source-engine/game/shared/swarm/asw_shotgun_pellet_predicted_shared.cpp
2023-10-03 17:23:56 +03:00

437 lines
13 KiB
C++

#include "cbase.h"
#include "engine/IEngineSound.h"
#include "asw_shareddefs.h"
#include "basegrenade_shared.h"
#include "Sprite.h"
#include "asw_shotgun_pellet_predicted_shared.h"
#ifdef CLIENT_DLL
#include "c_asw_marine.h"
#include "particles_simple.h"
#include "c_asw_trail_beam.h"
#define CASW_Marine C_ASW_Marine
#else
#include "asw_marine.h"
#include "iasw_spawnable_npc.h"
#include "IEffects.h"
#include "te_effect_dispatch.h"
#endif
#include "asw_gamerules.h"
#include "util_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define PELLET_MODEL "models/swarm/Shotgun/ShotgunPellet.mdl"
int g_iEMPPulseEffectIndex = 0;
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Shotgun_Pellet_Predicted, DT_ASW_Shotgun_Pellet_Predicted );
BEGIN_NETWORK_TABLE( CASW_Shotgun_Pellet_Predicted, DT_ASW_Shotgun_Pellet_Predicted )
#if !defined( CLIENT_DLL )
SendPropEHandle( SENDINFO( m_hLiveSprite ) ),
#else
RecvPropEHandle( RECVINFO( m_hLiveSprite ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CASW_Shotgun_Pellet_Predicted )
DEFINE_PRED_FIELD( m_hLiveSprite, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( asw_shotgun_pellet_predicted, CASW_Shotgun_Pellet_Predicted );
PRECACHE_REGISTER(asw_shotgun_pellet_predicted);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CASW_Shotgun_Pellet_Predicted::CASW_Shotgun_Pellet_Predicted()
{
m_pLastHit = NULL;
m_pCommander = NULL;
SetPredictionEligible( true );
#if defined( CLIENT_DLL )
m_ParticleEvent.Init( 100 );
#else
UseClientSideAnimation();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Shotgun_Pellet_Predicted::Precache( void )
{
BaseClass::Precache( );
PrecacheModel( PELLET_MODEL );
PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
PrecacheModel( "swarm/sprites/greylaser1.vmt" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Shotgun_Pellet_Predicted::Spawn( void )
{
Precache();
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
SetSolid( SOLID_BBOX );
//m_flGravity = 1.0;
SetFriction( 0.75 );
SetModel( PELLET_MODEL );
SetSize( -Vector(1,1,1), Vector(1,1,1) );
SetSolid( SOLID_BBOX );
SetGravity( 0.05f );
SetCollisionGroup( ASW_COLLISION_GROUP_SHOTGUN_PELLET );
SetTouch( &CASW_Shotgun_Pellet_Predicted::PelletTouch );
SetThink( &CASW_Shotgun_Pellet_Predicted::SUB_Remove );
SetNextThink( gpGlobals->curtime + 1.0f );
m_flDamage = 10;
m_takedamage = DAMAGE_NO;
// Create a white light
CBasePlayer *player = ToBasePlayer( GetOwnerEntity() );
if ( player )
{
m_hLiveSprite = SPRITE_CREATE_PREDICTABLE( "sprites/chargeball2.vmt", GetLocalOrigin() + Vector(0,0,1), false );
if ( m_hLiveSprite )
{
m_hLiveSprite->SetOwnerEntity( player );
m_hLiveSprite->SetPlayerSimulated( player );
m_hLiveSprite->SetTransparency( kRenderGlow, 255, 255, 255, 128, kRenderFxNoDissipation );
m_hLiveSprite->SetBrightness( 255 );
m_hLiveSprite->SetScale( 0.15, 5.0f );
m_hLiveSprite->SetAttachment( this, 0 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Shotgun_Pellet_Predicted::UpdateOnRemove( void )
{
// Remove our live sprite
if ( m_hLiveSprite )
{
m_hLiveSprite->Remove( );
m_hLiveSprite = NULL;
}
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose: Allow shield parry's
