sqwarmed/sdk_src/game/shared/swarm/asw_remote_turret_shared.cpp

747 lines
20 KiB
C++

#include "cbase.h"
#ifdef CLIENT_DLL
#define CBaseAnimating C_BaseAnimating
#define CASW_Remote_Turret C_ASW_Remote_Turret
#include "c_asw_player.h"
#include "c_asw_marine.h"
#include "fx.h"
#include "soundenvelope.h"
#include "c_te_effect_dispatch.h"
#include "c_user_message_register.h"
#include "c_asw_fx.h"
#define CASW_Marine C_ASW_Marine
#else
#include "EntityFlame.h"
#include "asw_player.h"
#include "asw_marine.h"
#include "ai_network.h"
#include "ndebugoverlay.h"
#endif
#include "asw_gamerules.h"
#include "asw_util_shared.h"
#include "igamemovement.h"
#include "in_buttons.h"
#include "asw_remote_turret_shared.h"
#include "ammodef.h"
#include "fmtstr.h"
#include "effect_dispatch_data.h"
#include "particle_parse.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Remote_Turret, DT_ASW_Remote_Turret )
BEGIN_NETWORK_TABLE( CASW_Remote_Turret, DT_ASW_Remote_Turret )
#ifdef CLIENT_DLL
RecvPropEHandle( RECVINFO( m_hUser ) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
RecvPropBool( RECVINFO( m_bUpsideDown ) ),
RecvPropQAngles (RECVINFO(m_angDefault)),
RecvPropQAngles (RECVINFO(m_angViewLimit)),
#else
SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
SendPropEHandle( SENDINFO( m_hUser ) ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11, SPROP_CHANGES_OFTEN ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11, SPROP_CHANGES_OFTEN ),
SendPropBool( SENDINFO( m_bUpsideDown ) ),
SendPropQAngles (SENDINFO(m_angDefault), 10 ),
SendPropQAngles (SENDINFO(m_angViewLimit), 10 ),
#endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( asw_remote_turret, CASW_Remote_Turret );
PRECACHE_WEAPON_REGISTER(asw_remote_turret);
#define ASW_REMOTE_TURRET_MODEL "models/swarm/SentryGun/remoteturret.mdl"
ConVar asw_turret_fire_rate("asw_turret_fire_rate", "0.1f", FCVAR_CHEAT | FCVAR_REPLICATED, "Firing rate of remote controlled turrets");
ConVar asw_turret_turn_rate("asw_turret_turn_rate", "50.0f", FCVAR_CHEAT | FCVAR_REPLICATED, "Turning rate of remote controlled turrets");
extern ConVar asw_weapon_max_shooting_distance;
#ifndef CLIENT_DLL
BEGIN_DATADESC( CASW_Remote_Turret )
DEFINE_KEYFIELD(m_bUpsideDown, FIELD_BOOLEAN, "UpsideDown"),
DEFINE_KEYFIELD( m_angViewLimit, FIELD_VECTOR, "viewlimits" ),
END_DATADESC()
#else
ConVar asw_turret_debug_limits("asw_turret_debug_limits", "0", FCVAR_CHEAT, "Prints debug info about turret turning limits");
#endif // not client
CASW_Remote_Turret::CASW_Remote_Turret()
{
m_angEyeAngles.Init();
m_iAmmoType = GetAmmoDef()->Index("ASW_AG");
m_fNextFireTime = 0;
#ifdef CLIENT_DLL
m_pLoopingSound = NULL;
m_bLastPlaySound = false;
#else
m_hUser = false;
#endif
}
CASW_Remote_Turret::~CASW_Remote_Turret()
{
}
#ifndef CLIENT_DLL
void CASW_Remote_Turret::Spawn()
{
BaseClass::Spawn();
Precache();
SetModel(ASW_REMOTE_TURRET_MODEL);
SetMoveType( MOVETYPE_NONE );
SetSolid(SOLID_BBOX);
SetCollisionGroup( COLLISION_GROUP_NONE );
m_takedamage = DAMAGE_NO;
m_iHealth = 100;
m_iMaxHealth = m_iHealth;
m_angDefault = GetAbsAngles();
if (m_angViewLimit.Get()[0] == 0)
m_angViewLimit.GetForModify()[0] = 60;
if (m_angViewLimit.Get()[1] == 0)
m_angViewLimit.GetForModify()[1] = 60;
}
void CASW_Remote_Turret::Precache()
{
PrecacheModel(ASW_REMOTE_TURRET_MODEL);
PrecacheScriptSound("ASW_Sentry.Fire");
PrecacheScriptSound("ASW_Sentry.Turn");
BaseClass::Precache();
}
#endif // not client
void CASW_Remote_Turret::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
// only care about facing and firing
move->m_vecViewAngles = ucmd->viewangles;
// todo: clamp facing angle here?
