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

1007 lines
25 KiB
C++

#include "cbase.h"
#include "takedamageinfo.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#include "c_asw_player.h"
#include "c_asw_marine.h"
#include "c_te_effect_dispatch.h"
#include "c_asw_marine_resource.h"
#include "c_asw_game_resource.h"
#include "asw_hud_crosshair.h"
#include "asw_input.h"
#else
#include "asw_player.h"
#include "asw_marine.h"
#include "asw_marine_speech.h"
#include "asw_weapon_ammo_bag_shared.h"
#include "asw_marine_resource.h"
#include "asw_game_resource.h"
#include "ndebugoverlay.h"
#include "asw_fail_advice.h"
#include "asw_marine_speech.h"
#include "asw_marine_profile.h"
#include "asw_triggers.h"
#endif
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "asw_trace_filter_shot.h"
#include "particle_parse.h"
#include "asw_marine_skills.h"
#include "soundenvelope.h"
#include "asw_weapon_medical_satchel_shared.h"
#include "asw_gamerules.h"
#include "asw_weapon_heal_gun_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//static const float ASW_HG_HEAL_RATE = 0.25f; // Rate at which we heal entities we're latched on
static const float ASW_HG_SEARCH_DIAMETER = 48.0f; // How far past the range to search for enemies to latch on to
static const float SQRT3 = 1.732050807569; // for computing max extents inside a box
extern ConVar asw_laser_sight;
extern ConVar asw_marine_special_heal_chatter_chance;
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Heal_Gun, DT_ASW_Weapon_Heal_Gun );
BEGIN_NETWORK_TABLE( CASW_Weapon_Heal_Gun, DT_ASW_Weapon_Heal_Gun )
#ifdef CLIENT_DLL
// recvprops
RecvPropTime( RECVINFO( m_fSlowTime ) ),
RecvPropInt( RECVINFO( m_FireState ) ),
RecvPropEHandle( RECVINFO( m_hHealEntity ) ),
RecvPropVector( RECVINFO( m_vecHealPos ) ),
#else
// sendprops
SendPropTime( SENDINFO( m_fSlowTime ) ),
SendPropInt( SENDINFO( m_FireState ), Q_log2(ASW_HG_NUM_FIRE_STATES)+1, SPROP_UNSIGNED ),
SendPropEHandle( SENDINFO( m_hHealEntity ) ),
SendPropVector( SENDINFO( m_vecHealPos ) ),
#endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( asw_weapon_heal_gun, CASW_Weapon_Heal_Gun );
PRECACHE_WEAPON_REGISTER( asw_weapon_heal_gun );
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA( CASW_Weapon_Heal_Gun )
DEFINE_PRED_FIELD_TOL( m_fSlowTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD( m_vecHealPos, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CASW_Weapon_Heal_Gun::CASW_Weapon_Heal_Gun( void )
{
m_bReloadsSingly = false;
m_bFiresUnderwater = true;
m_flLastHealTime = 0;
m_flNextHealMessageTime = 0.0f;
m_flTotalAmountHealed = 0;
#ifdef GAME_DLL
m_fLastForcedFireTime = 0; // last time we forced an AI marine to push its fire button
#endif
m_pSearchSound = NULL;
m_pHealSound = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Weapon_Heal_Gun::Precache( void )
{
PrecacheScriptSound("ASW_MiningLaser.ReloadA");
PrecacheScriptSound("ASW_MiningLaser.ReloadB");
PrecacheScriptSound("ASW_MiningLaser.ReloadC");
PrecacheScriptSound( "ASW_HealGun.SearchLoop" );
PrecacheScriptSound( "ASW_HealGun.HealLoop" );
PrecacheScriptSound( "ASW_HealGun.StartHeal" );
PrecacheScriptSound( "ASW_HealGun.StartSearch" );
PrecacheScriptSound( "ASW_HealGun.Off" );
