877 lines
25 KiB
C++
877 lines
25 KiB
C++
#include "cbase.h"
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#include "npcevent.h"
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#include "Sprite.h"
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#include "beam_shared.h"
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#include "takedamageinfo.h"
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#include "gamerules.h"
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#include "in_buttons.h"
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#include "soundenvelope.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#include "c_asw_player.h"
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#include "c_asw_marine.h"
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#include "ivieweffects.h"
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#include "c_te_effect_dispatch.h"
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#include "fx.h"
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#define CASW_Player C_ASW_Player
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#define CASW_Marine C_ASW_Marine
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#else
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#include "asw_lag_compensation.h"
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#include "player.h"
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#include "asw_player.h"
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#include "asw_marine.h"
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#include "soundent.h"
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#include "game.h"
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#include "te_effect_dispatch.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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#endif
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "IEffects.h"
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#include "asw_marine_skills.h"
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#include "shake.h"
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#include "asw_util_shared.h"
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#include "asw_weapon_chainsaw_shared.h"
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#include "asw_weapon_parse.h"
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#define ASW_CHAINSAW_CHARGE_UP_TIME 1.0
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#define ASW_CHAINSAW_PULSE_INTERVAL 0.1
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#define ASW_CHAINSAW_DISCHARGE_INTERVAL 0.1
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#define ASW_CHAINSAW_RANGE 30
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#define ASW_CHAINSAW_BEAM_SPRITE "swarm/sprites/mlaserbeam.vmt"
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#define ASW_CHAINSAW_FLARE_SPRITE "swarm/sprites/mlaserspark.vmt"
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extern ConVar sk_plr_dmg_asw_cs;
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extern int g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Chainsaw, DT_ASW_Weapon_Chainsaw );
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BEGIN_NETWORK_TABLE( CASW_Weapon_Chainsaw, DT_ASW_Weapon_Chainsaw )
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END_NETWORK_TABLE()
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#if defined( CLIENT_DLL )
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BEGIN_PREDICTION_DATA( CASW_Weapon_Chainsaw )
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DEFINE_FIELD( m_fireState, FIELD_INTEGER ),
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DEFINE_FIELD( m_flAmmoUseTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flShakeTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flStartFireTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFireAnimTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLastHitTime, FIELD_FLOAT ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( asw_weapon_chainsaw, CASW_Weapon_Chainsaw );
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PRECACHE_WEAPON_REGISTER( asw_weapon_chainsaw );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CASW_Weapon_Chainsaw )
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DEFINE_FIELD( m_fireState, FIELD_INTEGER ),
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DEFINE_FIELD( m_flAmmoUseTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flShakeTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flStartFireTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flDmgTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flFireAnimTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_hBeam, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hNoise, FIELD_EHANDLE ),
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END_DATADESC()
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CASW_Weapon_Chainsaw::CASW_Weapon_Chainsaw( void )
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{
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m_flFireAnimTime = 0.0f;
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m_flTargetChainsawPitch = 0.0f;
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m_flDmgTime = 0.0f;
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m_bReloadsSingly = false;
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m_bFiresUnderwater = true;
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m_bPlayedIdleSound = false;
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m_pChainsawAttackSound = NULL;
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m_pChainsawAttackOffSound = NULL;
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#ifdef GAME_DLL
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m_fLastForcedFireTime = 0; // last time we forced an AI marine to push its fire button