//-----------------------------------------------------------------------------
void CASW_Shotgun_Pellet_Predicted::BounceTouch( CBaseEntity *pOther )
{
Assert( pOther );
if ( !pOther->IsSolid() )
return;
BaseClass::BounceTouch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose: Play a distinctive grenade bounce sound to warn nearby players
//-----------------------------------------------------------------------------
void CASW_Shotgun_Pellet_Predicted::BounceSound( void )
{
CPASAttenuationFilter filter( this, "GrenadeEMP.Bounce" );
filter.UsePredictionRules();
EmitSound( filter, entindex(), "GrenadeEMP.Bounce" );
}
//-----------------------------------------------------------------------------
// Purpose: Return the amplitude for the screenshake
//-----------------------------------------------------------------------------
float CASW_Shotgun_Pellet_Predicted::GetShakeAmplitude( void )
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Create a missile
//-----------------------------------------------------------------------------
CASW_Shotgun_Pellet_Predicted *CASW_Shotgun_Pellet_Predicted::CreatePellet( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pCommander, CBaseEntity *pMarine )
{
CASW_Shotgun_Pellet_Predicted *pProjectile = (CASW_Shotgun_Pellet_Predicted*)CREATE_PREDICTED_ENTITY( "asw_shotgun_pellet_predicted" );
if ( pProjectile )
{
UTIL_SetOrigin( pProjectile, vecOrigin );
pProjectile->SetOwnerEntity( pMarine );
pProjectile->Spawn();
pProjectile->SetPlayerSimulated( pCommander );
pProjectile->SetAbsVelocity( vecForward );
pProjectile->SetCommander(pCommander);
QAngle angles;
VectorAngles( vecForward, angles );
pProjectile->SetLocalAngles( angles );
#ifdef CLIENT_DLL
// create a trail beam (it'll fade out and kill itself after a short period)
C_ASW_Trail_Beam *pBeam = new C_ASW_Trail_Beam();
if (pBeam)
{
if ( pBeam->InitializeAsClientEntity( NULL, false ) )
{
pBeam->InitBeam(pProjectile->GetAbsOrigin(), pProjectile);
}
else
{
UTIL_Remove( pBeam );
}
}
#endif
//pProjectile->SetLocalAngularVelocity( SHARED_RANDOMANGLE( -500, 500 ) );
}
return pProjectile;
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Shotgun_Pellet_Predicted::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED && gpGlobals->maxClients <= 1)
{
// create a trail beam (it'll fade out and kill itself after a short period)
C_ASW_Trail_Beam *pBeam = new C_ASW_Trail_Beam();
if (pBeam)
{
if (pBeam->InitializeAsClientEntity( NULL, false ))
{
C_ASW_Marine *pMarine = dynamic_cast<C_ASW_Marine*>(GetOwnerEntity());
if (pMarine)
pBeam->InitBeam(pMarine->Weapon_ShootPosition(), this);
else
pBeam->InitBeam(GetAbsOrigin(), this);
}
else
{
UTIL_Remove( pBeam );
}
}
}
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
//-----------------------------------------------------------------------------
// Purpose: Trail smoke
//-----------------------------------------------------------------------------
void CASW_Shotgun_Pellet_Predicted::ClientThink( void )
{
return;
CSmartPtr<CSimpleEmitter> pEmitter = CSimpleEmitter::Create( "CASW_Shotgun_Pellet_Predicted::Effect" );
PMaterialHandle hSphereMaterial = pEmitter->GetPMaterial( "sprites/chargeball" );
// Add particles at the target.
