source-engine/game/shared/tf2/weapon_laserrifle.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Medic's Laser rifle
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "NPCEvent.h"
#include "tf_basecombatweapon.h"
#include "basecombatcharacter.h"
#include "smoke_trail.h"
#include "tf_player.h"
#include "in_buttons.h"
#include "tf_gamerules.h"
#include "ammodef.h"
#include "IEffects.h"
#include "vstdlib/random.h"
// Damage CVars
ConVar weapon_laserrifle_damage( "weapon_laserrifle_damage","0", FCVAR_NONE, "Laser Rifle maximum damage" );
ConVar weapon_laserrifle_range( "weapon_laserrifle_range","0", FCVAR_NONE, "Laser Rifle maximum range" );
// ------------------------------------------------------------------------ //
// CWeaponLaserRifle
// ------------------------------------------------------------------------ //
class CWeaponLaserRifle : public CBaseTFCombatWeapon
{
DECLARE_CLASS( CWeaponLaserRifle, CBaseTFCombatWeapon );
public:
virtual void Precache( void );
virtual float GetFireRate( void );
virtual void PrimaryAttack( void );
virtual bool ComputeEMPFireState( void );
// Beam
int m_iSpriteTexture;
};
LINK_ENTITY_TO_CLASS( weapon_laserrifle, CWeaponLaserRifle );
PRECACHE_WEAPON_REGISTER(weapon_laserrifle);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponLaserRifle::Precache( void )
{
BaseClass::Precache();
m_iSpriteTexture = PrecacheModel( "sprites/physbeam.vmt" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponLaserRifle::GetFireRate()
{
return 0.2;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponLaserRifle::ComputeEMPFireState( void )
{
if (IsOwnerEMPed())
{
// FIXME: Need a sound
//UTIL_EmitSound( pPlayer->pev, CHAN_WEAPON, g_pszEMPGatlingFizzle, 1.0, ATTN_NORM );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponLaserRifle::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( m_hOwner );
if ( !pPlayer )
return;
if ( !ComputeEMPFireState() )
return;
WeaponSound(SINGLE);
PlayAttackAnimation( GetPrimaryAttackActivity() );
pPlayer->AddEffects( EF_MUZZLEFLASH );
// Fire the beam: BLOW OFF AUTOAIM
Vector vecSrc = pPlayer->Weapon_ShootPosition( pPlayer->GetOrigin() );
Vector vecAiming, right, up;
pPlayer->EyeVectors( &vecAiming, &right, &up);
Vector vecSpread = VECTOR_CONE_4DEGREES;
// Get endpoint
float x, y, z;
do {
x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecAiming + x * vecSpread.x * right + y * vecSpread.y * up;
Vector vecEnd = vecSrc + vecDir * weapon_laserrifle_range.GetFloat();
trace_t tr;
float damagefactor = TFGameRules()->WeaponTraceLine(vecSrc, vecEnd, MASK_SHOT, pPlayer, DMG_ENERGYBEAM, &tr);
// Hit target?
if (tr.fraction != 1.0)
{
CBaseEntity *pEntity = CBaseEntity::Instance(tr.u.ent);
if ( pEntity )
{
ClearMultiDamage();
float flDamage = GetDamage( (tr.endpos - vecSrc).Length(), tr.hitgroup );
flDamage *= damagefactor;
pEntity->TraceAttack( CTakeDamageInfo( pPlayer, pPlayer, flDamage, DMG_ENERGYBEAM ), vecDir, &tr );
ApplyMultiDamage( pPlayer, pPlayer );
}
g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
}
// Get hacked gun position
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, NULL, &right, NULL );
Vector vecTracerSrc = vecSrc + Vector (0,0,-8) + right * 12 + vecDir * 16;
// Laser beam
CBroadcastRecipientFilter filter;
te->BeamPoints( filter, 0.0,
&vecTracerSrc,
&tr.endpos,
m_iSpriteTexture,
0, // Halo index
0, // Start frame
0, // Frame rate
0.2, // Life
15, // Width
15, // EndWidth
0, // FadeLength
0, // Amplitude
200, // r
200, // g
255, // b
255, // a
255 ); // speed
pPlayer->m_iAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
CheckRemoveDisguise();
}