move->m_nButtons = ucmd->buttons;
}
// asw
QAngle g_angTurret = QAngle(0,0,0);
bool g_bLastControllingTurret = false;
void CASW_Remote_Turret::SmoothTurretAngle(QAngle &ang)
{
float dt = MIN( 0.2, gpGlobals->frametime );
ang[YAW] = ASW_ClampYaw( asw_turret_turn_rate.GetFloat(), m_angEyeAngles[YAW], ang[YAW], dt );
ang[PITCH] = ASW_ClampYaw( asw_turret_turn_rate.GetFloat()*0.8f, m_angEyeAngles[PITCH], ang[PITCH], dt );
m_angEyeAngles = ang;//GetMarine()->EyeAngles()[YAW];
}
void CASW_Remote_Turret::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMoveData )
{
QAngle angTemp = RealEyeAngles();
m_angEyeAngles = angTemp;
SetLocalAngles(m_angEyeAngles);
// check for firing
bool bAttack1, bAttack2, bReload;
GetButtons(bAttack1, bAttack2, bReload);
if (bAttack1 && gpGlobals->curtime >= m_fNextFireTime)
{
FireTurret(pPlayer);
}
}
#ifdef CLIENT_DLL
const QAngle& CASW_Remote_Turret::RealEyeAngles()
{
bool bLocallyControlled = false;
if (m_hUser.Get())
{
C_ASW_Marine* pMarine = dynamic_cast<C_ASW_Marine*>(m_hUser.Get());
if (pMarine && pMarine->IsInhabited() && pMarine->GetCommander() == C_ASW_Player::GetLocalASWPlayer())
bLocallyControlled = true;
}
if (bLocallyControlled)
{
return C_ASW_Player::GetLocalASWPlayer()->EyeAngles();
}
else
{
return m_angEyeAngles;
}
}
const QAngle& CASW_Remote_Turret::EyeAngles()
{
return m_angEyeAngles;
}
const QAngle& CASW_Remote_Turret::GetRenderAngles()
{
bool bLocallyControlled = false;
if (m_hUser.Get())
{
C_ASW_Marine* pMarine = dynamic_cast<C_ASW_Marine*>(m_hUser.Get());
if (pMarine && pMarine->IsInhabited() && pMarine->GetCommander() == C_ASW_Player::GetLocalASWPlayer())
bLocallyControlled = true;
}
static QAngle ang;
ang = m_angEyeAngles;
if (bLocallyControlled)
{
ang = C_ASW_Player::GetLocalASWPlayer()->EyeAngles();
}
if (m_bUpsideDown)
ang[ROLL] = 180;
return ang;
}
int CASW_Remote_Turret::GetMuzzleAttachment( void )
{
return LookupAttachment( "muzzle" );
}
float CASW_Remote_Turret::GetMuzzleFlashScale( void )
{
return 1.5f;
}
void CASW_Remote_Turret::ProcessMuzzleFlashEvent()
{
// attach muzzle flash particle system effect
int iAttachment = GetMuzzleAttachment();
if ( iAttachment > 0 )
{
//#ifndef _DEBUG
float flScale = GetMuzzleFlashScale();
FX_MuzzleEffectAttached( flScale, GetRefEHandle(), iAttachment, NULL, false );
//#endif
}
BaseClass::ProcessMuzzleFlashEvent();
}
void CASW_Remote_Turret::OnRestore()
{
BaseClass::OnRestore();
SoundInit();
}
void CASW_Remote_Turret::OnDataChanged( DataUpdateType_t updateType )
{
SoundInit();
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink(gpGlobals->curtime);
}
BaseClass::OnDataChanged( updateType );
}
void CASW_Remote_Turret::UpdateOnRemove()
{
BaseClass::UpdateOnRemove();
SoundShutdown();
}
void CASW_Remote_Turret::SoundInit()
{
// play an engine start sound!!
