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https://github.com/nillerusr/source-engine.git
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737 lines
21 KiB
C++
737 lines
21 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 "BasePropDoor.h"
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#include "portal_player.h"
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#include "te_effect_dispatch.h"
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#include "gameinterface.h"
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#include "prop_combine_ball.h"
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#include "portal_shareddefs.h"
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#include "triggers.h"
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#include "collisionutils.h"
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#include "cbaseanimatingprojectile.h"
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#include "weapon_physcannon.h"
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#include "prop_portal_shared.h"
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#include "portal_placement.h"
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#include "weapon_portalgun_shared.h"
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#include "physicsshadowclone.h"
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#include "particle_parse.h"
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#define BLAST_SPEED_NON_PLAYER 1000.0f
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#define BLAST_SPEED 3000.0f
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPortalgun, DT_WeaponPortalgun )
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BEGIN_NETWORK_TABLE( CWeaponPortalgun, DT_WeaponPortalgun )
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SendPropBool( SENDINFO( m_bCanFirePortal1 ) ),
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SendPropBool( SENDINFO( m_bCanFirePortal2 ) ),
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SendPropInt( SENDINFO( m_iLastFiredPortal ) ),
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SendPropBool( SENDINFO( m_bOpenProngs ) ),
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SendPropFloat( SENDINFO( m_fCanPlacePortal1OnThisSurface ) ),
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SendPropFloat( SENDINFO( m_fCanPlacePortal2OnThisSurface ) ),
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SendPropFloat( SENDINFO( m_fEffectsMaxSize1 ) ), // HACK HACK! Used to make the gun visually change when going through a cleanser!
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SendPropFloat( SENDINFO( m_fEffectsMaxSize2 ) ),
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SendPropInt( SENDINFO( m_EffectState ) ),
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END_NETWORK_TABLE()
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BEGIN_DATADESC( CWeaponPortalgun )
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DEFINE_KEYFIELD( m_bCanFirePortal1, FIELD_BOOLEAN, "CanFirePortal1" ),
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DEFINE_KEYFIELD( m_bCanFirePortal2, FIELD_BOOLEAN, "CanFirePortal2" ),
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DEFINE_FIELD( m_iLastFiredPortal, FIELD_INTEGER ),
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DEFINE_FIELD( m_bOpenProngs, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fCanPlacePortal1OnThisSurface, FIELD_FLOAT ),
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DEFINE_FIELD( m_fCanPlacePortal2OnThisSurface, FIELD_FLOAT ),
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DEFINE_FIELD( m_fEffectsMaxSize1, FIELD_FLOAT ),
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DEFINE_FIELD( m_fEffectsMaxSize2, FIELD_FLOAT ),
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DEFINE_FIELD( m_EffectState, FIELD_INTEGER ),
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DEFINE_FIELD( m_iPortalLinkageGroupID, FIELD_CHARACTER ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ChargePortal1", InputChargePortal1 ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ChargePortal2", InputChargePortal2 ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FirePortal1", FirePortal1 ),
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DEFINE_INPUTFUNC( FIELD_VOID, "FirePortal2", FirePortal2 ),
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DEFINE_INPUTFUNC( FIELD_VECTOR, "FirePortalDirection1", FirePortalDirection1 ),
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DEFINE_INPUTFUNC( FIELD_VECTOR, "FirePortalDirection2", FirePortalDirection2 ),
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DEFINE_SOUNDPATCH( m_pMiniGravHoldSound ),
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DEFINE_OUTPUT ( m_OnFiredPortal1, "OnFiredPortal1" ),
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DEFINE_OUTPUT ( m_OnFiredPortal2, "OnFiredPortal2" ),
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DEFINE_FUNCTION( Think ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( weapon_portalgun, CWeaponPortalgun );
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PRECACHE_WEAPON_REGISTER(weapon_portalgun);
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extern ConVar sv_portal_placement_debug;
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extern ConVar sv_portal_placement_never_fail;
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void CWeaponPortalgun::Spawn( void )
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{
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Precache();
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BaseClass::Spawn();
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SetThink( &CWeaponPortalgun::Think );
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SetNextThink( gpGlobals->curtime + 0.1 );
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if( GameRules()->IsMultiplayer() )
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{
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CBaseEntity *pOwner = GetOwner();
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if( pOwner && pOwner->IsPlayer() )
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m_iPortalLinkageGroupID = pOwner->entindex();
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Assert( (m_iPortalLinkageGroupID >= 0) && (m_iPortalLinkageGroupID < 256) );
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}
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}
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void CWeaponPortalgun::Activate()
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{
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BaseClass::Activate();
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CreateSounds();
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer )
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{
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CBaseEntity *pHeldObject = GetPlayerHeldEntity( pPlayer );
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OpenProngs( ( pHeldObject ) ? ( false ) : ( true ) );
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OpenProngs( ( pHeldObject ) ? ( true ) : ( false ) );
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if( GameRules()->IsMultiplayer() )
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m_iPortalLinkageGroupID = pPlayer->entindex();
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Assert( (m_iPortalLinkageGroupID >= 0) && (m_iPortalLinkageGroupID < 256) );
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}
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// HACK HACK! Used to make the gun visually change when going through a cleanser!