PrecacheParticleSystem( "heal_gun_noconnect" );
PrecacheParticleSystem( "heal_gun_attach" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASW_Weapon_Heal_Gun::PrimaryAttack( void )
{
CASW_Player *pPlayer = GetCommander();
CASW_Marine *pMarine = GetMarine();
if ( !pMarine || !pMarine->IsAlive() )
{
EndAttack();
return;
}
// don't fire underwater
if ( pMarine->GetWaterLevel() == 3 )
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
return;
}
Vector vecSrc = pMarine->Weapon_ShootPosition( );
Vector vecAiming = vec3_origin;
if ( pPlayer && pMarine->IsInhabited() )
{
vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
}
else
{
#ifndef CLIENT_DLL
vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
#endif
}
#ifdef GAME_DLL
m_bIsFiring = true;
switch ( m_FireState )
{
case ASW_HG_FIRE_OFF:
{
Fire( vecSrc, vecAiming );
m_flNextPrimaryAttack = gpGlobals->curtime;
break;
}
case ASW_HG_FIRE_HEALSELF:
{
EHANDLE hHealEntity = m_hHealEntity.Get();
if ( !hHealEntity || !TargetCanBeHealed( hHealEntity.Get() ) )
{
HealDetach();
SetFiringState( ASW_HG_FIRE_DISCHARGE );
break;
}
if ( hHealEntity.Get() == GetMarine() )
{
HealSelf();
break;
}
}
case ASW_HG_FIRE_DISCHARGE:
{
Fire( vecSrc, vecAiming );
EHANDLE hHealEntity = m_hHealEntity.Get();
// Search for nearby entities to heal
if ( !hHealEntity )
{
if ( pPlayer->GetHighlightEntity() && pPlayer->GetHighlightEntity()->Classify() == CLASS_ASW_MARINE )
{
CASW_Marine* pTargetMarine = static_cast< CASW_Marine* >( pPlayer->GetHighlightEntity() );
if ( pTargetMarine )
{
// healing self
if ( pTargetMarine == GetMarine() && TargetCanBeHealed( pTargetMarine ) )
{
HealSelf();
break;
}
else if ( HealAttach( pTargetMarine ) )
{
SetFiringState( ASW_HG_FIRE_ATTACHED );
m_flLastHealTime = gpGlobals->curtime;
break;
}
}
}
}
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
StartSearchSound();
break;
}
case ASW_HG_FIRE_ATTACHED:
{
Fire( vecSrc, vecAiming );
EHANDLE hHealEntity = m_hHealEntity.Get();
// detach if...
// full health, dead or not here
if ( !hHealEntity || !TargetCanBeHealed( hHealEntity.Get() ) )
{
HealDetach();
SetFiringState( ASW_HG_FIRE_DISCHARGE );
break;
}
// too far
float flHealDistance = (hHealEntity->GetAbsOrigin() - pMarine->GetAbsOrigin()).LengthSqr();
if ( flHealDistance > (GetWeaponRange() + SQRT3*ASW_HG_SEARCH_DIAMETER)*(GetWeaponRange() + SQRT3*ASW_HG_SEARCH_DIAMETER) )
{
HealDetach();
SetFiringState( ASW_HG_FIRE_DISCHARGE );
break;
}
// facing another direction
Vector vecAttach = hHealEntity->GetAbsOrigin() - pMarine->GetAbsOrigin();
Vector vecForward;
QAngle vecEyeAngles;
CASW_Player *pPlayer = pMarine->GetCommander();
if ( pMarine->IsInhabited() && pPlayer )
vecEyeAngles = pPlayer->EyeAngles();
else
vecEyeAngles = pMarine->ASWEyeAngles();
AngleVectors( vecEyeAngles, &vecForward );
if ( DotProduct( vecForward, vecAttach ) < 0.0f )
{
HealDetach();
SetFiringState( ASW_HG_FIRE_DISCHARGE );
break;
}
if ( gpGlobals->curtime > m_flLastHealTime + GetFireRate() )
{
HealEntity();
m_flLastHealTime = gpGlobals->curtime;
}
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
//StartHealSound();
break;
}
}
SendWeaponAnim( GetPrimaryAttackActivity() );
SetWeaponIdleTime( gpGlobals->curtime + GetFireRate() );