CPASAttenuationFilter filter( this );
m_pLoopingSound = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), "ASW_Sentry.Turn" );
CSoundEnvelopeController::GetController().Play( m_pLoopingSound, 0.0, 100 );
}
void CASW_Remote_Turret::SoundShutdown()
{
if ( m_pLoopingSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pLoopingSound );
m_pLoopingSound = NULL;
}
}
void CASW_Remote_Turret::ClientThink(void)
{
float yawdiff = abs(AngleDiff(m_LastAngle[YAW], m_angEyeAngles[YAW]));
float pitchdiff = abs(AngleDiff(m_LastAngle[PITCH], m_angEyeAngles[PITCH]));
//bool bPlaySound = !AnglesAreEqual(m_LastAngle[YAW], m_angEyeAngles[YAW],1) ||
//!AnglesAreEqual(m_LastAngle[PITCH], m_angEyeAngles[PITCH],1);
bool bPlaySound = yawdiff > 0 || pitchdiff > 0;
//Msg("[C:%d:%f]CASW_Remote_Turret::ClientThink pos = %f, %f, %f\n", entindex(), gpGlobals->curtime, GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
//Msg("Lastyaw = %f current yaw=%f d=%f ", m_LastAngle[YAW], m_angEyeAngles[YAW], yawdiff);
//Msg("Lastp = %f currentp=%f d=%f\n", m_LastAngle[PITCH], m_angEyeAngles[PITCH], pitchdiff);
if (m_pLoopingSound && bPlaySound != m_bLastPlaySound)
{
if (bPlaySound)
{
//Msg("Lastyaw = %f current yaw=%f eq=%d ", m_LastAngle[YAW], m_angEyeAngles[YAW], AnglesAreEqual(m_LastAngle[YAW], m_angEyeAngles[YAW],1));
//Msg("Lastp = %f currentp=%f eq=%d\n", m_LastAngle[PITCH], m_angEyeAngles[PITCH], AnglesAreEqual(m_LastAngle[PITCH], m_angEyeAngles[PITCH],1));
float flVolume = CSoundEnvelopeController::GetController().SoundGetVolume( m_pLoopingSound );
if ( flVolume != 1.0f )
{
//Msg("Fading in\n");
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pLoopingSound, 1.0, 0.01f );
}
}
else
{
//Msg("Fading out\n");
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pLoopingSound, 0.0, 0.01f );
}
}
m_bLastPlaySound = bPlaySound;
m_LastAngle = m_angEyeAngles;
if (m_hUser.Get())
{
SetNextClientThink(gpGlobals->curtime + 0.1f);
}
else
{
SetNextClientThink(gpGlobals->curtime + 1.0f);
}
}
#else
const QAngle& CASW_Remote_Turret::RealEyeAngles()
{
if (m_hUser.Get())
{
CASW_Marine* pMarine = dynamic_cast<CASW_Marine*>(m_hUser.Get());
if (pMarine && pMarine->IsInhabited() && pMarine->GetCommander())
return pMarine->GetCommander()->EyeAngles();
}
return m_angEyeAngles;
}
const QAngle& CASW_Remote_Turret::EyeAngles()
{
return m_angEyeAngles;
}
#endif
Vector CASW_Remote_Turret::GetTurretCamPosition()
{
int iAttachment = LookupAttachment( "camera" );
if ( iAttachment > 0 )
{
Vector camOrigin;
QAngle camAngles;
if ( GetAttachment( iAttachment, camOrigin, camAngles ) )
{
return camOrigin;
}
}
//Msg("not using camera attach pos\n");
return GetAbsOrigin();
}
Vector CASW_Remote_Turret::GetTurretMuzzlePosition()
{
Vector vecMuzzleOffset(41.92, 0, 8.0);
Vector vecMuzzleOffsetTransformed(0,0,0);
matrix3x4_t matrix;
QAngle angFacing = EyeAngles();
if (m_bUpsideDown)
angFacing[ROLL] += 180;
AngleMatrix( angFacing, matrix );
VectorTransform(vecMuzzleOffset, matrix, vecMuzzleOffsetTransformed);
return vecMuzzleOffsetTransformed + GetAbsOrigin();
// using the attachment returns different results on the client/server, for some reason
/*
int iAttachment = LookupAttachment( "muzzle" );
