549 lines
16 KiB
C++
549 lines
16 KiB
C++
#include "cbase.h"
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#include "asw_weapon_ricochet_shared.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#define CASW_Weapon C_ASW_Weapon
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#define CASW_Marine C_ASW_Marine
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#define CBasePlayer C_BasePlayer
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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_marine_resource.h"
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#include "precache_register.h"
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#include "c_te_effect_dispatch.h"
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#include "iviewrender_beams.h" // laser beam
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#else
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#include "asw_lag_compensation.h"
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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 "npcevent.h"
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#include "te_effect_dispatch.h"
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#include "asw_marine_resource.h"
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#include "asw_marine_speech.h"
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#include "decals.h"
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#include "ammodef.h"
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#include "asw_weapon_ammo_bag_shared.h"
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#include "asw_rocket.h"
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#endif
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#include "asw_bouncing_pellet_shared.h"
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#include "shot_manipulator.h"
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#include "asw_marine_skills.h"
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#include "fmtstr.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_Ricochet, DT_ASW_Weapon_Ricochet )
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BEGIN_NETWORK_TABLE( CASW_Weapon_Ricochet, DT_ASW_Weapon_Ricochet )
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#ifdef CLIENT_DLL
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// recvprops
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RecvPropBool (RECVINFO(m_bBounceLaser)),
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#else
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// sendprops
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SendPropBool (SENDINFO(m_bBounceLaser)),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CASW_Weapon_Ricochet )
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DEFINE_PRED_FIELD( m_bBounceLaser, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( asw_weapon_ricochet, CASW_Weapon_Ricochet );
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PRECACHE_WEAPON_REGISTER( asw_weapon_ricochet );
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extern ConVar asw_weapon_max_shooting_distance;
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#ifndef CLIENT_DLL
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extern ConVar asw_debug_marine_damage;
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#endif
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#define PELLET_AIR_VELOCITY 2500
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CASW_Weapon_Ricochet::CASW_Weapon_Ricochet()
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{
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#ifdef CLIENT_DLL
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for (int i=0;i<ASW_NUM_LASER_BEAMS;i++)
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{
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m_pLaserBeam[i] = NULL;
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}
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#endif
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}
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CASW_Weapon_Ricochet::~CASW_Weapon_Ricochet()
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{
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}
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void CASW_Weapon_Ricochet::Precache()
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{
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BaseClass::Precache();
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}
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void CASW_Weapon_Ricochet::PrimaryAttack()
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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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bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;
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GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );
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if (pMarine) // firing from a marine
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{
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m_bIsFiring = true;
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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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if (m_iClip1 <= AmmoClickPoint())
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{
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LowAmmoSound();
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}
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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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#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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#ifdef RICOCHET_SHOTGUN
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//if (bAttack2)
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{
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int iPellets = 7;
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Vector vecSrc = pMarine->Weapon_ShootPosition( );
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Vector vecAiming;
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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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#ifdef CLIENT_DLL
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Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
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#else
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vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
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#endif
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}
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static Vector cone(12,12,12);
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for (int i=0;i<iPellets;i++)
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{
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, cone, asw_weapon_max_shooting_distance.GetFloat(), m_iPrimaryAmmoType );
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info.m_pAttacker = pMarine;
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info.m_iTracerFreq = 1;
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info.m_nFlags = FIRE_BULLETS_NO_PIERCING_SPARK | FIRE_BULLETS_HULL | FIRE_BULLETS_ANGULAR_SPREAD;
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info.m_flDamage = GetWeaponDamage();
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#ifndef CLIENT_DLL
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if (asw_debug_marine_damage.GetBool())
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Msg("Weapon dmg = %f\n", info.m_flDamage);
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info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
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#endif
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// shotgun bullets have a base 50% chance of piercing
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//float fPiercingChance = 0.5f;
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//if (pMarine->GetMarineResource() && pMarine->GetMarineProfile() && pMarine->GetMarineProfile()->GetMarineClass() == MARINE_CLASS_SPECIAL_WEAPONS)
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//fPiercingChance += MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_PIERCING);
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//pMarine->FirePenetratingBullets(info, 5, fPiercingChance);
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pMarine->FireBouncingBullets(info, 1, i);
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}
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// increment shooting stats
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// pellet based
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//#ifndef CLIENT_DLL
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/*
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CShotManipulator Manipulator( vecAiming );
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for (int i=0;i<iPellets;i++)
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{
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// create a pellet at some random spread direction
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//CASW_Shotgun_Pellet *pPellet =