#endif
m_fSlowTime = gpGlobals->curtime + GetFireRate();
}
void CASW_Weapon_Heal_Gun::SecondaryAttack()
{
HealSelf();
}
bool CASW_Weapon_Heal_Gun::Reload( void )
{
EndAttack();
return BaseClass::Reload();
}
bool CASW_Weapon_Heal_Gun::HasAmmo()
{
return m_iClip1 > 0;
}
void CASW_Weapon_Heal_Gun::WeaponIdle( void )
{
if ( !HasWeaponIdleTimeElapsed() )
return;
if ( m_FireState != ASW_HG_FIRE_OFF )
{
EndAttack();
}
float flIdleTime = gpGlobals->curtime + 5.0;
SetWeaponIdleTime( flIdleTime );
}
void CASW_Weapon_Heal_Gun::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
CheckEndFiringState();
}
void CASW_Weapon_Heal_Gun::ItemBusyFrame( void )
{
BaseClass::ItemBusyFrame();
CheckEndFiringState();
}
void CASW_Weapon_Heal_Gun::CheckEndFiringState( void )
{
bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;
GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );
bool bNotAttacking = !bAttack1 && !bAttack2;
if ( (m_bIsFiring || m_FireState != ASW_HG_FIRE_OFF) && bNotAttacking )
{
EndAttack();
}
}
void CASW_Weapon_Heal_Gun::UpdateOnRemove()
{
if ( m_pSearchSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pSearchSound );
m_pSearchSound = NULL;
}
if ( m_pHealSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pHealSound );
m_pHealSound = NULL;
}
BaseClass::UpdateOnRemove();
}
void CASW_Weapon_Heal_Gun::Drop( const Vector &vecVelocity )
{
EndAttack();
BaseClass::Drop( vecVelocity );
}
bool CASW_Weapon_Heal_Gun::Holster( CBaseCombatWeapon *pSwitchingTo )
{
EndAttack();
return BaseClass::Holster( pSwitchingTo );
}
bool CASW_Weapon_Heal_Gun::ShouldMarineMoveSlow()
{
return m_fSlowTime > gpGlobals->curtime || IsReloading();
}
#ifdef GAME_DLL
void CASW_Weapon_Heal_Gun::GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool& bOldReload, bool& bOldAttack1 )
{
CASW_Marine *pMarine = GetMarine();
// make AI fire this weapon whenever they have a heal target
if (pMarine && !pMarine->IsInhabited())
{
bAttack1 = ( m_hHealEntity->Get() != NULL );
bAttack2 = false;
bReload = false;
bOldReload = false;
return;
}
BaseClass::GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1);
}
#endif
void CASW_Weapon_Heal_Gun::SetFiringState(ASW_Weapon_HealGunFireState_t state)
{
#ifdef CLIENT_DLL
//Msg("[C] SetFiringState %d\n", state);
#else
//Msg("[C] SetFiringState %d\n", state);
#endif
// Check for transitions
if ( m_FireState != state )
{
if ( state == ASW_HG_FIRE_DISCHARGE || state == ASW_HG_FIRE_ATTACHED )
{
EmitSound( "ASW_HealGun.StartSearch" );
}
else if ( state == ASW_HG_FIRE_OFF )
{
//StopSound( "ASW_HealGun.SearchLoop" );
EmitSound( "ASW_Tesla_Laser.Stop" );
}
}
m_FireState = state;
}
bool CASW_Weapon_Heal_Gun::TargetCanBeHealed( CBaseEntity* pTarget )
{
if ( pTarget->Classify() != CLASS_ASW_MARINE )
return false;
CASW_Marine *pMarine = static_cast<CASW_Marine*>( pTarget );
if ( !pMarine )
return false;
if ( pMarine->GetHealth() <= 0 || ( pMarine->GetHealth() + pMarine->m_iSlowHealAmount ) >= pMarine->GetMaxHealth() )
return false;
return true;
}
void CASW_Weapon_Heal_Gun::HealSelf( void )
{
CASW_Marine *pMarine = GetMarine();
if ( !pMarine )
return;
if ( !TargetCanBeHealed( pMarine ) )
{
// TODO: have some better feedback here if the player is full on health?