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#endif
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}
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CASW_Weapon_Chainsaw::~CASW_Weapon_Chainsaw()
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{
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if (m_fireState != FIRE_OFF)
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{
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EndAttack();
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}
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else
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{
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if (m_bPlayedIdleSound)
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{
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StopSound( "ASW_Chainsaw.Start" );
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if ( CBaseEntity::IsAbsQueriesValid() )
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EmitSound( "ASW_Chainsaw.Stop" );
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}
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}
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StopChainsawSound();
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StopAttackOffSound();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CASW_Weapon_Chainsaw::Precache( void )
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{
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PrecacheScriptSound( "ASW_Chainsaw.Start" );
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PrecacheScriptSound( "ASW_Chainsaw.Stop" );
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PrecacheScriptSound( "ASW_Chainsaw.attackOn" );
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PrecacheScriptSound( "ASW_Chainsaw.attackOff" );
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PrecacheModel( ASW_CHAINSAW_BEAM_SPRITE );
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PrecacheModel( ASW_CHAINSAW_FLARE_SPRITE );
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PrecacheParticleSystem( "mining_laser_exhaust" );
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BaseClass::Precache();
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}
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bool CASW_Weapon_Chainsaw::HasAmmo()
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{
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return true;
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//return m_iClip1 > 0;
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}
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bool CASW_Weapon_Chainsaw::Deploy( void )
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{
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SetFiringState(FIRE_OFF);
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m_bPlayedIdleSound = true;
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EmitSound( "ASW_Chainsaw.Start" );
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SetWeaponIdleTime( gpGlobals->curtime + 0.7f );
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CASW_Weapon_Chainsaw::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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CASW_Player *pPlayer = GetCommander();
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CASW_Marine *pMarine = GetMarine();
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if ( !pMarine || !pMarine->IsAlive())
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{
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EndAttack();
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return;
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}
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// don't fire underwater
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if ( pMarine->GetWaterLevel() == 3 )
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{
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if ( m_fireState != FIRE_OFF || m_hBeam )
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{
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EndAttack();
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}
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else
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{
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WeaponSound( EMPTY );
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate;
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m_flNextSecondaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate;
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return;
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}
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#ifdef GAME_DLL // check for turning on lag compensation
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if (pPlayer && pMarine->IsInhabited())
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{
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CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
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}
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#endif
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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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#ifndef CLIENT_DLL
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vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
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#endif
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}
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// make vecaiming go down at 45 degrees
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vecAiming.z = 0;
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VectorNormalize(vecAiming);
