mirror of
https://github.com/nillerusr/source-engine.git
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783 lines
19 KiB
C++
783 lines
19 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 "fx_dod_shared.h"
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#include "weapon_dodbipodgun.h"
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#include "dod_gamerules.h"
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#include "engine/IEngineSound.h"
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#ifndef CLIENT_DLL
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#include "ndebugoverlay.h"
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( DODBipodWeapon, DT_BipodWeapon )
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BEGIN_NETWORK_TABLE( CDODBipodWeapon, DT_BipodWeapon )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bDeployed ) ),
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RecvPropInt( RECVINFO( m_iDeployedReloadModelIndex) ),
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#else
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SendPropBool( SENDINFO( m_bDeployed ) ),
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SendPropModelIndex( SENDINFO(m_iDeployedReloadModelIndex) ),
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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( CDODBipodWeapon )
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DEFINE_PRED_FIELD( m_bDeployed, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE )
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END_PREDICTION_DATA()
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#endif
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CDODBipodWeapon::CDODBipodWeapon()
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{
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}
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void CDODBipodWeapon::Spawn()
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{
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SetDeployed( false );
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m_flNextDeployCheckTime = 0;
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m_iCurrentWorldModel = 0;
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m_iAltFireHint = HINT_USE_DEPLOY;
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BaseClass::Spawn();
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}
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void CDODBipodWeapon::SetDeployed( bool bDeployed )
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{
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if ( bDeployed == false )
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{
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m_hDeployedOnEnt = NULL;
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m_DeployedEntOrigin = vec3_origin;
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m_flDeployedHeight = 0;
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#ifdef GAME_DLL
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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pPlayer->HandleDeployedMGKillCount( 0 ); // reset when we undeploy
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}
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#endif
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}
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m_bDeployed = bDeployed;
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}
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void CDODBipodWeapon::Precache( void )
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{
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// precache base first, it loads weapon scripts
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BaseClass::Precache();
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const CDODWeaponInfo &info = GetDODWpnData();
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if( Q_strlen(info.m_szDeployedModel) > 0 )
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{
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Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_DEPLOYED );
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m_iDeployedModelIndex = CBaseEntity::PrecacheModel( info.m_szDeployedModel );
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}
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if( Q_strlen(info.m_szDeployedReloadModel) > 0 )
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{
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Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_DEPLOYED_RELOAD );
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m_iDeployedReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szDeployedReloadModel );
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}
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if( Q_strlen(info.m_szProneDeployedReloadModel) > 0 )
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{
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Assert( info.m_iAltWpnCriteria & ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD );
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m_iProneDeployedReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szProneDeployedReloadModel );
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}
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m_iCurrentWorldModel = m_iWorldModelIndex;
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Assert( m_iCurrentWorldModel != 0 );
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}
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bool CDODBipodWeapon::CanDrop( void )
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{
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return ( IsDeployed() == false );
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}
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bool CDODBipodWeapon::CanHolster( void )
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{
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return ( IsDeployed() == false );
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}
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void CDODBipodWeapon::Drop( const Vector &vecVelocity )
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{
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// If a player is killed while deployed, this resets the weapon state
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SetDeployed( false );
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BaseClass::Drop( vecVelocity );
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}
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void CDODBipodWeapon::SecondaryAttack( void )
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{
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// Toggle deployed / undeployed
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if ( IsDeployed() )
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UndeployBipod();
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else
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{
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if ( CanAttack() )
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{
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bool bSuccess = AttemptToDeploy();
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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Assert( pPlayer );
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if ( !bSuccess )
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{
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pPlayer->HintMessage( HINT_MG_DEPLOY_USAGE );
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}
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else
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{
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#ifndef CLIENT_DLL
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pPlayer->RemoveHintTimer( m_iAltFireHint );
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#endif
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}
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}
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}
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}
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bool CDODBipodWeapon::Reload( void )
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{
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bool bSuccess = BaseClass::Reload();
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if ( bSuccess )
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{
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m_flNextSecondaryAttack = gpGlobals->curtime;
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}
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return bSuccess;
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}
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#include "in_buttons.h"
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// check in busy frame too, to catch cancelling reloads
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void CDODBipodWeapon::ItemBusyFrame( void )
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{
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BipodThink();
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ((pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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{
