source-engine/game/server/hl2/func_tank.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

4432 lines
126 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "func_tank.h"
#include "Sprite.h"
#include "EnvLaser.h"
#include "basecombatweapon.h"
#include "explode.h"
#include "eventqueue.h"
#include "gamerules.h"
#include "ammodef.h"
#include "in_buttons.h"
#include "soundent.h"
#include "ndebugoverlay.h"
#include "grenade_beam.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "physics_cannister.h"
#include "decals.h"
#include "shake.h"
#include "particle_smokegrenade.h"
#include "player.h"
#include "entitylist.h"
#include "IEffects.h"
#include "ai_basenpc.h"
#include "ai_behavior_functank.h"
#include "weapon_rpg.h"
#include "effects.h"
#include "iservervehicle.h"
#include "soundenvelope.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
#include "props.h"
#include "rumble_shared.h"
#include "particle_parse.h"
// NVNT turret recoil
#include "haptics/haptic_utils.h"
#ifdef HL2_DLL
#include "hl2_player.h"
#endif //HL2_DLL
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern Vector PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint);
ConVar mortar_visualize("mortar_visualize", "0" );
BEGIN_DATADESC( CFuncTank )
DEFINE_KEYFIELD( m_yawRate, FIELD_FLOAT, "yawrate" ),
DEFINE_KEYFIELD( m_yawRange, FIELD_FLOAT, "yawrange" ),
DEFINE_KEYFIELD( m_yawTolerance, FIELD_FLOAT, "yawtolerance" ),
DEFINE_KEYFIELD( m_pitchRate, FIELD_FLOAT, "pitchrate" ),
DEFINE_KEYFIELD( m_pitchRange, FIELD_FLOAT, "pitchrange" ),
DEFINE_KEYFIELD( m_pitchTolerance, FIELD_FLOAT, "pitchtolerance" ),
DEFINE_KEYFIELD( m_fireRate, FIELD_FLOAT, "firerate" ),
DEFINE_FIELD( m_fireTime, FIELD_TIME ),
DEFINE_KEYFIELD( m_persist, FIELD_FLOAT, "persistence" ),
DEFINE_KEYFIELD( m_persist2, FIELD_FLOAT, "persistence2" ),
DEFINE_KEYFIELD( m_minRange, FIELD_FLOAT, "minRange" ),
DEFINE_KEYFIELD( m_maxRange, FIELD_FLOAT, "maxRange" ),
DEFINE_FIELD( m_flMinRange2, FIELD_FLOAT ),
DEFINE_FIELD( m_flMaxRange2, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_iAmmoCount, FIELD_INTEGER, "ammo_count" ),
DEFINE_KEYFIELD( m_spriteScale, FIELD_FLOAT, "spritescale" ),
DEFINE_KEYFIELD( m_iszSpriteSmoke, FIELD_STRING, "spritesmoke" ),
DEFINE_KEYFIELD( m_iszSpriteFlash, FIELD_STRING, "spriteflash" ),
DEFINE_KEYFIELD( m_bulletType, FIELD_INTEGER, "bullet" ),
DEFINE_FIELD( m_nBulletCount, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_spread, FIELD_INTEGER, "firespread" ),
DEFINE_KEYFIELD( m_iBulletDamage, FIELD_INTEGER, "bullet_damage" ),
DEFINE_KEYFIELD( m_iBulletDamageVsPlayer, FIELD_INTEGER, "bullet_damage_vs_player" ),
DEFINE_KEYFIELD( m_iszMaster, FIELD_STRING, "master" ),
#ifdef HL2_EPISODIC
DEFINE_KEYFIELD( m_iszAmmoType, FIELD_STRING, "ammotype" ),
DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER ),
#else
DEFINE_FIELD( m_iSmallAmmoType, FIELD_INTEGER ),
DEFINE_FIELD( m_iMediumAmmoType, FIELD_INTEGER ),
DEFINE_FIELD( m_iLargeAmmoType, FIELD_INTEGER ),
#endif // HL2_EPISODIC
DEFINE_KEYFIELD( m_soundStartRotate, FIELD_SOUNDNAME, "rotatestartsound" ),
DEFINE_KEYFIELD( m_soundStopRotate, FIELD_SOUNDNAME, "rotatestopsound" ),
DEFINE_KEYFIELD( m_soundLoopRotate, FIELD_SOUNDNAME, "rotatesound" ),
DEFINE_KEYFIELD( m_flPlayerGracePeriod, FIELD_FLOAT, "playergraceperiod" ),
DEFINE_KEYFIELD( m_flIgnoreGraceUpto, FIELD_FLOAT, "ignoregraceupto" ),
DEFINE_KEYFIELD( m_flPlayerLockTimeBeforeFire, FIELD_FLOAT, "playerlocktimebeforefire" ),
DEFINE_FIELD( m_flLastSawNonPlayer, FIELD_TIME ),
DEFINE_FIELD( m_yawCenter, FIELD_FLOAT ),
DEFINE_FIELD( m_yawCenterWorld, FIELD_FLOAT ),
DEFINE_FIELD( m_pitchCenter, FIELD_FLOAT ),
DEFINE_FIELD( m_pitchCenterWorld, FIELD_FLOAT ),
DEFINE_FIELD( m_fireLast, FIELD_TIME ),
DEFINE_FIELD( m_lastSightTime, FIELD_TIME ),
DEFINE_FIELD( m_barrelPos, FIELD_VECTOR ),
DEFINE_FIELD( m_sightOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_hFuncTankTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_hController, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecControllerUsePos, FIELD_VECTOR ),
DEFINE_FIELD( m_flNextAttack, FIELD_TIME ),
DEFINE_FIELD( m_targetEntityName, FIELD_STRING ),
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_vTargetPosition, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecNPCIdleTarget, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_persist2burst, FIELD_FLOAT),
//DEFINE_FIELD( m_parentMatrix, FIELD_MATRIX ), // DON'T SAVE
DEFINE_FIELD( m_hControlVolume, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_iszControlVolume, FIELD_STRING, "control_volume" ),
DEFINE_FIELD( m_flNextControllerSearch, FIELD_TIME ),
DEFINE_FIELD( m_bShouldFindNPCs, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bNPCInRoute, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_iszNPCManPoint, FIELD_STRING, "npc_man_point" ),
DEFINE_FIELD( m_bReadyToFire, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_bPerformLeading, FIELD_BOOLEAN, "LeadTarget" ),
DEFINE_FIELD( m_flStartLeadFactor, FIELD_FLOAT ),
DEFINE_FIELD( m_flStartLeadFactorTime, FIELD_TIME ),
DEFINE_FIELD( m_flNextLeadFactor, FIELD_FLOAT ),
DEFINE_FIELD( m_flNextLeadFactorTime, FIELD_TIME ),
// Used for when the gun is attached to another entity
DEFINE_KEYFIELD( m_iszBaseAttachment, FIELD_STRING, "gun_base_attach" ),
DEFINE_KEYFIELD( m_iszBarrelAttachment, FIELD_STRING, "gun_barrel_attach" ),
// DEFINE_FIELD( m_nBarrelAttachment, FIELD_INTEGER ),
// Used when the gun is actually a part of the parent entity, and pose params aim it
DEFINE_KEYFIELD( m_iszYawPoseParam, FIELD_STRING, "gun_yaw_pose_param" ),
DEFINE_KEYFIELD( m_iszPitchPoseParam, FIELD_STRING, "gun_pitch_pose_param" ),
DEFINE_KEYFIELD( m_flYawPoseCenter, FIELD_FLOAT, "gun_yaw_pose_center" ),
DEFINE_KEYFIELD( m_flPitchPoseCenter, FIELD_FLOAT, "gun_pitch_pose_center" ),
DEFINE_FIELD( m_bUsePoseParameters, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_iEffectHandling, FIELD_INTEGER, "effecthandling" ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "Activate", InputActivate ),
DEFINE_INPUTFUNC( FIELD_VOID, "Deactivate", InputDeactivate ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetFireRate", InputSetFireRate ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetDamage", InputSetDamage ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetTargetPosition", InputSetTargetPosition ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetTargetDir", InputSetTargetDir ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetEntityName", InputSetTargetEntityName ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "SetTargetEntity", InputSetTargetEntity ),
DEFINE_INPUTFUNC( FIELD_VOID, "ClearTargetEntity", InputClearTargetEntity ),
DEFINE_INPUTFUNC( FIELD_STRING, "FindNPCToManTank", InputFindNPCToManTank ),
DEFINE_INPUTFUNC( FIELD_VOID, "StopFindingNPCs", InputStopFindingNPCs ),
DEFINE_INPUTFUNC( FIELD_VOID, "StartFindingNPCs", InputStartFindingNPCs ),
DEFINE_INPUTFUNC( FIELD_VOID, "ForceNPCOff", InputForceNPCOff ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMaxRange", InputSetMaxRange ),
// Outputs
DEFINE_OUTPUT(m_OnFire, "OnFire"),
DEFINE_OUTPUT(m_OnLoseTarget, "OnLoseTarget"),
DEFINE_OUTPUT(m_OnAquireTarget, "OnAquireTarget"),
DEFINE_OUTPUT(m_OnAmmoDepleted, "OnAmmoDepleted"),
DEFINE_OUTPUT(m_OnGotController, "OnGotController"),
DEFINE_OUTPUT(m_OnLostController, "OnLostController"),
DEFINE_OUTPUT(m_OnGotPlayerController, "OnGotPlayerController"),
DEFINE_OUTPUT(m_OnLostPlayerController, "OnLostPlayerController"),
DEFINE_OUTPUT(m_OnReadyToFire, "OnReadyToFire"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncTank::CFuncTank()
{
m_nBulletCount = 0;
m_bNPCInRoute = false;
m_flNextControllerSearch = 0;
m_bShouldFindNPCs = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFuncTank::~CFuncTank( void )
{
if ( m_soundLoopRotate != NULL_STRING && ( m_spawnflags & SF_TANK_SOUNDON ) )
{
StopSound( entindex(), CHAN_STATIC, STRING(m_soundLoopRotate) );
}
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
inline bool CFuncTank::CanFire( void )
{
float flTimeDelay = gpGlobals->curtime - m_lastSightTime;
// Fire when can't see enemy if time is less that persistence time
if ( flTimeDelay <= m_persist )
return true;
// Fire when I'm in a persistence2 burst
if ( flTimeDelay <= m_persist2burst )
return true;
// If less than persistence2, occasionally do another burst
if ( flTimeDelay <= m_persist2 )
{
if ( random->RandomInt( 0, 30 ) == 0 )
{
m_persist2burst = flTimeDelay + 0.5f;
return true;
}
}
return false;
}
//------------------------------------------------------------------------------
// Purpose: Input handler for activating the tank.
//------------------------------------------------------------------------------
void CFuncTank::InputActivate( inputdata_t &inputdata )
{
TankActivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::TankActivate( void )
{
m_spawnflags |= SF_TANK_ACTIVE;
SetNextThink( gpGlobals->curtime + 0.1f );
m_fireLast = gpGlobals->curtime;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for deactivating the tank.
//-----------------------------------------------------------------------------
void CFuncTank::InputDeactivate( inputdata_t &inputdata )
{
TankDeactivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::TankDeactivate( void )
{
m_spawnflags &= ~SF_TANK_ACTIVE;
m_fireLast = 0;
StopRotSound();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing the name of the tank's target entity.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetEntityName( inputdata_t &inputdata )
{
m_targetEntityName = inputdata.value.StringID();
m_hTarget = FindTarget( m_targetEntityName, inputdata.pActivator );
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting a new target entity by ehandle.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetEntity( inputdata_t &inputdata )
{
if ( inputdata.value.Entity() != NULL )
{
m_targetEntityName = inputdata.value.Entity()->GetEntityName();
}
else
{
m_targetEntityName = NULL_STRING;
}
m_hTarget = inputdata.value.Entity();
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for clearing the tank's target entity
//-----------------------------------------------------------------------------
void CFuncTank::InputClearTargetEntity( inputdata_t &inputdata )
{
m_targetEntityName = NULL_STRING;
m_hTarget = NULL;
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the rate of fire in shots per second.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetFireRate( inputdata_t &inputdata )
{
m_fireRate = inputdata.value.Float();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the damage
//-----------------------------------------------------------------------------
void CFuncTank::InputSetDamage( inputdata_t &inputdata )
{
m_iBulletDamage = inputdata.value.Int();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the target as a position.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetPosition( inputdata_t &inputdata )
{
m_spawnflags |= SF_TANK_AIM_AT_POS;
m_hTarget = NULL;
inputdata.value.Vector3D( m_vTargetPosition );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the target as a position.
//-----------------------------------------------------------------------------
void CFuncTank::InputSetTargetDir( inputdata_t &inputdata )
{
m_spawnflags |= SF_TANK_AIM_AT_POS;
m_hTarget = NULL;
Vector vecTargetDir;
inputdata.value.Vector3D( vecTargetDir );
m_vTargetPosition = GetAbsOrigin() + m_barrelPos.LengthSqr() * vecTargetDir;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for telling the func_tank to find an NPC to man it.
//-----------------------------------------------------------------------------
void CFuncTank::InputFindNPCToManTank( inputdata_t &inputdata )
{
// Verify the func_tank is controllable and available.
if ( !IsNPCControllable() && !IsNPCSetController() )
return;
// If we have a controller already - don't look for one.
if ( HasController() )
return;
// NPC assigned to man the func_tank?
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, inputdata.value.StringID() );
if ( pEntity )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if ( pNPC )
{
// Verify the npc has the func_tank controller behavior.
