg_crossbow; |
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void TE_StickyBolt( IRecipientFilter& filter, float delay, Vector vecDirection, const Vector *origin ); |
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//----------------------------------------------------------------------------- |
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// Crossbow Bolt |
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//----------------------------------------------------------------------------- |
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class CCrossbowBolt : public CBaseCombatCharacter |
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{ |
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DECLARE_CLASS( CCrossbowBolt, CBaseCombatCharacter ); |
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public: |
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CCrossbowBolt() { }; |
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~CCrossbowBolt(); |
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Class_T Classify( void ) { return CLASS_NONE; } |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void BubbleThink( void ); |
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void BoltTouch( CBaseEntity *pOther ); |
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bool CreateVPhysics( void ); |
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unsigned int PhysicsSolidMaskForEntity() const; |
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static CCrossbowBolt *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner = NULL ); |
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protected: |
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bool CreateSprites( void ); |
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CHandle<CSprite> m_pGlowSprite; |
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//CHandle<CSpriteTrail> m_pGlowTrail; |
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int m_iDamage; |
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DECLARE_DATADESC(); |
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DECLARE_SERVERCLASS(); |
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}; |
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LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt ); |
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BEGIN_DATADESC( CCrossbowBolt ) |
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// Function Pointers |
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DEFINE_FUNCTION( BubbleThink ), |
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DEFINE_FUNCTION( BoltTouch ), |
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// These are recreated on reload, they don't need storage |
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DEFINE_FIELD( m_pGlowSprite, FIELD_EHANDLE ), |
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//DEFINE_FIELD( m_pGlowTrail, FIELD_EHANDLE ), |
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END_DATADESC() |
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IMPLEMENT_SERVERCLASS_ST( CCrossbowBolt, DT_CrossbowBolt ) |
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END_SEND_TABLE() |
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CCrossbowBolt *CCrossbowBolt::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner ) |
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{ |
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// Create a new entity with CCrossbowBolt private data |
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CCrossbowBolt *pBolt = (CCrossbowBolt *)CreateEntityByName( "crossbow_bolt" ); |
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UTIL_SetOrigin( pBolt, vecOrigin ); |
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pBolt->SetAbsAngles( angAngles ); |
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pBolt->Spawn(); |
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pBolt->SetOwnerEntity( pentOwner ); |
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pBolt->m_iDamage = iDamage; |
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return pBolt; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CCrossbowBolt::~CCrossbowBolt( void ) |
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{ |
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if ( m_pGlowSprite ) |
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{ |
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UTIL_Remove( m_pGlowSprite ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CCrossbowBolt::CreateVPhysics( void ) |
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{ |
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// Create the object in the physics system |
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VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false ); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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unsigned int CCrossbowBolt::PhysicsSolidMaskForEntity() const |
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{ |
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return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CCrossbowBolt::CreateSprites( void ) |
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{ |
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// Start up the eye glow |
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m_pGlowSprite = CSprite::SpriteCreate( "sprites/light_glow02_noz.vmt", GetLocalOrigin(), false ); |
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if ( m_pGlowSprite != NULL ) |
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{ |
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m_pGlowSprite->FollowEntity( this ); |
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m_pGlowSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation ); |
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m_pGlowSprite->SetScale( 0.2f ); |
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m_pGlowSprite->TurnOff(); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CCrossbowBolt::Spawn( void ) |