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vecAiming.z = -1.0f;
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VectorNormalize(vecAiming);
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switch( m_fireState )
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{
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case FIRE_OFF:
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{
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//if ( !HasAmmo() )
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//{
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//m_flNextPrimaryAttack = gpGlobals->curtime + 0.25;
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//m_flNextSecondaryAttack = gpGlobals->curtime + 0.25;
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//WeaponSound( EMPTY );
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//return;
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//}
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m_flAmmoUseTime = gpGlobals->curtime;// start using ammo ASAP.
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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m_flShakeTime = 0;
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m_flStartFireTime = gpGlobals->curtime;
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SetWeaponIdleTime( gpGlobals->curtime + 0.1 );
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m_flDmgTime = gpGlobals->curtime + ASW_CHAINSAW_PULSE_INTERVAL;
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SetFiringState(FIRE_STARTUP);
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}
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break;
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case FIRE_STARTUP:
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{
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Fire( vecSrc, vecAiming );
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#ifndef CLIENT_DLL
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pMarine->OnWeaponFired( this, 1 );
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#endif
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if ( gpGlobals->curtime >= ( m_flStartFireTime + ASW_CHAINSAW_CHARGE_UP_TIME ) )
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{
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//EmitSound( "ASW_Chainsaw.AttackLoop" );
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SetFiringState(FIRE_CHARGE);
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}
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if ( !HasAmmo() )
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{
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EndAttack();
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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}
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}
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break;
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case FIRE_CHARGE:
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{
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Fire( vecSrc, vecAiming );
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#ifndef CLIENT_DLL
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pMarine->OnWeaponFired( this, 1 );
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#endif
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if ( !HasAmmo() )
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{
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EndAttack();
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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}
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}
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break;
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}
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}
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void CASW_Weapon_Chainsaw::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
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{
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CASW_Marine *pMarine = GetMarine();
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if ( !pMarine )
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{
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return;
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}
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StopAttackOffSound();
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StartChainsawSound();
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if ( m_flFireAnimTime < gpGlobals->curtime )
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{
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pMarine->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
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m_flFireAnimTime = gpGlobals->curtime + 0.1f;
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}
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Vector vecDest = vecOrigSrc + (vecDir * ASW_CHAINSAW_RANGE);
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bool bDamageTime = m_flDmgTime < gpGlobals->curtime;
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bool bHit = false;
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Ray_t ray;
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ray.Init( vecOrigSrc, vecDest, Vector( -5, -5, -5 ), Vector( 5, 5, 25 ) );
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CBaseEntity *(pEntities[ 8 ]);
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CHurtableEntitiesEnum hurtableEntities( pEntities, 8 );
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partition->EnumerateElementsAlongRay( PARTITION_ENGINE_NON_STATIC_EDICTS | PARTITION_ENGINE_SOLID_EDICTS, ray, false, &hurtableEntities );
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trace_t tr;