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SecondaryAttack();
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pPlayer->m_nButtons &= ~IN_ATTACK2;
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}
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BaseClass::ItemBusyFrame();
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}
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void CDODBipodWeapon::ItemPostFrame( void )
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{
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BipodThink();
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BaseClass::ItemPostFrame();
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}
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// see if we're still deployed on the same entity at the same height
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// in future can be expanded to check when deploying on other ents that may move / die / break
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void CDODBipodWeapon::BipodThink( void )
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{
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if ( m_flNextDeployCheckTime < gpGlobals->curtime )
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{
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if ( IsDeployed() )
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{
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if ( CheckDeployEnt() == false )
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{
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UndeployBipod();
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// cancel any reload in progress
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m_bInReload = false;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.1;
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}
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}
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m_flNextDeployCheckTime = gpGlobals->curtime + 0.2;
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}
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}
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void CDODBipodWeapon::DoFireEffects()
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{
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BaseClass::DoFireEffects();
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CBaseEntity *pDeployedOn = m_hDeployedOnEnt.Get();
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// in future can be expanded to check when deploying on other ents that may move / die / break
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if ( pDeployedOn && pDeployedOn->IsPlayer() && IsDeployed() )
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{
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#ifndef CLIENT_DLL
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CSingleUserRecipientFilter user( (CBasePlayer *)pDeployedOn );
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enginesound->SetPlayerDSP( user, 32, false );
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#endif
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}
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}
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// Do the work of deploying the gun at the current location and angles
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void CDODBipodWeapon::DeployBipod( float flHeight, CBaseEntity *pDeployedOn, float flYawLimitLeft, float flYawLimitRight )
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{
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m_flDeployedHeight = flHeight;
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m_hDeployedOnEnt = pDeployedOn;
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if ( pDeployedOn )
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m_DeployedEntOrigin = pDeployedOn->GetAbsOrigin();
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else
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m_DeployedEntOrigin = vec3_origin; // world ent
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SendWeaponAnim( GetDeployActivity() );
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SetDeployed( true );
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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pPlayer->m_Shared.SetDeployed( true, flHeight );
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pPlayer->m_Shared.SetDeployedYawLimits( flYawLimitLeft, flYawLimitRight );
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// Save this off so we do duck checks later, even though we won't be flagged as ducking
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m_bDuckedWhenDeployed = pPlayer->m_Shared.IsDucking();
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// More TODO:
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// recalc our yaw limits if the item we're deployed on has moved or rotated
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// if our new limits are outside our current eye angles, undeploy us
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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}
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// Do the work of undeploying the gun
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void CDODBipodWeapon::UndeployBipod( void )
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{
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SendWeaponAnim( GetUndeployActivity() );
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SetDeployed( false );
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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pPlayer->m_Shared.SetDeployed( false );
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// if we cancelled our reload by undeploying, don't let the reload complete
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if ( m_bInReload )
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m_bInReload = false;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
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pPlayer->m_flNextAttack = m_flNextPrimaryAttack;
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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}
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#ifndef CLIENT_DLL
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ConVar dod_debugmgdeploy( "dod_debugmgdeploy", "0", FCVAR_CHEAT|FCVAR_GAMEDLL );
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#endif
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bool CDODBipodWeapon::AttemptToDeploy( void )
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{
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if ( pPlayer->GetGroundEntity() == NULL )
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return false;
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if ( pPlayer->m_Shared.IsGettingUpFromProne() || pPlayer->m_Shared.IsGoingProne() )
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return false;
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CBaseEntity *pDeployedOn = NULL;
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float flDeployedHeight = 0.0f;
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float flYawLimitLeft = 0;
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float flYawLimitRight = 0;
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if ( TestDeploy( &flDeployedHeight, &pDeployedOn, &flYawLimitLeft, &flYawLimitRight ) )
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{
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if ( pPlayer->m_Shared.IsProne() && !pPlayer->m_Shared.IsGettingUpFromProne() )
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{
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DeployBipod( flDeployedHeight, NULL, flYawLimitLeft, flYawLimitRight );
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return true;
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}
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else
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{
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float flMinDeployHeight = 24.0;
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if( flDeployedHeight >= flMinDeployHeight )
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{
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DeployBipod( flDeployedHeight, pDeployedOn, flYawLimitLeft, flYawLimitRight );
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return true;
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}
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}
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}
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return false;
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}
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bool CDODBipodWeapon::CheckDeployEnt( void )
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{
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CBaseEntity *pDeployedOn = NULL;
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float flDeployedHeight = 0.0f;
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if ( TestDeploy( &flDeployedHeight, &pDeployedOn ) == false )
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return false;
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// If the entity we were deployed on has changed, or has moved, the origin
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// of it will be different. If so, recalc our yaw limits.