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m_fEffectsMaxSize1 = 4.0f;
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m_fEffectsMaxSize2 = 4.0f;
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}
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void CWeaponPortalgun::OnPickedUp( CBaseCombatCharacter *pNewOwner )
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{
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if( GameRules()->IsMultiplayer() )
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{
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if( pNewOwner && pNewOwner->IsPlayer() )
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m_iPortalLinkageGroupID = pNewOwner->entindex();
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Assert( (m_iPortalLinkageGroupID >= 0) && (m_iPortalLinkageGroupID < 256) );
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}
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BaseClass::OnPickedUp( pNewOwner );
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}
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void CWeaponPortalgun::CreateSounds()
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{
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if (!m_pMiniGravHoldSound)
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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CPASAttenuationFilter filter( this );
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m_pMiniGravHoldSound = controller.SoundCreate( filter, entindex(), "Weapon_Portalgun.HoldSound" );
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controller.Play( m_pMiniGravHoldSound, 0, 100 );
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}
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}
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void CWeaponPortalgun::StopLoopingSounds()
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{
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CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
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controller.SoundDestroy( m_pMiniGravHoldSound );
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m_pMiniGravHoldSound = NULL;
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BaseClass::StopLoopingSounds();
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}
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void CWeaponPortalgun::DoEffectBlast( bool bPortal2, int iPlacedBy, const Vector &ptStart, const Vector &ptFinalPos, const QAngle &qStartAngles, float fDelay )
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{
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CEffectData fxData;
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fxData.m_vOrigin = ptStart;
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fxData.m_vStart = ptFinalPos;
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fxData.m_flScale = gpGlobals->curtime + fDelay;
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fxData.m_vAngles = qStartAngles;
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fxData.m_nColor = ( ( bPortal2 ) ? ( 2 ) : ( 1 ) );
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fxData.m_nDamageType = iPlacedBy;
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DispatchEffect( "PortalBlast", fxData );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows a generic think function before the others are called
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// Input : state - which state the turret is currently in
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//-----------------------------------------------------------------------------
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bool CWeaponPortalgun::PreThink( void )
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{
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//Animate
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StudioFrameAdvance();
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//Do not interrupt current think function
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return false;
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}
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void CWeaponPortalgun::Think( void )
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{
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//Allow descended classes a chance to do something before the think function
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if ( PreThink() )
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return;
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SetNextThink( gpGlobals->curtime + 0.1f );
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CPortal_Player *pPlayer = ToPortalPlayer( GetOwner() );
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if ( !pPlayer || pPlayer->GetActiveWeapon() != this )
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{
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m_fCanPlacePortal1OnThisSurface = 1.0f;
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m_fCanPlacePortal2OnThisSurface = 1.0f;
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return;
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}
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// Test portal placement
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m_fCanPlacePortal1OnThisSurface = ( ( m_bCanFirePortal1 ) ? ( FirePortal( false, 0, 1 ) ) : ( 0.0f ) );
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m_fCanPlacePortal2OnThisSurface = ( ( m_bCanFirePortal2 ) ? ( FirePortal( true, 0, 2 ) ) : ( 0.0f ) );
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// Draw obtained portal color chips
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int iSlot1State = ( ( m_bCanFirePortal1 ) ? ( 0 ) : ( 1 ) ); // FIXME: Portal gun might have only red but not blue;
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int iSlot2State = ( ( m_bCanFirePortal2 ) ? ( 0 ) : ( 1 ) );
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SetBodygroup( 1, iSlot1State );
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SetBodygroup( 2, iSlot2State );
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if ( pPlayer->GetViewModel() )
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{
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pPlayer->GetViewModel()->SetBodygroup( 1, iSlot1State );
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pPlayer->GetViewModel()->SetBodygroup( 2, iSlot2State );
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}
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// HACK HACK! Used to make the gun visually change when going through a cleanser!