WeaponSound( EMPTY );
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
return;
}
if ( pMarine != m_hHealEntity.Get() )
{
SetFiringState( ASW_HG_FIRE_OFF );
HealDetach();
}
m_flLastHealTime = gpGlobals->curtime;
m_hHealEntity.Set( pMarine );
HealEntity();
SetFiringState( ASW_HG_FIRE_HEALSELF );
m_bIsFiring = true;
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
m_fSlowTime = m_flNextSecondaryAttack;
SetWeaponIdleTime( m_flNextSecondaryAttack );
}
void CASW_Weapon_Heal_Gun::HealEntity( void )
{
// verify target
CASW_Marine *pMarine = GetMarine();
EHANDLE hHealEntity = m_hHealEntity.Get();
Assert( hHealEntity && hHealEntity->m_takedamage != DAMAGE_NO && pMarine );
if ( !pMarine )
return;
if ( hHealEntity.Get()->Classify() != CLASS_ASW_MARINE )
return;
CASW_Marine *pTarget = static_cast<CASW_Marine*>( static_cast<CBaseEntity*>( hHealEntity.Get() ) );
if ( !pTarget )
return;
// apply heal
int iHealAmount = MIN( GetHealAmount(), pTarget->GetMaxHealth() - ( pTarget->GetHealth() + pTarget->m_iSlowHealAmount ) );
if ( iHealAmount == 0 )
return;
#ifdef GAME_DLL
pTarget->AddSlowHeal( iHealAmount, 2, pMarine, this );
m_flTotalAmountHealed += iHealAmount;
if ( m_flTotalAmountHealed > 50 )
{
// TODO: only fire this off if we've healed enough
ASWFailAdvice()->OnMarineHealed();
}
if ( gpGlobals->curtime > m_flNextHealMessageTime )
{
// Fire event
IGameEvent * event = gameeventmanager->CreateEvent( "player_heal" );
if ( event )
{
CASW_Player *pPlayer = GetCommander();
event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) );
event->SetInt( "entindex", pTarget->entindex() );
gameeventmanager->FireEvent( event );
}
m_flNextHealMessageTime = gpGlobals->curtime + 2.0f;
}
if ( ASWGameRules()->GetInfoHeal() )
{
ASWGameRules()->GetInfoHeal()->OnMarineHealed( GetMarine(), pTarget, this );
}
#endif
// decrement ammo
m_iClip1 -= 1;
// emit heal sound
StartHealSound();
#ifdef GAME_DLL
bool bHealingSelf = (pMarine == pTarget);
bool bInfested = pTarget->IsInfested();
if ( bInfested )
{
float fCurePercent = GetInfestationCureAmount();
// cure infestation
if ( fCurePercent > 0.0f )
{
// Cure infestation on a per bullet basis (the full clip does cure relative to 9 heal grenades)
pTarget->CureInfestation( pMarine, 1.0f - ( ( 1.0f - fCurePercent ) / ( GetMaxClip1() / 9.0f ) ) );
}
}
bool bSkipChatter = bInfested;
if ( m_iClip1 <= 0 )
{
// Out of ammo
ASWFailAdvice()->OnMedSatchelEmpty();
pMarine->GetMarineSpeech()->Chatter( CHATTER_MEDS_NONE );
if ( pMarine )
{
pMarine->Weapon_Detach(this);
if ( pMarine->GetActiveWeapon() == this )
{
pMarine->SwitchToNextBestWeapon( NULL );
}
}
Kill();
pMarine->GetMarineSpeech()->Chatter( CHATTER_MEDS_NONE );
bSkipChatter = true;
}
else if ( m_iClip1 == 10 )
{
if ( pMarine->GetMarineSpeech()->Chatter( CHATTER_MEDS_LOW ) )
{
bSkipChatter = true;
}
}
else if ( (m_flLastHealTime + 4.0f) > gpGlobals->curtime )
{
bSkipChatter = true;
}
else if ( bHealingSelf )
{
bSkipChatter = true;
}
if ( !bSkipChatter )
{
// try and do a special chatter?