float flCur = gpGlobals->frametime;
while ( m_ParticleEvent.NextEvent( flCur ) )
{
Vector vecOrigin = GetAbsOrigin() + RandomVector( -2,2 );
pEmitter->SetSortOrigin( vecOrigin );
SimpleParticle *pParticle = (SimpleParticle *) pEmitter->AddParticle( sizeof(SimpleParticle), hSphereMaterial, vecOrigin );
if ( pParticle == NULL )
return;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 0.1f, 0.3f );
pParticle->m_uchStartSize = random->RandomFloat(2,4);
pParticle->m_uchEndSize = pParticle->m_uchStartSize + 2;
pParticle->m_vecVelocity = vec3_origin;
pParticle->m_uchStartAlpha = 128;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomFloat( 180, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -1, 1 );
pParticle->m_uchColor[0] = 128;
pParticle->m_uchColor[1] = 128;
pParticle->m_uchColor[2] = 128;
}
}
int CASW_Shotgun_Pellet_Predicted::DrawModel( int flags, const RenderableInstance_t &instance )
{
int iret = BaseClass::DrawModel( flags, instance );
return iret;
}
#endif
void CASW_Shotgun_Pellet_Predicted::PelletTouch( CBaseEntity *pOther )
{
if (!pOther)
return;
if (pOther == m_pLastHit) // don't damage the same alien twice
return;
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
return;
// make sure we don't die on things we shouldn't
if (!ASWGameRules() || !ASWGameRules()->ShouldCollide(GetCollisionGroup(), pOther->GetCollisionGroup()))
return;
if ( pOther->m_takedamage != DAMAGE_NO )
{
trace_t tr, tr2;
tr = BaseClass::GetTouchTrace();
Vector vecNormalizedVel = GetAbsVelocity();
VectorNormalize( vecNormalizedVel );
#ifdef GAME_DLL
ClearMultiDamage();
if( GetOwnerEntity() && GetOwnerEntity()->IsPlayer() && pOther->IsNPC() )
{
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_flDamage, DMG_NEVERGIB );
dmgInfo.AdjustPlayerDamageInflictedForSkillLevel();
CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
dmgInfo.SetDamagePosition( tr.endpos );
pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
}
else
{
CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_flDamage, DMG_BULLET | DMG_NEVERGIB );
CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos, 0.7f );
dmgInfo.SetDamagePosition( tr.endpos );
pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
}
ApplyMultiDamage();
#endif
//Adrian: keep going through the glass.
if ( pOther->GetCollisionGroup() == COLLISION_GROUP_BREAKABLE_GLASS )
return;
// pellets should carry on through spawnable enemies?
//IASW_Spawnable_NPC* pSpawnable = dynamic_cast<IASW_Spawnable_NPC*>(pOther);
//if (pSpawnable && asw_shotgun_pellets_pass.GetBool())
//{
//m_pLastHit = pOther;
//return;
//}
SetAbsVelocity( Vector( 0, 0, 0 ) );
// play body "thwack" sound
EmitSound( "Weapon_Crossbow.BoltHitBody" );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
VectorNormalize ( vForward );
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 );
#ifdef GAME_DLL
if ( tr2.fraction != 1.0f )
{
// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
if ( tr2.m_pEnt == NULL || ( tr2.m_pEnt && tr2.m_pEnt->GetMoveType() == MOVETYPE_NONE ) )
{
CEffectData data;
data.m_vOrigin = tr2.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = tr2.fraction != 1.0f;
//DispatchEffect( "BoltImpact", data );
}
}
#endif
SetTouch( NULL );
SetThink( NULL );
//KillEffects();
//UTIL_Remove( this );
//Release();
SetThink( &CASW_Shotgun_Pellet_Predicted::SUB_Remove );
SetNextThink( gpGlobals->curtime );
}
else
{
trace_t tr;
tr = BaseClass::GetTouchTrace();
// See if we struck the world
if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
{
//EmitSound( "Weapon_Crossbow.BoltHitWorld" );
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = GetAbsVelocity();
VectorNormalize( vecDir );
SetMoveType( MOVETYPE_NONE );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
VectorNormalize ( vForward );
#ifdef GAME_DLL
CEffectData data;
data.m_vOrigin = tr.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = 0;
#endif
//DispatchEffect( "BoltImpact", data );
UTIL_ImpactTrace( &tr, DMG_BULLET );
AddEffects( EF_NODRAW );
SetTouch( NULL );
//KillEffects();
SetThink( &CASW_Shotgun_Pellet_Predicted::SUB_Remove );
SetNextThink( gpGlobals->curtime + 2.0f );
// Shoot some sparks
#ifdef GAME_DLL
if ( UTIL_PointContents( GetAbsOrigin(), CONTENTS_WATER ) != CONTENTS_WATER)
{
g_pEffects->Sparks( GetAbsOrigin() );
}
#endif
}
else
{
// Put a mark unless we've hit the sky
if ( ( tr.surface.flags & SURF_SKY ) == false )
{
UTIL_ImpactTrace( &tr, DMG_BULLET );
}
//KillEffects();
//UTIL_Remove( this );
//Release();
SetThink( &CASW_Shotgun_Pellet_Predicted::SUB_Remove );
SetNextThink( gpGlobals->curtime );
}
}
}