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if ( pDeployedOn )
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{
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if ( m_DeployedEntOrigin != pDeployedOn->GetAbsOrigin() )
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{
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float flYawLimitLeft = 0, flYawLimitRight = 0;
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TestDeploy( &flDeployedHeight, &pDeployedOn, &flYawLimitLeft, &flYawLimitRight );
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if ( pPlayer )
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pPlayer->m_Shared.SetDeployedYawLimits( flYawLimitLeft, flYawLimitRight );
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m_DeployedEntOrigin = pDeployedOn->GetAbsOrigin();
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}
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}
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// 20 unit tolerance in height
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if ( abs( m_flDeployedHeight - flDeployedHeight ) > 20 )
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return false;
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return true;
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}
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bool CDODBipodWeapon::TestDeploy( float *flDeployedHeight, CBaseEntity **pDeployedOn, float *flYawLimitLeft /* = NULL */, float *flYawLimitRight /* = NULL */ )
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{
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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QAngle angles = pPlayer->EyeAngles();
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float flPitch = angles[PITCH];
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if( flPitch > 180 )
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{
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flPitch -= 360;
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}
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if( flPitch > MIN_DEPLOY_PITCH || flPitch < MAX_DEPLOY_PITCH )
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{
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return false;
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}
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bool bSuccess = false;
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// if we're not finding the range, test at the current angles
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if ( flYawLimitLeft == NULL && flYawLimitRight == NULL )
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{
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// test our current angle only
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bSuccess = TestDeployAngle( pPlayer, flDeployedHeight, pDeployedOn, angles );
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}
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else
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{
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float flSaveYaw = angles[YAW];
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const float flAngleDelta = 5;
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const float flMaxYaw = 45;
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float flLeft = 0;
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float flRight = 0;
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float flTestDeployHeight = 0;
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CBaseEntity *pTestDeployedOn = NULL;
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// Sweep Left
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while ( flLeft <= flMaxYaw )
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{
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angles[YAW] = flSaveYaw + flLeft;
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if ( TestDeployAngle( pPlayer, &flTestDeployHeight, &pTestDeployedOn, angles ) == true )
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{
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if ( flLeft == 0 ) // first sweep is authoritative on deploy height and entity
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{
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*flDeployedHeight = flTestDeployHeight;
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*pDeployedOn = pTestDeployedOn;
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}
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else if ( abs( *flDeployedHeight - flTestDeployHeight ) > 20 )
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{
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// don't allow yaw to a position that is too different in height
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break;
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}
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*flYawLimitLeft = flLeft;
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}
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else
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{
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break;
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}
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flLeft += flAngleDelta;
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}
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// can't deploy here, drop out early
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if ( flLeft <= 0 )
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return false;
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// we already tested directly ahead and it was clear. skip one test
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flRight += flAngleDelta;
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// Sweep Right
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while ( flRight <= flMaxYaw )
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{
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angles[YAW] = flSaveYaw - flRight;
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if ( TestDeployAngle( pPlayer, &flTestDeployHeight, &pTestDeployedOn, angles ) == true )
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{
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if ( abs( *flDeployedHeight - flTestDeployHeight ) > 20 )
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{
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// don't allow yaw to a position that is too different in height
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break;
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}
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*flYawLimitRight = flRight;
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}
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else
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{
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break;
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}
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flRight += flAngleDelta;
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}
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bSuccess = true;
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}
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return bSuccess;
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}
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//ConVar dod_deploy_box_size( "dod_deploy_box_size", "8", FCVAR_REPLICATED );
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#include "util_shared.h"
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// trace filter that ignores all players except the passed one
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class CTraceFilterIgnorePlayersExceptFor : public CTraceFilterSimple
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{
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public:
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// It does have a base, but we'll never network anything below here..