CAI_FuncTankBehavior *pBehavior;
if ( pNPC->GetBehavior( &pBehavior ) )
{
m_hController = pNPC;
pBehavior->SetFuncTank( this );
NPC_SetInRoute( true );
return;
}
}
}
// No controller? Find a nearby NPC who can man this func_tank.
NPC_FindController();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFuncTank::InputStopFindingNPCs( inputdata_t &inputdata )
{
m_bShouldFindNPCs = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFuncTank::InputStartFindingNPCs( inputdata_t &inputdata )
{
m_bShouldFindNPCs = true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFuncTank::InputForceNPCOff( inputdata_t &inputdata )
{
// Interrupt any npc in route (ally or not).
if ( NPC_InRoute() )
{
// Interrupt the npc's route.
NPC_InterruptRoute();
}
// If we don't have a controller - then the gun should be free.
if ( !m_hController )
return;
CAI_BaseNPC *pNPC = m_hController->MyNPCPointer();
if ( !pNPC )
return;
CAI_FuncTankBehavior *pBehavior;
if ( pNPC->GetBehavior( &pBehavior ) )
{
pBehavior->Dismount();
}
m_hController = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CFuncTank::InputSetMaxRange( inputdata_t &inputdata )
{
m_maxRange = inputdata.value.Float();
m_flMaxRange2 = m_maxRange * m_maxRange;
}
//-----------------------------------------------------------------------------
// Purpose: Find the closest NPC with the func_tank behavior.
//-----------------------------------------------------------------------------
void CFuncTank::NPC_FindController( void )
{
// Not NPC controllable or controllable on by specified npc's return.
if ( !IsNPCControllable() || IsNPCSetController() )
return;
// Initialize for finding closest NPC.
CAI_BaseNPC *pClosestNPC = NULL;
float flClosestDist2 = ( FUNCTANK_DISTANCE_MAX * FUNCTANK_DISTANCE_MAX );
float flMinDistToEnemy2 = ( FUNCTANK_DISTANCE_MIN_TO_ENEMY * FUNCTANK_DISTANCE_MIN_TO_ENEMY );
CAI_FuncTankBehavior *pClosestBehavior = NULL;
// Get the mount position.
Vector vecMountPos;
NPC_FindManPoint( vecMountPos );
// Search through the AI list for the closest NPC with the func_tank behavior.
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
int nAICount = g_AI_Manager.NumAIs();
for ( int iAI = 0; iAI < nAICount; ++iAI )
{
CAI_BaseNPC *pNPC = ppAIs[iAI];
if ( !pNPC )
continue;
if ( !pNPC->IsAlive() )
continue;
if ( pNPC->IsInAScript() )
continue;
CAI_FuncTankBehavior *pBehavior;
if ( pNPC->GetBehavior( &pBehavior ) )
{
// Don't mount the func_tank if your "enemy" is within X feet or it or the npc.
CBaseEntity *pEnemy = pNPC->GetEnemy();
if ( pEnemy )
{
if ( !IsEntityInViewCone(pEnemy) )
{
// Don't mount the tank if the tank can't be aimed at the enemy.
continue;
}
float flDist2 = ( pEnemy->GetAbsOrigin() - pNPC->GetAbsOrigin() ).LengthSqr();
if ( flDist2 < flMinDistToEnemy2 )
continue;
flDist2 = ( vecMountPos - pEnemy->GetAbsOrigin() ).LengthSqr();
if ( flDist2 < flMinDistToEnemy2 )
continue;
if ( !pNPC->FVisible( vecMountPos + pNPC->GetViewOffset() ) )
continue;
}
trace_t tr;
UTIL_TraceEntity( pNPC, vecMountPos, vecMountPos, MASK_NPCSOLID, this, pNPC->GetCollisionGroup(), &tr );
if( tr.startsolid || tr.fraction < 1.0 )
{
// Don't mount the tank if someone/something is located on the control point.
continue;
}
if ( !pBehavior->HasFuncTank() && !pBehavior->IsBusy() )
{
float flDist2 = ( vecMountPos - pNPC->GetAbsOrigin() ).LengthSqr();
if ( flDist2 < flClosestDist2 )
{
pClosestNPC = pNPC;
pClosestBehavior = pBehavior;
flClosestDist2 = flDist2;
}
}
}
}
// Set the closest NPC as controller.
if ( pClosestNPC )
{
m_hController = pClosestNPC;
pClosestBehavior->SetFuncTank( this );
NPC_SetInRoute( true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CFuncTank::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
// --------------
// State
// --------------
char tempstr[255];
if (IsActive())
{
Q_strncpy(tempstr,"State: Active",sizeof(tempstr));
}
else
{
Q_strncpy(tempstr,"State: Inactive",sizeof(tempstr));
}
EntityText(text_offset,tempstr,0);
text_offset++;
// -------------------
// Print Firing Speed
// --------------------
Q_snprintf(tempstr,sizeof(tempstr),"Fire Rate: %f",m_fireRate);
EntityText(text_offset,tempstr,0);
text_offset++;
// --------------
// Print Target
// --------------
if (m_hTarget!=NULL)
{
Q_snprintf(tempstr,sizeof(tempstr),"Target: %s",m_hTarget->GetDebugName());
}
else
{
Q_snprintf(tempstr,sizeof(tempstr),"Target: - ");
}
EntityText(text_offset,tempstr,0);
text_offset++;
// --------------
// Target Pos
// --------------
if (m_spawnflags & SF_TANK_AIM_AT_POS)
{
Q_snprintf(tempstr,sizeof(tempstr),"Aim Pos: %3.0f %3.0f %3.0f",m_vTargetPosition.x,m_vTargetPosition.y,m_vTargetPosition.z);
}
else
{
Q_snprintf(tempstr,sizeof(tempstr),"Aim Pos: - ");
}
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}
//-----------------------------------------------------------------------------
// Purpose: Override base class to add display of fly direction
// Input :
// Output :
//-----------------------------------------------------------------------------
void CFuncTank::DrawDebugGeometryOverlays(void)
{
// Center
QAngle angCenter;
Vector vecForward;
angCenter = QAngle( 0, YawCenterWorld(), 0 );
AngleVectors( angCenter, &vecForward );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (vecForward * 64), 255,255,255, true, 0.1);
// Draw the yaw ranges
angCenter = QAngle( 0, YawCenterWorld() + m_yawRange, 0 );
AngleVectors( angCenter, &vecForward );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (vecForward * 128), 0,255,0, true, 0.1);
angCenter = QAngle( 0, YawCenterWorld() - m_yawRange, 0 );
AngleVectors( angCenter, &vecForward );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (vecForward * 128), 0,255,0, true, 0.1);
// Draw the pitch ranges
angCenter = QAngle( PitchCenterWorld() + m_pitchRange, 0, 0 );
AngleVectors( angCenter, &vecForward );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (vecForward * 128), 255,0,0, true, 0.1);
angCenter = QAngle( PitchCenterWorld() - m_pitchRange, 0, 0 );
AngleVectors( angCenter, &vecForward );
NDebugOverlay::Line( GetAbsOrigin(), GetAbsOrigin() + (vecForward * 128), 255,0,0, true, 0.1);
BaseClass::DrawDebugGeometryOverlays();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pAttacker -
// flDamage -
// vecDir -
// ptr -
// bitsDamageType -
//-----------------------------------------------------------------------------
void CFuncTank::TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType)
{
if (m_spawnflags & SF_TANK_DAMAGE_KICK)
{
// Deflect the func_tank
// Only adjust yaw for now
if (pAttacker)
{
Vector vFromAttacker = (pAttacker->EyePosition()-GetAbsOrigin());
vFromAttacker.z = 0;
VectorNormalize(vFromAttacker);
Vector vFromAttacker2 = (ptr->endpos-GetAbsOrigin());
vFromAttacker2.z = 0;
VectorNormalize(vFromAttacker2);
Vector vCrossProduct;
CrossProduct(vFromAttacker,vFromAttacker2, vCrossProduct);
QAngle angles;
angles = GetLocalAngles();
if (vCrossProduct.z > 0)
{
angles.y += 10;
}
else
{
angles.y -= 10;
}
// Limit against range in y
if ( angles.y > m_yawCenter + m_yawRange )
{
angles.y = m_yawCenter + m_yawRange;
}
else if ( angles.y < (m_yawCenter - m_yawRange) )
{
angles.y = (m_yawCenter - m_yawRange);
}
SetLocalAngles( angles );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : targetName -
// pActivator -
//-----------------------------------------------------------------------------
CBaseEntity *CFuncTank::FindTarget( string_t targetName, CBaseEntity *pActivator )
{
return gEntList.FindEntityGenericNearest( STRING( targetName ), GetAbsOrigin(), 0, this, pActivator );
}
//-----------------------------------------------------------------------------
// Purpose: Caches entity key values until spawn is called.
// Input : szKeyName -
// szValue -
// Output :
//-----------------------------------------------------------------------------
bool CFuncTank::KeyValue( const char *szKeyName, const char *szValue )
{
if (FStrEq(szKeyName, "barrel"))
{
m_barrelPos.x = atof(szValue);
return true;
}
if (FStrEq(szKeyName, "barrely"))
{
m_barrelPos.y = atof(szValue);
return true;
}
if (FStrEq(szKeyName, "barrelz"))
{
m_barrelPos.z = atof(szValue);
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
static Vector gTankSpread[] =
{
Vector( 0, 0, 0 ), // perfect
Vector( 0.025, 0.025, 0.025 ), // small cone
Vector( 0.05, 0.05, 0.05 ), // medium cone
Vector( 0.1, 0.1, 0.1 ), // large cone
Vector( 0.25, 0.25, 0.25 ), // extra-large cone
};
#define MAX_FIRING_SPREADS ARRAYSIZE(gTankSpread)
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::Spawn( void )
{
Precache();
#ifdef HL2_EPISODIC
m_iAmmoType = GetAmmoDef()->Index( STRING( m_iszAmmoType ) );
#else
m_iSmallAmmoType = GetAmmoDef()->Index("Pistol");
m_iMediumAmmoType = GetAmmoDef()->Index("SMG1");
m_iLargeAmmoType = GetAmmoDef()->Index("AR2");
#endif // HL2_EPISODIC
SetMoveType( MOVETYPE_PUSH ); // so it doesn't get pushed by anything
SetSolid( SOLID_VPHYSICS );
SetModel( STRING( GetModelName() ) );
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
if ( HasSpawnFlags(SF_TANK_NOTSOLID) )
{
AddSolidFlags( FSOLID_NOT_SOLID );
}
m_hControlVolume = NULL;
if ( GetParent() && GetParent()->GetBaseAnimating() )
{
CBaseAnimating *pAnim = GetParent()->GetBaseAnimating();
if ( m_iszBaseAttachment != NULL_STRING )
{
int nAttachment = pAnim->LookupAttachment( STRING( m_iszBaseAttachment ) );
if ( nAttachment != 0 )
{
SetParent( pAnim, nAttachment );
SetLocalOrigin( vec3_origin );
SetLocalAngles( vec3_angle );
}
}
m_bUsePoseParameters = (m_iszYawPoseParam != NULL_STRING) && (m_iszPitchPoseParam != NULL_STRING);
if ( m_iszBarrelAttachment != NULL_STRING )
{
if ( m_bUsePoseParameters )
{
pAnim->SetPoseParameter( STRING( m_iszYawPoseParam ), 0 );
pAnim->SetPoseParameter( STRING( m_iszPitchPoseParam ), 0 );
pAnim->InvalidateBoneCache();
}
m_nBarrelAttachment = pAnim->LookupAttachment( STRING(m_iszBarrelAttachment) );
Vector vecWorldBarrelPos;
QAngle worldBarrelAngle;
pAnim->GetAttachment( m_nBarrelAttachment, vecWorldBarrelPos, worldBarrelAngle );
VectorITransform( vecWorldBarrelPos, EntityToWorldTransform( ), m_barrelPos );
}
if ( m_bUsePoseParameters )
{
// In this case, we're relying on the parent to have the gun model
AddEffects( EF_NODRAW );
QAngle localAngles( m_flPitchPoseCenter, m_flYawPoseCenter, 0 );
SetLocalAngles( localAngles );
SetSolid( SOLID_NONE );
SetMoveType( MOVETYPE_NOCLIP );
// If our parent is a prop_dynamic, make it use hitboxes for renderbox
CDynamicProp *pProp = dynamic_cast<CDynamicProp*>(GetParent());
if ( pProp )
{
pProp->m_bUseHitboxesForRenderBox = true;
}
}
}
// For smoothing out leading
m_flStartLeadFactor = 1.0f;
m_flNextLeadFactor = 1.0f;
m_flStartLeadFactorTime = gpGlobals->curtime;
m_flNextLeadFactorTime = gpGlobals->curtime + 1.0f;
m_yawCenter = GetLocalAngles().y;
m_yawCenterWorld = GetAbsAngles().y;
m_pitchCenter = GetLocalAngles().x;
m_pitchCenterWorld = GetAbsAngles().y;
m_vTargetPosition = vec3_origin;
if ( IsActive() || (IsControllable() && !HasController()) )
{
// Think to find controllers.
SetNextThink( gpGlobals->curtime + 1.0f );
m_flNextControllerSearch = gpGlobals->curtime + 1.0f;
}
UpdateMatrix();
m_sightOrigin = WorldBarrelPosition(); // Point at the end of the barrel
if ( m_spread > MAX_FIRING_SPREADS )
{
m_spread = 0;
}
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
if (m_spawnflags & SF_TANK_DAMAGE_KICK)
{
m_takedamage = DAMAGE_YES;
}
// UNDONE: Do this?
