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457 lines
12 KiB
C++
457 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_portalgun_shared.h"
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#include "npcevent.h"
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#include "in_buttons.h"
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#include "rumble_shared.h"
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#include "prop_portal_shared.h"
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#ifdef CLIENT_DLL
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#define CWeaponPortalgun C_WeaponPortalgun
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#endif //#ifdef CLIENT_DLL
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acttable_t CWeaponPortalgun::m_acttable[] =
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{
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{ ACT_MP_STAND_IDLE, ACT_MP_STAND_PRIMARY, false },
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{ ACT_MP_RUN, ACT_MP_RUN_PRIMARY, false },
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{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_PRIMARY, false },
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{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_PRIMARY, false },
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{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_PRIMARY, false },
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{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_PRIMARY, false },
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{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_PRIMARY, false },
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{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_PRIMARY, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponPortalgun);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponPortalgun::CWeaponPortalgun( void )
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{
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m_bReloadsSingly = true;
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// TODO: specify these in hammer instead of assuming every gun has blue chip
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m_bCanFirePortal1 = true;
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m_bCanFirePortal2 = false;
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m_iLastFiredPortal = 0;
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m_fCanPlacePortal1OnThisSurface = 1.0f;
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m_fCanPlacePortal2OnThisSurface = 1.0f;
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m_fMinRange1 = 0.0f;
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m_fMaxRange1 = MAX_TRACE_LENGTH;
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m_fMinRange2 = 0.0f;
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m_fMaxRange2 = MAX_TRACE_LENGTH;
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m_EffectState = (int)EFFECT_NONE;
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}
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void CWeaponPortalgun::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( PORTALGUN_BEAM_SPRITE );
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PrecacheModel( PORTALGUN_BEAM_SPRITE_NOZ );
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PrecacheModel( "models/portals/portal1.mdl" );
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PrecacheModel( "models/portals/portal2.mdl" );
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PrecacheScriptSound( "Portal.ambient_loop" );
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PrecacheScriptSound( "Portal.open_blue" );
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PrecacheScriptSound( "Portal.open_red" );
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PrecacheScriptSound( "Portal.close_blue" );
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PrecacheScriptSound( "Portal.close_red" );
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PrecacheScriptSound( "Portal.fizzle_moved" );
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PrecacheScriptSound( "Portal.fizzle_invalid_surface" );
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PrecacheScriptSound( "Weapon_Portalgun.powerup" );
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PrecacheScriptSound( "Weapon_PhysCannon.HoldSound" );
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#ifndef CLIENT_DLL
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PrecacheParticleSystem( "portal_1_projectile_stream" );
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PrecacheParticleSystem( "portal_1_projectile_stream_pedestal" );
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PrecacheParticleSystem( "portal_2_projectile_stream" );
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PrecacheParticleSystem( "portal_2_projectile_stream_pedestal" );
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PrecacheParticleSystem( "portal_1_charge" );
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PrecacheParticleSystem( "portal_2_charge" );
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#endif
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}
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PRECACHE_WEAPON_REGISTER(weapon_portalgun);
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bool CWeaponPortalgun::ShouldDrawCrosshair( void )
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{
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return true;//( m_fCanPlacePortal1OnThisSurface > 0.5f || m_fCanPlacePortal2OnThisSurface > 0.5f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so only reload one shell at a time
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponPortalgun::Reload( void )
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{
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play finish reload anim and fill clip
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::FillClip( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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// Add them to the clip
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if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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if ( Clip1() < GetMaxClip1() )
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{
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m_iClip1++;
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::DryFire( void )
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{
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WeaponSound(EMPTY);
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SendWeaponAnim( ACT_VM_DRYFIRE );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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void CWeaponPortalgun::SetCanFirePortal1( bool bCanFire /*= true*/ )
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{
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m_bCanFirePortal1 = bCanFire;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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if ( !m_bOpenProngs )
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{
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DoEffect( EFFECT_HOLDING );
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DoEffect( EFFECT_READY );
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}
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// TODO: Remove muzzle flash when there's an upgrade animation
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pOwner->DoMuzzleFlash();
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// Don't fire again until fire animation has completed
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.25f;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.25f;
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// player "shoot" animation
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pOwner->SetAnimation( PLAYER_ATTACK1 );
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pOwner->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
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EmitSound( "Weapon_Portalgun.powerup" );
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}
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void CWeaponPortalgun::SetCanFirePortal2( bool bCanFire /*= true*/ )
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{
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m_bCanFirePortal2 = bCanFire;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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if ( !m_bOpenProngs )
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{
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DoEffect( EFFECT_HOLDING );
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DoEffect( EFFECT_READY );
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}
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// TODO: Remove muzzle flash when there's an upgrade animation
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pOwner->DoMuzzleFlash();
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// Don't fire again until fire animation has completed
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
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// player "shoot" animation
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pOwner->SetAnimation( PLAYER_ATTACK1 );
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pOwner->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
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EmitSound( "Weapon_Portalgun.powerup" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::PrimaryAttack( void )
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{
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if ( !CanFirePortal1() )
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return;
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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{
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return;
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}
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#ifndef CLIENT_DLL
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inputdata_t inputdata;
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inputdata.pActivator = this;
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inputdata.pCaller = this;
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inputdata.value;//null
