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

278 lines
6.9 KiB
C++

#include "cbase.h"
#include "asw_weapon_flares_shared.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#include "prediction.h"
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "npcevent.h"
#include "shot_manipulator.h"
#include "asw_flare_projectile.h"
#endif
#include "engine/IVDebugOverlay.h"
#include "asw_util_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Flares, DT_ASW_Weapon_Flares )
BEGIN_NETWORK_TABLE( CASW_Weapon_Flares, DT_ASW_Weapon_Flares )
#ifdef CLIENT_DLL
// recvprops
#else
// sendprops
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CASW_Weapon_Flares )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( asw_weapon_flares, CASW_Weapon_Flares );
PRECACHE_WEAPON_REGISTER( asw_weapon_flares );
#ifndef CLIENT_DLL
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Weapon_Flares )
DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
END_DATADESC()
ConVar asw_flare_throw_speed("asw_flare_throw_speed", "50.0f", FCVAR_CHEAT, "Velocity of thrown flares");
#endif /* not client */
ConVar asw_flare_launch_delay("asw_flare_launch_delay", "0.15f", FCVAR_REPLICATED, "Delay before flares are thrown");
ConVar asw_flare_refire_time("asw_flare_refire_time", "0.1f", FCVAR_REPLICATED, "Time between starting a new flare throw");
#define ASW_FLARES_FASTEST_REFIRE_TIME asw_flare_refire_time.GetFloat()
CASW_Weapon_Flares::CASW_Weapon_Flares()
{
m_flSoonestPrimaryAttack = 0;
}
CASW_Weapon_Flares::~CASW_Weapon_Flares()
{
}
bool CASW_Weapon_Flares::OffhandActivate()
{
if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
return false;
PrimaryAttack();
return true;
}
#define FLARE_PROJECTILE_AIR_VELOCITY 400
void CASW_Weapon_Flares::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CASW_Player *pPlayer = GetCommander();
if ( !pPlayer )
return;
CASW_Marine *pMarine = GetMarine();
bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this);
// flare weapon is lost when all flares are gone
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
//Reload();
#ifndef CLIENT_DLL
if (pMarine)
{
pMarine->Weapon_Detach(this);
if (bThisActive)
pMarine->SwitchToNextBestWeapon(NULL);
}
Kill();
#endif
return;
}
if (pMarine && gpGlobals->curtime > m_flDelayedFire)
{
#ifdef CLIENT_DLL
if ( !prediction->InPrediction() || prediction->IsFirstTimePredicted() )
{
pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
}
#else
pMarine->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );
pMarine->OnWeaponFired( this, 1 );
#endif
// start our delayed attack
m_bShotDelayed = true;
m_flDelayedFire = gpGlobals->curtime + asw_flare_launch_delay.GetFloat();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.36f;
// make sure our primary weapon can't fire while we do the throw anim
if (!bThisActive && pMarine->GetActiveASWWeapon())
{
// if we're offhand activating, make sure our primary weapon can't fire until we're done
pMarine->GetActiveASWWeapon()->m_flNextPrimaryAttack = m_flNextPrimaryAttack + asw_flare_launch_delay.GetFloat();
pMarine->GetActiveASWWeapon()->m_bIsFiring = false;
}
}
}
void CASW_Weapon_Flares::DelayedAttack()
{
m_bShotDelayed = false;
CASW_Player *pPlayer = GetCommander();
if ( !pPlayer )
return;
CASW_Marine *pMarine = GetMarine();
if ( !pMarine || pMarine->GetWaterLevel() == 3 )
return;
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
Vector vecSrc = pMarine->GetOffhandThrowSource();
AngularImpulse rotSpeed(0,0,720);
Vector vecDest = pPlayer->GetCrosshairTracePos();
if ( !pMarine->IsInhabited() )
{
vecDest = pMarine->GetOffhandItemSpot();
}
Vector newVel = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f;
CASW_Flare_Projectile *pFlare = CASW_Flare_Projectile::Flare_Projectile_Create( vecSrc, QAngle(90,0,0), newVel, rotSpeed, pMarine );
if ( pFlare )
{
float flDuration = pFlare->GetDuration();
//CALL_ATTRIB_HOOK_FLOAT( flDuration, mod_duration );
pFlare->SetDuration( flDuration );
pFlare->SetGravity( GetThrowGravity() );
}
#endif
// decrement ammo
m_iClip1 -= 1;
#ifndef CLIENT_DLL
DestroyIfEmpty( true );
#endif
m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_FASTEST_REFIRE_TIME;
if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
else
m_flNextPrimaryAttack = gpGlobals->curtime;
}
void CASW_Weapon_Flares::Precache()
{
PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
PrecacheModel( "swarm/sprites/greylaser1.vmt" );
BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "asw_flare_projectile" );
#endif
}
// this weapon doesn't reload
bool CASW_Weapon_Flares::Reload()
{
return false;
}
void CASW_Weapon_Flares::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_bInReload )
return;
CBasePlayer *pOwner = GetCommander();
if ( !pOwner )
return;
//Allow a refire as fast as the player can click
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
}
}
int CASW_Weapon_Flares::ASW_SelectWeaponActivity(int idealActivity)
{
// we just use the normal 'no weapon' anims for this
return idealActivity;
}
#ifdef CLIENT_DLL
void CASW_Weapon_Flares::OnDataChanged(DataUpdateType_t updateType)
{
if ( updateType == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
BaseClass::OnDataChanged( updateType );
}
void CASW_Weapon_Flares::ClientThink()
{
BaseClass::ClientThink();
CASW_Player *pPlayer = GetCommander();
if ( !pPlayer )
return;
CASW_Marine *pMarine = GetMarine();
if ( pMarine && pMarine->IsInhabited() && pMarine->GetActiveWeapon() == this )
{
ShowThrowArc();
}
}
extern ConVar sv_gravity;
void CASW_Weapon_Flares::ShowThrowArc()
{
CASW_Player *pPlayer = GetCommander();
if ( !pPlayer )
return;
CASW_Marine *pMarine = GetMarine();
if ( !pMarine || pMarine->GetWaterLevel() == 3 )
return;
Vector vecSrc = pMarine->GetOffhandThrowSource();
Vector vecDest = pPlayer->GetCrosshairTracePos();
Vector vecVelocity = UTIL_LaunchVector( vecSrc, vecDest, GetThrowGravity() ) * 28.0f;
//debugoverlay->AddLineOverlay( vecSrc, vecDest, 255, 0, 0, true, 0.01f );
}
#endif