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for ( int i = 0; i < hurtableEntities.GetCount(); ++i )
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{
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CBaseEntity *pEntity = pEntities[ i ];
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if ( pEntity == NULL || pEntity == pMarine )
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continue;
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bHit = true;
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if ( bDamageTime )
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{
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// wide mode does damage to the ent, and radius damage
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if ( pEntity->m_takedamage != DAMAGE_NO )
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{
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CTraceFilterOnlyHitThis filter( pEntity );
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UTIL_TraceHull( vecOrigSrc, vecDest, Vector( -5, -5, -2 ), Vector( 5, 5, 25 ), MASK_SHOT, &filter, &tr );
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ClearMultiDamage();
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float fDamage = 0.5f * GetWeaponInfo()->m_flBaseDamage + MarineSkills()->GetSkillBasedValueByMarine( pMarine, ASW_MARINE_SKILL_MELEE, ASW_MARINE_SUBSKILL_MELEE_DMG );
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CTakeDamageInfo info( this, pMarine, fDamage * g_pGameRules->GetDamageMultiplier(), DMG_SLASH );
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info.SetWeapon( this );
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CalculateMeleeDamageForce( &info, vecDir, tr.endpos );
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pEntity->DispatchTraceAttack( info, vecDir, &tr );
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ApplyMultiDamage();
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}
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// radius damage a little more potent in multiplayer.
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#ifndef CLIENT_DLL
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//RadiusDamage( CTakeDamageInfo( this, pMarine, sk_plr_dmg_asw_ml.GetFloat() * g_pGameRules->GetDamageMultiplier() / 4, DMG_ENERGYBEAM | DMG_BLAST | DMG_ALWAYSGIB ), tr.endpos, 128, CLASS_NONE, NULL );
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#endif
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}
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}
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if ( bHit )
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{
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if ( bDamageTime )
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{
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m_bIsFiring = true;
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m_flLastHitTime = gpGlobals->curtime;
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m_flTargetChainsawPitch = 0.0f;
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#ifndef CLIENT_DLL
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pMarine->OnWeaponFired( this, 1 );
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#endif
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if ( !pMarine->IsAlive() )
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return;
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// uses 5 ammo/second
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if ( gpGlobals->curtime >= m_flAmmoUseTime )
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{
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// chainsaw no longer uses ammo
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m_flAmmoUseTime = gpGlobals->curtime + 0.2;
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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->GetMarineSpeech()->Chatter(CHATTER_NO_AMMO);
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}
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#endif
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*/
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}
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m_flDmgTime = gpGlobals->curtime + ASW_CHAINSAW_DISCHARGE_INTERVAL;
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if ( m_flShakeTime < gpGlobals->curtime )
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{
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CASW_Player *pPlayer = pMarine->GetCommander();
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if (pPlayer && pMarine->IsInhabited())
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{
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// #ifndef CLIENT_DLL
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// if (gpGlobals->maxClients == 1) // only shake the screen from the server in singleplayer (in multi it'll be predicted)
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// {
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// ASW_TransmitShakeEvent( pPlayer, 5.0f, 100.0f, 1.75f, SHAKE_START );
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// }
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// #else
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// ASW_TransmitShakeEvent( pPlayer, 5.0f, 100.0f, 1.75f, SHAKE_START );
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// #endif
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}
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m_flShakeTime = gpGlobals->curtime + 0.5;
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}
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}
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Vector vecUp, vecRight;
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QAngle angDir;