//m_targetEntityName = m_target;
if ( GetSolid() != SOLID_NONE )
{
CreateVPhysics();
}
// Setup squared min/max range.
m_flMinRange2 = m_minRange * m_minRange;
m_flMaxRange2 = m_maxRange * m_maxRange;
m_flIgnoreGraceUpto *= m_flIgnoreGraceUpto;
m_flLastSawNonPlayer = 0;
if( IsActive() )
{
m_OnReadyToFire.FireOutput( this, this );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::Activate( void )
{
BaseClass::Activate();
// Necessary for save/load
if ( (m_iszBarrelAttachment != NULL_STRING) && (m_nBarrelAttachment == 0) )
{
if ( GetParent() && GetParent()->GetBaseAnimating() )
{
CBaseAnimating *pAnim = GetParent()->GetBaseAnimating();
m_nBarrelAttachment = pAnim->LookupAttachment( STRING(m_iszBarrelAttachment) );
}
}
}
bool CFuncTank::CreateVPhysics()
{
VPhysicsInitShadow( false, false );
return true;
}
void CFuncTank::Precache( void )
{
if ( m_iszSpriteSmoke != NULL_STRING )
PrecacheModel( STRING(m_iszSpriteSmoke) );
if ( m_iszSpriteFlash != NULL_STRING )
PrecacheModel( STRING(m_iszSpriteFlash) );
if ( m_soundStartRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundStartRotate) );
if ( m_soundStopRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundStopRotate) );
if ( m_soundLoopRotate != NULL_STRING )
PrecacheScriptSound( STRING(m_soundLoopRotate) );
PrecacheScriptSound( "Func_Tank.BeginUse" );
// Precache the combine cannon
if ( m_iEffectHandling == EH_COMBINE_CANNON )
{
PrecacheScriptSound( "NPC_Combine_Cannon.FireBullet" );
}
}
void CFuncTank::UpdateOnRemove( void )
{
if ( HasController() )
{
StopControl();
}
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Barrel position
//-----------------------------------------------------------------------------
void CFuncTank::UpdateMatrix( void )
{
m_parentMatrix.InitFromEntity( GetParent(), GetParentAttachment() );
}
//-----------------------------------------------------------------------------
// Barrel position
//-----------------------------------------------------------------------------
Vector CFuncTank::WorldBarrelPosition( void )
{
if ( (m_nBarrelAttachment == 0) || !GetParent() )
{
EntityMatrix tmp;
tmp.InitFromEntity( this );
return tmp.LocalToWorld( m_barrelPos );
}
Vector vecOrigin;
QAngle vecAngles;
CBaseAnimating *pAnim = GetParent()->GetBaseAnimating();
pAnim->GetAttachment( m_nBarrelAttachment, vecOrigin, vecAngles );
return vecOrigin;
}
//-----------------------------------------------------------------------------
// Make the parent's pose parameters match the func_tank
//-----------------------------------------------------------------------------
void CFuncTank::PhysicsSimulate( void )
{
BaseClass::PhysicsSimulate();
if ( m_bUsePoseParameters && GetParent() )
{
const QAngle &angles = GetLocalAngles();
CBaseAnimating *pAnim = GetParent()->GetBaseAnimating();
pAnim->SetPoseParameter( STRING( m_iszYawPoseParam ), angles.y );
pAnim->SetPoseParameter( STRING( m_iszPitchPoseParam ), angles.x );
pAnim->StudioFrameAdvance();
}
}
//=============================================================================
//
// TANK CONTROLLING
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncTank::OnControls( CBaseEntity *pTest )
{
// Is the tank controllable.
if ( !IsControllable() )
return false;
if ( !m_hControlVolume )
{
// Find our control volume
if ( m_iszControlVolume != NULL_STRING )
{
m_hControlVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszControlVolume ) );
}
if (( !m_hControlVolume ) && IsControllable() )
{
Msg( "ERROR: Couldn't find control volume for player-controllable func_tank %s.\n", STRING(GetEntityName()) );
return false;
}
}
if ( m_hControlVolume->IsTouching( pTest ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncTank::StartControl( CBaseCombatCharacter *pController )
{
// Check to see if we have a controller.
if ( HasController() && GetController() != pController )
return false;
// Team only or disabled?
if ( m_iszMaster != NULL_STRING )
{
if ( !UTIL_IsMasterTriggered( m_iszMaster, pController ) )
return false;
}
// Set func_tank as manned by player/npc.
m_hController = pController;
if ( pController->IsPlayer() )
{
m_spawnflags |= SF_TANK_PLAYER;
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( m_hController.Get() );
pPlayer->m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
}
else
{
m_spawnflags |= SF_TANK_NPC;
NPC_SetInRoute( false );
}
// Holster player/npc weapon
if ( m_hController->GetActiveWeapon() )
{
m_hController->GetActiveWeapon()->Holster();
}
// Set the controller's position to be the use position.
m_vecControllerUsePos = m_hController->GetLocalOrigin();
EmitSound( "Func_Tank.BeginUse" );
SetNextThink( gpGlobals->curtime + 0.1f );
// Let the map maker know a controller has been found
if ( m_hController->IsPlayer() )
{
m_OnGotPlayerController.FireOutput( this, this );
}
else
{
m_OnGotController.FireOutput( this, this );
}
OnStartControlled();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// TODO: bring back the controllers current weapon
//-----------------------------------------------------------------------------
void CFuncTank::StopControl()
{
// Do we have a controller?
if ( !m_hController )
return;
OnStopControlled();
// Arm player/npc weapon.
if ( m_hController->GetActiveWeapon() )
{
m_hController->GetActiveWeapon()->Deploy();
}
if ( m_hController->IsPlayer() )
{
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( m_hController.Get() );
pPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
}
// Stop thinking.
SetNextThink( TICK_NEVER_THINK );
// Let the map maker know a controller has been lost.
if ( m_hController->IsPlayer() )
{
m_OnLostPlayerController.FireOutput( this, this );
}
else
{
m_OnLostController.FireOutput( this, this );
}
// Reset the func_tank as unmanned (player/npc).
if ( m_hController->IsPlayer() )
{
m_spawnflags &= ~SF_TANK_PLAYER;
}
else
{
m_spawnflags &= ~SF_TANK_NPC;
}
m_hController = NULL;
// Set think, if the func_tank can think on its own.
if ( IsActive() || (IsControllable() && !HasController()) )
{
// Delay the think to find controllers a bit
#ifdef FUNCTANK_AUTOUSE
m_flNextControllerSearch = gpGlobals->curtime + 1.0f;
#else
m_flNextControllerSearch = gpGlobals->curtime + 5.0f;
#endif//FUNCTANK_AUTOUSE
SetNextThink( m_flNextControllerSearch );
}
SetLocalAngularVelocity( vec3_angle );
}
//-----------------------------------------------------------------------------
// Purpose:
// Called each frame by the player's ItemPostFrame
//-----------------------------------------------------------------------------
// NVNT turret recoil
ConVar hap_turret_mag("hap_turret_mag", "5", 0);
void CFuncTank::ControllerPostFrame( void )
{
// Make sure we have a contoller.
Assert( m_hController != NULL );
// Control the firing rate.
if ( gpGlobals->curtime < m_flNextAttack )
return;
if ( !IsPlayerManned() )
return;
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( m_hController.Get() );
if ( ( pPlayer->m_nButtons & IN_ATTACK ) == 0 )
return;
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
m_fireLast = gpGlobals->curtime - (1/m_fireRate) - 0.01; // to make sure the gun doesn't fire too many bullets
int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate;
if( HasSpawnFlags( SF_TANK_AIM_ASSISTANCE ) )
{
// Trace out a hull and if it hits something, adjust the shot to hit that thing.
trace_t tr;
Vector start = WorldBarrelPosition();
Vector dir = forward;
UTIL_TraceHull( start, start + forward * 8192, -Vector(8,8,8), Vector(8,8,8), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.m_pEnt && tr.m_pEnt->m_takedamage != DAMAGE_NO && (tr.m_pEnt->GetFlags() & FL_AIMTARGET) )
{
forward = tr.m_pEnt->WorldSpaceCenter() - start;
VectorNormalize( forward );
}
}
Fire( bulletCount, WorldBarrelPosition(), forward, pPlayer, false );
#if defined( WIN32 ) && !defined( _X360 )
// NVNT apply a punch on the player each time fired
HapticPunch(pPlayer,0,0,hap_turret_mag.GetFloat());
#endif
// HACKHACK -- make some noise (that the AI can hear)
CSoundEnt::InsertSound( SOUND_COMBAT, WorldSpaceCenter(), FUNCTANK_FIREVOLUME, 0.2 );
if( m_iAmmoCount > -1 )
{
if( !(m_iAmmoCount % 10) )
{
Msg("Ammo Remaining: %d\n", m_iAmmoCount );
}
if( --m_iAmmoCount == 0 )
{
// Kick the player off the gun, and make myself not usable.
m_spawnflags &= ~SF_TANK_CANCONTROL;
StopControl();
return;
}
}
SetNextAttack( gpGlobals->curtime + (1/m_fireRate) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFuncTank::HasController( void )
{
return (m_hController != NULL);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseCombatCharacter
//-----------------------------------------------------------------------------
CBaseCombatCharacter *CFuncTank::GetController( void )
{
return m_hController;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncTank::NPC_FindManPoint( Vector &vecPos )
{
if ( m_iszNPCManPoint != NULL_STRING )
{
CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_iszNPCManPoint );
if ( pEntity )
{
vecPos = pEntity->GetAbsOrigin();
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: The NPC manning this gun just saw a player for the first time since he left cover
//-----------------------------------------------------------------------------
void CFuncTank::NPC_JustSawPlayer( CBaseEntity *pTarget )
{
SetNextAttack( gpGlobals->curtime + m_flPlayerLockTimeBeforeFire );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::NPC_Fire( void )
{
// Control the firing rate.
if ( gpGlobals->curtime < m_flNextAttack )
return;
// Check for a valid npc controller.
if ( !m_hController )
return;
CAI_BaseNPC *pNPC = m_hController->MyNPCPointer();
if ( !pNPC )
return;
// Setup for next round of firing.
if ( m_nBulletCount == 0 )
{
m_nBulletCount = GetRandomBurst();
m_fireTime = 1.0f;
}
// m_fireLast looks like it is only needed for Active non-controlled func_tank.
// m_fireLast = gpGlobals->curtime - (1/m_fireRate) - 0.01; // to make sure the gun doesn't fire too many bullets
Vector vecBarrelEnd = WorldBarrelPosition();
Vector vecForward;
AngleVectors( GetAbsAngles(), &vecForward );
if ( (pNPC->CapabilitiesGet() & bits_CAP_NO_HIT_SQUADMATES) && pNPC->IsInSquad() )
{
// Avoid shooting squadmates.
if ( pNPC->IsSquadmateInSpread( vecBarrelEnd, vecBarrelEnd + vecForward * 2048, gTankSpread[m_spread].x, 8*12 ) )
{
return;
}
}
if ( !HasSpawnFlags( SF_TANK_ALLOW_PLAYER_HITS ) && (pNPC->CapabilitiesGet() & bits_CAP_NO_HIT_PLAYER) )
{
// Avoid shooting player.
if ( pNPC->PlayerInSpread( vecBarrelEnd, vecBarrelEnd + vecForward * 2048, gTankSpread[m_spread].x, 8*12 ) )
{
return;
}
}
bool bIgnoreSpread = false;
CBaseEntity *pEnemy = pNPC->GetEnemy();
if ( HasSpawnFlags( SF_TANK_HACKPLAYERHIT ) && pEnemy && pEnemy->IsPlayer() )
{
// Every third shot should be fired directly at the player
if ( m_nBulletCount%2 == 0 )
{
Vector vecBodyTarget = pEnemy->BodyTarget( vecBarrelEnd, false );
vecForward = (vecBodyTarget - vecBarrelEnd);
VectorNormalize( vecForward );
bIgnoreSpread = true;
}
}
// Fire the bullet(s).
Fire( 1, vecBarrelEnd, vecForward, m_hController, bIgnoreSpread );
--m_nBulletCount;
// Check ammo counts and dismount when empty.
if( m_iAmmoCount > -1 )
{
if( --m_iAmmoCount == 0 )
{
// Disable the func_tank.
m_spawnflags &= ~SF_TANK_CANCONTROL;
// Remove the npc.
StopControl();
return;
}
}
float flFireTime = GetRandomFireTime();
if ( m_nBulletCount != 0 )
{
m_fireTime -= flFireTime;
SetNextAttack( gpGlobals->curtime + flFireTime );
}
else
{
SetNextAttack( gpGlobals->curtime + m_fireTime );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncTank::NPC_HasEnemy( void )
{
if ( !IsNPCManned() )
return false;
CAI_BaseNPC *pNPC = m_hController->MyNPCPointer();
Assert( pNPC );
return ( pNPC->GetEnemy() != NULL );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::NPC_InterruptRoute( void )
{
if ( !m_hController )
return;
CAI_BaseNPC *pNPC = m_hController->MyNPCPointer();
if ( !pNPC )
return;
CAI_FuncTankBehavior *pBehavior;
if ( pNPC->GetBehavior( &pBehavior ) )
{
pBehavior->SetFuncTank( NULL );
}
// Reset the npc controller.
m_hController = NULL;
// No NPC's in route.