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{ |
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Precache( ); |
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SetModel( "models/crossbow_bolt.mdl" ); |
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM ); |
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UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) ); |
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SetSolid( SOLID_BBOX ); |
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SetGravity( 0.05f ); |
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// Make sure we're updated if we're underwater |
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UpdateWaterState(); |
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SetTouch( &CCrossbowBolt::BoltTouch ); |
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SetThink( &CCrossbowBolt::BubbleThink ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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CreateSprites(); |
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// Make us glow until we've hit the wall |
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m_nSkin = BOLT_SKIN_GLOW; |
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} |
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void CCrossbowBolt::Precache( void ) |
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{ |
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PrecacheModel( BOLT_MODEL ); |
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// This is used by C_TEStickyBolt, despte being different from above!!! |
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PrecacheModel( "models/crossbow_bolt.mdl" ); |
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PrecacheModel( "sprites/light_glow02_noz.vmt" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pOther - |
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//----------------------------------------------------------------------------- |
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void CCrossbowBolt::BoltTouch( CBaseEntity *pOther ) |
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{ |
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) ) |
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return; |
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if ( pOther->m_takedamage != DAMAGE_NO ) |
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{ |
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trace_t tr, tr2; |
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tr = BaseClass::GetTouchTrace(); |
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Vector vecNormalizedVel = GetAbsVelocity(); |
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ClearMultiDamage(); |
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VectorNormalize( vecNormalizedVel ); |
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if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() ) |
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{ |
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_NEVERGIB ); |
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dmgInfo.AdjustPlayerDamageInflictedForSkillLevel(); |
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); |
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dmgInfo.SetDamagePosition( tr.endpos ); |
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pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); |
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} |
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else |
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{ |
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_iDamage, DMG_BULLET | DMG_NEVERGIB ); |
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f ); |
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dmgInfo.SetDamagePosition( tr.endpos ); |
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pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr ); |
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} |
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ApplyMultiDamage(); |
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//Adrian: keep going through the glass. |
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if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS ) |
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return; |
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SetAbsVelocity( Vector( 0, 0, 0 ) ); |
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// play body "thwack" sound |
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EmitSound( "Weapon_Crossbow.BoltHitBody" ); |
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Vector vForward; |
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AngleVectors( GetAbsAngles(), &vForward ); |
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VectorNormalize ( vForward ); |
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 ); |
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if ( tr2.fraction != 1.0f ) |
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{ |
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// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 ); |
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// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 ); |
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if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) ) |
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{ |
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CEffectData data; |
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data.m_vOrigin = tr2.endpos; |
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data.m_vNormal = vForward; |
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data.m_nEntIndex = tr2.fraction != 1.0f; |
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DispatchEffect( "BoltImpact", data ); |
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} |
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} |