bool bSkipChatter = false;
if ( pMarine->GetMarineSpeech()->AllowCalmConversations(CONV_HEALING_CRASH) )
{
if ( !pTarget->m_bDoneWoundedRebuke && pTarget->GetMarineResource() && pTarget->GetMarineResource()->m_bTakenWoundDamage )
{
// marine has been wounded and this is our first heal after the fact - good chance of the medic saying something
if ( random->RandomFloat() < asw_marine_special_heal_chatter_chance.GetFloat() * 3 )
{
if ( CASW_MarineSpeech::StartConversation(CONV_SERIOUS_INJURY, pMarine, pTarget) )
{
bSkipChatter = true;
pTarget->m_bDoneWoundedRebuke = true;
}
}
}
// if we didn't complaint about a serious injury, check for doing a different kind of conv
float fRand = random->RandomFloat();
if ( !bSkipChatter && fRand < asw_marine_special_heal_chatter_chance.GetFloat() )
{
if ( pTarget->GetMarineProfile() && pTarget->GetMarineProfile()->m_VoiceType == ASW_VOICE_CRASH
&& pMarine->GetMarineProfile() && pMarine->GetMarineProfile()->m_VoiceType == ASW_VOICE_BASTILLE ) // bastille healing crash
{
if ( random->RandomFloat() < 0.5f )
{
if ( CASW_MarineSpeech::StartConversation(CONV_HEALING_CRASH, pMarine, pTarget) )
bSkipChatter = true;
}
else
{
if ( CASW_MarineSpeech::StartConversation(CONV_MEDIC_COMPLAIN, pMarine, pTarget) )
bSkipChatter = true;
}
}
else
{
if ( CASW_MarineSpeech::StartConversation(CONV_MEDIC_COMPLAIN, pMarine, pTarget) )
bSkipChatter = true;
}
}
}
if ( !bSkipChatter )
pMarine->GetMarineSpeech()->Chatter( CHATTER_HEALING );
}
#endif
}
bool CASW_Weapon_Heal_Gun::HealAttach( CBaseEntity *pEntity )
{
#ifdef CLIENT_DLL
return false;
#else
if ( !pEntity || (pEntity->Classify() != CLASS_ASW_MARINE) ||
(pEntity == m_hHealEntity.Get()) || !TargetCanBeHealed( pEntity ) ) // we can attach to ourselves //|| pEntity == GetMarine()
{
return false;
}
if ( m_hHealEntity.Get() )
{
HealDetach();
}
m_hHealEntity.Set( pEntity );
// we need a trace_t struct representing the entity we're healing, but if we
// attached based on proximity to the end of the beam, we might not have actually performed a trace - for now just update m_AttackTrace
// but it'd be nice to decouple attribute damage from requiring a trace
if ( m_AttackTrace.m_pEnt != pEntity )
{
m_AttackTrace.endpos = pEntity->GetAbsOrigin();
m_AttackTrace.m_pEnt = pEntity;
}
ASW_WPN_DEV_MSG( "Attached to %d:%s\n", m_hHealEntity.Get()->entindex(), m_hHealEntity.Get()->GetClassname() );
return true;
#endif
}
void CASW_Weapon_Heal_Gun::HealDetach()
{
#ifdef GAME_DLL
ASW_WPN_DEV_MSG( "Detaching from %d:%s\n", m_hHealEntity.Get() ? m_hHealEntity.Get()->entindex() : -1, m_hHealEntity.Get() ? m_hHealEntity.Get()->GetClassname() : "(null)" );
m_hHealEntity.Set( NULL );
#endif
StopHealSound();
}
void CASW_Weapon_Heal_Gun::Fire( const Vector &vecOrigSrc, const Vector &vecDir )
{
CASW_Marine *pMarine = GetMarine();
if ( !pMarine )
{
return;
}
Vector vecDest = vecOrigSrc + (vecDir * GetWeaponRange());
trace_t tr;
UTIL_TraceLine( vecOrigSrc, vecDest, MASK_SHOT, pMarine, COLLISION_GROUP_NONE, &tr );
if ( tr.allsolid )
return;
m_AttackTrace = tr;
if( pMarine->IsInhabited() )
{
CBaseEntity *pEntity = tr.m_pEnt;
CASW_Marine *pTargetMarine = NULL;
if ( pEntity )
{
pTargetMarine = CASW_Marine::AsMarine( pEntity );
}
Vector vecUp, vecRight;
QAngle angDir;
VectorAngles( vecDir, angDir );
AngleVectors( angDir, NULL, &vecRight, &vecUp );
if ( HealAttach( pEntity ) )
{
SetFiringState( ASW_HG_FIRE_ATTACHED );
}
}
else
{
SetFiringState( ASW_HG_FIRE_ATTACHED );
}
if ( !m_hHealEntity.Get() )