if ( iAttachment > 0 )
{
Vector camOrigin;
QAngle camAngles;
if ( GetAttachment( iAttachment, camOrigin, camAngles ) )
{
return camOrigin;
}
}
return GetAbsOrigin();*/
}
void CASW_Remote_Turret::GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload )
{
if (m_hUser.Get())
{
CASW_Marine* pMarine = dynamic_cast<CASW_Marine*>(m_hUser.Get());
if (pMarine && pMarine->IsInhabited() && pMarine->GetCommander())
{
bAttack1 = !!(pMarine->GetCommander()->m_nButtons & IN_ATTACK);
bAttack2 = !!(pMarine->GetCommander()->m_nButtons & IN_ATTACK2);
bReload = !!(pMarine->GetCommander()->m_nButtons & IN_RELOAD);
return;
}
}
bAttack1 = false;
bAttack2 = false;
bReload = false;
}
void CASW_Remote_Turret::FireTurret(CBasePlayer *pPlayer)
{
if (!pPlayer)
return;
Vector vecShootOrigin, vecShootDir;
vecShootOrigin = GetTurretMuzzlePosition();
#ifdef CLIENT_DLL
QAngle angFacing = EyeAngles();
#else
autoaim_params_t params;
params.m_fScale = 2.0f;
params.m_fMaxDist = asw_weapon_max_shooting_distance.GetFloat();
QAngle angFacing = EyeAngles() + AutoaimDeflection(vecShootOrigin, EyeAngles(), params);
#endif
AngleVectors(angFacing, &vecShootDir);
//Msg("%s: Firing bullets from %s ", IsServer() ? "S" : "C", VecToString(vecShootOrigin));
//Msg(" at angle %s\n", VecToString(angFacing));
FireBulletsInfo_t info(1, vecShootOrigin, vecShootDir, GetBulletSpread(), asw_weapon_max_shooting_distance.GetFloat(), m_iAmmoType);
info.m_flDamage = GetSentryDamage();
info.m_pAttacker = this;
info.m_iTracerFreq = 1;
FireBullets(info);
EmitSound("ASW_Sentry.Fire");
CEffectData data;
data.m_vOrigin = GetAbsOrigin();
CPASFilter filter( data.m_vOrigin );
DispatchParticleEffect( "muzzle_sentrygun", PATTACH_POINT_FOLLOW, this, "muzzle", false, -1, &filter );
//DoMuzzleFlash();
#ifdef CLIENT_DLL
//FX_MicroExplosion(vecShootOrigin, Vector(0,0,1));
#else
//NDebugOverlay::Box( vecShootOrigin, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), 0, 255, 0, 0, asw_turret_fire_rate.GetFloat() );
#endif
m_fNextFireTime = gpGlobals->curtime + asw_turret_fire_rate.GetFloat();
}
CBaseEntity* CASW_Remote_Turret::GetUser()
{
return m_hUser.Get();
}
#ifndef CLIENT_DLL
QAngle CASW_Remote_Turret::AutoaimDeflection( Vector &vecSrc, const QAngle &eyeAngles, autoaim_params_t &params )
{
float bestscore;
float score;
Vector bestdir;
CBaseEntity *bestent;
trace_t tr;
Vector v_forward, v_right, v_up;
AngleVectors( eyeAngles, &v_forward, &v_right, &v_up );
// try all possible entities
bestdir = v_forward;
bestscore = 0.0f;
bestent = NULL;
//Reset this data
params.m_bOnTargetNatural = false;
CBaseEntity *pIgnore = NULL;
CTraceFilterSkipTwoEntities traceFilter( this, pIgnore, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecSrc, vecSrc + bestdir * MAX_COORD_FLOAT, MASK_SHOT, &traceFilter, &tr );
CBaseEntity *pEntHit = tr.m_pEnt;
if ( pEntHit && pEntHit->m_takedamage != DAMAGE_NO && pEntHit->GetHealth() > 0 )
{
// don't look through water
if (!((GetWaterLevel() != 3 && pEntHit->GetWaterLevel() == 3) || (GetWaterLevel() == 3 && pEntHit->GetWaterLevel() == 0)))
{
if( pEntHit->GetFlags() & FL_AIMTARGET )
{
// Player is already on target naturally, don't autoaim.