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Vector newVel = Manipulator.ApplySpread(VECTOR_CONE_20DEGREES);
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//Vector newVel = ApplySpread( vecAiming, GetBulletSpread() );
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newVel *= PELLET_AIR_VELOCITY;
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newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1)));
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CreatePellet(vecSrc, newVel, pMarine);
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if (i == 0)
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{
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Msg("[%s] New pellet, vel = %s\n", IsServer() ? "s" : "c", VecToString(newVel));
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}
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//CASW_Shotgun_Pellet_Predicted::CreatePellet(vecSrc, newVel, pPlayer, pMarine);
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}
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*/
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//#endif
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#ifndef CLIENT_DLL
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if (pMarine && pMarine->GetMarineResource())
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{
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pMarine->GetMarineResource()->UsedWeapon(this, 1);
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pMarine->OnWeaponFired( this );
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}
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#endif
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0f;
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return;
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}
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#endif // RICOCHET SHOTGUN
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FireBulletsInfo_t info;
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info.m_vecSrc = pMarine->Weapon_ShootPosition( );
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if ( pPlayer && pMarine->IsInhabited() )
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{
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info.m_vecDirShooting = 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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#ifdef CLIENT_DLL
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Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
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#else
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info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc );
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#endif
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}
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// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
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// especially if the weapon we're firing has a really fast rate of fire.
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info.m_iShots = 0;
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float fireRate = GetFireRate();
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while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
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info.m_iShots++;
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if ( !fireRate )
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break;
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}
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// Make sure we don't fire more than the amount in the clip
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if ( UsesClipsForAmmo1() )
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{
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info.m_iShots = MIN( info.m_iShots, m_iClip1 );
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m_iClip1 -= info.m_iShots;
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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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else
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{
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info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
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pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
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}
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info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat();
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info.m_iAmmoType = m_iPrimaryAmmoType;
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info.m_iTracerFreq = 1; // asw tracer test everytime
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info.m_vecSpread = pMarine->GetActiveWeapon()->GetBulletSpread();
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info.m_flDamage = GetWeaponDamage();
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#ifndef CLIENT_DLL
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if (asw_debug_marine_damage.GetBool())
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Msg("Weapon dmg = %f\n", info.m_flDamage);
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info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
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#endif
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// make bullets bounce if secondary fire is held down
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if (bAttack2)
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pMarine->FireBouncingBullets( info, 2 );
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else
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pMarine->FireBullets( info );
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// increment shooting stats
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#ifndef CLIENT_DLL
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if (pMarine && pMarine->GetMarineResource())
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{
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pMarine->GetMarineResource()->UsedWeapon(this, info.m_iShots);
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pMarine->OnWeaponFired( this, info.m_iShots );
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}
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#endif
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}
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}
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void CASW_Weapon_Ricochet::SecondaryAttack()
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{
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CASW_Player *pPlayer = GetCommander();
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if (!pPlayer)
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return;
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CASW_Marine *pMarine = GetMarine();
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if (!pMarine)
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return;
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// dry fire
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SendWeaponAnim( ACT_VM_DRYFIRE );
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BaseClass::WeaponSound( EMPTY );
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
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}
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void CASW_Weapon_Ricochet::ItemPostFrame()
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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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bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;
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GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );
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// check for clearing our firing bool from reloading
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if (m_bInReload && gpGlobals->curtime > m_fReloadClearFiringTime)
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m_bIsFiring = false;
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if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
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{
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DelayedAttack();
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}
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m_fFireDuration = bAttack1 ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f;
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if ( UsesClipsForAmmo1() )
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{
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CheckReload();
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}
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bool bFired = false;
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// secondary fire makes our bounce targeting laser come on
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m_bBounceLaser = bAttack2;
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if ( !bFired && bAttack1 && (m_flNextPrimaryAttack <= gpGlobals->curtime) && gpGlobals->curtime > pOwner->m_fFFGuardTime)
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{
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// Clip empty? Or out of ammo on a no-clip weapon?