NPC_SetInRoute( false );
// Delay the think to find controllers a bit
m_flNextControllerSearch = gpGlobals->curtime + 5.0f;
if ( !HasController() )
{
// Start thinking to find controllers again
SetNextThink( m_flNextControllerSearch );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncTank::NPC_InterruptController( void )
{
// If we don't have a controller - then the gun should be free.
if ( !m_hController )
return true;
CAI_BaseNPC *pNPC = m_hController->MyNPCPointer();
if ( !pNPC || !pNPC->IsPlayerAlly() )
return false;
CAI_FuncTankBehavior *pBehavior;
if ( pNPC->GetBehavior( &pBehavior ) )
{
pBehavior->Dismount();
}
m_hController = NULL;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CFuncTank::GetRandomFireTime( void )
{
Assert( m_fireRate != 0 );
float flOOFireRate = 1.0f / m_fireRate;
float flOOFireRateBy2 = flOOFireRate * 0.5f;
float flOOFireRateBy4 = flOOFireRate * 0.25f;
return random->RandomFloat( flOOFireRateBy4, flOOFireRateBy2 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CFuncTank::GetRandomBurst( void )
{
return random->RandomInt( m_fireRate-2, m_fireRate+2 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pActivator -
// *pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CFuncTank::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !IsControllable() )
return;
// player controlled turret
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( !pPlayer )
return;
if ( value == 2 && useType == USE_SET )
{
ControllerPostFrame();
}
else if ( m_hController != pPlayer && useType != USE_OFF )
{
// The player must be within the func_tank controls
if ( !m_hControlVolume )
{
// Find our control volume
if ( m_iszControlVolume != NULL_STRING )
{
m_hControlVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszControlVolume ) );
}
if (( !m_hControlVolume ) && IsControllable() )
{
Msg( "ERROR: Couldn't find control volume for player-controllable func_tank %s.\n", STRING(GetEntityName()) );
return;
}
}
if ( !m_hControlVolume->IsTouching( pPlayer ) )
return;
// Interrupt any npc in route (ally or not).
if ( NPC_InRoute() )
{
// Interrupt the npc's route.
NPC_InterruptRoute();
}
// Interrupt NPC - if possible (they must be allies).
if ( IsNPCControllable() && HasController() )
{
if ( !NPC_InterruptController() )
return;
}
pPlayer->SetUseEntity( this );
StartControl( pPlayer );
}
else
{
StopControl();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : range -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CFuncTank::InRange( float range )
{
if ( range < m_minRange )
return FALSE;
if ( (m_maxRange > 0) && (range > m_maxRange) )
return FALSE;
return TRUE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncTank::InRange2( float flRange2 )
{
if ( flRange2 < m_flMinRange2 )
return false;
if ( ( m_flMaxRange2 > 0.0f ) && ( flRange2 > m_flMaxRange2 ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::Think( void )
{
FuncTankPreThink();
m_hFuncTankTarget = NULL;
// Look for a new controller?
if ( IsControllable() && !HasController() && (m_flNextControllerSearch <= gpGlobals->curtime) )
{
if ( m_bShouldFindNPCs && gpGlobals->curtime > 5.0f )
{
// Check for in route and timer.
if ( !NPC_InRoute() )
{
NPC_FindController();
}
}
#ifdef FUNCTANK_AUTOUSE
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
bool bThinkFast = false;
if( pPlayer )
{
if ( !m_hControlVolume )
{
// Find our control volume
if ( m_iszControlVolume != NULL_STRING )
{
m_hControlVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszControlVolume ) );
}
if (( !m_hControlVolume ) && IsControllable() )
{
Msg( "ERROR: Couldn't find control volume for player-controllable func_tank %s.\n", STRING(GetEntityName()) );
return;
}
}
if ( m_hControlVolume )
{
if( m_hControlVolume->IsTouching( pPlayer ) && pPlayer->FInViewCone(WorldSpaceCenter()) )
{
// If my control volume is touching a player that's facing the mounted gun, automatically use the gun.
// !!!BUGBUG - this only works in cases where the player can see the gun whilst standing in the control
// volume. (This works just fine for all func_tanks mounted on combine walls and small barriers)
variant_t emptyVariant;
AcceptInput( "Use", pPlayer, pPlayer, emptyVariant, USE_TOGGLE );
}
else
{
// If the player is nearby, think faster for snappier response to XBox auto mounting
float flDistSqr = GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() );
if( flDistSqr <= Square(360) )
{
bThinkFast = true;
}
}
}
}
// Keep thinking, in case they turn NPC finding back on
if ( !HasController() )
{
if( bThinkFast )
{
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
SetNextThink( gpGlobals->curtime + 2.0f );
}
}
if( bThinkFast )
{
m_flNextControllerSearch = gpGlobals->curtime + 0.1f;
}
else
{
m_flNextControllerSearch = gpGlobals->curtime + 2.0f;
}
#else
// Keep thinking, in case they turn NPC finding back on
if ( !HasController() )
{
SetNextThink( gpGlobals->curtime + 2.0f );
}
m_flNextControllerSearch = gpGlobals->curtime + 2.0f;
#endif//FUNCTANK_AUTOUSE
}
// refresh the matrix
UpdateMatrix();
SetLocalAngularVelocity( vec3_angle );
TrackTarget();
if ( fabs(GetLocalAngularVelocity().x) > 1 || fabs(GetLocalAngularVelocity().y) > 1 )
{
StartRotSound();
}
else
{
StopRotSound();
}
FuncTankPostThink();
}
//-----------------------------------------------------------------------------
// Purpose: Aim the offset barrel at a position in parent space
// Input : parentTarget - the position of the target in parent space
// Output : Vector - angles in local space
//-----------------------------------------------------------------------------
QAngle CFuncTank::AimBarrelAt( const Vector &parentTarget )
{
Vector target = parentTarget - GetLocalOrigin();
float quadTarget = target.LengthSqr();
float quadTargetXY = target.x*target.x + target.y*target.y;
// Target is too close! Can't aim at it
if ( quadTarget <= m_barrelPos.LengthSqr() )
{
return GetLocalAngles();
}
else
{
// We're trying to aim the offset barrel at an arbitrary point.
// To calculate this, I think of the target as being on a sphere with
// it's center at the origin of the gun.
// The rotation we need is the opposite of the rotation that moves the target
// along the surface of that sphere to intersect with the gun's shooting direction
// To calculate that rotation, we simply calculate the intersection of the ray
// coming out of the barrel with the target sphere (that's the new target position)
// and use atan2() to get angles
// angles from target pos to center
float targetToCenterYaw = atan2( target.y, target.x );
float centerToGunYaw = atan2( m_barrelPos.y, sqrt( quadTarget - (m_barrelPos.y*m_barrelPos.y) ) );
float targetToCenterPitch = atan2( target.z, sqrt( quadTargetXY ) );
float centerToGunPitch = atan2( -m_barrelPos.z, sqrt( quadTarget - (m_barrelPos.z*m_barrelPos.z) ) );
return QAngle( -RAD2DEG(targetToCenterPitch+centerToGunPitch), RAD2DEG( targetToCenterYaw + centerToGunYaw ), 0 );
}
}
//-----------------------------------------------------------------------------
// Aim the tank at the player crosshair
//-----------------------------------------------------------------------------
void CFuncTank::CalcPlayerCrosshairTarget( Vector *pVecTarget )
{
// Get the player.
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( m_hController.Get() );
// Tank aims at player's crosshair.
Vector vecStart, vecDir;
trace_t tr;
vecStart = pPlayer->EyePosition();
if ( !IsX360() )
{
vecDir = pPlayer->EyeDirection3D();
}
else
{
// Use autoaim as the eye dir.
vecDir = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
}
// Make sure to start the trace outside of the player's bbox!
UTIL_TraceLine( vecStart + vecDir * 24, vecStart + vecDir * 8192, MASK_BLOCKLOS_AND_NPCS, this, COLLISION_GROUP_NONE, &tr );
*pVecTarget = tr.endpos;
}
//-----------------------------------------------------------------------------
// Aim the tank at the player crosshair
//-----------------------------------------------------------------------------
void CFuncTank::AimBarrelAtPlayerCrosshair( QAngle *pAngles )
{
Vector vecTarget;
CalcPlayerCrosshairTarget( &vecTarget );
*pAngles = AimBarrelAt( m_parentMatrix.WorldToLocal( vecTarget ) );
}
//-----------------------------------------------------------------------------
// Aim the tank at the NPC's enemy
//-----------------------------------------------------------------------------
void CFuncTank::CalcNPCEnemyTarget( Vector *pVecTarget )
{
Vector vecTarget;
CAI_BaseNPC *pNPC = m_hController->MyNPCPointer();
// Aim the barrel at the npc's enemy, or where the npc is looking.
CBaseEntity *pEnemy = pNPC->GetEnemy();
if ( pEnemy )
{
// Clear the idle target
*pVecTarget = pEnemy->BodyTarget( GetAbsOrigin(), false );
m_vecNPCIdleTarget = *pVecTarget;
}
else
{
if ( m_vecNPCIdleTarget != vec3_origin )
{
*pVecTarget = m_vecNPCIdleTarget;
}
else
{
Vector vecForward;
QAngle angCenter( 0, m_yawCenterWorld, 0 );
AngleVectors( angCenter, &vecForward );
trace_t tr;
Vector vecBarrel = GetAbsOrigin() + m_barrelPos;
UTIL_TraceLine( vecBarrel, vecBarrel + vecForward * 8192, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
*pVecTarget = tr.endpos;
}
}
}
//-----------------------------------------------------------------------------
// Aim the tank at the NPC's enemy
//-----------------------------------------------------------------------------
void CFuncTank::AimBarrelAtNPCEnemy( QAngle *pAngles )
{
Vector vecTarget;
CalcNPCEnemyTarget( &vecTarget );
*pAngles = AimBarrelAt( m_parentMatrix.WorldToLocal( vecTarget ) );
}
//-----------------------------------------------------------------------------
// Returns true if the desired angles are out of range
//-----------------------------------------------------------------------------
bool CFuncTank::RotateTankToAngles( const QAngle &angles, float *pDistX, float *pDistY )
{
bool bClamped = false;
// Force the angles to be relative to the center position
float offsetY = UTIL_AngleDistance( angles.y, m_yawCenter );
float offsetX = UTIL_AngleDistance( angles.x, m_pitchCenter );
float flActualYaw = m_yawCenter + offsetY;
float flActualPitch = m_pitchCenter + offsetX;
if ( ( fabs( offsetY ) > m_yawRange + m_yawTolerance ) ||
( fabs( offsetX ) > m_pitchRange + m_pitchTolerance ) )
{
// Limit against range in x
flActualYaw = clamp( flActualYaw, m_yawCenter - m_yawRange, m_yawCenter + m_yawRange );
flActualPitch = clamp( flActualPitch, m_pitchCenter - m_pitchRange, m_pitchCenter + m_pitchRange );
bClamped = true;
}
// Get at the angular vel
QAngle vecAngVel = GetLocalAngularVelocity();
// Move toward target at rate or less
float distY = UTIL_AngleDistance( flActualYaw, GetLocalAngles().y );
vecAngVel.y = distY * 10;
vecAngVel.y = clamp( vecAngVel.y, -m_yawRate, m_yawRate );
// Move toward target at rate or less
float distX = UTIL_AngleDistance( flActualPitch, GetLocalAngles().x );
vecAngVel.x = distX * 10;
vecAngVel.x = clamp( vecAngVel.x, -m_pitchRate, m_pitchRate );
// How exciting! We're done
SetLocalAngularVelocity( vecAngVel );
if ( pDistX && pDistY )
{
*pDistX = distX;
*pDistY = distY;
}
return bClamped;
}
//-----------------------------------------------------------------------------
// We lost our target!
