499 lines
12 KiB
C++
499 lines
12 KiB
C++
#include "cbase.h"
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#include "asw_weapon_flamer_shared.h"
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#include "in_buttons.h"
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#include "asw_marine_skills.h"
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#ifdef CLIENT_DLL
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#include "c_asw_player.h"
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#include "c_asw_weapon.h"
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#include "c_asw_marine.h"
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#include "c_asw_generic_emitter_entity.h"
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#include "idebugoverlaypanel.h"
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#include "engine/IVDebugOverlay.h"
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#else
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#include "asw_marine.h"
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#include "asw_player.h"
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#include "asw_weapon.h"
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#include "asw_marine_resource.h"
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#include "npcevent.h"
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#include "shot_manipulator.h"
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#include "asw_flamer_projectile.h"
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#include "asw_fire.h"
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#include "asw_marine_speech.h"
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#include "asw_weapon_ammo_bag_shared.h"
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#include "asw_gamerules.h"
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#include "asw_extinguisher_projectile.h"
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#include "EntityFlame.h"
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#include "te_effect_dispatch.h"
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#include "IEffects.h"
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#endif
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#include "asw_weapon_parse.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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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Flamer, DT_ASW_Weapon_Flamer )
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BEGIN_NETWORK_TABLE( CASW_Weapon_Flamer, DT_ASW_Weapon_Flamer )
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#ifdef CLIENT_DLL
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// recvprops
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RecvPropBool(RECVINFO(m_bBulletMod)),
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RecvPropBool(RECVINFO(m_bIsSecondaryFiring)),
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#else
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// sendprops
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SendPropBool(SENDINFO(m_bBulletMod)),
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SendPropBool(SENDINFO(m_bIsSecondaryFiring)),
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SendPropExclude( "DT_BaseAnimating", "m_nSkin" ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CASW_Weapon_Flamer )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_bBulletMod, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bIsSecondaryFiring, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( asw_weapon_flamer, CASW_Weapon_Flamer );
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PRECACHE_WEAPON_REGISTER(asw_weapon_flamer);
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#ifndef CLIENT_DLL
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CASW_Weapon_Flamer )
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END_DATADESC()
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#endif /* not client */
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CASW_Weapon_Flamer::CASW_Weapon_Flamer()
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{
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m_fMinRange1 = 0;
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m_fMaxRange1 = 320;
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m_fMinRange2 = 256;
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m_fMaxRange2 = 1024;
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m_flLastFireTime = 0;
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m_bBulletMod = false;
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}
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CASW_Weapon_Flamer::~CASW_Weapon_Flamer()
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{
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#ifdef CLIENT_DLL
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if ( m_hPilotLight )
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{
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ParticleProp()->StopEmissionAndDestroyImmediately( m_hPilotLight );
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m_hPilotLight = NULL;
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}
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#endif
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}
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void CASW_Weapon_Flamer::Spawn()
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{
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BaseClass::Spawn();
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}
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#ifdef CLIENT_DLL
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void CASW_Weapon_Flamer::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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if ( !m_hPilotLight )
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{
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m_hPilotLight = ParticleProp()->Create( "asw_flamethrower_pilot_sml", PATTACH_POINT_FOLLOW, "flame" );
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if ( m_hPilotLight )
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m_hPilotLight->SetControlPoint( 1, Vector( 1, 0, 0 ) );
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}
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}
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( GET_ACTIVE_SPLITSCREEN_SLOT() );
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if ( m_hPilotLight )
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{
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int iPilot = (m_bSwitchingWeapons || !IsVisible() || !GetMarine() || m_bIsFiring || m_bIsSecondaryFiring || IsReloading() || (Clip1() <= 0)) ? 0 : 1;
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m_hPilotLight->SetControlPoint( 1, Vector( iPilot, 0, 0 ) );
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}
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}
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void CASW_Weapon_Flamer::UpdateOnRemove()
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{
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BaseClass::UpdateOnRemove();
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if ( m_hPilotLight )
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{
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ParticleProp()->StopEmissionAndDestroyImmediately( m_hPilotLight );
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m_hPilotLight = NULL;
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}
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}
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void CASW_Weapon_Flamer::ClientThink()
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{
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BaseClass::ClientThink();
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if ( m_bIsFiring )
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{
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if( !pEffect )
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{
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pEffect = ParticleProp()->Create( "asw_flamethrower", PATTACH_POINT_FOLLOW, "muzzle" );
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}
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}
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else
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{
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if ( pEffect )
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{
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pEffect->StopEmission();
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pEffect = NULL;
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}
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}
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if ( m_bIsSecondaryFiring )
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{
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if( !pExtinguishEffect )
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{
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pExtinguishEffect = ParticleProp()->Create( "asw_fireextinguisher", PATTACH_POINT_FOLLOW, "muzzle" );
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}
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}
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else
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{
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if ( pExtinguishEffect )
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{
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pExtinguishEffect->StopEmission();
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pExtinguishEffect = NULL;
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}
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}
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}