// Fill out the autoaim_params_t struct, though.
params.m_hAutoAimEntity.Set(pEntHit);
params.m_vecAutoAimDir = bestdir;
params.m_vecAutoAimPoint = tr.endpos;
params.m_bAutoAimAssisting = false;
params.m_bOnTargetNatural = true;
}
return vec3_angle;
}
}
int count = AimTarget_ListCount();
if ( count )
{
CBaseEntity **pList = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * count );
AimTarget_ListCopy( pList, count );
for ( int i = 0; i < count; i++ )
{
Vector center;
Vector dir;
CBaseEntity *pEntity = pList[i];
// Don't shoot yourself
if ( pEntity == this )
continue;
if (!pEntity->IsAlive() || !pEntity->edict() )
continue;
//if ( !g_pGameRules->ShouldAutoAim( this, pEntity->edict() ) )
//continue;
// don't look through water
if ((GetWaterLevel() != 3 && pEntity->GetWaterLevel() == 3) || (GetWaterLevel() == 3 && pEntity->GetWaterLevel() == 0))
continue;
// don't autoaim at marines
if( pEntity->Classify() == CLASS_ASW_MARINE )
continue;
// Don't autoaim at the noisy bodytarget, this makes the autoaim crosshair wobble.
//center = pEntity->BodyTarget( vecSrc, false );
center = pEntity->WorldSpaceCenter();
dir = (center - vecSrc);
float dist = dir.Length2D();
VectorNormalize( dir );
// Skip if out of range.
if( dist > params.m_fMaxDist )
continue;
float dot = DotProduct (dir, v_forward );
// make sure it's in front of the player
if( dot < 0 )
continue;
score = GetAutoaimScore(vecSrc, v_forward, pEntity->GetAutoAimCenter(), pEntity, params.m_fScale);
if( score <= bestscore )
{
continue;
}
UTIL_TraceLine( vecSrc, center, MASK_SHOT, &traceFilter, &tr );
if (tr.fraction != 1.0 && tr.m_pEnt != pEntity )
{
// Msg( "hit %s, can't see %s\n", STRING( tr.u.ent->classname ), STRING( pEdict->classname ) );
continue;
}
// This is the best candidate so far.
bestscore = score;
bestent = pEntity;
bestdir = dir;
}
if ( bestent )
{
QAngle bestang;
VectorAngles( bestdir, bestang );
bestang -= eyeAngles;
// Autoaim detected a target for us. Aim automatically at its bodytarget.
params.m_hAutoAimEntity.Set(bestent);
params.m_vecAutoAimDir = bestdir;
params.m_vecAutoAimPoint = bestent->BodyTarget( vecSrc, false );
params.m_bAutoAimAssisting = true;
return bestang;
}
}
return QAngle( 0, 0, 0 );
}
float CASW_Remote_Turret::GetAutoaimScore( const Vector &eyePosition, const Vector &viewDir, const Vector &vecTarget, CBaseEntity *pTarget, float fScale )
{
float radiusSqr;
float targetRadiusSqr = Square( (pTarget->GetAutoAimRadius() * fScale) );
Vector vecNearestPoint = PointOnLineNearestPoint( eyePosition, eyePosition + viewDir * 8192, vecTarget );
Vector vecDiff = vecTarget - vecNearestPoint;
radiusSqr = vecDiff.LengthSqr();
if( radiusSqr <= targetRadiusSqr )
{
float score;
score = 1.0f - (radiusSqr / targetRadiusSqr);
Assert( score >= 0.0f && score <= 1.0f );
return score;
}
// 0 means no score- doesn't qualify for autoaim.
return 0.0f;
}
int CASW_Remote_Turret::UpdateTransmitState()
{
//if ( GetUser() )
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
//else
//{
//return SetTransmitState( FL_EDICT_DONTSEND );
//}
}
// always send this entity to players (for now...)