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if ( !IsMeleeWeapon() &&
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(( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
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{
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HandleFireOnEmpty();
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}
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else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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{
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// This weapon doesn't fire underwater
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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return;
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}
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else
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{
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// If the firing button was just pressed, reset the firing time
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if ( pOwner && bAttack1 )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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PrimaryAttack();
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}
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}
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if (!bAttack1) // clear our firing var if we don't have the attack button held down (not totally accurate since firing could continue for some time after pulling the trigger, but it's good enough for our purposes)
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m_bIsFiring = false;
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if ( bReload && UsesClipsForAmmo1())
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{
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if ( m_bInReload )
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{
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// todo: check for a fast reload
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Msg("Check for fast reload\n");
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}
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else
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{
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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Reload();
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m_fFireDuration = 0.0f;
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}
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}
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// No buttons down
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if (!(bAttack1 || bAttack2 || bReload))
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{
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// no fire buttons down or reloading
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if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
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{
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WeaponIdle();
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}
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}
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}
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#ifdef CLIENT_DLL
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int CASW_Weapon_Ricochet::DrawModel( int flags, const RenderableInstance_t &instance )
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{
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return BaseClass::DrawModel(flags, instance);
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}
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ConVar asw_ricochet_laser_width("asw_ricochet_laser_width", "1.5f", FCVAR_CHEAT, "Width of the ricochet targeting laser");
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ConVar asw_ricochet_laser_fade("asw_ricochet_laser_fade", "0.5f", FCVAR_CHEAT, "Width of the ricochet targeting laser");
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ConVar asw_ricochet_laser_brightness("asw_ricochet_laser_brightness", "255.0f", FCVAR_CHEAT, "Width of the ricochet targeting laser");
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ConVar asw_ricochet_laser_r("asw_ricochet_laser_r", "255", 0, "Red component of ricochet rifle bounce laser");
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ConVar asw_ricochet_laser_g("asw_ricochet_laser_g", "0", 0, "Red component of ricochet rifle bounce laser");
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ConVar asw_ricochet_laser_b("asw_ricochet_laser_b", "0", 0, "Red component of ricochet rifle bounce laser");
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void CASW_Weapon_Ricochet::UpdateBounceLaser()
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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 (!pPlayer || !pMarine)
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return;
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if (!pMarine->IsInhabited())
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{
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ReleaseLaserBeam();
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return;
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}
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Vector vecSrc = pMarine->Weapon_ShootPosition( );