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#endif
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void CASW_Weapon_Flamer::ClearIsFiring()
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{
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BaseClass::ClearIsFiring();
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m_bIsSecondaryFiring = false;
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}
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void CASW_Weapon_Flamer::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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CASW_Marine* pOwner = GetMarine();
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if (!pOwner)
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return;
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bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;
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GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );
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if ( !bAttack2 )
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{
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m_bIsSecondaryFiring = false;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CASW_Weapon_Flamer::GetPrimaryAttackActivity( void )
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{
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return ACT_VM_PRIMARYATTACK;
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}
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void CASW_Weapon_Flamer::PrimaryAttack( void )
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{
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// If my clip is empty (and I use clips) start reload
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if ( UsesClipsForAmmo1() && !m_iClip1 )
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{
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Reload();
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return;
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}
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if ( m_bIsSecondaryFiring.Get() )
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{
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m_bIsFiring = false;
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return;
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}
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CASW_Player *pPlayer = GetCommander();
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CASW_Marine *pMarine = GetMarine();
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if (pMarine) // firing from a marine
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{
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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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m_bIsFiring = true;
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// tell the marine to tell its weapon to draw the muzzle flash
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pMarine->DoMuzzleFlash();
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// sets the animation on the weapon model iteself
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SendWeaponAnim( GetPrimaryAttackActivity() );
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// sets the animation on the marine holding this weapon
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#ifndef CLIENT_DLL
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Vector vecSrc = pMarine->Weapon_ShootPosition( );
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Vector vecAiming = vec3_origin;
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if ( pPlayer && pMarine->IsInhabited() )
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{
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vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
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}
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else
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{
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vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
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}
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// Fire the bullets, and force the first shot to be perfectly accuracy
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CShotManipulator Manipulator( vecAiming );
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AngularImpulse rotSpeed(0,0,720);
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// create a pellet at some random spread direction
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Vector newVel = Manipulator.ApplySpread(GetBulletSpread());
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if ( pMarine->GetWaterLevel() != 3 )
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{
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newVel *= FLAMER_PROJECTILE_AIR_VELOCITY;
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newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1)));
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CASW_Flamer_Projectile::Flamer_Projectile_Create( GetWeaponDamage(), vecSrc, QAngle(0,0,0),
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newVel, rotSpeed, pMarine, pMarine, this );
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if (ASWGameRules())
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ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;
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pMarine->OnWeaponFired( this, 1 );
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}
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#endif
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if (!m_bBulletMod)
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{
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// decrement ammo
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m_iClip1 -= 1;
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#ifdef GAME_DLL
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CASW_Marine *pMarine = GetMarine();
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if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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// check he doesn't have ammo in an ammo bay
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CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0));
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if (!pAmmoBag)
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pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1));
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if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this))
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pMarine->OnWeaponOutOfAmmo(true);
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}
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#endif
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}
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m_bBulletMod = !m_bBulletMod;
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if (!m_iClip1 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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if (pPlayer)
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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}
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if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
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{
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_flNextSecondaryAttack = gpGlobals->curtime + GetFireRate();
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}
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else
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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m_flLastFireTime = gpGlobals->curtime;
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}
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void CASW_Weapon_Flamer::SecondaryAttack( void )
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{
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// If my clip is empty (and I use clips) start reload
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if ( UsesClipsForAmmo1() && !m_iClip1 )
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{
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Reload();
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return;
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}
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// clear primary fire if we're secondary firing
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if ( m_bIsFiring )
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{
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m_bIsFiring = false;
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return;
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}
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CASW_Player *pPlayer = GetCommander();
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CASW_Marine *pMarine = GetMarine();
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if (pMarine) // firing from a marine
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{
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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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m_bIsSecondaryFiring = true;
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// tell the marine to tell its weapon to draw the muzzle flash
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pMarine->DoMuzzleFlash();
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// sets the animation on the weapon model iteself
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SendWeaponAnim( GetPrimaryAttackActivity() );
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// sets the animation on the marine holding this weapon