//-----------------------------------------------------------------------------
void CFuncTank::LostTarget( void )
{
if (m_fireLast != 0)
{
m_OnLoseTarget.FireOutput(this, this);
m_fireLast = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition )
{
Vector vecTarget = pTarget->BodyTarget( vecShootPosition, false );
float flShotSpeed = GetShotSpeed();
if ( flShotSpeed == 0 )
{
*pLeadPosition = vecTarget;
return;
}
Vector vecVelocity = pTarget->GetSmoothedVelocity();
vecVelocity.z = 0.0f;
float flTargetSpeed = VectorNormalize( vecVelocity );
// Guesstimate...
if ( m_flNextLeadFactorTime < gpGlobals->curtime )
{
m_flStartLeadFactor = m_flNextLeadFactor;
m_flStartLeadFactorTime = gpGlobals->curtime;
m_flNextLeadFactor = random->RandomFloat( 0.8f, 1.3f );
m_flNextLeadFactorTime = gpGlobals->curtime + random->RandomFloat( 2.0f, 4.0f );
}
float flFactor = (gpGlobals->curtime - m_flStartLeadFactorTime) / (m_flNextLeadFactorTime - m_flStartLeadFactorTime);
float flLeadFactor = SimpleSplineRemapVal( flFactor, 0.0f, 1.0f, m_flStartLeadFactor, m_flNextLeadFactor );
flTargetSpeed *= flLeadFactor;
Vector vecDelta;
VectorSubtract( vecShootPosition, vecTarget, vecDelta );
float flTargetToShooter = VectorNormalize( vecDelta );
float flCosTheta = DotProduct( vecDelta, vecVelocity );
// Law of cosines... z^2 = x^2 + y^2 - 2xy cos Theta
// where z = flShooterToPredictedTargetPosition = flShotSpeed * predicted time
// x = flTargetSpeed * predicted time
// y = flTargetToShooter
// solve for predicted time using at^2 + bt + c = 0, t = (-b +/- sqrt( b^2 - 4ac )) / 2a
float a = flTargetSpeed * flTargetSpeed - flShotSpeed * flShotSpeed;
float b = -2.0f * flTargetToShooter * flCosTheta * flTargetSpeed;
float c = flTargetToShooter * flTargetToShooter;
float flDiscrim = b*b - 4*a*c;
if (flDiscrim < 0)
{
*pLeadPosition = vecTarget;
return;
}
flDiscrim = sqrt(flDiscrim);
float t = (-b + flDiscrim) / (2.0f * a);
float t2 = (-b - flDiscrim) / (2.0f * a);
if ( t < t2 )
{
t = t2;
}
if ( t <= 0.0f )
{
*pLeadPosition = vecTarget;
return;
}
VectorMA( vecTarget, flTargetSpeed * t, vecVelocity, *pLeadPosition );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::AimFuncTankAtTarget( void )
{
// Get world target position
CBaseEntity *pTarget = NULL;
trace_t tr;
QAngle angles;
bool bUpdateTime = false;
CBaseEntity *pTargetVehicle = NULL;
Vector barrelEnd = WorldBarrelPosition();
Vector worldTargetPosition;
if (m_spawnflags & SF_TANK_AIM_AT_POS)
{
worldTargetPosition = m_vTargetPosition;
}
else
{
CBaseEntity *pEntity = (CBaseEntity *)m_hTarget;
if ( !pEntity || ( pEntity->GetFlags() & FL_NOTARGET ) )
{
if( m_targetEntityName != NULL_STRING )
{
m_hTarget = FindTarget( m_targetEntityName, NULL );
}
LostTarget();
return;
}
pTarget = pEntity;
// Calculate angle needed to aim at target
worldTargetPosition = pEntity->EyePosition();
if ( pEntity->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>(pEntity);
pTargetVehicle = pPlayer->GetVehicleEntity();
if ( pTargetVehicle )
{
worldTargetPosition = pTargetVehicle->BodyTarget( GetAbsOrigin(), false );
}
}
}
float range2 = worldTargetPosition.DistToSqr( barrelEnd );
if ( !InRange2( range2 ) )
{
if ( m_hTarget )
{
m_hTarget = NULL;
LostTarget();
}
return;
}
Vector vecAimOrigin = m_sightOrigin;
if (m_spawnflags & SF_TANK_AIM_AT_POS)
{
bUpdateTime = true;
m_sightOrigin = m_vTargetPosition;
vecAimOrigin = m_sightOrigin;
}
else
{
if ( m_spawnflags & SF_TANK_LINEOFSIGHT )
{
AI_TraceLOS( barrelEnd, worldTargetPosition, this, &tr );
}
else
{
tr.fraction = 1.0f;
tr.m_pEnt = pTarget;
}
// No line of sight, don't track
if ( tr.fraction == 1.0 || tr.m_pEnt == pTarget || (pTargetVehicle && (tr.m_pEnt == pTargetVehicle)) )
{
if ( InRange2( range2 ) && pTarget && pTarget->IsAlive() )
{
bUpdateTime = true;
// Sight position is BodyTarget with no noise (so gun doesn't bob up and down)
CBaseEntity *pInstance = pTargetVehicle ? pTargetVehicle : pTarget;
m_hFuncTankTarget = pInstance;
m_sightOrigin = pInstance->BodyTarget( GetAbsOrigin(), false );
if ( m_bPerformLeading )
{
ComputeLeadingPosition( barrelEnd, pInstance, &vecAimOrigin );
}
else
{
vecAimOrigin = m_sightOrigin;
}
}
}
}
// Convert targetPosition to parent
Vector vecLocalOrigin = m_parentMatrix.WorldToLocal( vecAimOrigin );
angles = AimBarrelAt( vecLocalOrigin );
// FIXME: These need to be the clamped angles
float distX, distY;
bool bClamped = RotateTankToAngles( angles, &distX, &distY );
if ( bClamped )
{
bUpdateTime = false;
}
if ( bUpdateTime )
{
if( (gpGlobals->curtime - m_lastSightTime >= 1.0) && (gpGlobals->curtime > m_flNextAttack) )
{
// Enemy was hidden for a while, and I COULD fire right now. Instead, tack a delay on.
m_flNextAttack = gpGlobals->curtime + 0.5;
}
m_lastSightTime = gpGlobals->curtime;
m_persist2burst = 0;
}
SetMoveDoneTime( 0.1 );
if ( CanFire() && ( ( (fabs(distX) <= m_pitchTolerance) && (fabs(distY) <= m_yawTolerance) ) || (m_spawnflags & SF_TANK_LINEOFSIGHT) ) )
{
bool fire = false;
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
forward = m_parentMatrix.ApplyRotation( forward );
if ( m_spawnflags & SF_TANK_LINEOFSIGHT )
{
AI_TraceLine( barrelEnd, pTarget->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction == 1.0f || (tr.m_pEnt && tr.m_pEnt == pTarget) )
{
fire = true;
}
}
else
{
fire = true;
}
if ( fire )
{
if (m_fireLast == 0)
{
m_OnAquireTarget.FireOutput(this, this);
}
FiringSequence( barrelEnd, forward, this );
}
else
{
LostTarget();
}
}
else
{
LostTarget();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::TrackTarget( void )
{
QAngle angles;
if( !m_bReadyToFire && m_flNextAttack <= gpGlobals->curtime )
{
m_OnReadyToFire.FireOutput( this, this );
m_bReadyToFire = true;
}
if ( IsPlayerManned() )
{
AimBarrelAtPlayerCrosshair( &angles );
RotateTankToAngles( angles );
SetNextThink( gpGlobals->curtime + 0.05f );
SetMoveDoneTime( 0.1 );
return;
}
if ( IsNPCManned() )
{
AimBarrelAtNPCEnemy( &angles );
RotateTankToAngles( angles );
SetNextThink( gpGlobals->curtime + 0.05f );
SetMoveDoneTime( 0.1 );
return;
}
if ( !IsActive() )
{
// If we're not active, but we're controllable, we need to keep thinking
if ( IsControllable() && !HasController() )
{
// Think to find controllers.
SetNextThink( m_flNextControllerSearch );
}
return;
}
// Clean room for unnecessarily complicated old code
SetNextThink( gpGlobals->curtime + 0.1f );
AimFuncTankAtTarget();
}
//-----------------------------------------------------------------------------
// Purpose: Start of firing sequence. By default, just fire now.
// Input : &barrelEnd -
// &forward -
// *pAttacker -
//-----------------------------------------------------------------------------
void CFuncTank::FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
if ( m_fireLast != 0 )
{
int bulletCount = (gpGlobals->curtime - m_fireLast) * m_fireRate;
if ( bulletCount > 0 )
{
// NOTE: Set m_fireLast first so that Fire can adjust it
m_fireLast = gpGlobals->curtime;
Fire( bulletCount, barrelEnd, forward, pAttacker, false );
}
}
else
{
m_fireLast = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTank::DoMuzzleFlash( void )
{
// If we're parented to something, make it play the muzzleflash
if ( m_bUsePoseParameters && GetParent() )
{
CBaseAnimating *pAnim = GetParent()->GetBaseAnimating();
pAnim->DoMuzzleFlash();
// Do the AR2 muzzle flash
if ( m_iEffectHandling == EH_COMBINE_CANNON )
{
CEffectData data;
data.m_nAttachmentIndex = m_nBarrelAttachment;
data.m_nEntIndex = pAnim->entindex();
// FIXME: Create a custom entry here!
DispatchEffect( "ChopperMuzzleFlash", data );
}
else
{
CEffectData data;
data.m_nEntIndex = pAnim->entindex();
data.m_nAttachmentIndex = m_nBarrelAttachment;
data.m_flScale = 1.0f;
data.m_fFlags = MUZZLEFLASH_COMBINE;
DispatchEffect( "MuzzleFlash", data );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CFuncTank::GetTracerType( void )
{
switch( m_iEffectHandling )
{
case EH_AR2:
return "AR2Tracer";
case EH_COMBINE_CANNON:
return "HelicopterTracer";
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Fire targets and spawn sprites.
// Input : bulletCount -
// barrelEnd -
// forward -
// pAttacker -
//-----------------------------------------------------------------------------
void CFuncTank::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
// If we have a specific effect handler, apply it's effects
if ( m_iEffectHandling == EH_AR2 )
{
DoMuzzleFlash();
// Play the AR2 sound
EmitSound( "Weapon_functank.Single" );
}
else if ( m_iEffectHandling == EH_COMBINE_CANNON )
{
DoMuzzleFlash();
// Play the cannon sound
EmitSound( "NPC_Combine_Cannon.FireBullet" );
}
else
{
if ( m_iszSpriteSmoke != NULL_STRING )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteSmoke), barrelEnd, TRUE );
pSprite->AnimateAndDie( random->RandomFloat( 15.0, 20.0 ) );
pSprite->SetTransparency( kRenderTransAlpha, m_clrRender->r, m_clrRender->g, m_clrRender->b, 255, kRenderFxNone );
Vector vecVelocity( 0, 0, random->RandomFloat(40, 80) );
pSprite->SetAbsVelocity( vecVelocity );
pSprite->SetScale( m_spriteScale );
}
if ( m_iszSpriteFlash != NULL_STRING )
{
CSprite *pSprite = CSprite::SpriteCreate( STRING(m_iszSpriteFlash), barrelEnd, TRUE );
pSprite->AnimateAndDie( 5 );
pSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
pSprite->SetScale( m_spriteScale );
}
}
if( pAttacker && pAttacker->IsPlayer() )
{
if ( IsX360() )
{
UTIL_PlayerByIndex(1)->RumbleEffect( RUMBLE_AR2, 0, RUMBLE_FLAG_RESTART | RUMBLE_FLAG_RANDOM_AMPLITUDE );
}
else
{
CSoundEnt::InsertSound( SOUND_MOVE_AWAY, barrelEnd + forward * 32.0f, 32.0f, 0.2f, pAttacker, SOUNDENT_CHANNEL_WEAPON );
}
}
m_OnFire.FireOutput(this, this);
m_bReadyToFire = false;
}
void CFuncTank::TankTrace( const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, trace_t &tr )
{
Vector forward, right, up;
AngleVectors( GetAbsAngles(), &forward, &right, &up );
// get circular gaussian spread
float x, y, z;
do {
x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecForward +
x * vecSpread.x * right +
y * vecSpread.y * up;
Vector vecEnd;
vecEnd = vecStart + vecDir * MAX_TRACE_LENGTH;
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
}
void CFuncTank::StartRotSound( void )
{
if ( m_spawnflags & SF_TANK_SOUNDON )
return;
m_spawnflags |= SF_TANK_SOUNDON;
if ( m_soundLoopRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
filter.MakeReliable();
EmitSound_t ep;
ep.m_nChannel = CHAN_STATIC;
ep.m_pSoundName = (char*)STRING(m_soundLoopRotate);
ep.m_flVolume = 0.85;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
if ( m_soundStartRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = (char*)STRING(m_soundStartRotate);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
}
void CFuncTank::StopRotSound( void )
{
if ( m_spawnflags & SF_TANK_SOUNDON )
{
if ( m_soundLoopRotate != NULL_STRING )
{
StopSound( entindex(), CHAN_STATIC, (char*)STRING(m_soundLoopRotate) );
}
if ( m_soundStopRotate != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = (char*)STRING(m_soundStopRotate);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound( filter, entindex(), ep );
}
}
m_spawnflags &= ~SF_TANK_SOUNDON;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CFuncTank::IsEntityInViewCone( CBaseEntity *pEntity )
{
// First check to see if the enemy is in range.
Vector vecBarrelEnd = WorldBarrelPosition();
float flRange2 = ( pEntity->GetAbsOrigin() - vecBarrelEnd ).LengthSqr();
if( !(GetSpawnFlags() & SF_TANK_IGNORE_RANGE_IN_VIEWCONE) )
{
if ( !InRange2( flRange2 ) )
return false;
}
// If we're trying to shoot at a player, and we've seen a non-player recently, check the grace period
if ( m_flPlayerGracePeriod && pEntity->IsPlayer() && (gpGlobals->curtime - m_flLastSawNonPlayer) < m_flPlayerGracePeriod )
{
// Grace period is ignored under a certain distance
if ( flRange2 > m_flIgnoreGraceUpto )
return false;
}
// Check to see if the entity center lies within the yaw and pitch constraints.
// This isn't horribly accurate, but should do for now.
QAngle angGun;
angGun = AimBarrelAt( m_parentMatrix.WorldToLocal( pEntity->GetAbsOrigin() ) );
// Force the angles to be relative to the center position
float flOffsetY = UTIL_AngleDistance( angGun.y, m_yawCenter );
float flOffsetX = UTIL_AngleDistance( angGun.x, m_pitchCenter );
angGun.y = m_yawCenter + flOffsetY;
angGun.x = m_pitchCenter + flOffsetX;
if ( ( fabs( flOffsetY ) > m_yawRange + m_yawTolerance ) || ( fabs( flOffsetX ) > m_pitchRange + m_pitchTolerance ) )
return false;
// Remember the last time we saw a non-player
if ( !pEntity->IsPlayer() )
{
m_flLastSawNonPlayer = gpGlobals->curtime;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this func tank can see the enemy
//-----------------------------------------------------------------------------
bool CFuncTank::HasLOSTo( CBaseEntity *pEntity )
{
if ( !pEntity )
return false;
// Get the barrel position
Vector vecBarrelEnd = WorldBarrelPosition();
Vector vecTarget = pEntity->BodyTarget( GetAbsOrigin(), false );
trace_t tr;
// Ignore the func_tank and any prop it's parented to
CTraceFilterSkipTwoEntities traceFilter( this, GetParent(), COLLISION_GROUP_NONE );
// UNDONE: Should this hit BLOCKLOS brushes?