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DECLARE_CLASS( CTraceFilterIgnorePlayersExceptFor, CTraceFilterSimple );
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CTraceFilterIgnorePlayersExceptFor( const IHandleEntity *passentity, int collisionGroup )
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: CTraceFilterSimple( passentity, collisionGroup )
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{
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}
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virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
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if ( pEntity->IsPlayer() )
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{
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if ( pEntity != GetPassEntity() )
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{
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return false;
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}
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else
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return true;
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}
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return true;
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}
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};
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#define DEPLOY_DOWNTRACE_FORWARD_DIST 16
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#define DEPLOY_DOWNTRACE_OFFSET 16 // yay for magic numbers
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bool CDODBipodWeapon::TestDeployAngle( CDODPlayer *pPlayer, float *flDeployedHeight, CBaseEntity **pDeployedOn, QAngle angles )
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{
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// make sure we are deployed on the same entity at the same height
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trace_t tr;
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angles[PITCH] = 0;
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Vector forward, right, up;
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AngleVectors( angles, &forward, &right, &up );
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// start at top of player bbox
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Vector vecStart = pPlayer->GetAbsOrigin();
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float flForwardTraceDist = 32;
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// check us as ducking if we are ducked, or if were ducked when we were deployed
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bool bDucking = pPlayer->m_Shared.IsDucking() || ( IsDeployed() && m_bDuckedWhenDeployed );
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if ( pPlayer->m_Shared.IsProne() )
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{
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vecStart.z += VEC_PRONE_HULL_MAX[2];
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flForwardTraceDist = 16;
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}
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else if ( bDucking )
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{
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vecStart.z += VEC_DUCK_HULL_MAX[2];
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}
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else
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{
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vecStart.z += 60;
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}
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int dim = 1; // dod_deploy_box_size.GetInt();
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Vector vecDeployTraceBoxSize( dim, dim, dim );
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vecStart.z -= vecDeployTraceBoxSize[2];
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vecStart.z -= 4;
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// sandbags are around 50 units high. Shouldn't be able to deploy on anything a lot higher than that
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// optimal standing height ( for animation's sake ) is around 42 units
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// optimal ducking height is around 20 units ( 20 unit high object, plus 8 units of gun )
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// Start one half box width away from the edge of the player hull
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Vector vecForwardStart = vecStart + forward * ( VEC_HULL_MAX_SCALED( pPlayer )[0] + vecDeployTraceBoxSize[0] );
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int traceMask = MASK_SOLID;
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CBaseEntity *pDeployedOnPlayer = NULL;
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if ( m_hDeployedOnEnt && m_hDeployedOnEnt->IsPlayer() )
|
|
{
|
|
pDeployedOnPlayer = m_hDeployedOnEnt.Get();
|
|
}
|
|
|
|
CTraceFilterIgnorePlayersExceptFor deployedFilter( pDeployedOnPlayer, COLLISION_GROUP_NONE );
|
|
CTraceFilterSimple undeployedFilter( pPlayer, COLLISION_GROUP_NONE );
|
|
|
|
// if we're deployed, skip all players except for the deployed on player
|
|
// if we're not, only skip ourselves
|
|
ITraceFilter *filter;
|
|
if ( IsDeployed() )
|
|
filter = &deployedFilter;
|
|
else
|
|
filter = &undeployedFilter;
|
|
|
|
UTIL_TraceHull( vecForwardStart,
|
|
vecForwardStart + forward * ( flForwardTraceDist - 2 * vecDeployTraceBoxSize[0] ),
|
|
-vecDeployTraceBoxSize,
|
|
vecDeployTraceBoxSize,
|
|
traceMask,
|
|
filter,
|
|
&tr );
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( dod_debugmgdeploy.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( vecForwardStart, vecForwardStart + forward * ( flForwardTraceDist - 2 * vecDeployTraceBoxSize[0] ), 0, 0, 255, true, 0.1 );
|
|
NDebugOverlay::Box( vecForwardStart, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 255, 0, 0, 128, 0.1 );
|
|
NDebugOverlay::Box( tr.endpos, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 0, 0, 255, 128, 0.1 );
|
|
}
|
|
#endif
|
|
|
|
// Test forward, are we trying to deploy into a solid object?
