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https://github.com/alliedmodders/hl2sdk.git
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482 lines
14 KiB
C++
482 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Combine guard gun, strider destroyer
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon.h"
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#include "basecombatcharacter.h"
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#include "player.h"
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#include "grenade_ar2.h"
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#include "soundent.h"
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#include "explode.h"
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#include "shake.h"
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#include "energy_wave.h"
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#include "te_particlesystem.h"
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#include "ndebugoverlay.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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//Concussive explosion entity
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class CTEConcussiveExplosion : public CTEParticleSystem
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{
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public:
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DECLARE_CLASS( CTEConcussiveExplosion, CTEParticleSystem );
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DECLARE_SERVERCLASS();
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CTEConcussiveExplosion( const char *name );
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virtual ~CTEConcussiveExplosion( void );
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CNetworkVector( m_vecNormal );
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CNetworkVar( float, m_flScale );
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CNetworkVar( int, m_nRadius );
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CNetworkVar( int, m_nMagnitude );
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};
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IMPLEMENT_SERVERCLASS_ST( CTEConcussiveExplosion, DT_TEConcussiveExplosion )
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SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD ),
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SendPropFloat( SENDINFO(m_flScale), 0, SPROP_NOSCALE ),
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SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CTEConcussiveExplosion::CTEConcussiveExplosion( const char *name ) : BaseClass( name )
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{
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m_nRadius = 0;
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m_nMagnitude = 0;
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m_flScale = 0.0f;
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m_vecNormal.Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CTEConcussiveExplosion::~CTEConcussiveExplosion( void )
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{
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}
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// Singleton to fire TEExplosion objects
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static CTEConcussiveExplosion g_TEConcussiveExplosion( "ConcussiveExplosion" );
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void TE_ConcussiveExplosion( IRecipientFilter& filter, float delay,
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const Vector* pos, float scale, int radius, int magnitude, const Vector* normal )
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{
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g_TEConcussiveExplosion.m_vecOrigin = *pos;
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g_TEConcussiveExplosion.m_flScale = scale;
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g_TEConcussiveExplosion.m_nRadius = radius;
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g_TEConcussiveExplosion.m_nMagnitude = magnitude;
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if ( normal )
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g_TEConcussiveExplosion.m_vecNormal = *normal;
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else
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g_TEConcussiveExplosion.m_vecNormal = Vector(0,0,1);
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// Send it over the wire
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g_TEConcussiveExplosion.Create( filter, delay );
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}
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//Temp ent for the blast
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class CConcussiveBlast : public CBaseEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CConcussiveBlast, CBaseEntity );
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int m_spriteTexture;
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CConcussiveBlast( void ) {}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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void Precache( void )
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{
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m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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void Explode( float magnitude )
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{
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//Create a concussive explosion
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CPASFilter filter( GetAbsOrigin() );
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Vector vecForward;
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AngleVectors( GetAbsAngles(), &vecForward );
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TE_ConcussiveExplosion( filter, 0.0,
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&GetAbsOrigin(),//position
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1.0f, //scale
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256*magnitude, //radius
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175*magnitude, //magnitude
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&vecForward ); //normal
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int colorRamp = random->RandomInt( 128, 255 );
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//Shockring
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CBroadcastRecipientFilter filter2;
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te->BeamRingPoint( filter2, 0,
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GetAbsOrigin(), //origin
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16, //start radius
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300*magnitude, //end radius
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m_spriteTexture, //texture
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0, //halo index
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0, //start frame
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2, //framerate
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0.3f, //life
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128, //width
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16, //spread
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0, //amplitude
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colorRamp, //r
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colorRamp, //g
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255, //g
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24, //a
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128 //speed
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);
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//Do the radius damage
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RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), 200, DMG_BLAST|DMG_DISSOLVE ), GetAbsOrigin(), 256, CLASS_NONE, NULL );
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UTIL_Remove( this );
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}
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};
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LINK_ENTITY_TO_CLASS( concussiveblast, CConcussiveBlast );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CConcussiveBlast )
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// DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Create a concussive blast entity and detonate it
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//-----------------------------------------------------------------------------
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void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude )
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{
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QAngle angles;
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VectorAngles( surfaceNormal, angles );
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CConcussiveBlast *pBlast = (CConcussiveBlast *) CBaseEntity::Create( "concussiveblast", origin, angles, pOwner );
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if ( pBlast )
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{
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pBlast->Explode( magnitude );
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}
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}
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// Combine Guard weapon
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#if 0
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class CWeaponCGuard : public CBaseHLCombatWeapon
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponCGuard, CBaseHLCombatWeapon );
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DECLARE_SERVERCLASS();
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CWeaponCGuard( void );
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void Precache( void );
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void PrimaryAttack( void );
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void AddViewKick( void );
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void DelayedFire( void );
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void ItemPostFrame( void );
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void AlertTargets( void );
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void UpdateLasers( void );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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DECLARE_ACTTABLE();
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protected:
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float m_flChargeTime;
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bool m_bFired;
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int m_beamIndex;
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int m_haloIndex;
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponCGuard, DT_WeaponCGuard)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_cguard, CWeaponCGuard );
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PRECACHE_WEAPON_REGISTER( weapon_cguard );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CWeaponCGuard )
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DEFINE_FIELD( m_flChargeTime, FIELD_TIME ),
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DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ),
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// DEFINE_FIELD( m_beamIndex, FIELD_INTEGER ),
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// DEFINE_FIELD( m_haloIndex, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Maps base activities to weapons-specific ones so our characters do the right things.