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VectorAngles( vecDir, angDir );
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AngleVectors( angDir, NULL, &vecRight, &vecUp );
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Vector tmpSrc = vecOrigSrc + (vecUp * -8) + (vecRight * 3);
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//UTIL_ImpactTrace( &tr, DMG_SLASH );
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UpdateEffect( tmpSrc, tr.endpos );
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}
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}
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void CASW_Weapon_Chainsaw::UpdateEffect( const Vector &startPoint, const Vector &endPoint )
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{
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//if ( !m_hBeam )
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//{
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//CreateEffect();
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//}
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//if ( m_hBeam )
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//{
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//m_hBeam->SetStartPos( endPoint );
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//}
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CASW_Marine* pOwner = GetMarine();
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if (!pOwner)
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return;
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// make sparks come out at end point
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Vector vecNormal = startPoint - endPoint;
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vecNormal.NormalizeInPlace();
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#ifndef CLIENT_DLL
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CEffectData data;
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data.m_vOrigin = endPoint;
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data.m_vNormal = vecNormal;
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CPASFilter filter( data.m_vOrigin );
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filter.SetIgnorePredictionCull(true);
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if (gpGlobals->maxClients > 1 && pOwner->IsInhabited() && pOwner->GetCommander())
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{
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// multiplayer game, where this marine is currently being controlled by a client, who will spawn his own effect
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// so just make the beam effect for all other clients
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filter.RemoveRecipient(pOwner->GetCommander());
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}
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DispatchEffect( filter, 0.0, "ASWWelderSparks", data );
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#else
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FX_Sparks( endPoint, 1, 2, vecNormal, 5, 32, 160 );
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#endif
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if ( m_hNoise )
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{
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m_hNoise->SetStartPos( endPoint );
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}
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}
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void CASW_Weapon_Chainsaw::CreateEffect( void )
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{
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#ifndef CLIENT_DLL
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CASW_Marine *pMarine = GetMarine();
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if ( !pMarine )
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{
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return;
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}
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DestroyEffect();
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m_hBeam = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 1.75 );
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m_hBeam->PointEntInit( GetAbsOrigin(), this );
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m_hBeam->SetBeamFlags( FBEAM_SINENOISE );
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m_hBeam->SetEndAttachment( 1 );
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m_hBeam->AddSpawnFlags( SF_BEAM_TEMPORARY ); // Flag these to be destroyed on save/restore or level transition
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m_hBeam->SetOwnerEntity( pMarine );
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m_hBeam->SetScrollRate( 10 );
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m_hBeam->SetBrightness( 200 );
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m_hBeam->SetColor( 255, 255, 255 );
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m_hBeam->SetNoise( 0.025 );
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m_hNoise = CBeam::BeamCreate( ASW_CHAINSAW_BEAM_SPRITE, 2.5 );
|
|
m_hNoise->PointEntInit( GetAbsOrigin(), this );
|
|
m_hNoise->SetEndAttachment( 1 );
|
|
m_hNoise->AddSpawnFlags( SF_BEAM_TEMPORARY );
|
|
m_hNoise->SetOwnerEntity( pMarine );
|
|
m_hNoise->SetScrollRate( 25 );
|
|
m_hNoise->SetBrightness( 200 );
|
|
m_hNoise->SetColor( 255, 255, 255 );
|
|
m_hNoise->SetNoise( 0.8 );
|
|
#endif
|
|
}
|
|
|
|
|
|
void CASW_Weapon_Chainsaw::DestroyEffect( void )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if ( m_hBeam )
|
|
{
|
|
UTIL_Remove( m_hBeam );
|
|
m_hBeam = NULL;
|
|
}
|
|
if ( m_hNoise )
|
|
{
|
|
UTIL_Remove( m_hNoise );