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If we're prone, we can always deploy, don't do the ground test
|
|
if ( pPlayer->m_Shared.IsProne() && !pPlayer->m_Shared.IsGettingUpFromProne() )
|
|
{
|
|
// MATTTODO: do trace from *front* of player, not from the edge of crouch hull
|
|
// this is sufficient
|
|
*flDeployedHeight = PRONE_DEPLOY_HEIGHT;
|
|
return true;
|
|
}
|
|
|
|
// fix prediction hitch when coming up from prone. client thinks we aren't
|
|
// prone, but hull is still prone hull
|
|
// assumes prone hull is shorter than duck hull!
|
|
if ( pPlayer->WorldAlignMaxs().z <= VEC_PRONE_HULL_MAX.z )
|
|
return false;
|
|
|
|
// Else trace down
|
|
Vector vecDownTraceStart = vecStart + forward * ( VEC_HULL_MAX_SCALED( pPlayer )[0] + DEPLOY_DOWNTRACE_FORWARD_DIST );
|
|
int iTraceHeight = -( pPlayer->WorldAlignMaxs().z );
|
|
|
|
|
|
// search down from the forward trace
|
|
// use the farthest point first. If that fails, move towards the player a few times
|
|
// to see if they are trying to deploy on a thin railing
|
|
|
|
bool bFound = false;
|
|
|
|
int maxAttempts = 4;
|
|
float flHighestTraceEnd = vecDownTraceStart.z + iTraceHeight;
|
|
CBaseEntity *pBestDeployEnt = NULL;
|
|
|
|
while( maxAttempts > 0 )
|
|
{
|
|
UTIL_TraceHull( vecDownTraceStart,
|
|
vecDownTraceStart + Vector(0,0,iTraceHeight), // trace forward one box width
|
|
-vecDeployTraceBoxSize,
|
|
vecDeployTraceBoxSize,
|
|
traceMask,
|
|
filter,
|
|
&tr );
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( dod_debugmgdeploy.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( vecDownTraceStart, tr.endpos, 255, 0, 0, true, 0.1 );
|
|
NDebugOverlay::Box( vecDownTraceStart, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 255, 0, 0, 128, 0.1 );
|
|
NDebugOverlay::Box( tr.endpos, -vecDeployTraceBoxSize, vecDeployTraceBoxSize, 0, 0, 255, 128, 0.1 );
|
|
}
|
|
#endif
|
|
|
|
bool bSuccess = ( tr.fraction < 1.0 ) && !tr.startsolid && !tr.allsolid;
|
|
|
|
// if this is the first one found, set found flag
|
|
if ( bSuccess && !bFound )
|
|
{
|
|
bFound = true;
|
|
}
|
|
else if ( bFound == true && bSuccess == false )
|
|
{
|
|
// it failed and we have some data. break here
|
|
break;
|
|
}
|
|
|
|
// if this trace is better ( higher ) use this one
|
|
if ( tr.endpos.z > flHighestTraceEnd )
|
|
{
|
|
flHighestTraceEnd = tr.endpos.z;
|
|
pBestDeployEnt = tr.m_pEnt;
|
|
}
|
|
|
|
--maxAttempts;
|
|
|
|
// move towards the player, looking for a better height to deploy on
|
|
vecDownTraceStart += forward * -4;
|
|
}
|
|
|
|
if ( bFound == false || pBestDeployEnt == NULL )
|
|
return false;
|
|
|
|
*pDeployedOn = pBestDeployEnt;
|
|
*flDeployedHeight = flHighestTraceEnd - vecDeployTraceBoxSize[0] + DEPLOY_DOWNTRACE_OFFSET - pPlayer->GetAbsOrigin().z;
|
|
return true;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetUndeployActivity( void )
|
|
{
|
|
return ACT_VM_UNDEPLOY;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetDeployActivity( void )
|
|
{
|
|