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if ( m_fEffectsMaxSize1 > 4.0f )
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{
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m_fEffectsMaxSize1 -= gpGlobals->frametime * 400.0f;
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if ( m_fEffectsMaxSize1 < 4.0f )
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m_fEffectsMaxSize1 = 4.0f;
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}
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if ( m_fEffectsMaxSize2 > 4.0f )
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{
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m_fEffectsMaxSize2 -= gpGlobals->frametime * 400.0f;
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if ( m_fEffectsMaxSize2 < 4.0f )
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m_fEffectsMaxSize2 = 4.0f;
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}
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}
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void CWeaponPortalgun::OpenProngs( bool bOpenProngs )
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{
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if ( m_bOpenProngs == bOpenProngs )
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{
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return;
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}
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m_bOpenProngs = bOpenProngs;
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DoEffect( ( m_bOpenProngs ) ? ( EFFECT_HOLDING ) : ( EFFECT_READY ) );
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SendWeaponAnim( ( m_bOpenProngs ) ? ( ACT_VM_PICKUP ) : ( ACT_VM_RELEASE ) );
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}
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void CWeaponPortalgun::InputChargePortal1( inputdata_t &inputdata )
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{
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DispatchParticleEffect( "portal_1_charge", PATTACH_POINT_FOLLOW, this, "muzzle" );
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}
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void CWeaponPortalgun::InputChargePortal2( inputdata_t &inputdata )
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{
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DispatchParticleEffect( "portal_2_charge", PATTACH_POINT_FOLLOW, this, "muzzle" );
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}
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void CWeaponPortalgun::FirePortal1( inputdata_t &inputdata )
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{
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FirePortal( false );
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m_iLastFiredPortal = 1;
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CBaseCombatCharacter *pOwner = GetOwner();
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if( pOwner && pOwner->IsPlayer() )
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{
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WeaponSound( SINGLE );
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}
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else
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{
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WeaponSound( SINGLE_NPC );
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}
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}
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void CWeaponPortalgun::FirePortal2( inputdata_t &inputdata )
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{
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FirePortal( true );
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m_iLastFiredPortal = 2;
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CBaseCombatCharacter *pOwner = GetOwner();
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if( pOwner && pOwner->IsPlayer() )
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{
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WeaponSound( WPN_DOUBLE );
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}
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else
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{
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WeaponSound( DOUBLE_NPC );
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}
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}
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void CWeaponPortalgun::FirePortalDirection1( inputdata_t &inputdata )
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{
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Vector vDirection;
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inputdata.value.Vector3D( vDirection );
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FirePortal( false, &vDirection );