int CASW_Remote_Turret::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
return FL_EDICT_ALWAYS;
}
void CASW_Remote_Turret::StopUsingTurret()
{
m_hUser = NULL;
UpdateTransmitState();
}
void CASW_Remote_Turret::StartedUsingTurret(CBaseEntity* pUser)
{
m_hUser = pUser;
UpdateTransmitState();
}
#else
// client
// clamp view angles
void CASW_Remote_Turret::CreateMove( float flInputSampleTime, CUserCmd *pCmd )
{
QAngle angMax = m_angDefault.Get() + m_angViewLimit.Get();
QAngle angMin = m_angDefault.Get() - m_angViewLimit.Get();
// limit all 3 axes of rotation
if (asw_turret_debug_limits.GetBool()) Msg("Limiting turret:");
for (int i=0;i<3;i++)
{
float fDiff = UTIL_AngleDiff(pCmd->viewangles[i], m_angDefault.Get()[i]);
float fMinDiff = UTIL_AngleDiff(angMin[i], m_angDefault.Get()[i]);
float fMaxDiff = UTIL_AngleDiff(angMax[i], m_angDefault.Get()[i]);
if (asw_turret_debug_limits.GetBool())
Msg("%d: fdiff=%f mindiff=%f maxdiff=%f min=%f max=%f ang=%f def=%f", i, fDiff, fMinDiff, fMaxDiff,
angMin[i], angMax[i], pCmd->viewangles[i], m_angDefault.Get()[i]);
if (fMinDiff <= -180 || fMinDiff >= 180) // if 360 rotation is allowed, skip any clamping for this axis
continue;
if (fDiff < fMinDiff)
pCmd->viewangles[i] = angMin[i];
else if (fDiff > fMaxDiff)
pCmd->viewangles[i] = angMax[i];
}
if (asw_turret_debug_limits.GetBool()) Msg("\n");
}
#endif
int CASW_Remote_Turret::GetSentryDamage()
{
if (!ASWGameRules())
return 10;
return 25.0f - ((ASWGameRules()->GetMissionDifficulty() - 5.0f) * 0.75f);
}
#ifdef CLIENT_DLL
extern void ASWDoParticleTracer( const char *pTracerEffectName, const Vector &vecStart, const Vector &vecEnd, bool bRedTracer, int iAttributeEffects = 0 );
#endif
void CASW_Remote_Turret::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
#ifdef GAME_DLL
CBroadcastRecipientFilter filter;
if ( gpGlobals->maxClients <= 1 )
{
filter.SetIgnorePredictionCull( true );
}
const char* szTracer = "ASWRemoteTurretTracer";
UserMessageBegin( filter, szTracer );
WRITE_SHORT( entindex() );
WRITE_FLOAT( tr.endpos.x );
WRITE_FLOAT( tr.endpos.y );
WRITE_FLOAT( tr.endpos.z );
MessageEnd();
#else
ASWRemoteTurretTracer( tr.endpos );
#endif
}
#ifdef CLIENT_DLL
void __MsgFunc_ASWRemoteTurretTracer( bf_read &msg )
{
int iSentry = msg.ReadShort();
CASW_Remote_Turret *pSentry = dynamic_cast<CASW_Remote_Turret*>( ClientEntityList().GetEnt( iSentry ) );
Vector vecEnd;
vecEnd.x = msg.ReadFloat();
vecEnd.y = msg.ReadFloat();
vecEnd.z = msg.ReadFloat();
if ( pSentry )
{
pSentry->ASWRemoteTurretTracer( vecEnd );
}
}
USER_MESSAGE_REGISTER( ASWRemoteTurretTracer );
void CASW_Remote_Turret::ASWRemoteTurretTracer( const Vector &vecEnd )
{
MDLCACHE_CRITICAL_SECTION();
Vector vecStart;
QAngle vecAngles;
if ( IsDormant() )
return;
C_BaseAnimating::PushAllowBoneAccess( true, false, "remoteturret" );
// Get the muzzle origin
if ( !GetAttachment( GetMuzzleAttachment(), vecStart, vecAngles ) )
{
return;
}
ASWDoParticleTracer( "tracer_autogun", vecStart, vecEnd, false );
C_BaseAnimating::PopBoneAccess( "remoteturret" );
}
#endif