source-engine/game/shared/swarm/asw_weapon_fire_extinguisher_shared.cpp

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2023-10-03 14:23:56 +00:00
#include "cbase.h"
#include "asw_weapon_fire_extinguisher_shared.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "npcevent.h"
#include "shot_manipulator.h"
#include "asw_extinguisher_projectile.h"
#include "EntityFlame.h"
#include "te_effect_dispatch.h"
#include "IEffects.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_FireExtinguisher, DT_ASW_Weapon_FireExtinguisher )
BEGIN_NETWORK_TABLE( CASW_Weapon_FireExtinguisher, DT_ASW_Weapon_FireExtinguisher )
#ifdef CLIENT_DLL
// recvprops
#else
// sendprops
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CASW_Weapon_FireExtinguisher )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( asw_weapon_fire_extinguisher, CASW_Weapon_FireExtinguisher );
PRECACHE_WEAPON_REGISTER(asw_weapon_fire_extinguisher);
#ifndef CLIENT_DLL
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Weapon_FireExtinguisher )
END_DATADESC()
#endif /* not client */
CASW_Weapon_FireExtinguisher::CASW_Weapon_FireExtinguisher()
{
m_fMinRange1 = 0;
m_fMaxRange1 = 128;
m_fMinRange2 = 256;
m_fMaxRange2 = 512;
m_flLastFireTime = 0;
}
CASW_Weapon_FireExtinguisher::~CASW_Weapon_FireExtinguisher()
{
}
void CASW_Weapon_FireExtinguisher::Spawn()
{
BaseClass::Spawn();
#ifdef CLIENT_DLL
SetNextClientThink( CLIENT_THINK_ALWAYS );
#endif
}
#ifdef CLIENT_DLL
void CASW_Weapon_FireExtinguisher::ClientThink()
{
BaseClass::ClientThink();
if ( m_bIsFiring )
{
if( !pEffect )
{
pEffect = ParticleProp()->Create( "asw_fireextinguisher", PATTACH_POINT_FOLLOW, "muzzle" );
//EmitSound( "ASW_Weapon_Freezer.OnLoop" );
}
}
else
{
if ( pEffect )
{
pEffect->StopEmission();
pEffect = NULL;
//StopSound( "ASW_Weapon_Freezer.OnLoop" );
//EmitSound( "ASW_Weapon_Freezer.Stop" );
}
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CASW_Weapon_FireExtinguisher::GetPrimaryAttackActivity( void )
{
return ACT_VM_PRIMARYATTACK;
}
void CASW_Weapon_FireExtinguisher::PrimaryAttack( void )
{
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if (pMarine) // firing from a marine
{
// MUST call sound before removing a round from the clip of a CMachineGun
//WeaponSound(SINGLE);
m_bIsFiring = true;
// tell the marine to tell its weapon to draw the muzzle flash
pMarine->DoMuzzleFlash();
// sets the animation on the weapon model iteself
SendWeaponAnim( GetPrimaryAttackActivity() );
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
Vector vecSrc = pMarine->Weapon_ShootPosition( );
Vector vecAiming = vec3_origin;
if ( pPlayer && pMarine->IsInhabited() )
{
vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
}
else
{
vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
}
//FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
//info.m_pAttacker = pMarine;
// Fire the bullets, and force the first shot to be perfectly accuracy
//pMarine->FireBullets( info );
CShotManipulator Manipulator( vecAiming );
AngularImpulse rotSpeed(0,0,720);
// create a pellet at some random spread direction
//CASW_Shotgun_Pellet *pPellet =
Vector newVel = Manipulator.ApplySpread(GetBulletSpread());
if ( pMarine->GetWaterLevel() != 3 )
{
newVel *= EXTINGUISHER_PROJECTILE_AIR_VELOCITY;
newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1)));
// aim it downwards a bit
newVel.z -= 40.0f;
CASW_Extinguisher_Projectile::Extinguisher_Projectile_Create( vecSrc, QAngle(0,0,0),
newVel, rotSpeed, pMarine );
// check for putting outselves out
if (pMarine->IsOnFire())
{
CEntityFlame *pFireChild = dynamic_cast<CEntityFlame *>( pMarine->GetEffectEntity() );
if ( pFireChild )
{
pMarine->SetEffectEntity( NULL );
UTIL_Remove( pFireChild );
}
pMarine->Extinguish();
// spawn a cloud effect on this marine
CEffectData data;
data.m_vOrigin = pMarine->GetAbsOrigin();
//data.m_nEntIndex = pMarine->entindex();
CPASFilter filter( data.m_vOrigin );
filter.SetIgnorePredictionCull(true);
DispatchEffect( filter, 0.0, "ExtinguisherCloud", data );
}
}
#endif
// decrement ammo
m_iClip1 -= 1;
if (!m_iClip1 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
if (pPlayer)
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}
else if (pPlayer) // firing from a player
{
// MUST call sound before removing a round from the clip of a CMachineGun
//WeaponSound(SINGLE);
pPlayer->DoMuzzleFlash();
SendWeaponAnim( GetPrimaryAttackActivity() );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
CBasePlayer* pBasePlayer = dynamic_cast<CBasePlayer*>(pPlayer);
Vector vecAiming = pBasePlayer->GetAutoaimVector( GetAutoAimAmount() );
FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
info.m_pAttacker = pPlayer;
// Fire the bullets, and force the first shot to be perfectly accuracy
pPlayer->FireBullets( info );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
//Add our view kick in
AddViewKick();
}
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;
m_flLastFireTime = gpGlobals->curtime;
}
void CASW_Weapon_FireExtinguisher::Precache()
{
PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
PrecacheModel( "swarm/sprites/greylaser1.vmt" );
PrecacheParticleSystem( "asw_fireextinguisher" );
BaseClass::Precache();
}
#ifdef CLIENT_DLL
// if true, the marine emits fire extinguisher smoke from his emitter
bool CASW_Weapon_FireExtinguisher::ShouldMarineFireExtinguish()
{
return IsFiring();
}
#endif