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m_iLastFiredPortal = 1;
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CBaseCombatCharacter *pOwner = GetOwner();
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if( pOwner && pOwner->IsPlayer() )
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{
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WeaponSound( SINGLE );
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}
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else
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{
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WeaponSound( SINGLE_NPC );
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}
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}
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void CWeaponPortalgun::FirePortalDirection2( inputdata_t &inputdata )
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{
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Vector vDirection;
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inputdata.value.Vector3D( vDirection );
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FirePortal( true, &vDirection );
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m_iLastFiredPortal = 2;
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CBaseCombatCharacter *pOwner = GetOwner();
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if( pOwner && pOwner->IsPlayer() )
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{
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WeaponSound( WPN_DOUBLE );
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}
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else
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{
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WeaponSound( DOUBLE_NPC );
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}
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}
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float CWeaponPortalgun::TraceFirePortal( bool bPortal2, const Vector &vTraceStart, const Vector &vDirection, trace_t &tr, Vector &vFinalPosition, QAngle &qFinalAngles, int iPlacedBy, bool bTest /*= false*/ )
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{
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CTraceFilterSimpleClassnameList baseFilter( this, COLLISION_GROUP_NONE );
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UTIL_Portal_Trace_Filter( &baseFilter );
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CTraceFilterTranslateClones traceFilterPortalShot( &baseFilter );
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Ray_t rayEyeArea;
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rayEyeArea.Init( vTraceStart + vDirection * 24.0f, vTraceStart + vDirection * -24.0f );
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float fMustBeCloserThan = 2.0f;
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CProp_Portal *pNearPortal = UTIL_Portal_FirstAlongRay( rayEyeArea, fMustBeCloserThan );
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if ( !pNearPortal )
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{
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// Check for portal near and infront of you
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rayEyeArea.Init( vTraceStart + vDirection * -24.0f, vTraceStart + vDirection * 48.0f );
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fMustBeCloserThan = 2.0f;
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pNearPortal = UTIL_Portal_FirstAlongRay( rayEyeArea, fMustBeCloserThan );
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}
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if ( pNearPortal && pNearPortal->IsActivedAndLinked() )
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{
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iPlacedBy = PORTAL_PLACED_BY_PEDESTAL;
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Vector vPortalForward;
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pNearPortal->GetVectors( &vPortalForward, 0, 0 );
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if ( vDirection.Dot( vPortalForward ) < 0.01f )
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{
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// If shooting out of the world, fizzle
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if ( !bTest )
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{
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CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );
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pPortal->m_iDelayedFailure = ( ( pNearPortal->m_bIsPortal2 ) ? ( PORTAL_FIZZLE_NEAR_RED ) : ( PORTAL_FIZZLE_NEAR_BLUE ) );
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VectorAngles( vPortalForward, pPortal->m_qDelayedAngles );