|
|
m_hNoise = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::EndAttack( void )
|
|
{
|
|
|
|
|
|
if ( m_fireState != FIRE_OFF )
|
|
{
|
|
StartAttackOffSound();
|
|
|
|
#ifdef CLIENT_DLL
|
|
DispatchParticleEffect( "mining_laser_exhaust", PATTACH_POINT_FOLLOW, this, "eject1" );
|
|
#endif
|
|
}
|
|
|
|
StopChainsawSound();
|
|
|
|
SetWeaponIdleTime( gpGlobals->curtime + 2.0 );
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate;
|
|
|
|
SetFiringState(FIRE_OFF);
|
|
|
|
ClearIsFiring();
|
|
|
|
DestroyEffect();
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::Drop( const Vector &vecVelocity )
|
|
{
|
|
if (m_fireState != FIRE_OFF)
|
|
{
|
|
EndAttack();
|
|
}
|
|
else
|
|
{
|
|
StopChainsawSound();
|
|
StopAttackOffSound();
|
|
StopSound( "ASW_Chainsaw.Start" );
|
|
EmitSound( "ASW_Chainsaw.Stop" );
|
|
}
|
|
|
|
BaseClass::Drop( vecVelocity );
|
|
}
|
|
|
|
bool CASW_Weapon_Chainsaw::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
{
|
|
if (m_fireState != FIRE_OFF)
|
|
{
|
|
EndAttack();
|
|
}
|
|
else
|
|
{
|
|
StopChainsawSound();
|
|
StopAttackOffSound();
|
|
StopSound( "ASW_Chainsaw.Start" );
|
|
EmitSound( "ASW_Chainsaw.Stop" );
|
|
}
|
|
|
|
return BaseClass::Holster( pSwitchingTo );
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::WeaponIdle( void )
|
|
{
|
|
if ( !HasWeaponIdleTimeElapsed() )
|
|
return;
|
|
|
|
//Msg("%f CASW_Weapon_Chainsaw::WeaponIdle\n", gpGlobals->curtime);
|
|
|
|
float flIdleTime;
|
|
if ( m_fireState != FIRE_OFF )
|
|
{
|
|
//Msg(" ending attack\n", gpGlobals->curtime);
|
|
EndAttack();
|
|
flIdleTime = gpGlobals->curtime + 1.4f;
|
|
}
|
|
else
|
|
{
|
|
//Msg(" idle looping\n", gpGlobals->curtime);
|
|
//EmitSound( "ASW_Chainsaw.IdleLoop" );
|
|
flIdleTime = gpGlobals->curtime + 1.7f;
|
|
}
|
|
|
|
//int iAnim;
|
|
|
|
//float flRand = random->RandomFloat( 0,1 );
|
|
|
|
//if ( flRand <= 0.5 )
|
|
//{
|
|
//iAnim = ACT_VM_IDLE;
|
|
//flIdleTime = gpGlobals->curtime + 1.4f;
|
|
//}
|
|
//else
|
|
//{
|
|
//iAnim = ACT_VM_FIDGET;
|
|
//flIdleTime = gpGlobals->curtime + 3.0;
|
|
//}
|
|
|
|
//SendWeaponAnim( iAnim );
|
|
|
|
SetWeaponIdleTime( flIdleTime );
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::SetFiringState(CHAINSAW_FIRE_STATE state)
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
//Msg("[C] SetFiringState %d\n", state);
|
|
#else
|
|
//Msg("[C] SetFiringState %d\n", state);
|
|
#endif
|
|
m_fireState = state;
|
|
}
|
|
|
|
bool CASW_Weapon_Chainsaw::ShouldMarineMoveSlow()
|
|
{
|
|
return m_fireState != FIRE_OFF;
|
|
}
|
|
|
|
#ifdef GAME_DLL
|
|
void CASW_Weapon_Chainsaw::GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool& bOldReload, bool& bOldAttack1 )
|
|
{
|
|
CASW_Marine *pMarine = GetMarine();
|
|
|
|
// make AI fire this weapon whenever they have an enemy within a certain range
|
|
if (pMarine && !pMarine->IsInhabited())
|
|
{
|
|
bool bHasEnemy = (pMarine->GetEnemy() && pMarine->GetEnemy()->GetAbsOrigin().DistTo(pMarine->GetAbsOrigin()) < 250.0f);
|
|
|
|
if (bHasEnemy)
|
|
m_fLastForcedFireTime = gpGlobals->curtime;
|
|
|
|
bAttack1 = (bHasEnemy || gpGlobals->curtime < m_fLastForcedFireTime + 1.0f); // fire for 2 seconds after killing our enemy
|
|
bAttack2 = false;
|
|
bReload = false;
|
|
bOldReload = false;
|
|
|
|
|
|
return;
|
|
}
|
|
|
|
BaseClass::GetButtons( bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );
|
|
}
|
|
#endif
|
|
|
|
void CASW_Weapon_Chainsaw::ItemPostFrame()
|
|
{
|
|
BaseClass::ItemPostFrame();
|
|
|
|
AdjustChainsawPitch();
|
|
if ( m_fireState == FIRE_OFF )
|
|
{
|
|
StopChainsawSound();
|
|
}
|
|
}
|
|
|
|
ConVar asw_chainsaw_pitch_bite_rate( "asw_chainsaw_pitch_bite_rate", "50.0", FCVAR_CHEAT | FCVAR_REPLICATED, "How quickly the chainsaw pitch changes when attack hits somethings" );
|
|
ConVar asw_chainsaw_pitch_return_rate( "asw_chainsaw_pitch_return_rate", "50.0", FCVAR_CHEAT | FCVAR_REPLICATED, "How quickly the pitch returns to normal when attacking chainsaw doesn't hit anything" );
|
|
ConVar asw_chainsaw_pitch_return_delay( "asw_chainsaw_pitch_return_delay", "1.0", FCVAR_CHEAT | FCVAR_REPLICATED, "How long after attacking something before the chainsaw pitch returns to normal" );
|
|
ConVar asw_chainsaw_pitch_target( "asw_chainsaw_pitch_target", "95.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Target pitch when chainsaw starts to attack something" );
|
|
ConVar asw_chainsaw_pitch_range( "asw_chainsaw_pitch_range", "5.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Random variation applied above and below target pitch" );
|
|
ConVar asw_chainsaw_attack_fade_time( "asw_chainsaw_attack_fade_time", "0.5", FCVAR_CHEAT | FCVAR_REPLICATED, "Time for chainsaw attack sound to fade out" );
|
|
|
|
ConVar asw_chainsaw_shake_amplitude( "asw_chainsaw_shake_amplitude", "12.5", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar asw_chainsaw_shake_frequency( "asw_chainsaw_shake_frequency", "100.0", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar asw_chainsaw_debug( "asw_chainsaw_debug", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
|
|
#ifdef CLIENT_DLL
|
|
ConVar asw_chainsaw_shake_duration( "asw_chainsaw_shake_duration", "1.0", FCVAR_CHEAT );
|
|
#endif
|
|
|
|
void CASW_Weapon_Chainsaw::AdjustChainsawPitch()
|
|
{
|
|
if ( !m_pChainsawAttackSound )
|
|
{
|
|
if ( asw_chainsaw_debug.GetBool() )
|
|
{
|
|
Msg( "No chainsaw attack sound, aborting\n" );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Translated into the pitch values as represented in the soundscripts that would mean roughly that you
|
|
// change the pitch value to randomly land between 85 and 90. (Pitch value 100 equals no change. Pitch value 50 is one octave lower.)
|
|
// The pitch down should happen over 100 milliseconds. 400 ms later (half as second after the impact triggered the pitch down)
|
|
// reset to the original pitch value over 250 ms.