AI_TraceLine( vecBarrelEnd, vecTarget, MASK_BLOCKLOS_AND_NPCS, &traceFilter, &tr );
CBaseEntity *pHitEntity = tr.m_pEnt;
// Is entity in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
CBaseCombatCharacter *pCCEntity = pEntity->MyCombatCharacterPointer();
if ( pCCEntity != NULL && pCCEntity->IsInAVehicle() )
{
// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
// This catches vehicles that use bone followers.
CBaseEntity *pVehicle = pCCEntity->GetVehicle()->GetVehicleEnt();
if ( pHitEntity == pVehicle || ( pHitEntity != NULL && pHitEntity->GetOwnerEntity() == pVehicle ) )
return true;
}
return ( tr.fraction == 1.0 || tr.m_pEnt == pEntity );
}
// #############################################################################
// CFuncTankGun
// #############################################################################
class CFuncTankGun : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankGun, CFuncTank );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
};
LINK_ENTITY_TO_CLASS( func_tank, CFuncTankGun );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankGun::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
int i;
FireBulletsInfo_t info;
info.m_iShots = 1;
info.m_vecSrc = barrelEnd;
info.m_vecDirShooting = forward;
if ( bIgnoreSpread )
{
info.m_vecSpread = gTankSpread[0];
}
else
{
info.m_vecSpread = gTankSpread[m_spread];
}
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iTracerFreq = 1;
info.m_flDamage = m_iBulletDamage;
info.m_iPlayerDamage = m_iBulletDamageVsPlayer;
info.m_pAttacker = pAttacker;
info.m_pAdditionalIgnoreEnt = GetParent();
#ifdef HL2_EPISODIC
if ( m_iAmmoType != -1 )
{
for ( i = 0; i < bulletCount; i++ )
{
info.m_iAmmoType = m_iAmmoType;
FireBullets( info );
}
}
#else
for ( i = 0; i < bulletCount; i++ )
{
switch( m_bulletType )
{
case TANK_BULLET_SMALL:
info.m_iAmmoType = m_iSmallAmmoType;
FireBullets( info );
break;
case TANK_BULLET_MEDIUM:
info.m_iAmmoType = m_iMediumAmmoType;
FireBullets( info );
break;
case TANK_BULLET_LARGE:
info.m_iAmmoType = m_iLargeAmmoType;
FireBullets( info );
break;
default:
case TANK_BULLET_NONE:
break;
}
}
#endif // HL2_EPISODIC
CFuncTank::Fire( bulletCount, barrelEnd, forward, pAttacker, bIgnoreSpread );
}
// #############################################################################
// CFuncTankPulseLaser
// #############################################################################
class CFuncTankPulseLaser : public CFuncTankGun
{
public:
DECLARE_CLASS( CFuncTankPulseLaser, CFuncTankGun );
DECLARE_DATADESC();
void Precache();
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
float m_flPulseSpeed;
float m_flPulseWidth;
color32 m_flPulseColor;
float m_flPulseLife;
float m_flPulseLag;
string_t m_sPulseFireSound;
};
LINK_ENTITY_TO_CLASS( func_tankpulselaser, CFuncTankPulseLaser );
BEGIN_DATADESC( CFuncTankPulseLaser )
DEFINE_KEYFIELD( m_flPulseSpeed, FIELD_FLOAT, "PulseSpeed" ),
DEFINE_KEYFIELD( m_flPulseWidth, FIELD_FLOAT, "PulseWidth" ),
DEFINE_KEYFIELD( m_flPulseColor, FIELD_COLOR32, "PulseColor" ),
DEFINE_KEYFIELD( m_flPulseLife, FIELD_FLOAT, "PulseLife" ),
DEFINE_KEYFIELD( m_flPulseLag, FIELD_FLOAT, "PulseLag" ),
DEFINE_KEYFIELD( m_sPulseFireSound, FIELD_SOUNDNAME, "PulseFireSound" ),
END_DATADESC()
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Precache(void)
{
UTIL_PrecacheOther( "grenade_beam" );
if ( m_sPulseFireSound != NULL_STRING )
{
PrecacheScriptSound( STRING(m_sPulseFireSound) );
}
BaseClass::Precache();
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CFuncTankPulseLaser::Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
// --------------------------------------------------
// Get direction vectors for spread
// --------------------------------------------------
Vector vecUp = Vector(0,0,1);
Vector vecRight;
CrossProduct ( vecForward, vecUp, vecRight );
CrossProduct ( vecForward, -vecRight, vecUp );
for ( int i = 0; i < bulletCount; i++ )
{
// get circular gaussian spread
float x, y, z;
do {
x = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
y = random->RandomFloat(-0.5,0.5) + random->RandomFloat(-0.5,0.5);
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecForward + x * gTankSpread[m_spread].x * vecRight + y * gTankSpread[m_spread].y * vecUp;
CGrenadeBeam *pPulse = CGrenadeBeam::Create( pAttacker, barrelEnd);
pPulse->Format(m_flPulseColor, m_flPulseWidth);
pPulse->Shoot(vecDir,m_flPulseSpeed,m_flPulseLife,m_flPulseLag,m_iBulletDamage);
if ( m_sPulseFireSound != NULL_STRING )
{
CPASAttenuationFilter filter( this, 0.6f );
EmitSound_t ep;
ep.m_nChannel = CHAN_WEAPON;
ep.m_pSoundName = (char*)STRING(m_sPulseFireSound);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_85dB;
EmitSound( filter, entindex(), ep );
}
}
CFuncTank::Fire( bulletCount, barrelEnd, vecForward, pAttacker, bIgnoreSpread );
}
// #############################################################################
// CFuncTankLaser
// #############################################################################
class CFuncTankLaser : public CFuncTank
{
DECLARE_CLASS( CFuncTankLaser, CFuncTank );
public:
void Activate( void );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
void Think( void );
CEnvLaser *GetLaser( void );
DECLARE_DATADESC();
private:
CEnvLaser *m_pLaser;
float m_laserTime;
string_t m_iszLaserName;
};
LINK_ENTITY_TO_CLASS( func_tanklaser, CFuncTankLaser );
BEGIN_DATADESC( CFuncTankLaser )
DEFINE_KEYFIELD( m_iszLaserName, FIELD_STRING, "laserentity" ),
DEFINE_FIELD( m_pLaser, FIELD_CLASSPTR ),
DEFINE_FIELD( m_laserTime, FIELD_TIME ),
END_DATADESC()
void CFuncTankLaser::Activate( void )
{
BaseClass::Activate();
if ( !GetLaser() )
{
UTIL_Remove(this);
Warning( "Laser tank with no env_laser!\n" );
}
else
{
m_pLaser->TurnOff();
}
}
CEnvLaser *CFuncTankLaser::GetLaser( void )
{
if ( m_pLaser )
return m_pLaser;
CBaseEntity *pLaser = gEntList.FindEntityByName( NULL, m_iszLaserName );
while ( pLaser )
{
// Found the landmark
if ( FClassnameIs( pLaser, "env_laser" ) )
{
m_pLaser = (CEnvLaser *)pLaser;
break;
}
else
{
pLaser = gEntList.FindEntityByName( pLaser, m_iszLaserName );
}
}
return m_pLaser;
}
void CFuncTankLaser::Think( void )
{
if ( m_pLaser && (gpGlobals->curtime > m_laserTime) )
m_pLaser->TurnOff();
CFuncTank::Think();
}
void CFuncTankLaser::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
int i;
trace_t tr;
if ( GetLaser() )
{
for ( i = 0; i < bulletCount; i++ )
{
m_pLaser->SetLocalOrigin( barrelEnd );
TankTrace( barrelEnd, forward, gTankSpread[m_spread], tr );
m_laserTime = gpGlobals->curtime;
m_pLaser->TurnOn();
m_pLaser->SetFireTime( gpGlobals->curtime - 1.0 );
m_pLaser->FireAtPoint( tr );
m_pLaser->SetNextThink( TICK_NEVER_THINK );
}
CFuncTank::Fire( bulletCount, barrelEnd, forward, this, bIgnoreSpread );
}
}
class CFuncTankRocket : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankRocket, CFuncTank );
void Precache( void );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
virtual float GetShotSpeed() { return m_flRocketSpeed; }
protected:
float m_flRocketSpeed;
DECLARE_DATADESC();
};
BEGIN_DATADESC( CFuncTankRocket )
DEFINE_KEYFIELD( m_flRocketSpeed, FIELD_FLOAT, "rocketspeed" ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_tankrocket, CFuncTankRocket );
void CFuncTankRocket::Precache( void )
{
UTIL_PrecacheOther( "rpg_missile" );
CFuncTank::Precache();
}
void CFuncTankRocket::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
CMissile *pRocket = (CMissile *) CBaseEntity::Create( "rpg_missile", barrelEnd, GetAbsAngles(), this );
pRocket->DumbFire();
pRocket->SetNextThink( gpGlobals->curtime + 0.1f );
pRocket->SetAbsVelocity( forward * m_flRocketSpeed );
if ( GetController() && GetController()->IsPlayer() )
{
pRocket->SetDamage( m_iBulletDamage );
}
else
{
pRocket->SetDamage( m_iBulletDamageVsPlayer );
}
CFuncTank::Fire( bulletCount, barrelEnd, forward, this, bIgnoreSpread );
}
//-----------------------------------------------------------------------------
// Airboat gun
//-----------------------------------------------------------------------------
class CFuncTankAirboatGun : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankAirboatGun, CFuncTank );
DECLARE_DATADESC();
void Precache( void );
virtual void Spawn();
virtual void Activate();
virtual void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
virtual void ControllerPostFrame();
virtual void OnStopControlled();
virtual const char *GetTracerType( void );
virtual Vector WorldBarrelPosition( void );
virtual void DoImpactEffect( trace_t &tr, int nDamageType );
private:
void CreateSounds();
void DestroySounds();
void DoMuzzleFlash( );
void StartFiring();
void StopFiring();
CSoundPatch *m_pGunFiringSound;
float m_flNextHeavyShotTime;
bool m_bIsFiring;
string_t m_iszAirboatGunModel;
CHandle<CBaseAnimating> m_hAirboatGunModel;
int m_nGunBarrelAttachment;
float m_flLastImpactEffectTime;
};
//-----------------------------------------------------------------------------
// Save/load:
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CFuncTankAirboatGun )
DEFINE_SOUNDPATCH( m_pGunFiringSound ),
DEFINE_FIELD( m_flNextHeavyShotTime, FIELD_TIME ),
DEFINE_FIELD( m_bIsFiring, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_iszAirboatGunModel, FIELD_STRING, "airboat_gun_model" ),
// DEFINE_FIELD( m_hAirboatGunModel, FIELD_EHANDLE ),
// DEFINE_FIELD( m_nGunBarrelAttachment, FIELD_INTEGER ),
DEFINE_FIELD( m_flLastImpactEffectTime, FIELD_TIME ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_tankairboatgun, CFuncTankAirboatGun );
//-----------------------------------------------------------------------------
// Precache:
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Airboat.FireGunLoop" );
PrecacheScriptSound( "Airboat.FireGunRevDown");
CreateSounds();
}
//-----------------------------------------------------------------------------
// Precache:
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::Spawn( void )
{
BaseClass::Spawn();
m_flNextHeavyShotTime = 0.0f;
m_bIsFiring = false;
m_flLastImpactEffectTime = -1;
}
//-----------------------------------------------------------------------------
// Attachment indices
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::Activate()
{
BaseClass::Activate();
if ( m_iszAirboatGunModel != NULL_STRING )
{
m_hAirboatGunModel = dynamic_cast<CBaseAnimating*>( gEntList.FindEntityByName( NULL, m_iszAirboatGunModel ) );
if ( m_hAirboatGunModel )
{
m_nGunBarrelAttachment = m_hAirboatGunModel->LookupAttachment( "muzzle" );
}
}
}
//-----------------------------------------------------------------------------
// Create/destroy looping sounds
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::CreateSounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter( this );
if (!m_pGunFiringSound)
{
m_pGunFiringSound = controller.SoundCreate( filter, entindex(), "Airboat.FireGunLoop" );
controller.Play( m_pGunFiringSound, 0, 100 );
}
}
void CFuncTankAirboatGun::DestroySounds()
{
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
controller.SoundDestroy( m_pGunFiringSound );
m_pGunFiringSound = NULL;
}
//-----------------------------------------------------------------------------
// Stop Firing
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::StartFiring()
{
if ( !m_bIsFiring )
{
CSoundEnvelopeController *pController = &CSoundEnvelopeController::GetController();
float flVolume = pController->SoundGetVolume( m_pGunFiringSound );
pController->SoundChangeVolume( m_pGunFiringSound, 1.0f, 0.1f * (1.0f - flVolume) );
m_bIsFiring = true;
}
}
void CFuncTankAirboatGun::StopFiring()
{
if ( m_bIsFiring )
{
CSoundEnvelopeController *pController = &CSoundEnvelopeController::GetController();
float flVolume = pController->SoundGetVolume( m_pGunFiringSound );
pController->SoundChangeVolume( m_pGunFiringSound, 0.0f, 0.1f * flVolume );
EmitSound( "Airboat.FireGunRevDown" );
m_bIsFiring = false;
}
}
//-----------------------------------------------------------------------------
// Maintains airboat gun sounds
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::ControllerPostFrame( void )
{
if ( IsPlayerManned() )
{
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( GetController() );
if ( pPlayer->m_nButtons & IN_ATTACK )
{
StartFiring();
}
else
{
StopFiring();
}
}
BaseClass::ControllerPostFrame();
}
//-----------------------------------------------------------------------------
// Stop controlled
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::OnStopControlled()
{
StopFiring();
BaseClass::OnStopControlled();
}
//-----------------------------------------------------------------------------
// Barrel position
//-----------------------------------------------------------------------------
Vector CFuncTankAirboatGun::WorldBarrelPosition( void )
{
if ( !m_hAirboatGunModel || (m_nGunBarrelAttachment == 0) )
{
return BaseClass::WorldBarrelPosition();
}
Vector vecOrigin;
m_hAirboatGunModel->GetAttachment( m_nGunBarrelAttachment, vecOrigin );
return vecOrigin;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CFuncTankAirboatGun::GetTracerType( void )
{
if ( gpGlobals->curtime >= m_flNextHeavyShotTime )
return "AirboatGunHeavyTracer";
return "AirboatGunTracer";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::DoMuzzleFlash( void )
{
if ( m_hAirboatGunModel && (m_nGunBarrelAttachment != 0) )
{
CEffectData data;
data.m_nEntIndex = m_hAirboatGunModel->entindex();
data.m_nAttachmentIndex = m_nGunBarrelAttachment;
data.m_flScale = 1.0f;
DispatchEffect( "AirboatMuzzleFlash", data );
}
}
//-----------------------------------------------------------------------------
// Allows the shooter to change the impact effect of his bullets
//-----------------------------------------------------------------------------
void CFuncTankAirboatGun::DoImpactEffect( trace_t &tr, int nDamageType )
{
// The airboat spits out so much crap that we need to do cheaper versions
// of the impact effects. Also, we need to do less of them.