{
// If we fail to hit something, and we're not healing someone, we're just shooting out a beam
SetFiringState( ASW_HG_FIRE_DISCHARGE );
}
vecDest = tr.endpos;
m_vecHealPos = vecDest;
/*
#ifdef GAME_DLL
if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
{
// check he doesn't have ammo in an ammo bay
CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0));
if (!pAmmoBag)
pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1));
if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this))
pMarine->OnWeaponOutOfAmmo(true);
}
#endif
*/
}
void CASW_Weapon_Heal_Gun::EndAttack( void )
{
SetWeaponIdleTime( gpGlobals->curtime + 2.0 );
if ( m_FireState != ASW_HG_FIRE_OFF )
{
EmitSound( "ASW_HealGun.Off" );
}
SetFiringState( ASW_HG_FIRE_OFF );
HealDetach();
ClearIsFiring();
m_bIsFiring = false;
}
ConVar asw_heal_gun_start_heal_fade( "asw_heal_gun_start_heal_fade", "0.25", FCVAR_CHEAT | FCVAR_REPLICATED, "Crossfade time between heal gun's search and heal sound" );
ConVar asw_heal_gun_heal_fade( "asw_heal_gun_heal_fade", "0.05", FCVAR_CHEAT | FCVAR_REPLICATED, "Fade time for heal gun's heal sound" );
void CASW_Weapon_Heal_Gun::StartSearchSound()
{
if ( !m_pSearchSound )
{
CPASAttenuationFilter filter( this );
m_pSearchSound = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), "ASW_HealGun.SearchLoop" );
}
CSoundEnvelopeController::GetController().Play( m_pSearchSound, 1.0, 100 );
}
void CASW_Weapon_Heal_Gun::StartHealSound()
{
if ( !m_pSearchSound )
{
StartSearchSound();
}
//if ( m_pSearchSound )
//{
// CSoundEnvelopeController::GetController().SoundFadeOut( m_pSearchSound, asw_heal_gun_start_heal_fade.GetFloat(), true );
// m_pSearchSound = NULL;
//}
if ( !m_pHealSound )
{
CPASAttenuationFilter filter( this );
m_pHealSound = CSoundEnvelopeController::GetController().SoundCreate( filter, entindex(), "ASW_HealGun.HealLoop" );
EmitSound( "ASW_HealGun.StartHeal" );
}
CSoundEnvelopeController::GetController().Play( m_pHealSound, 0.0, 100 );
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pHealSound, 1.0, asw_heal_gun_start_heal_fade.GetFloat() );
}
void CASW_Weapon_Heal_Gun::StopHealSound()
{
if ( m_pSearchSound )
{
CSoundEnvelopeController::GetController().SoundDestroy( m_pSearchSound );
m_pSearchSound = NULL;
}
if ( m_pHealSound )
{
CSoundEnvelopeController::GetController().SoundFadeOut( m_pHealSound, asw_heal_gun_heal_fade.GetFloat(), true );
m_pHealSound = NULL;
}
}
int CASW_Weapon_Heal_Gun::GetHealAmount()
{
CASW_Marine *pMarine = GetMarine();
if ( !pMarine )
{
return 0;
}
float flHealAmount = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_HEALING, ASW_MARINE_SUBSKILL_HEAL_GUN_HEAL_AMOUNT);
return flHealAmount;
}
float CASW_Weapon_Heal_Gun::GetInfestationCureAmount()
{
CASW_Marine *pMarine = GetMarine();
if (!pMarine)
return 0.0f;
float flCureAmount = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_XENOWOUNDS) / 100.0f;
return flCureAmount;
}
#ifdef CLIENT_DLL
bool CASW_Weapon_Heal_Gun::ShouldShowLaserPointer()
{
if ( !asw_laser_sight.GetBool() || IsDormant() || !GetOwner() )
{
return false;
}
C_ASW_Marine *pMarine = GetMarine();
return ( pMarine && pMarine->GetActiveWeapon() == this );
}
// if the player has his mouse over another marine, highlight it, cos he's the one we can give health to
void CASW_Weapon_Heal_Gun::MouseOverEntity(C_BaseEntity *pEnt, Vector vecWorldCursor)
{
C_ASW_Marine* pOtherMarine = C_ASW_Marine::AsMarine( pEnt );
CASW_Player *pOwner = GetCommander();