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//-----------------------------------------------------------------------------
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acttable_t CWeaponCGuard::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true }
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};
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IMPLEMENT_ACTTABLE( CWeaponCGuard );
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CWeaponCGuard::CWeaponCGuard( void )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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m_flChargeTime = gpGlobals->curtime;
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m_bFired = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCGuard::Precache( void )
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{
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UTIL_PrecacheOther( "concussiveblast" );
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m_beamIndex = PrecacheModel( "sprites/bluelaser1.vmt" );
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m_haloIndex = PrecacheModel( "sprites/blueshaft1.vmt" );
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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 CWeaponCGuard::AlertTargets( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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// Fire the bullets
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );
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Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
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trace_t tr;
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UTIL_TraceLine( vecSrc, impactPoint, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
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if ( (vecSrc-tr.endpos).Length() > 1024 )
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return;
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CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 128, 0.5f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCGuard::UpdateLasers( void )
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{
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//Only update the lasers whilst charging
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if ( ( m_flChargeTime < gpGlobals->curtime ) || ( m_bFired ) )
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return;
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Vector start, end, v_forward, v_right, v_up;
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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pPlayer->GetVectors( &v_forward, &v_right, &v_up );
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//Get the position of the laser
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start = pPlayer->Weapon_ShootPosition( );
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start += ( v_forward * 8.0f ) + ( v_right * 3.0f ) + ( v_up * -2.0f );
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end = start + ( v_forward * MAX_TRACE_LENGTH );
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float angleOffset = ( 1.0f - ( m_flChargeTime - gpGlobals->curtime ) ) / 1.0f;
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Vector offset[4];
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offset[0] = Vector( 0.0f, 0.5f, -0.5f );
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offset[1] = Vector( 0.0f, 0.5f, 0.5f );
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offset[2] = Vector( 0.0f, -0.5f, -0.5f );
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offset[3] = Vector( 0.0f, -0.5f, 0.5f );
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QAngle v_ang;
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Vector v_dir;
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angleOffset *= 2.0f;
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if ( angleOffset > 1.0f )
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angleOffset = 1.0f;
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for ( int i = 0; i < 4; i++ )
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{
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Vector ofs = start + ( v_forward * offset[i][0] ) + ( v_right * offset[i][1] ) + ( v_up * offset[i][2] );
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float hScale = ( offset[i][1] <= 0.0f ) ? 1.0f : -1.0f;
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float vScale = ( offset[i][2] <= 0.0f ) ? 1.0f : -1.0f;
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VectorAngles( v_forward, v_ang );
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v_ang[PITCH] = UTIL_AngleMod( v_ang[PITCH] + ( (1.0f-angleOffset) * 15.0f * vScale ) );
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v_ang[YAW] = UTIL_AngleMod( v_ang[YAW] + ( (1.0f-angleOffset) * 15.0f * hScale ) );
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AngleVectors( v_ang, &v_dir );
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trace_t tr;
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UTIL_TraceLine( ofs, ofs + ( v_dir * MAX_TRACE_LENGTH ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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UTIL_Beam( ofs, tr.endpos, m_beamIndex, 0, 0, 2.0f, 0.1f, 2, 0, 1, 0, 255, 255, 255, 32, 100 );
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UTIL_Beam( ofs, tr.endpos, m_haloIndex, 0, 0, 2.0f, 0.1f, 4, 0, 1, 16, 255, 255, 255, 8, 100 );
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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 CWeaponCGuard::PrimaryAttack( void )
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{
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if ( m_flChargeTime >= gpGlobals->curtime )
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return;
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AlertTargets();
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WeaponSound( SPECIAL1 );
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//UTIL_ScreenShake( GetAbsOrigin(), 10.0f, 100.0f, 2.0f, 128, SHAKE_START, false );
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m_flChargeTime = gpGlobals->curtime + 1.0f;
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m_bFired = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCGuard::ItemPostFrame( void )
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{
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//FIXME: UpdateLasers();
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if ( ( m_flChargeTime < gpGlobals->curtime ) && ( m_bFired == false ) )
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{
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DelayedFire();
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}
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BaseClass::ItemPostFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCGuard::DelayedFire( void )
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{
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if ( m_flChargeTime >= gpGlobals->curtime )
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return;
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if ( m_bFired )
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return;
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m_bFired = true;
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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// Abort here to handle burst and auto fire modes
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if ( (GetMaxClip1() != -1 && m_iClip1 == 0) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
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return;
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// MUST call sound before removing a round from the clip of a CMachineGun
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WeaponSound(SINGLE);
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pPlayer->DoMuzzleFlash();
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// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
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// especially if the weapon we're firing has a really fast rate of fire.
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if ( GetSequence() != SelectWeightedSequence( ACT_VM_PRIMARYATTACK ) )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
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if ( UsesClipsForAmmo1() )
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{
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m_iClip1 = m_iClip1 - 1;
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}
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// Fire the bullets
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );
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//Factor in the view kick
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AddViewKick();
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Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
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trace_t tr;
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UTIL_TraceHull( vecSrc, impactPoint, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
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CreateConcussiveBlast( tr.endpos, tr.plane.normal, this, 1.0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCGuard::AddViewKick( void )
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{
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//Get the view kick
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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color32 white = {255, 255, 255, 64};
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UTIL_ScreenFade( pPlayer, white, 0.1, 0, FFADE_IN );
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//Disorient the player
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QAngle angles = pPlayer->GetLocalAngles();
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angles.x += random->RandomInt( -5, 5 );
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angles.y += random->RandomInt( -8, 8 );
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angles.z = 0.0f;
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SetLocalAngles( angles );
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pPlayer->SnapEyeAngles( angles );
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pPlayer->ViewPunch( QAngle( random->RandomInt( -8, -12 ), random->RandomInt( -2, 2 ), random->RandomInt( -8, 8 ) ) );
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}
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#endif
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