if ( m_flLastImpactEffectTime == gpGlobals->curtime )
return;
m_flLastImpactEffectTime = gpGlobals->curtime;
UTIL_ImpactTrace( &tr, nDamageType, "AirboatGunImpact" );
}
//-----------------------------------------------------------------------------
// Fires bullets
//-----------------------------------------------------------------------------
#define AIRBOAT_GUN_HEAVY_SHOT_INTERVAL 0.2f
void CFuncTankAirboatGun::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
CAmmoDef *pAmmoDef = GetAmmoDef();
int ammoType = pAmmoDef->Index( "AirboatGun" );
FireBulletsInfo_t info;
info.m_vecSrc = barrelEnd;
info.m_vecDirShooting = forward;
info.m_flDistance = 4096;
info.m_iAmmoType = ammoType;
if ( gpGlobals->curtime >= m_flNextHeavyShotTime )
{
info.m_iShots = 1;
info.m_vecSpread = VECTOR_CONE_PRECALCULATED;
info.m_flDamageForceScale = 1000.0f;
}
else
{
info.m_iShots = 2;
info.m_vecSpread = VECTOR_CONE_5DEGREES;
}
FireBullets( info );
DoMuzzleFlash();
// NOTE: This must occur after FireBullets
if ( gpGlobals->curtime >= m_flNextHeavyShotTime )
{
m_flNextHeavyShotTime = gpGlobals->curtime + AIRBOAT_GUN_HEAVY_SHOT_INTERVAL;
}
}
//-----------------------------------------------------------------------------
// APC Rocket
//-----------------------------------------------------------------------------
#define DEATH_VOLLEY_MISSILE_COUNT 10
#define DEATH_VOLLEY_MIN_FIRE_RATE 3
#define DEATH_VOLLEY_MAX_FIRE_RATE 6
class CFuncTankAPCRocket : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankAPCRocket, CFuncTank );
void Precache( void );
virtual void Spawn();
virtual void UpdateOnRemove();
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
virtual void Think();
virtual float GetShotSpeed() { return m_flRocketSpeed; }
protected:
void InputDeathVolley( inputdata_t &inputdata );
void FireDying( const Vector &barrelEnd );
EHANDLE m_hLaserDot;
float m_flRocketSpeed;
int m_nSide;
int m_nBurstCount;
bool m_bDying;
DECLARE_DATADESC();
};
BEGIN_DATADESC( CFuncTankAPCRocket )
DEFINE_KEYFIELD( m_flRocketSpeed, FIELD_FLOAT, "rocketspeed" ),
DEFINE_FIELD( m_hLaserDot, FIELD_EHANDLE ),
DEFINE_FIELD( m_nSide, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_nBurstCount, FIELD_INTEGER, "burstcount" ),
DEFINE_FIELD( m_bDying, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "DeathVolley", InputDeathVolley ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( func_tankapcrocket, CFuncTankAPCRocket );
void CFuncTankAPCRocket::Precache( void )
{
UTIL_PrecacheOther( "apc_missile" );
PrecacheScriptSound( "PropAPC.FireCannon" );
CFuncTank::Precache();
}
void CFuncTankAPCRocket::Spawn( void )
{
BaseClass::Spawn();
AddEffects( EF_NODRAW );
m_nSide = 0;
m_bDying = false;
m_hLaserDot = CreateLaserDot( GetAbsOrigin(), this, false );
m_nBulletCount = m_nBurstCount;
SetSolid( SOLID_NONE );
SetLocalVelocity( vec3_origin );
}
void CFuncTankAPCRocket::UpdateOnRemove( void )
{
if ( m_hLaserDot )
{
UTIL_Remove( m_hLaserDot );
m_hLaserDot = NULL;
}
BaseClass::UpdateOnRemove();
}
void CFuncTankAPCRocket::FireDying( const Vector &barrelEnd )
{
Vector vecDir;
vecDir.Random( -1.0f, 1.0f );
if ( vecDir.z < 0.0f )
{
vecDir.z *= -1.0f;
}
VectorNormalize( vecDir );
Vector vecVelocity;
VectorMultiply( vecDir, m_flRocketSpeed * random->RandomFloat( 0.75f, 1.25f ), vecVelocity );
QAngle angles;
VectorAngles( vecDir, angles );
CAPCMissile *pRocket = (CAPCMissile *) CAPCMissile::Create( barrelEnd, angles, vecVelocity, this );
float flDeathTime = random->RandomFloat( 0.3f, 0.5f );
if ( random->RandomFloat( 0.0f, 1.0f ) < 0.3f )
{
pRocket->ExplodeDelay( flDeathTime );
}
else
{
pRocket->AugerDelay( flDeathTime );
}
// Make erratic firing
m_fireRate = random->RandomFloat( DEATH_VOLLEY_MIN_FIRE_RATE, DEATH_VOLLEY_MAX_FIRE_RATE );
if ( --m_nBulletCount <= 0 )
{
UTIL_Remove( this );
}
}
void CFuncTankAPCRocket::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
static float s_pSide[] = { 0.966, 0.866, 0.5, -0.5, -0.866, -0.966 };
Vector vecDir;
CrossProduct( Vector( 0, 0, 1 ), forward, vecDir );
vecDir.z = 1.0f;
vecDir.x *= s_pSide[m_nSide];
vecDir.y *= s_pSide[m_nSide];
if ( ++m_nSide >= 6 )
{
m_nSide = 0;
}
VectorNormalize( vecDir );
Vector vecVelocity;
VectorMultiply( vecDir, m_flRocketSpeed, vecVelocity );
QAngle angles;
VectorAngles( vecDir, angles );
CAPCMissile *pRocket = (CAPCMissile *) CAPCMissile::Create( barrelEnd, angles, vecVelocity, this );
pRocket->IgniteDelay();
CFuncTank::Fire( bulletCount, barrelEnd, forward, this, bIgnoreSpread );
if ( --m_nBulletCount <= 0 )
{
m_nBulletCount = m_nBurstCount;
// This will cause it to wait for a little while before shooting
m_fireLast += random->RandomFloat( 2.0f, 3.0f );
}
EmitSound( "PropAPC.FireCannon" );
}
void CFuncTankAPCRocket::Think()
{
// Inert if we're carried...
if ( GetMoveParent() && GetMoveParent()->GetMoveParent() )
{
SetNextThink( gpGlobals->curtime + 0.5f );
return;
}
BaseClass::Think();
m_hLaserDot->SetAbsOrigin( m_sightOrigin );
SetLaserDotTarget( m_hLaserDot, m_hFuncTankTarget );
EnableLaserDot( m_hLaserDot, m_hFuncTankTarget != NULL );
if ( m_bDying )
{
FireDying( WorldBarrelPosition() );
return;
}
}
void CFuncTankAPCRocket::InputDeathVolley( inputdata_t &inputdata )
{
if ( !m_bDying )
{
m_fireRate = random->RandomFloat( DEATH_VOLLEY_MIN_FIRE_RATE, DEATH_VOLLEY_MAX_FIRE_RATE );
SetNextAttack( gpGlobals->curtime + (1.0f / m_fireRate ) );
m_nBulletCount = DEATH_VOLLEY_MISSILE_COUNT;
m_bDying = true;
}
}
//-----------------------------------------------------------------------------
// Mortar shell
//-----------------------------------------------------------------------------
class CMortarShell : public CBaseEntity
{
public:
DECLARE_CLASS( CMortarShell, CBaseEntity );
static CMortarShell *Create( const Vector &vecStart, const Vector &vecTarget, const Vector &vecShotDir, float flImpactDelay, float flWarnDelay, string_t warnSound );
void Spawn( void );
void Precache( void );
void Impact( void );
void Warn( void );
void FlyThink( void );
void FadeThink( void );
int UpdateTransmitState( void );
private:
void FixUpImpactPoint( const Vector &initialPos, const Vector &initialNormal, Vector *endPos, Vector *endNormal );
float m_flFadeTime;
float m_flImpactTime;
float m_flWarnTime;
float m_flNPCWarnTime;
string_t m_warnSound;
int m_iSpriteTexture;
bool m_bHasWarned;
Vector m_vecFiredFrom;
Vector m_vecFlyDir;
float m_flSpawnedTime;
CHandle<CBeam> m_pBeamEffect[4];
CNetworkVar( float, m_flLifespan );
CNetworkVar( float, m_flRadius );
CNetworkVar( Vector, m_vecSurfaceNormal );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
};
LINK_ENTITY_TO_CLASS( mortarshell, CMortarShell );
BEGIN_DATADESC( CMortarShell )
DEFINE_FIELD( m_flImpactTime, FIELD_TIME ),
DEFINE_FIELD( m_flFadeTime, FIELD_TIME ),
DEFINE_FIELD( m_flWarnTime, FIELD_TIME ),
DEFINE_FIELD( m_flNPCWarnTime, FIELD_TIME ),
DEFINE_FIELD( m_warnSound, FIELD_STRING ),
DEFINE_FIELD( m_iSpriteTexture, FIELD_INTEGER ),
DEFINE_FIELD( m_bHasWarned, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flLifespan, FIELD_FLOAT ),
DEFINE_FIELD( m_vecFiredFrom, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecFlyDir, FIELD_VECTOR ),
DEFINE_FIELD( m_flSpawnedTime, FIELD_TIME ),
DEFINE_AUTO_ARRAY( m_pBeamEffect, FIELD_EHANDLE),
DEFINE_FIELD( m_flRadius, FIELD_FLOAT ),
DEFINE_FIELD( m_vecSurfaceNormal, FIELD_VECTOR ),
DEFINE_FUNCTION( FlyThink ),
DEFINE_FUNCTION( FadeThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CMortarShell, DT_MortarShell )
SendPropFloat( SENDINFO( m_flLifespan ), -1, SPROP_NOSCALE ),
SendPropFloat( SENDINFO( m_flRadius ), -1, SPROP_NOSCALE ),
SendPropVector( SENDINFO( m_vecSurfaceNormal ), 0, SPROP_NORMAL ),
END_SEND_TABLE()
#define MORTAR_TEST_RADIUS 16.0f
//-----------------------------------------------------------------------------
// Purpose:
// Input : &initialPos -
// *endPos -
// *endNormal -
//-----------------------------------------------------------------------------
void CMortarShell::FixUpImpactPoint( const Vector &initialPos, const Vector &initialNormal, Vector *endPos, Vector *endNormal )
{
Vector vecStartOffset;
vecStartOffset = initialPos + ( initialNormal * 1.0f );
trace_t tr;
UTIL_TraceLine( vecStartOffset, vecStartOffset - Vector( 0, 0, 256 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0f )
{
if ( endPos )
{
*endPos = tr.endpos + ( initialNormal * 16.0f );
}
if ( endNormal )
{
*endNormal = tr.plane.normal;
}
}
else
{
if ( endPos )
{
*endPos = initialPos;
}
if ( endNormal )
{
*endNormal = initialNormal;
}
}
}
//---------------------------------------------------------
//---------------------------------------------------------
#define MORTAR_BLAST_DAMAGE 50
#define MORTAR_BLAST_HEIGHT 7500
CMortarShell *CMortarShell::Create( const Vector &vecStart, const Vector &vecTarget, const Vector &vecShotDir, float flImpactDelay, float flWarnDelay, string_t warnSound )
{
CMortarShell *pShell = (CMortarShell *)CreateEntityByName("mortarshell" );
// Place the mortar shell at the target location so that it can make the sound and explode.