CASW_Marine *pMarine = GetMarine();
if (!pOwner || !pMarine)
return;
if (!pOtherMarine)
{
C_ASW_Game_Resource *pGameResource = ASWGameResource();
if (pGameResource)
{
// find marine closest to world cursor
const float fMustBeThisClose = 70;
const C_ASW_Game_Resource::CMarineToCrosshairInfo::tuple_t &info = pGameResource->GetMarineCrosshairCache()->GetClosestMarine();
if ( info.m_fDistToCursor <= fMustBeThisClose )
{
pOtherMarine = info.m_hMarine.Get();
}
}
}
// if the marine our cursor is over is near enough, highlight him
if (pOtherMarine)
{
float dist = (pMarine->GetAbsOrigin() - pOtherMarine->GetAbsOrigin()).Length2D();
if (dist < GetWeaponRange() )
{
bool bCanGiveHealth = ( TargetCanBeHealed( pOtherMarine ) && m_iClip1 > 0 );
ASWInput()->SetHighlightEntity( pOtherMarine, bCanGiveHealth );
if ( bCanGiveHealth ) // if he needs healing, show the give health cursor
{
CASWHudCrosshair *pCrosshair = GET_HUDELEMENT( CASWHudCrosshair );
if ( pCrosshair )
{
pCrosshair->SetShowGiveHealth(true);
}
}
}
}
}
void CASW_Weapon_Heal_Gun::ClientThink()
{
BaseClass::ClientThink();
UpdateEffects();
}
const char* CASW_Weapon_Heal_Gun::GetPartialReloadSound(int iPart)
{
switch (iPart)
{
case 1: return "ASW_MiningLaser.ReloadB"; break;
case 2: return "ASW_MiningLaser.ReloadC"; break;
default: break;
};
return "ASW_MiningLaser.ReloadA";
}
void CASW_Weapon_Heal_Gun::UpdateEffects()
{
if ( !m_hHealEntity.Get() || m_hHealEntity.Get()->Classify() != CLASS_ASW_MARINE || !GetMarine() )
{
if ( m_pDischargeEffect )
{
m_pDischargeEffect->StopEmission();
m_pDischargeEffect = NULL;
}
return;
}
C_ASW_Marine* pMarine = static_cast<C_ASW_Marine*>( static_cast<C_BaseEntity*>( m_hHealEntity.Get() ) );
bool bHealingSelf = pMarine ? (pMarine == GetMarine()) : false;
if ( bHealingSelf && m_pDischargeEffect )
{
m_pDischargeEffect->StopEmission();
m_pDischargeEffect = NULL;
}
switch( m_FireState )
{
case ASW_HG_FIRE_OFF:
{
if ( m_pDischargeEffect )
{
m_pDischargeEffect->StopEmission();
m_pDischargeEffect = NULL;
}
break;
}
case ASW_HG_FIRE_DISCHARGE:
{
if ( m_pDischargeEffect && m_pDischargeEffect->GetControlPointEntity( 1 ) != NULL )
{
// Still attach, detach us
m_pDischargeEffect->StopEmission();
m_pDischargeEffect = NULL;
}
// don't create the effect if you are healing yourself
if ( bHealingSelf )
break;
if ( !m_pDischargeEffect )
{
m_pDischargeEffect = ParticleProp()->Create( "heal_gun_noconnect", PATTACH_POINT_FOLLOW, "muzzle" );
}
m_pDischargeEffect->SetControlPoint( 1, m_vecHealPos );
m_pDischargeEffect->SetControlPointOrientation( 0, GetMarine()->Forward(), -GetMarine()->Left(), GetMarine()->Up() );
break;
}
case ASW_HG_FIRE_ATTACHED:
{
if ( !pMarine )
{
break;
}
if ( m_pDischargeEffect )
{
if ( m_pDischargeEffect->GetControlPointEntity( 1 ) != m_hHealEntity.Get() )
{
m_pDischargeEffect->StopEmission();
m_pDischargeEffect = NULL;
}
}
// don't create the effect if you are healing yourself
if ( bHealingSelf )
break;
if ( !m_pDischargeEffect )
{
m_pDischargeEffect = ParticleProp()->Create( "heal_gun_attach", PATTACH_POINT_FOLLOW, "muzzle" );
}
Assert( m_pDischargeEffect );
if ( m_pDischargeEffect->GetControlPointEntity( 1 ) == NULL )
{
float flHeight = pMarine->BoundingRadius();
Vector vOffset( 0.0f, 0.0f, flHeight * 0.25 );
ParticleProp()->AddControlPoint( m_pDischargeEffect, 1, pMarine, PATTACH_ABSORIGIN_FOLLOW, NULL, vOffset );
m_pDischargeEffect->SetControlPointOrientation( 0, GetMarine()->Forward(), -GetMarine()->Left(), GetMarine()->Up() );
}
break;
}
}
}
#endif