|
|
|
|
float flTransitionRate = 50.0f;
|
|
|
|
// check for returning to normal pitch
|
|
if ( ( gpGlobals->curtime - m_flLastHitTime ) > asw_chainsaw_pitch_return_delay.GetFloat() )
|
|
{
|
|
m_flTargetChainsawPitch = 100.0f;
|
|
flTransitionRate = asw_chainsaw_pitch_return_rate.GetFloat();
|
|
}
|
|
else if ( m_flTargetChainsawPitch == 0.0f ) // just started attacking something
|
|
{
|
|
float flPitchMin = asw_chainsaw_pitch_target.GetFloat() - asw_chainsaw_pitch_range.GetFloat();
|
|
float flPitchMax = asw_chainsaw_pitch_target.GetFloat() + asw_chainsaw_pitch_range.GetFloat();
|
|
if ( asw_chainsaw_debug.GetBool() )
|
|
{
|
|
Msg( "pitch min/max( %f %f )\n", flPitchMin, flPitchMax );
|
|
}
|
|
m_flTargetChainsawPitch = RandomFloat( flPitchMin, flPitchMax );
|
|
flTransitionRate = asw_chainsaw_pitch_bite_rate.GetFloat();
|
|
|
|
#ifdef CLIENT_DLL
|
|
// move this somewhere else....
|
|
ScreenShake_t shake;
|
|
shake.command = SHAKE_STOP;
|
|
shake.amplitude = 0;
|
|
|
|
HACK_GETLOCALPLAYER_GUARD( "ASW_AdjustChainsawPitch" );
|
|
GetViewEffects()->Shake( shake );
|
|
|
|
shake.command = SHAKE_START;
|
|
shake.amplitude = asw_chainsaw_shake_amplitude.GetFloat();
|
|
shake.frequency = asw_chainsaw_shake_frequency.GetFloat();
|
|
shake.duration = asw_chainsaw_shake_duration.GetFloat();
|
|
|
|
GetViewEffects()->Shake( shake );
|
|
#endif
|
|
}
|
|
|
|
float flCurPitch = CSoundEnvelopeController::GetController().SoundGetPitch( m_pChainsawAttackSound );
|
|
if ( flCurPitch != m_flTargetChainsawPitch )
|
|
{
|
|
if ( asw_chainsaw_debug.GetBool() )
|
|
{
|
|
Msg( "Changing chainsaw pitch to %f transition rate %f\n", m_flTargetChainsawPitch, flTransitionRate );
|
|
}
|
|
|
|
flCurPitch = Approach( m_flTargetChainsawPitch, flCurPitch, flTransitionRate * gpGlobals->curtime );
|
|
CSoundEnvelopeController::GetController().SoundChangePitch( m_pChainsawAttackSound, flCurPitch, 0.0f );
|
|
}
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::StartChainsawSound()
|
|
{
|
|
if ( !m_pChainsawAttackSound )
|
|
{
|
|
if ( asw_chainsaw_debug.GetBool() )
|
|
{
|
|
DevMsg( "Start Chainsaw Attach Sound\n" );
|
|
}
|
|
|
|
StopSound( "ASW_Chainsaw.Start" );
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
m_pChainsawAttackSound = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), "ASW_Chainsaw.attackOn" );
|
|
CSoundEnvelopeController::GetController().Play( m_pChainsawAttackSound, 1.0, 100 );
|
|
}
|
|
else
|
|
{
|
|
float fVolume = CSoundEnvelopeController::GetController().SoundGetVolume( m_pChainsawAttackSound );
|
|
if ( fVolume < 1.0f )
|
|
{
|
|
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pChainsawAttackSound, Approach( 1.0f, fVolume, ( 1.0f / asw_chainsaw_attack_fade_time.GetFloat() ) * gpGlobals->frametime ), 0.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::StopChainsawSound()
|
|
{
|
|
if ( m_pChainsawAttackSound )
|
|
{
|
|
if ( asw_chainsaw_debug.GetBool() )
|
|
{