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SetTouch( NULL ); |
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SetThink( NULL ); |
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UTIL_Remove( this ); |
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} |
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else |
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{ |
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trace_t tr; |
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tr = BaseClass::GetTouchTrace(); |
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// See if we struck the world |
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if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) ) |
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{ |
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EmitSound( "Weapon_Crossbow.BoltHitWorld" ); |
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// if what we hit is static architecture, can stay around for a while. |
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Vector vecDir = GetAbsVelocity(); |
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float speed = VectorNormalize( vecDir ); |
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// See if we should reflect off this surface |
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float hitDot = DotProduct( tr.plane.normal, -vecDir ); |
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if ( ( hitDot < 0.5f ) && ( speed > 100 ) ) |
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{ |
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Vector vReflection = 2.0f * tr.plane.normal * hitDot + vecDir; |
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QAngle reflectAngles; |
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VectorAngles( vReflection, reflectAngles ); |
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SetLocalAngles( reflectAngles ); |
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SetAbsVelocity( vReflection * speed * 0.75f ); |
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// Start to sink faster |
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SetGravity( 1.0f ); |
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} |
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else |
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{ |
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SetThink( &CCrossbowBolt::SUB_Remove ); |
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SetNextThink( gpGlobals->curtime + 2.0f ); |
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//FIXME: We actually want to stick (with hierarchy) to what we've hit |
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SetMoveType( MOVETYPE_NONE ); |
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Vector vForward; |
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AngleVectors( GetAbsAngles(), &vForward ); |
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VectorNormalize ( vForward ); |
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CEffectData data; |
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data.m_vOrigin = tr.endpos; |
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data.m_vNormal = vForward; |
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data.m_nEntIndex = 0; |
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DispatchEffect( "BoltImpact", data ); |
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UTIL_ImpactTrace( &tr, DMG_BULLET ); |
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AddEffects( EF_NODRAW ); |
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SetTouch( NULL ); |
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SetThink( &CCrossbowBolt::SUB_Remove ); |
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SetNextThink( gpGlobals->curtime + 2.0f ); |
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if ( m_pGlowSprite != NULL ) |
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{ |
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m_pGlowSprite->TurnOn(); |
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m_pGlowSprite->FadeAndDie( 3.0f ); |
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} |
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} |
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// Shoot some sparks |
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if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER) |
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{ |
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g_pEffects->Sparks( GetAbsOrigin() ); |
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} |
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} |
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else |
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{ |
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// Put a mark unless we've hit the sky |
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if ( ( tr.surface.flags & SURF_SKY ) == false ) |
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{ |
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UTIL_ImpactTrace( &tr, DMG_BULLET ); |
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} |
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UTIL_Remove( this ); |
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} |
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} |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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// SetThink( &CCrossbowBolt::ExplodeThink ); |
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// SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CCrossbowBolt::BubbleThink( void ) |
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{ |
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QAngle angNewAngles; |
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VectorAngles( GetAbsVelocity(), angNewAngles ); |
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SetAbsAngles( angNewAngles ); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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if ( GetWaterLevel() == 0 ) |