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pPortal->m_vDelayedPosition = pNearPortal->GetAbsOrigin();
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vFinalPosition = pPortal->m_vDelayedPosition;
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qFinalAngles = pPortal->m_qDelayedAngles;
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UTIL_TraceLine( vTraceStart - vDirection * 16.0f, vTraceStart + (vDirection * m_fMaxRange1), MASK_SHOT_PORTAL, &traceFilterPortalShot, &tr );
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return PORTAL_ANALOG_SUCCESS_NEAR;
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}
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UTIL_TraceLine( vTraceStart - vDirection * 16.0f, vTraceStart + (vDirection * m_fMaxRange1), MASK_SHOT_PORTAL, &traceFilterPortalShot, &tr );
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return PORTAL_ANALOG_SUCCESS_OVERLAP_LINKED;
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}
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}
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// Trace to see where the portal hit
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UTIL_TraceLine( vTraceStart, vTraceStart + (vDirection * m_fMaxRange1), MASK_SHOT_PORTAL, &traceFilterPortalShot, &tr );
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if ( !tr.DidHit() || tr.startsolid )
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{
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// If it didn't hit anything, fizzle
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if ( !bTest )
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{
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CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );
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pPortal->m_iDelayedFailure = PORTAL_FIZZLE_NONE;
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VectorAngles( -vDirection, pPortal->m_qDelayedAngles );
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pPortal->m_vDelayedPosition = tr.endpos;
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vFinalPosition = pPortal->m_vDelayedPosition;
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qFinalAngles = pPortal->m_qDelayedAngles;
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}
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return PORTAL_ANALOG_SUCCESS_PASSTHROUGH_SURFACE;
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}
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// Trace to the surface to see if there's a rotating door in the way
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CBaseEntity *list[1024];
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Ray_t ray;
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ray.Init( vTraceStart, tr.endpos );
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int nCount = UTIL_EntitiesAlongRay( list, 1024, ray, 0 );
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// Loop through all entities along the ray between the gun and the surface
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for ( int i = 0; i < nCount; i++ )
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{
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// If the entity is a rotating door
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if( FClassnameIs( list[i], "prop_door_rotating" ) )
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{
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// Check more precise door collision
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CBasePropDoor *pRotatingDoor = static_cast<CBasePropDoor *>( list[i] );
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Ray_t rayDoor;
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rayDoor.Init( vTraceStart, vTraceStart + (vDirection * m_fMaxRange1) );
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trace_t trDoor;
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pRotatingDoor->TestCollision( rayDoor, 0, trDoor );
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if ( trDoor.DidHit() )
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{
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// There's a door in the way
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tr = trDoor;
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if ( sv_portal_placement_debug.GetBool() )
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{
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Vector vMin;
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Vector vMax;
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Vector vZero = Vector( 0.0f, 0.0f, 0.0f );
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list[ i ]->GetCollideable()->WorldSpaceSurroundingBounds( &vMin, &vMax );
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NDebugOverlay::Box( vZero, vMin, vMax, 0, 255, 0, 128, 0.5f );