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FirePortal1( inputdata );
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m_OnFiredPortal1.FireOutput( pPlayer, this );
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pPlayer->RumbleEffect( RUMBLE_PORTALGUN_LEFT, 0, RUMBLE_FLAGS_NONE );
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#endif
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pPlayer->DoMuzzleFlash();
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// Don't fire again until fire animation has completed
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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pPlayer->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::SecondaryAttack( void )
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{
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if ( !CanFirePortal2() )
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return;
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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{
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return;
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}
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#ifndef CLIENT_DLL
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inputdata_t inputdata;
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inputdata.pActivator = this;
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inputdata.pCaller = this;
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inputdata.value;//null
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FirePortal2( inputdata );
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m_OnFiredPortal2.FireOutput( pPlayer, this );
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pPlayer->RumbleEffect( RUMBLE_PORTALGUN_RIGHT, 0, RUMBLE_FLAGS_NONE );
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#endif
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pPlayer->DoMuzzleFlash();
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// Don't fire again until fire animation has completed
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;//SequenceDuration();
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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pPlayer->ViewPunch( QAngle( random->RandomFloat( -1, -0.5f ), random->RandomFloat( -1, 1 ), 0 ) );
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}
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void CWeaponPortalgun::DelayAttack( float fDelay )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime + fDelay;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::ItemHolsterFrame( void )
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{
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// Must be player held
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if ( GetOwner() && GetOwner()->IsPlayer() == false )
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return;
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// We can't be active
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if ( GetOwner()->GetActiveWeapon() == this )
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return;
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// If it's been longer than three seconds, reload
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if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )
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{
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// Reset the timer
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m_flHolsterTime = gpGlobals->curtime;
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if ( GetOwner() == NULL )
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return;
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if ( m_iClip1 == GetMaxClip1() )
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return;
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// Just load the clip with no animations
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int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) );
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GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() );
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m_iClip1 += ammoFill;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponPortalgun::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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DestroyEffects();
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponPortalgun::Deploy( void )
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{
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DoEffect( EFFECT_READY );
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bool bReturn = BaseClass::Deploy();
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->curtime;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner )
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{
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pOwner->SetNextAttack( gpGlobals->curtime );
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#ifndef CLIENT_DLL
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if( GameRules()->IsMultiplayer() )
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{
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m_iPortalLinkageGroupID = pOwner->entindex();
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Assert( (m_iPortalLinkageGroupID >= 0) && (m_iPortalLinkageGroupID < 256) );
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}
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#endif
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}
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return bReturn;
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}
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void CWeaponPortalgun::WeaponIdle( void )
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{
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//See if we should idle high or low
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if ( WeaponShouldBeLowered() )
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{
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// Move to lowered position if we're not there yet
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if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED
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&& GetActivity() != ACT_TRANSITION )
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{
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SendWeaponAnim( ACT_VM_IDLE_LOWERED );
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}
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else if ( HasWeaponIdleTimeElapsed() )
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{
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// Keep idling low
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SendWeaponAnim( ACT_VM_IDLE_LOWERED );
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}
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}
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else
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{
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// See if we need to raise immediately
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if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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else if ( HasWeaponIdleTimeElapsed() )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::StopEffects( bool stopSound )
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{
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// Turn off our effect state
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DoEffect( EFFECT_NONE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : effectType -
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::DoEffect( int effectType, Vector *pos )
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{
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m_EffectState = effectType;
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#ifdef CLIENT_DLL
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// Save predicted state
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m_nOldEffectState = m_EffectState;
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#endif
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switch( effectType )
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{
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case EFFECT_READY:
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DoEffectReady();
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break;
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case EFFECT_HOLDING:
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DoEffectHolding();
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break;
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default:
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case EFFECT_NONE:
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DoEffectNone();
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Restore
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::OnRestore()
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{
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BaseClass::OnRestore();
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// Portalgun effects disappear through level transition, so
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// just recreate any effects here
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if ( m_EffectState != EFFECT_NONE )
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{
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DoEffect( m_EffectState, NULL );
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}
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}
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//-----------------------------------------------------------------------------
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// On Remove
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//-----------------------------------------------------------------------------
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void CWeaponPortalgun::UpdateOnRemove(void)
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{
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DestroyEffects();
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BaseClass::UpdateOnRemove();
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}
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