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305 lines
9.4 KiB
C++
305 lines
9.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A stationary gun that players can man
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_obj_manned_plasmagun.h"
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#include "ammodef.h"
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#include "plasmaprojectile.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "tf_gamerules.h"
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#define MANNED_PLASMAGUN_MINS Vector(-20, -20, 0)
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#define MANNED_PLASMAGUN_MAXS Vector( 20, 20, 55)
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#define MANNED_PLASMAGUN_ALIEN_MODEL "models/objects/obj_manned_plasmagun.mdl"
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#define MANNED_PLASMAGUN_HUMAN_MODEL "models/objects/human_obj_manned_plasmagun.mdl"
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#define MANNED_PLASMAGUN_RECHARGE_TIME 0.2
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#define MANNED_PLASMAGUN_IDLE_RECHARGE_TIME 0.1
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#define MANNED_PLASMAGUN_IDLE_TIME 2.0
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#if !defined( CLIENT_DLL )
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BEGIN_DATADESC( CObjectMannedPlasmagun )
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DEFINE_THINKFUNC( RechargeThink ),
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END_DATADESC()
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( ObjectMannedPlasmagun, DT_ObjectMannedPlasmagun )
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BEGIN_NETWORK_TABLE( CObjectMannedPlasmagun, DT_ObjectMannedPlasmagun )
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#if !defined( CLIENT_DLL )
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SendPropTime( SENDINFO( m_flNextIdleTime ) ),
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SendPropInt( SENDINFO( m_bFiringLeft ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_nNextThinkTick ) ),
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#else
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RecvPropTime( RECVINFO( m_flNextIdleTime ) ),
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RecvPropInt( RECVINFO( m_bFiringLeft ) ),
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RecvPropInt ( RECVINFO( m_nNextThinkTick ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CObjectMannedPlasmagun )
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DEFINE_PRED_FIELD_TOL( m_flNextIdleTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
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DEFINE_PRED_FIELD( m_bFiringLeft, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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// DEFINE_FIELD( m_nRightBarrelAttachment, FIELD_INTEGER ),
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DEFINE_FIELD( m_nMaxAmmoCount, FIELD_INTEGER ),
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS(obj_manned_plasmagun, CObjectMannedPlasmagun);
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PRECACHE_REGISTER(obj_manned_plasmagun);
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// CVars
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ConVar obj_manned_plasmagun_health( "obj_manned_plasmagun_health","100", FCVAR_REPLICATED, "Manned Plasmagun health" );
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ConVar obj_manned_plasmagun_range_def( "obj_manned_plasmagun_range_def","1000", FCVAR_REPLICATED, "Defensive Manned Plasmagun range" );
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ConVar obj_manned_plasmagun_range_off( "obj_manned_plasmagun_range_off","1000", FCVAR_REPLICATED, "Offensive Manned Plasmagun range" );
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ConVar obj_manned_plasmagun_damage( "obj_manned_plasmagun_damage","20", FCVAR_REPLICATED, "Manned Plasmagun damage" );
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ConVar obj_manned_plasmagun_radius( "obj_manned_plasmagun_radius","128", FCVAR_REPLICATED, "Manned Plasmagun explosive radius" );
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ConVar obj_manned_plasmagun_clip( "obj_manned_plasmagun_clip","35", FCVAR_REPLICATED, "Manned Plasmagun's clip size" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectMannedPlasmagun::CObjectMannedPlasmagun()
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{
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m_bFiringLeft = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectMannedPlasmagun::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( MANNED_PLASMAGUN_ALIEN_MODEL );
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PrecacheModel( MANNED_PLASMAGUN_HUMAN_MODEL );
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PrecacheScriptSound( "ObjectMannedPlasmagun.Fire" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectMannedPlasmagun::SetupTeamModel( void )
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{
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// FIXME: When adding in build animations here, make sure C_ObjectBaseMannedGun::OnDataChanged
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// does the right thing on the client!!
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if ( GetTeamNumber() == TEAM_HUMANS )
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{
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SetMovementStyle( MOVEMENT_STYLE_BARREL_PIVOT );
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SetModel( MANNED_PLASMAGUN_HUMAN_MODEL );
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}
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else
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{
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SetMovementStyle( MOVEMENT_STYLE_STANDARD );
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SetModel( MANNED_PLASMAGUN_ALIEN_MODEL );
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}
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// Call this to get all the attachment points happy
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OnModelSelected();
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// Get our extra barrel
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m_nRightBarrelAttachment = LookupAttachment( "barrelR" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectMannedPlasmagun::Spawn()
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{
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Precache();
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SetSolid( SOLID_BBOX );
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SetSize( MANNED_PLASMAGUN_MINS, MANNED_PLASMAGUN_MAXS );
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SetHealth( obj_manned_plasmagun_health.GetInt() );
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SetNextThink( gpGlobals->curtime + MANNED_PLASMAGUN_IDLE_RECHARGE_TIME );
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SetType( OBJ_MANNED_PLASMAGUN );
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m_nAmmoCount = m_nMaxAmmoCount = obj_manned_plasmagun_clip.GetInt();
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m_flNextAttack = gpGlobals->curtime;
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m_nAmmoType = GetAmmoDef()->Index( "RechargeEnergy" );
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SetThink( RechargeThink );
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Finished the build
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//-----------------------------------------------------------------------------
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void CObjectMannedPlasmagun::FinishedBuilding( void )
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{
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BaseClass::FinishedBuilding();
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CalculateMaxRange( obj_manned_plasmagun_range_def.GetFloat(), obj_manned_plasmagun_range_off.GetFloat() );
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}
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//-----------------------------------------------------------------------------
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// Recharge think...