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}
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if ( !bTest )
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{
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CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );
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pPortal->m_iDelayedFailure = PORTAL_FIZZLE_CANT_FIT;
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VectorAngles( tr.plane.normal, pPortal->m_qDelayedAngles );
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pPortal->m_vDelayedPosition = trDoor.endpos;
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vFinalPosition = pPortal->m_vDelayedPosition;
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qFinalAngles = pPortal->m_qDelayedAngles;
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}
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return PORTAL_ANALOG_SUCCESS_CANT_FIT;
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}
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}
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else if ( FClassnameIs( list[i], "trigger_portal_cleanser" ) )
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{
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CBaseTrigger *pTrigger = static_cast<CBaseTrigger*>( list[i] );
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if ( pTrigger && !pTrigger->m_bDisabled )
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{
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Vector vMin;
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Vector vMax;
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pTrigger->GetCollideable()->WorldSpaceSurroundingBounds( &vMin, &vMax );
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IntersectRayWithBox( ray.m_Start, ray.m_Delta, vMin, vMax, 0.0f, &tr );
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tr.plane.normal = -vDirection;
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if ( !bTest )
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{
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CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );
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|
|
|
pPortal->m_iDelayedFailure = PORTAL_FIZZLE_CLEANSER;
|
|
VectorAngles( tr.plane.normal, pPortal->m_qDelayedAngles );
|
|
pPortal->m_vDelayedPosition = tr.endpos;
|
|
|
|
vFinalPosition = pPortal->m_vDelayedPosition;
|
|
qFinalAngles = pPortal->m_qDelayedAngles;
|
|
}
|
|
|
|
return PORTAL_ANALOG_SUCCESS_CLEANSER;
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector vUp( 0.0f, 0.0f, 1.0f );
|
|
if( ( tr.plane.normal.x > -0.001f && tr.plane.normal.x < 0.001f ) && ( tr.plane.normal.y > -0.001f && tr.plane.normal.y < 0.001f ) )
|
|
{
|
|
//plane is a level floor/ceiling
|
|
vUp = vDirection;
|
|
}
|
|
|
|
// Check that the placement succeed
|
|
VectorAngles( tr.plane.normal, vUp, qFinalAngles );
|
|
|
|
vFinalPosition = tr.endpos;
|
|
return VerifyPortalPlacement( CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2 ), vFinalPosition, qFinalAngles, iPlacedBy, bTest );
|
|
}
|
|
|
|
float CWeaponPortalgun::FirePortal( bool bPortal2, Vector *pVector /*= 0*/, bool bTest /*= false*/ )
|
|
{
|
|
bool bPlayer = false;
|
|
Vector vEye;
|
|
Vector vDirection;
|
|
Vector vTracerOrigin;
|
|
|
|
CBaseEntity *pOwner = GetOwner();
|
|
|
|
if ( pOwner && pOwner->IsPlayer() )
|
|
{
|
|
bPlayer = true;
|
|
}
|
|
|
|
if( bPlayer )
|
|
{
|
|
CPortal_Player *pPlayer = (CPortal_Player *)pOwner;
|
|
|
|
if ( !bTest && pPlayer )
|
|
{
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY, 0 );
|
|
}
|
|
|
|
Vector forward, right, up;
|
|
AngleVectors( pPlayer->EyeAngles(), &forward, &right, &up );
|
|
pPlayer->EyeVectors( &vDirection, NULL, NULL );
|
|
vEye = pPlayer->EyePosition();
|
|
|
|
// Check if the players eye is behind the portal they're in and translate it
|
|
VMatrix matThisToLinked;
|
|
CProp_Portal *pPlayerPortal = pPlayer->m_hPortalEnvironment;
|
|
|
|
if ( pPlayerPortal )
|
|
{
|
|
Vector ptPortalCenter;
|
|
Vector vPortalForward;
|
|
|
|
ptPortalCenter = pPlayerPortal->GetAbsOrigin();
|
|
pPlayerPortal->GetVectors( &vPortalForward, NULL, NULL );
|
|
|
|
Vector vEyeToPortalCenter = ptPortalCenter - vEye;
|
|
|
|
float fPortalDist = vPortalForward.Dot( vEyeToPortalCenter );
|
|
if( fPortalDist > 0.0f )
|
|
{
|
|
// Eye is behind the portal
|
|
matThisToLinked = pPlayerPortal->MatrixThisToLinked();
|
|
}
|
|
else
|
|
{
|
|
pPlayerPortal = NULL;
|
|
}
|
|
}
|
|
|
|
if ( pPlayerPortal )
|
|
{
|
|
UTIL_Portal_VectorTransform( matThisToLinked, forward, forward );
|
|
UTIL_Portal_VectorTransform( matThisToLinked, right, right );
|
|
UTIL_Portal_VectorTransform( matThisToLinked, up, up );
|
|
UTIL_Portal_VectorTransform( matThisToLinked, vDirection, vDirection );
|
|
UTIL_Portal_PointTransform( matThisToLinked, vEye, vEye );
|
|
|
|
if ( pVector )