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return; |
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UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1f, GetAbsOrigin(), 5 ); |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// CWeaponCrossbow |
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//----------------------------------------------------------------------------- |
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#ifdef CLIENT_DLL |
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#define CWeaponCrossbow C_WeaponCrossbow |
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#endif |
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class CWeaponCrossbow : public CBaseHL2MPCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponCrossbow, CBaseHL2MPCombatWeapon ); |
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public: |
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CWeaponCrossbow( void ); |
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virtual void Precache( void ); |
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virtual void PrimaryAttack( void ); |
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virtual void SecondaryAttack( void ); |
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virtual bool Deploy( void ); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); |
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virtual bool Reload( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void ItemBusyFrame( void ); |
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virtual bool SendWeaponAnim( int iActivity ); |
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#ifndef CLIENT_DLL |
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virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); |
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#endif |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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private: |
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void SetSkin( int skinNum ); |
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void CheckZoomToggle( void ); |
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void FireBolt( void ); |
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void ToggleZoom( void ); |
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// Various states for the crossbow's charger |
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enum ChargerState_t |
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{ |
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CHARGER_STATE_START_LOAD, |
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CHARGER_STATE_START_CHARGE, |
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CHARGER_STATE_READY, |
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CHARGER_STATE_DISCHARGE, |
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CHARGER_STATE_OFF, |
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}; |
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void CreateChargerEffects( void ); |
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void SetChargerState( ChargerState_t state ); |
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void DoLoadEffect( void ); |
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#ifndef CLIENT_DLL |
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DECLARE_ACTTABLE(); |
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#endif |
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private: |
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// Charger effects |
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ChargerState_t m_nChargeState; |
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#ifndef CLIENT_DLL |
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CHandle<CSprite> m_hChargerSprite; |
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#endif |
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CNetworkVar( bool, m_bInZoom ); |
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CNetworkVar( bool, m_bMustReload ); |
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CWeaponCrossbow( const CWeaponCrossbow & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrossbow, DT_WeaponCrossbow ) |
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BEGIN_NETWORK_TABLE( CWeaponCrossbow, DT_WeaponCrossbow ) |
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#ifdef CLIENT_DLL |
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RecvPropBool( RECVINFO( m_bInZoom ) ), |
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RecvPropBool( RECVINFO( m_bMustReload ) ), |
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#else |
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SendPropBool( SENDINFO( m_bInZoom ) ), |
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SendPropBool( SENDINFO( m_bMustReload ) ), |
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#endif |
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END_NETWORK_TABLE() |
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#ifdef CLIENT_DLL |
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BEGIN_PREDICTION_DATA( CWeaponCrossbow ) |
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DEFINE_PRED_FIELD( m_bInZoom, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_bMustReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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END_PREDICTION_DATA() |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_crossbow, CWeaponCrossbow ); |
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PRECACHE_WEAPON_REGISTER( weapon_crossbow ); |
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#ifndef CLIENT_DLL |
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acttable_t CWeaponCrossbow::m_acttable[] = |
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{ |
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false }, |
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false }, |
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false }, |