return ACT_VM_DEPLOY;
|
|
}
|
|
|
|
|
|
Activity CDODBipodWeapon::GetPrimaryAttackActivity( void )
|
|
{
|
|
Activity actPrim;
|
|
|
|
if( IsDeployed() )
|
|
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
|
|
else
|
|
actPrim = ACT_VM_PRIMARYATTACK;
|
|
|
|
return actPrim;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetReloadActivity( void )
|
|
{
|
|
Activity actReload;
|
|
|
|
if( IsDeployed() )
|
|
actReload = ACT_VM_RELOAD_DEPLOYED;
|
|
else
|
|
actReload = ACT_VM_RELOAD;
|
|
|
|
return actReload;
|
|
}
|
|
|
|
Activity CDODBipodWeapon::GetIdleActivity( void )
|
|
{
|
|
Activity actIdle;
|
|
|
|
if( IsDeployed() )
|
|
actIdle = ACT_VM_IDLE_DEPLOYED;
|
|
else
|
|
actIdle = ACT_VM_IDLE;
|
|
|
|
return actIdle;
|
|
}
|
|
|
|
|
|
float CDODBipodWeapon::GetWeaponAccuracy( float flPlayerSpeed )
|
|
{
|
|
float flSpread = BaseClass::GetWeaponAccuracy( flPlayerSpeed );
|
|
|
|
if( IsDeployed() )
|
|
{
|
|
flSpread = m_pWeaponInfo->m_flSecondaryAccuracy;
|
|
}
|
|
|
|
return flSpread;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
int CDODBipodWeapon::GetWorldModelIndex( void )
|
|
{
|
|
if( GetOwner() == NULL )
|
|
return m_iWorldModelIndex;
|
|
else if( m_bUseAltWeaponModel )
|
|
return m_iWorldModelIndex; //override for hand signals etc
|
|
else
|
|
return m_iCurrentWorldModel;
|
|
}
|
|
|
|
void CDODBipodWeapon::CheckForAltWeapon( int iCurrentState )
|
|
{
|
|
int iCriteria = GetDODWpnData().m_iAltWpnCriteria;
|
|
|
|
bool bReloading = ( iCurrentState & ALTWPN_CRITERIA_RELOADING );
|
|
|
|
if( bReloading )
|
|
{
|
|
if( IsDeployed() && iCurrentState & ALTWPN_CRITERIA_PRONE &&
|
|
iCriteria & ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD )
|
|
{
|
|
m_iCurrentWorldModel = m_iProneDeployedReloadModelIndex; // prone deployed reload
|
|
}
|
|
else if( IsDeployed() && iCriteria & ALTWPN_CRITERIA_DEPLOYED_RELOAD )
|
|
{
|
|
m_iCurrentWorldModel = m_iDeployedReloadModelIndex; // deployed reload
|
|
}
|
|
else if( iCriteria & ALTWPN_CRITERIA_RELOADING )
|
|
{
|
|
m_iCurrentWorldModel = m_iReloadModelIndex; // left handed reload
|
|
}
|
|
else
|
|
{
|
|
m_iCurrentWorldModel = m_iWorldModelIndex; // normal weapon reload
|
|
}
|
|
}
|
|
else if( IsDeployed() && iCriteria & ALTWPN_CRITERIA_DEPLOYED )
|
|
{
|
|
m_iCurrentWorldModel = m_iDeployedModelIndex; // bipod down
|
|
}
|
|
else if( (iCurrentState & iCriteria) & ALTWPN_CRITERIA_FIRING )
|
|
{
|
|
// don't think we have any weapons that do this
|
|
m_iCurrentWorldModel = m_iReloadModelIndex; // left handed shooting?
|
|
}
|
|
else
|
|
{
|
|
m_iCurrentWorldModel = m_iWorldModelIndex; // normal weapon
|
|
}
|
|
}
|
|
|
|
ConVar deployed_mg_sensitivity( "deployed_mg_sensitivity", "0.9", FCVAR_CHEAT, "Mouse sensitivity while deploying a machine gun" );
|
|
|
|
void CDODBipodWeapon::OverrideMouseInput( float *x, float *y )
|
|
{
|
|
if( IsDeployed() )
|
|
{
|
|
float flSensitivity = deployed_mg_sensitivity.GetFloat();
|
|
|
|
*x *= flSensitivity;
|
|
*y *= flSensitivity;
|
|
}
|
|
}
|
|
|
|
#endif
|