|
|
{
|
|
UTIL_Portal_VectorTransform( matThisToLinked, *pVector, *pVector );
|
|
}
|
|
}
|
|
|
|
vTracerOrigin = vEye
|
|
+ forward * 30.0f
|
|
+ right * 4.0f
|
|
+ up * (-5.0f);
|
|
}
|
|
else
|
|
{
|
|
// This portalgun is not held by the player-- Fire using the muzzle attachment
|
|
Vector vecShootOrigin;
|
|
QAngle angShootDir;
|
|
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
|
|
vEye = vecShootOrigin;
|
|
vTracerOrigin = vecShootOrigin;
|
|
AngleVectors( angShootDir, &vDirection, NULL, NULL );
|
|
}
|
|
|
|
if ( !bTest )
|
|
{
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
|
}
|
|
|
|
if ( pVector )
|
|
{
|
|
vDirection = *pVector;
|
|
}
|
|
|
|
Vector vTraceStart = vEye + (vDirection * m_fMinRange1);
|
|
|
|
Vector vFinalPosition;
|
|
QAngle qFinalAngles;
|
|
|
|
PortalPlacedByType ePlacedBy = ( bPlayer ) ? ( PORTAL_PLACED_BY_PLAYER ) : ( PORTAL_PLACED_BY_PEDESTAL );
|
|
|
|
trace_t tr;
|
|
float fPlacementSuccess = TraceFirePortal( bPortal2, vTraceStart, vDirection, tr, vFinalPosition, qFinalAngles, ePlacedBy, bTest );
|
|
|
|
if ( sv_portal_placement_never_fail.GetBool() )
|
|
{
|
|
fPlacementSuccess = 1.0f;
|
|
}
|
|
|
|
if ( !bTest )
|
|
{
|
|
CProp_Portal *pPortal = CProp_Portal::FindPortal( m_iPortalLinkageGroupID, bPortal2, true );
|
|
|
|
// If it was a failure, put the effect at exactly where the player shot instead of where the portal bumped to
|
|
if ( fPlacementSuccess < 0.5f )
|
|
vFinalPosition = tr.endpos;
|
|
|
|
pPortal->PlacePortal( vFinalPosition, qFinalAngles, fPlacementSuccess, true );
|
|
|
|
float fDelay = vTracerOrigin.DistTo( tr.endpos ) / ( ( bPlayer ) ? ( BLAST_SPEED ) : ( BLAST_SPEED_NON_PLAYER ) );
|
|
|
|
QAngle qFireAngles;
|
|
VectorAngles( vDirection, qFireAngles );
|
|
DoEffectBlast( pPortal->m_bIsPortal2, ePlacedBy, vTracerOrigin, vFinalPosition, qFireAngles, fDelay );
|
|
|
|
pPortal->SetContextThink( &CProp_Portal::DelayedPlacementThink, gpGlobals->curtime + fDelay, s_pDelayedPlacementContext );
|
|
pPortal->m_vDelayedPosition = vFinalPosition;
|
|
pPortal->m_hPlacedBy = this;
|
|
}
|
|
|
|
return fPlacementSuccess;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponPortalgun::StartEffects( void )
|
|
{
|
|
}
|
|
|
|
void CWeaponPortalgun::DestroyEffects( void )
|
|
{
|
|
// Stop everything
|
|
StopEffects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Ready effects
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponPortalgun::DoEffectReady( void )
|
|
{
|
|
if ( m_pMiniGravHoldSound )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
controller.SoundChangeVolume( m_pMiniGravHoldSound, 0.0, 0.1 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Holding effects
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponPortalgun::DoEffectHolding( void )
|
|
{
|
|
if ( m_pMiniGravHoldSound )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
controller.SoundChangeVolume( m_pMiniGravHoldSound, 1.0, 0.1 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Shutdown for the weapon when it's holstered
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponPortalgun::DoEffectNone( void )
|
|
{
|
|
if ( m_pMiniGravHoldSound )
|
|
{
|
|
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
|
|
|
|
controller.SoundChangeVolume( m_pMiniGravHoldSound, 0.0, 0.1 );
|
|
}
|
|
}
|
|
|
|
void CC_UpgradePortalGun( void )
|
|
{
|
|
CPortal_Player *pPlayer = ToPortalPlayer( UTIL_GetCommandClient() );
|
|
|
|
CWeaponPortalgun *pPortalGun = static_cast<CWeaponPortalgun*>( pPlayer->Weapon_OwnsThisType( "weapon_portalgun" ) );
|
|
if ( pPortalGun )
|
|
{
|
|
pPortalGun->SetCanFirePortal1();
|
|
pPortalGun->SetCanFirePortal2();
|
|
}
|
|
}
|
|
|
|
static ConCommand upgrade_portal("upgrade_portalgun", CC_UpgradePortalGun, "Equips the player with a single portal portalgun. Use twice for a dual portal portalgun.\n\tArguments: none ", FCVAR_CHEAT);
|
|
|
|
|
|
|
|
|
|
static void change_portalgun_linkage_id_f( const CCommand &args )
|
|
{
|
|
if( sv_cheats->GetBool() == false ) //heavy handed version since setting the concommand with FCVAR_CHEATS isn't working like I thought
|
|
return;
|
|
|
|
if( args.ArgC() < 2 )
|
|
return;
|
|
|
|
unsigned char iNewID = (unsigned char)atoi( args[1] );
|
|
|
|
CPortal_Player *pPlayer = (CPortal_Player *)UTIL_GetCommandClient();
|
|
|
|
int iWeaponCount = pPlayer->WeaponCount();
|
|
for( int i = 0; i != iWeaponCount; ++i )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
|
|
if( pWeapon == NULL )
|
|
continue;
|
|
|
|
if( dynamic_cast<CWeaponPortalgun *>(pWeapon) != NULL )
|
|
{
|
|
CWeaponPortalgun *pPortalGun = (CWeaponPortalgun *)pWeapon;
|
|
pPortalGun->m_iPortalLinkageGroupID = iNewID;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
ConCommand change_portalgun_linkage_id( "change_portalgun_linkage_id", change_portalgun_linkage_id_f, "Changes the portal linkage ID for the portal gun held by the commanding player.", FCVAR_CHEAT );
|