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Vector vecDir = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount());
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trace_t tr;
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UTIL_TraceLine(vecSrc, vecSrc + vecDir * asw_weapon_max_shooting_distance.GetFloat(), MASK_SHOT, pMarine, COLLISION_GROUP_NONE, &tr);
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//static Vector s_vecLastSrc = vec3_origin;
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//Msg("lasersrc = %s", VecToString(vecSrc));
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//if (s_vecLastSrc != vecSrc)
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//{
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//Msg(" source changed");
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//s_vecLastSrc = vecSrc;
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//}
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//Msg("\n");
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for (int i=0;i<ASW_NUM_LASER_BEAMS;i++)
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{
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if (m_pLaserBeam[i] == NULL)
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{
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BeamInfo_t beamInfo;
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beamInfo.m_nType = TE_BEAMPOINTS;
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beamInfo.m_vecStart = tr.startpos;
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beamInfo.m_vecEnd = tr.endpos;
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beamInfo.m_pszModelName = "sprites/glow01.vmt";
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beamInfo.m_pszHaloName = "sprites/glow01.vmt";
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beamInfo.m_flHaloScale = 3.0;
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beamInfo.m_flWidth = asw_ricochet_laser_width.GetFloat();
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beamInfo.m_flEndWidth = asw_ricochet_laser_width.GetFloat();
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beamInfo.m_flFadeLength = asw_ricochet_laser_fade.GetFloat();
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beamInfo.m_flAmplitude = 0;
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beamInfo.m_flBrightness = asw_ricochet_laser_brightness.GetFloat();
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beamInfo.m_flSpeed = 0.0f;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 0.0;
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beamInfo.m_flRed = asw_ricochet_laser_r.GetFloat();
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beamInfo.m_flGreen = asw_ricochet_laser_g.GetFloat();
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beamInfo.m_flBlue = asw_ricochet_laser_b.GetFloat();
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beamInfo.m_nSegments = 8;
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beamInfo.m_bRenderable = true;
|
|
beamInfo.m_flLife = 0.5;
|
|
beamInfo.m_nFlags = FBEAM_FOREVER | FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
|
|
|
|
m_pLaserBeam[i] = beams->CreateBeamPoints( beamInfo );
|
|
}
|
|
else
|
|
{
|
|
BeamInfo_t beamInfo;
|
|
beamInfo.m_vecStart = tr.startpos;
|
|
beamInfo.m_vecEnd = tr.endpos;
|
|
beamInfo.m_flRed = asw_ricochet_laser_r.GetFloat();
|
|
beamInfo.m_flGreen = asw_ricochet_laser_g.GetFloat();
|
|
beamInfo.m_flBlue = asw_ricochet_laser_b.GetFloat();
|
|
|
|
beams->UpdateBeamInfo( m_pLaserBeam[i], beamInfo );
|
|
}
|
|
|
|
vecSrc = tr.endpos;
|
|
if (tr.DidHit())
|
|
{
|
|
Vector vecNewDir = vecDir;
|
|
// reflect the X+Y off the surface (leave Z intact so the shot is more likely to stay flat and hit enemies)
|
|
float proj = (vecNewDir).Dot( tr.plane.normal );
|
|
VectorMA( vecNewDir, -proj*2, tr.plane.normal, vecNewDir );
|
|
vecDir.x = vecNewDir.x;
|
|
vecDir.y = vecNewDir.y;
|
|
}
|
|
UTIL_TraceLine(vecSrc, vecSrc + vecDir * asw_weapon_max_shooting_distance.GetFloat(), MASK_SHOT, pMarine, COLLISION_GROUP_NONE, &tr);
|
|
}
|
|
}
|
|
|
|
void CASW_Weapon_Ricochet::ReleaseLaserBeam()
|
|
{
|
|
for (int i=0;i<ASW_NUM_LASER_BEAMS;i++)
|
|
{
|
|
if( m_pLaserBeam[i] )
|
|
{
|
|
m_pLaserBeam[i]->flags = 0;
|
|
m_pLaserBeam[i]->die = gpGlobals->curtime - 1;
|
|
|
|
m_pLaserBeam[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CASW_Weapon_Ricochet::NotifyShouldTransmit( ShouldTransmitState_t state )
|
|
{
|
|
// Remove all addon models if we go out of the PVS.
|
|
if ( state == SHOULDTRANSMIT_END )
|
|
{
|
|
ReleaseLaserBeam();
|
|
}
|
|
|
|
BaseClass::NotifyShouldTransmit( state );
|
|
}
|
|
|
|
bool CASW_Weapon_Ricochet::Simulate()
|
|
{
|
|
// calculate the bounce targeting beam if it's active
|
|
if (m_bBounceLaser.Get() && !IsFiring())
|
|
{
|
|
UpdateBounceLaser();
|
|
}
|
|
else
|
|
{
|
|
ReleaseLaserBeam();
|
|
}
|
|
|
|
BaseClass::Simulate();
|
|
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
|
|
CASW_Bouncing_Pellet* CASW_Weapon_Ricochet::CreatePellet(Vector vecSrc, Vector newVel, CASW_Marine *pMarine)
|
|
{
|
|
if (!pMarine)
|
|
return NULL;
|
|
AngularImpulse rotSpeed(0,0,720);
|
|
float flDamage = GetWeaponDamage();
|
|
#ifdef GAME_DLL
|
|
if (asw_debug_marine_damage.GetBool())
|
|
Msg("Weapon dmg = %f\n", flDamage);
|
|
|
|
flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
|
|
#endif
|
|
return CASW_Bouncing_Pellet::CreatePellet( vecSrc, newVel, pMarine, flDamage);
|
|
} |