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//-----------------------------------------------------------------------------
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void CObjectMannedPlasmagun::RechargeThink( )
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{
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// Prevent manned guns from deteriorating
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ResetDeteriorationTime();
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float flNextRechargeTime = MANNED_PLASMAGUN_RECHARGE_TIME;
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/*
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ROBIN: Remove idle recharging for now
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if (gpGlobals->curtime >= m_flNextIdleTime)
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flNextRechargeTime = MANNED_PLASMAGUN_IDLE_RECHARGE_TIME;
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else
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flNextRechargeTime = MANNED_PLASMAGUN_RECHARGE_TIME;
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*/
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// If I'm EMPed, slow the recharge rate down
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if ( HasPowerup(POWERUP_EMP) )
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{
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flNextRechargeTime *= 1.5;
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}
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SetNextThink( gpGlobals->curtime + flNextRechargeTime );
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// I can't do anything if I'm not active
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if ( !ShouldBeActive() )
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return;
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if (m_nAmmoCount < m_nMaxAmmoCount)
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{
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++m_nAmmoCount;
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}
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else
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{
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// No need to think when it's full
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SetNextThink( gpGlobals->curtime + 5.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Plasma sentrygun's fire
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//-----------------------------------------------------------------------------
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void CObjectMannedPlasmagun::Fire( )
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{
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if (m_flNextAttack > gpGlobals->curtime)
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return;
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// Because the plasma sentrygun always thinks it has ammo (see below)
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// we might not have ammo here, in which case we should just abort.
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if ( !m_nAmmoCount )
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return;
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// Make sure we think soon enough in case of firing...
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float flNextRecharge = gpGlobals->curtime + (HasPowerup(POWERUP_EMP) ? MANNED_PLASMAGUN_RECHARGE_TIME * 1.5 : MANNED_PLASMAGUN_RECHARGE_TIME);
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SetNextThink( gpGlobals->curtime + flNextRecharge );
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// We have to flush the bone cache because it's possible that only the bone controllers
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// have changed since the bonecache was generated, and bone controllers aren't checked.
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InvalidateBoneCache();
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QAngle vecAng;
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Vector vecSrc, vecAim;
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// Alternate barrels when firing
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if ( m_bFiringLeft )
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{
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// Aliens permanently fire left barrel because they have no right
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if ( GetTeamNumber() == TEAM_HUMANS )
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{
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m_bFiringLeft = false;
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}
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GetAttachment( m_nBarrelAttachment, vecSrc, vecAng );
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SetActivity( ACT_VM_PRIMARYATTACK );
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}
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else
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{
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m_bFiringLeft = true;
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GetAttachment( m_nRightBarrelAttachment, vecSrc, vecAng );
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SetActivity( ACT_VM_SECONDARYATTACK );
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}
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// Get the distance to the target
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AngleVectors( vecAng, &vecAim, 0, 0 );
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int damageType = GetAmmoDef()->DamageType( m_nAmmoType );
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CBasePlasmaProjectile *pPlasma = CBasePlasmaProjectile::CreatePredicted( vecSrc, vecAim, Vector( 0, 0, 0 ), damageType, GetDriverPlayer() );
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if ( pPlasma )
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{
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pPlasma->SetDamage( obj_manned_plasmagun_damage.GetFloat() );
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pPlasma->m_hOwner = GetDriverPlayer();
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//pPlasma->SetOwnerEntity( this );
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pPlasma->SetMaxRange( m_flMaxRange );
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if ( obj_manned_plasmagun_radius.GetFloat() )
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{
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pPlasma->SetExplosive( obj_manned_plasmagun_radius.GetFloat() );
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}
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}
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CSoundParameters params;
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if ( GetParametersForSound( "ObjectMannedPlasmagun.Fire", params, NULL ) )
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{
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CPASAttenuationFilter filter( this, params.soundlevel );
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if ( IsPredicted() )
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{
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filter.UsePredictionRules();
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}
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EmitSound( filter, entindex(), "ObjectMannedPlasmagun.Fire" );
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}
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// SetSentryAnim( TFTURRET_ANIM_FIRE );
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DoMuzzleFlash();
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--m_nAmmoCount;
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m_flNextIdleTime = gpGlobals->curtime + MANNED_PLASMAGUN_IDLE_TIME;
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// If I'm EMPed, slow the firing rate down
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m_flNextAttack = gpGlobals->curtime + ( HasPowerup(POWERUP_EMP) ? 0.3f : 0.1f );
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}
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#if defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void CObjectMannedPlasmagun::PostDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PostDataUpdate( updateType );
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bool teamchanged = GetTeamNumber() != m_nPreviousTeam;
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if ( teamchanged ||
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updateType == DATA_UPDATE_CREATED )
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{
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C_BaseAnimating::AllowBoneAccess( true, false );
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SetupTeamModel();
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C_BaseAnimating::AllowBoneAccess( false, false );
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}
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}
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void CObjectMannedPlasmagun::PreDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PreDataUpdate( updateType );
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m_nPreviousTeam = GetTeamNumber();
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}
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#endif
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