|
|
DevMsg( "Stop Chainsaw Attach Sound\n" );
|
|
}
|
|
|
|
float fVolume = CSoundEnvelopeController::GetController().SoundGetVolume( m_pChainsawAttackSound );
|
|
if ( fVolume == 0.0f )
|
|
{
|
|
CSoundEnvelopeController::GetController().SoundDestroy( m_pChainsawAttackSound );
|
|
m_pChainsawAttackSound = NULL;
|
|
}
|
|
else
|
|
{
|
|
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pChainsawAttackSound, Approach( 0.0f, fVolume, ( 1.0f / asw_chainsaw_attack_fade_time.GetFloat() ) * gpGlobals->frametime ), 0.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::StartAttackOffSound()
|
|
{
|
|
float flCurPitch = 100;
|
|
|
|
if ( m_pChainsawAttackSound )
|
|
{
|
|
if ( asw_chainsaw_debug.GetBool() )
|
|
{
|
|
DevMsg( "Start Chainsaw Off Sound\n" );
|
|
}
|
|
|
|
flCurPitch = CSoundEnvelopeController::GetController().SoundGetPitch( m_pChainsawAttackSound );
|
|
}
|
|
|
|
if ( !m_pChainsawAttackOffSound )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
m_pChainsawAttackOffSound = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), "ASW_Chainsaw.attackOff" );
|
|
CSoundEnvelopeController::GetController().Play( m_pChainsawAttackOffSound, 0.0, flCurPitch );
|
|
}
|
|
|
|
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pChainsawAttackOffSound, 1.0, asw_chainsaw_attack_fade_time.GetFloat() );
|
|
CSoundEnvelopeController::GetController().SoundChangePitch( m_pChainsawAttackOffSound, 100, 1.0f / asw_chainsaw_pitch_return_rate.GetFloat() );
|
|
}
|
|
|
|
void CASW_Weapon_Chainsaw::StopAttackOffSound()
|
|
{
|
|
if ( m_pChainsawAttackOffSound )
|
|
{
|
|
if ( asw_chainsaw_debug.GetBool() )
|
|
{
|
|
DevMsg( "Stop Chainsaw Off Sound\n" );
|
|
}
|
|
|
|
CSoundEnvelopeController::GetController().SoundDestroy( m_pChainsawAttackOffSound );
|
|
m_pChainsawAttackOffSound = NULL;
|
|
}
|
|
}
|
|
|
|
#define ASW_CHAINSAW_SYNC_KILL_RANGE 60
|
|
|
|
bool CASW_Weapon_Chainsaw::CheckSyncKill( byte &forced_action, short &sync_kill_ent )
|
|
{
|
|
// sync kills disabled
|
|
return false;
|
|
/*
|
|
// If not firing, don't do anything
|
|
if ( !IsFiring() ) //m_fireState <= FIRE_OFF
|
|
return false;
|
|
|
|
// check for enemies in front of the player
|
|
CASW_Marine *pMarine = GetMarine();
|
|
if ( !pMarine )
|
|
return false;
|
|
|
|
if ( pMarine->GetCurrentMeleeAttack() )
|
|
return false;
|
|
|
|
Vector vecSrc = pMarine->Weapon_ShootPosition();
|
|
Vector vecDir;
|
|
AngleVectors( pMarine->EyeAngles(), &vecDir );
|
|
Vector vecDest = vecSrc + ( vecDir * ASW_CHAINSAW_SYNC_KILL_RANGE );
|
|
|
|
trace_t tr;
|
|
UTIL_TraceHull( vecSrc, vecDest, Vector( -5, -5, -5 ), Vector( 5, 5, 5 ), MASK_SHOT, pMarine, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.fraction < 1.0f && tr.m_pEnt && tr.m_pEnt->Classify() == CLASS_ASW_DRONE )
|
|
{
|
|
forced_action = FORCED_ACTION_CHAINSAW_SYNC_KILL;
|
|
sync_kill_ent = tr.m_pEnt->entindex();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
*/
|
|
} |