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false }, |
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false }, |
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false }, |
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false }, |
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}; |
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IMPLEMENT_ACTTABLE(CWeaponCrossbow); |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CWeaponCrossbow::CWeaponCrossbow( void ) |
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{ |
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m_bReloadsSingly = true; |
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m_bFiresUnderwater = true; |
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m_bInZoom = false; |
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m_bMustReload = false; |
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} |
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#define CROSSBOW_GLOW_SPRITE "sprites/light_glow02_noz.vmt" |
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#define CROSSBOW_GLOW_SPRITE2 "sprites/blueflare1.vmt" |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCrossbow::Precache( void ) |
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{ |
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#ifndef CLIENT_DLL |
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UTIL_PrecacheOther( "crossbow_bolt" ); |
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#endif |
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PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" ); |
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PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" ); |
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PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" ); |
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PrecacheModel( CROSSBOW_GLOW_SPRITE ); |
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PrecacheModel( CROSSBOW_GLOW_SPRITE2 ); |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCrossbow::PrimaryAttack( void ) |
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{ |
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if ( m_bInZoom && g_pGameRules->IsMultiplayer() ) |
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{ |
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// FireSniperBolt(); |
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FireBolt(); |
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} |
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else |
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{ |
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FireBolt(); |
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} |
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// Signal a reload |
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m_bMustReload = true; |
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SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCrossbow::SecondaryAttack( void ) |
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{ |
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//NOTENOTE: The zooming is handled by the post/busy frames |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool CWeaponCrossbow::Reload( void ) |
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{ |
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if ( BaseClass::Reload() ) |
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{ |
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m_bMustReload = false; |
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return true; |
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} |
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return false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCrossbow::CheckZoomToggle( void ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( pPlayer->m_afButtonPressed & IN_ATTACK2 ) |
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{ |
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ToggleZoom(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCrossbow::ItemBusyFrame( void ) |
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{ |
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// Allow zoom toggling even when we're reloading |
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CheckZoomToggle(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponCrossbow::ItemPostFrame( void ) |
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{ |
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// Allow zoom toggling |
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CheckZoomToggle(); |
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if ( m_bMustReload && HasWeaponIdleTimeElapsed() ) |
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{ |
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Reload(); |
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} |
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BaseClass::ItemPostFrame(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCrossbow::FireBolt( void ) |
|
{ |
|
if ( m_iClip1 <= 0 ) |
|
{ |
|
if ( !m_bFireOnEmpty ) |
|
{ |
|
Reload(); |
|
} |
|
else |
|
{ |
|
WeaponSound( EMPTY ); |
|
m_flNextPrimaryAttack = 0.15; |
|
} |
|
|
|
return; |
|
} |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
#ifndef CLIENT_DLL |
|
Vector vecAiming = pOwner->GetAutoaimVector( 0 ); |
|
Vector vecSrc = pOwner->Weapon_ShootPosition(); |
|
|
|
QAngle angAiming; |
|
VectorAngles( vecAiming, angAiming ); |
|
|
|
CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, GetHL2MPWpnData().m_iPlayerDamage, pOwner ); |
|
|
|
if ( pOwner->GetWaterLevel() == 3 ) |
|
{ |
|
pBolt->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY ); |
|
} |
|
else |
|
{ |
|
pBolt->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY ); |
|
} |
|
|
|
#endif |
|
|
|
m_iClip1--; |
|
|
|
pOwner->ViewPunch( QAngle( -2, 0, 0 ) ); |
|
|
|
WeaponSound( SINGLE ); |
|
WeaponSound( SPECIAL2 ); |
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