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#ifndef CLIENT_DLL
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Vector vecSrc = pMarine->Weapon_ShootPosition( );
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Vector vecAiming = vec3_origin;
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if ( pPlayer && pMarine->IsInhabited() )
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{
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vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
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}
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else
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{
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vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
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}
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CShotManipulator Manipulator( vecAiming );
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AngularImpulse rotSpeed(0,0,720);
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// create a pellet at some random spread direction
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Vector newVel = Manipulator.ApplySpread(GetBulletSpread());
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if ( pMarine->GetWaterLevel() != 3 )
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{
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newVel *= EXTINGUISHER_PROJECTILE_AIR_VELOCITY;
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newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1)));
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// aim it downwards a bit
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newVel.z -= 40.0f;
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CASW_Extinguisher_Projectile::Extinguisher_Projectile_Create( vecSrc, QAngle(0,0,0),
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newVel, rotSpeed, pMarine );
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// check for putting outselves out
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if (pMarine->IsOnFire())
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{
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CEntityFlame *pFireChild = dynamic_cast<CEntityFlame *>( pMarine->GetEffectEntity() );
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if ( pFireChild )
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{
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pMarine->SetEffectEntity( NULL );
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UTIL_Remove( pFireChild );
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}
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pMarine->Extinguish();
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// spawn a cloud effect on this marine
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CEffectData data;
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data.m_vOrigin = pMarine->GetAbsOrigin();
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//data.m_nEntIndex = pMarine->entindex();
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CPASFilter filter( data.m_vOrigin );
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filter.SetIgnorePredictionCull(true);
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DispatchEffect( filter, 0.0, "ExtinguisherCloud", data );
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}
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pMarine->OnWeaponFired( this, 1, true );
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}
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#endif
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// decrement ammo
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m_iClip1 -= 1;
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if (!m_iClip1 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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if (pPlayer)
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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}
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if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
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{
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m_flNextSecondaryAttack = gpGlobals->curtime + GetFireRate();
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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}
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else
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{
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m_flNextSecondaryAttack = gpGlobals->curtime;
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}
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m_flLastFireTime = gpGlobals->curtime;
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}
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void CASW_Weapon_Flamer::Precache()
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{
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PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
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PrecacheModel( "swarm/sprites/greylaser1.vmt" );
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PrecacheScriptSound("ASW_Flamer.ReloadA");
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PrecacheScriptSound("ASW_Flamer.ReloadB");
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PrecacheScriptSound("ASW_Flamer.ReloadC");
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PrecacheParticleSystem( "asw_flamethrower" );
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PrecacheParticleSystem( "asw_fireextinguisher" );
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BaseClass::Precache();
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}
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#ifdef CLIENT_DLL
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// if true, the marine emits flames from his flame emitter
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bool CASW_Weapon_Flamer::ShouldMarineFlame()
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{
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return IsFiring();
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}
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#endif
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bool CASW_Weapon_Flamer::SupportsBayonet()
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{
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return true;
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}
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float CASW_Weapon_Flamer::GetWeaponDamage()
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{
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//float flDamage = 35.0f;
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float flDamage = GetWeaponInfo()->m_flBaseDamage;
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if ( GetMarine() )
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{
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flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_ACCURACY, ASW_MARINE_SUBSKILL_ACCURACY_FLAMER_DMG);
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}
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//CALL_ATTRIB_HOOK_FLOAT( flDamage, mod_damage_done );
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return flDamage;
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}
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#ifdef CLIENT_DLL
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const char* CASW_Weapon_Flamer::GetPartialReloadSound(int iPart)
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{
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switch (iPart)
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{
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case 1: return "ASW_Flamer.ReloadB"; break;
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case 2: return "ASW_Flamer.ReloadC"; break;
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default: break;
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};
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return "ASW_Flamer.ReloadA";
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}
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bool CASW_Weapon_Flamer::Simulate()
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{
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BaseClass::Simulate();
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// hide our blue flame tip when appropriate
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m_nSkin = (IsFiring() || m_bIsSecondaryFiring || IsReloading() || (Clip1() <= 0)) ? 0 : 1;
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return true;
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}
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// if true, the marine emits fire extinguisher smoke from his emitter
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bool CASW_Weapon_Flamer::ShouldMarineFireExtinguish()
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{
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return m_bIsSecondaryFiring;
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}
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#endif
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float CASW_Weapon_Flamer::GetFireRate()
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{
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//float flRate = 0.1f;
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float flRate = GetWeaponInfo()->m_flFireRate;
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//CALL_ATTRIB_HOOK_FLOAT( flRate, mod_fire_rate );
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return flRate;
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}
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