|
|
|
if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) |
|
{ |
|
// HEV suit - indicate out of ammo condition |
|
pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
|
} |
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75; |
|
|
|
DoLoadEffect(); |
|
SetChargerState( CHARGER_STATE_DISCHARGE ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponCrossbow::Deploy( void ) |
|
{ |
|
if ( m_iClip1 <= 0 ) |
|
{ |
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() ); |
|
} |
|
|
|
SetSkin( BOLT_SKIN_GLOW ); |
|
|
|
return BaseClass::Deploy(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pSwitchingTo - |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo ) |
|
{ |
|
if ( m_bInZoom ) |
|
{ |
|
ToggleZoom(); |
|
} |
|
|
|
SetChargerState( CHARGER_STATE_OFF ); |
|
|
|
return BaseClass::Holster( pSwitchingTo ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCrossbow::ToggleZoom( void ) |
|
{ |
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pPlayer == NULL ) |
|
return; |
|
|
|
#ifndef CLIENT_DLL |
|
|
|
if ( m_bInZoom ) |
|
{ |
|
if ( pPlayer->SetFOV( this, 0, 0.2f ) ) |
|
{ |
|
m_bInZoom = false; |
|
} |
|
} |
|
else |
|
{ |
|
if ( pPlayer->SetFOV( this, 20, 0.1f ) ) |
|
{ |
|
m_bInZoom = true; |
|
} |
|
} |
|
#endif |
|
} |
|
|
|
#define BOLT_TIP_ATTACHMENT 2 |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCrossbow::CreateChargerEffects( void ) |
|
{ |
|
#ifndef CLIENT_DLL |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( m_hChargerSprite != NULL ) |
|
return; |
|
|
|
m_hChargerSprite = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE, GetAbsOrigin(), false ); |
|
|
|
if ( m_hChargerSprite ) |
|
{ |
|
m_hChargerSprite->SetAttachment( pOwner->GetViewModel(), BOLT_TIP_ATTACHMENT ); |
|
m_hChargerSprite->SetTransparency( kRenderTransAdd, 255, 128, 0, 255, kRenderFxNoDissipation ); |
|
m_hChargerSprite->SetBrightness( 0 ); |
|
m_hChargerSprite->SetScale( 0.1f ); |
|
m_hChargerSprite->TurnOff(); |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : skinNum - |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCrossbow::SetSkin( int skinNum ) |
|
{ |
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
CBaseViewModel *pViewModel = pOwner->GetViewModel(); |
|
|
|
if ( pViewModel == NULL ) |
|
return; |
|
|
|
pViewModel->m_nSkin = skinNum; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCrossbow::DoLoadEffect( void ) |
|
{ |
|
SetSkin( BOLT_SKIN_GLOW ); |
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
|
|
|
if ( pOwner == NULL ) |
|
return; |
|
|
|
CBaseViewModel *pViewModel = pOwner->GetViewModel(); |
|
|
|
if ( pViewModel == NULL ) |
|
return; |
|
|
|
CEffectData data; |
|
|
|
#ifdef CLIENT_DLL |
|
data.m_hEntity = pViewModel->GetRefEHandle(); |
|
#else |
|
data.m_nEntIndex = pViewModel->entindex(); |
|
#endif |
|
data.m_nAttachmentIndex = 1; |
|
|
|
DispatchEffect( "CrossbowLoad", data ); |
|
|
|
#ifndef CLIENT_DLL |
|
|
|
CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false ); |
|
|
|
if ( pBlast ) |
|
{ |
|
pBlast->SetAttachment( pOwner->GetViewModel(), 1 ); |
|
pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone ); |
|
pBlast->SetBrightness( 128 ); |
|
pBlast->SetScale( 0.2f ); |
|
pBlast->FadeOutFromSpawn(); |
|
} |
|
#endif |
|
|
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : state - |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCrossbow::SetChargerState( ChargerState_t state ) |
|
{ |
|
// Make sure we're setup |
|
CreateChargerEffects(); |
|
|
|
// Don't do this twice |
|
if ( state == m_nChargeState ) |
|
return; |
|
|
|
m_nChargeState = state; |
|
|
|
switch( m_nChargeState ) |
|
{ |
|
case CHARGER_STATE_START_LOAD: |
|
|
|
WeaponSound( SPECIAL1 ); |
|
|
|
// Shoot some sparks and draw a beam between the two outer points |
|
DoLoadEffect(); |
|
|
|
break; |
|
#ifndef CLIENT_DLL |
|
case CHARGER_STATE_START_CHARGE: |
|
{ |
|
if ( m_hChargerSprite == NULL ) |
|
break; |
|
|
|
m_hChargerSprite->SetBrightness( 32, 0.5f ); |
|
m_hChargerSprite->SetScale( 0.025f, 0.5f ); |
|
m_hChargerSprite->TurnOn(); |
|
} |
|
|
|
break; |
|
|
|
case CHARGER_STATE_READY: |
|
{ |
|
// Get fully charged |
|
if ( m_hChargerSprite == NULL ) |
|
break; |
|
|
|
m_hChargerSprite->SetBrightness( 80, 1.0f ); |
|
m_hChargerSprite->SetScale( 0.1f, 0.5f ); |
|
m_hChargerSprite->TurnOn(); |
|
} |
|
|
|
break; |
|
|
|
case CHARGER_STATE_DISCHARGE: |
|
{ |
|
SetSkin( BOLT_SKIN_NORMAL ); |
|
|
|
if ( m_hChargerSprite == NULL ) |
|
break; |
|
|
|
m_hChargerSprite->SetBrightness( 0 ); |
|
m_hChargerSprite->TurnOff(); |
|
} |
|
|
|
break; |
|
#endif |
|
case CHARGER_STATE_OFF: |
|
{ |
|
SetSkin( BOLT_SKIN_NORMAL ); |
|
|
|
#ifndef CLIENT_DLL |
|
if ( m_hChargerSprite == NULL ) |
|
break; |
|
|
|
m_hChargerSprite->SetBrightness( 0 ); |
|
m_hChargerSprite->TurnOff(); |
|
#endif |
|
} |
|
break; |
|
|
|
default: |
|
break; |
|
} |
|
} |
|
|
|
#ifndef CLIENT_DLL |
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : *pEvent - |
|
// *pOperator - |
|
//----------------------------------------------------------------------------- |
|
void CWeaponCrossbow::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) |
|
{ |
|
switch( pEvent->event ) |
|
{ |
|
case EVENT_WEAPON_THROW: |
|
SetChargerState( CHARGER_STATE_START_LOAD ); |
|
break; |
|
|
|
case EVENT_WEAPON_THROW2: |
|
SetChargerState( CHARGER_STATE_START_CHARGE ); |
|
break; |
|
|
|
case EVENT_WEAPON_THROW3: |
|
SetChargerState( CHARGER_STATE_READY ); |
|
break; |
|
|
|
default: |
|
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); |
|
break; |
|
} |
|
} |
|
|
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart |
|
// Input : iActivity - activity to play |
|
//----------------------------------------------------------------------------- |
|
bool CWeaponCrossbow::SendWeaponAnim( int iActivity ) |
|
{ |
|
int newActivity = iActivity; |
|
|
|
// The last shot needs a non-loaded activity |
|
if ( ( newActivity == ACT_VM_IDLE ) && ( m_iClip1 <= 0 ) ) |
|
{ |
|
newActivity = ACT_VM_FIDGET; |
|
} |
|
|
|
//For now, just set the ideal activity and be done with it |
|
return BaseClass::SendWeaponAnim( newActivity ); |
|
}
|
|
|