trace_t tr;
UTIL_TraceLine( vecTarget, vecTarget + ( vecShotDir * 128.0f ), MASK_SOLID_BRUSHONLY, pShell, COLLISION_GROUP_NONE, &tr );
Vector targetPos, targetNormal;
pShell->FixUpImpactPoint( tr.endpos, tr.plane.normal, &targetPos, &targetNormal );
UTIL_SetOrigin( pShell, targetPos );
Vector vecStartSkew, vecEndSkew;
vecStartSkew = targetPos - vecStart;
vecStartSkew[2] = 0.0f;
float skewLength = VectorNormalize( vecStartSkew );
vecEndSkew = -vecStartSkew * ( skewLength * 0.25f );
vecStartSkew *= skewLength * 0.1f;
// Muzzleflash beam
pShell->m_pBeamEffect[0] = CBeam::BeamCreate( "sprites/laserbeam.vmt", 1 );
pShell->m_pBeamEffect[0]->PointsInit( vecStart, vecStart + Vector( vecStartSkew[0], vecStartSkew[1], MORTAR_BLAST_HEIGHT ) );
pShell->m_pBeamEffect[0]->SetColor( 16, 16, 8 );
pShell->m_pBeamEffect[0]->SetBrightness( 0 );
pShell->m_pBeamEffect[0]->SetNoise( 0 );
pShell->m_pBeamEffect[0]->SetBeamFlag( FBEAM_SHADEOUT );
pShell->m_pBeamEffect[0]->SetWidth( 64.0f );
pShell->m_pBeamEffect[0]->SetEndWidth( 64.0f );
pShell->m_pBeamEffect[1] = CBeam::BeamCreate( "sprites/laserbeam.vmt", 1 );
pShell->m_pBeamEffect[1]->PointsInit( vecStart, vecStart + Vector( vecStartSkew[0], vecStartSkew[1], MORTAR_BLAST_HEIGHT ) );
pShell->m_pBeamEffect[1]->SetColor( 255, 255, 255 );
pShell->m_pBeamEffect[1]->SetBrightness( 0 );
pShell->m_pBeamEffect[1]->SetNoise( 0 );
pShell->m_pBeamEffect[1]->SetBeamFlag( FBEAM_SHADEOUT );
pShell->m_pBeamEffect[1]->SetWidth( 8.0f );
pShell->m_pBeamEffect[1]->SetEndWidth( 8.0f );
trace_t skyTrace;
UTIL_TraceLine( targetPos, targetPos + Vector( vecEndSkew[0], vecEndSkew[1], MORTAR_BLAST_HEIGHT ), MASK_SOLID_BRUSHONLY, pShell, COLLISION_GROUP_NONE, &skyTrace );
// We must touch the sky to make this beam
if ( skyTrace.fraction <= 1.0f && skyTrace.surface.flags & SURF_SKY )
{
// Impact point beam
pShell->m_pBeamEffect[2] = CBeam::BeamCreate( "sprites/laserbeam.vmt", 1 );
pShell->m_pBeamEffect[2]->PointsInit( targetPos, targetPos + Vector( vecEndSkew[0], vecEndSkew[1], MORTAR_BLAST_HEIGHT ) );
pShell->m_pBeamEffect[2]->SetColor( 16, 16, 8 );
pShell->m_pBeamEffect[2]->SetBrightness( 0 );
pShell->m_pBeamEffect[2]->SetNoise( 0 );
pShell->m_pBeamEffect[2]->SetBeamFlag( FBEAM_SHADEOUT );
pShell->m_pBeamEffect[2]->SetWidth( 32.0f );
pShell->m_pBeamEffect[2]->SetEndWidth( 32.0f );
pShell->m_pBeamEffect[3] = CBeam::BeamCreate( "sprites/laserbeam.vmt", 1 );
pShell->m_pBeamEffect[3]->PointsInit( targetPos, targetPos + Vector( vecEndSkew[0], vecEndSkew[1], MORTAR_BLAST_HEIGHT ) );
pShell->m_pBeamEffect[3]->SetColor( 255, 255, 255 );
pShell->m_pBeamEffect[3]->SetBrightness( 0 );
pShell->m_pBeamEffect[3]->SetNoise( 0 );
pShell->m_pBeamEffect[3]->SetBeamFlag( FBEAM_SHADEOUT );
pShell->m_pBeamEffect[3]->SetWidth( 4.0f );
pShell->m_pBeamEffect[3]->SetEndWidth( 4.0f );
}
else
{
// Mark these as not being used
pShell->m_pBeamEffect[2] = NULL;
pShell->m_pBeamEffect[3] = NULL;
}
pShell->m_vecFiredFrom = vecStart;
pShell->m_flLifespan = flImpactDelay;
pShell->m_flImpactTime = gpGlobals->curtime + flImpactDelay;
pShell->m_flWarnTime = pShell->m_flImpactTime - flWarnDelay;
pShell->m_flNPCWarnTime = pShell->m_flWarnTime - 0.5;
pShell->m_warnSound = warnSound;
pShell->Spawn();
// Save off the impact normal
pShell->m_vecSurfaceNormal = targetNormal;
pShell->m_flRadius = MORTAR_BLAST_RADIUS;
return pShell;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CMortarShell::Precache()
{
m_iSpriteTexture = PrecacheModel( "sprites/physbeam.vmt" );
PrecacheScriptSound( "Weapon_Mortar.Impact" );
PrecacheMaterial( "effects/ar2ground2" );
if ( NULL_STRING != m_warnSound )
{
PrecacheScriptSound( STRING( m_warnSound ) );
}
}
//------------------------------------------------------------------------------
// Purpose : Send even though we don't have a model
//------------------------------------------------------------------------------
int CMortarShell::UpdateTransmitState( void )
{
return SetTransmitState( FL_EDICT_PVSCHECK );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CMortarShell::Spawn()
{
Precache();
AddEffects( EF_NODRAW );
AddSolidFlags( FSOLID_NOT_SOLID );
Vector mins( -MORTAR_BLAST_RADIUS, -MORTAR_BLAST_RADIUS, -MORTAR_BLAST_RADIUS );
Vector maxs( MORTAR_BLAST_RADIUS, MORTAR_BLAST_RADIUS, MORTAR_BLAST_RADIUS );
UTIL_SetSize( this, mins, maxs );
m_vecFlyDir = GetAbsOrigin() - m_vecFiredFrom;
VectorNormalize( m_vecFlyDir );
m_flSpawnedTime = gpGlobals->curtime;
SetThink( &CMortarShell::FlyThink );
SetNextThink( gpGlobals->curtime );
// No model but we still need to force this!
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : type -
// steps -
// bias -
//-----------------------------------------------------------------------------
ConVar curve_bias( "curve_bias", "0.5" );
enum
{
CURVE_BIAS,
CURVE_GAIN,
CURVE_SMOOTH,
CURVE_SMOOTH_TWEAK,
};
void UTIL_VisualizeCurve( int type, int steps, float bias )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
Vector vForward, vRight, vUp;
pPlayer->EyeVectors( &vForward, &vRight, &vUp );
Vector renderOrigin = pPlayer->EyePosition() + ( vForward * 512.0f );
float renderScale = 8.0f;
float lastPerc, perc;
Vector renderOffs, lastRenderOffs = vec3_origin;
for ( int i = 0; i < steps; i++ )
{
perc = RemapValClamped( i, 0, steps-1, 0.0f, 1.0f );
switch( type )
{
case CURVE_BIAS:
perc = Bias( perc, bias );
break;
case CURVE_GAIN:
perc = Gain( perc, bias );
break;
case CURVE_SMOOTH:
perc = SmoothCurve( perc );
break;
case CURVE_SMOOTH_TWEAK:
perc = SmoothCurve_Tweak( perc, bias, 0.9f );
break;
}
renderOffs = ( vRight * (-steps*0.5f) * renderScale ) + ( vUp * (renderScale*-(steps*0.5f)) )+ ( vRight * i * renderScale ) + ( vUp * perc * (renderScale*steps) );
NDebugOverlay::Cross3D( renderOrigin + renderOffs, -Vector(2,2,2), Vector(2,2,2), 255, 0, 0, true, 0.05f );
if ( i > 0 )
{
NDebugOverlay::Line( renderOrigin + renderOffs, renderOrigin + lastRenderOffs, 255, 0, 0, true, 0.05f );
}
lastRenderOffs = renderOffs;
lastPerc = perc;
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CMortarShell::FlyThink()
{
SetNextThink( gpGlobals->curtime + 0.05 );
if ( gpGlobals->curtime > m_flNPCWarnTime )
{
// Warn the AI. Make this radius a little larger than the explosion will be, and make the sound last a little longer.
CSoundEnt::InsertSound ( SOUND_DANGER | SOUND_CONTEXT_MORTAR, GetAbsOrigin(), MORTAR_BLAST_RADIUS * 1.25, (m_flImpactTime - m_flNPCWarnTime) + 0.15 );
m_flNPCWarnTime = FLT_MAX;
}
//UTIL_VisualizeCurve( CURVE_GAIN, 64, curve_bias.GetFloat() );
float lifePerc = 1.0f - ( ( m_flImpactTime - gpGlobals->curtime ) / ( m_flImpactTime - m_flSpawnedTime ) );
lifePerc = clamp( lifePerc, 0.0f, 1.0f );
float curve1 = Bias( lifePerc, 0.75f );
// Beam updates START
m_pBeamEffect[0]->SetBrightness( 255 * curve1 );
m_pBeamEffect[0]->SetWidth( 64.0f * curve1 );
m_pBeamEffect[0]->SetEndWidth( 64.0f * curve1 );
m_pBeamEffect[1]->SetBrightness( 255 * curve1 );
m_pBeamEffect[1]->SetWidth( 8.0f * curve1 );
m_pBeamEffect[1]->SetEndWidth( 8.0f * curve1 );
float curve2 = Bias( lifePerc, 0.1f );
if ( m_pBeamEffect[2] )
{
m_pBeamEffect[2]->SetBrightness( 255 * curve2 );
m_pBeamEffect[2]->SetWidth( 32.0f * curve2 );
m_pBeamEffect[2]->SetEndWidth( 32.0f * curve2 );
}
if ( m_pBeamEffect[3] )
{
m_pBeamEffect[3]->SetBrightness( 255 * curve2 );
m_pBeamEffect[3]->SetWidth( 8.0f * curve2 );
m_pBeamEffect[3]->SetEndWidth( 8.0f * curve2 );
}
// Beam updates END
if( !m_bHasWarned && gpGlobals->curtime > m_flWarnTime )
{
Warn();
}
if( gpGlobals->curtime > m_flImpactTime )
{
Impact();
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CMortarShell::Warn( void )
{
if ( m_warnSound != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_WEAPON;
ep.m_pSoundName = (char*)STRING(m_warnSound);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NONE;
EmitSound( filter, entindex(), ep );
}
m_bHasWarned = true;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CMortarShell::Impact( void )
{
// Fire the bullets
Vector vecSrc, vecShootDir;
float flRadius = MORTAR_BLAST_RADIUS;
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 128 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
UTIL_DecalTrace( &tr, "Scorch" );
// Send the effect over
CEffectData data;
// Do an extra effect if we struck the world
if ( tr.m_pEnt && tr.m_pEnt->IsWorld() )
{
data.m_flRadius = flRadius * 0.5f;
data.m_vNormal = tr.plane.normal;
data.m_vOrigin = tr.endpos;
DispatchEffect( "AR2Explosion", data );
}
//Shockring
CBroadcastRecipientFilter filter2;
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
8.0f, //start radius
flRadius * 2, //end radius
m_iSpriteTexture, //texture
0, //halo index
0, //start frame
2, //framerate
0.2f, //life
32, //width
0, //spread
0, //amplitude
255, //r
255, //g
225, //b
32, //a
0, //speed
FBEAM_FADEOUT
);
//Shockring
te->BeamRingPoint( filter2, 0, GetAbsOrigin(), //origin
8.0f, //start radius
flRadius, //end radius
m_iSpriteTexture, //texture
0, //halo index
0, //start frame
2, //framerate
0.2f, //life
64, //width
0, //spread
0, //amplitude
255, //r
255, //g
225, //b
64, //a
0, //speed
FBEAM_FADEOUT
);
RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), MORTAR_BLAST_DAMAGE, (DMG_BLAST|DMG_DISSOLVE) ), GetAbsOrigin(), MORTAR_BLAST_RADIUS, CLASS_NONE, NULL );
EmitSound( "Weapon_Mortar.Impact" );
UTIL_ScreenShake( GetAbsOrigin(), 10, 60, 1.0, 550, SHAKE_START, false );
//Fade the beams over time!
m_flFadeTime = gpGlobals->curtime;
SetThink( &CMortarShell::FadeThink );
SetNextThink( gpGlobals->curtime + 0.05f );
}
#define MORTAR_FADE_LENGTH 1.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMortarShell::FadeThink( void )
{
SetNextThink( gpGlobals->curtime + 0.05f );
float lifePerc = 1.0f - ( ( gpGlobals->curtime - m_flFadeTime ) / MORTAR_FADE_LENGTH );
lifePerc = clamp( lifePerc, 0.0f, 1.0f );
float curve1 = Bias( lifePerc, 0.1f );
// Beam updates START
m_pBeamEffect[0]->SetBrightness( 255 * curve1 );
m_pBeamEffect[0]->SetWidth( 64.0f * curve1 );
m_pBeamEffect[0]->SetEndWidth( 64.0f * curve1 );
m_pBeamEffect[1]->SetBrightness( 255 * curve1 );
m_pBeamEffect[1]->SetWidth( 8.0f * curve1 );
m_pBeamEffect[1]->SetEndWidth( 8.0f * curve1 );
float curve2 = Bias( lifePerc, 0.25f );
if ( m_pBeamEffect[2] )
{
m_pBeamEffect[2]->SetBrightness( 255 * curve2 );
m_pBeamEffect[2]->SetWidth( 32.0f * curve2 );
m_pBeamEffect[2]->SetEndWidth( 32.0f * curve2 );
}
if ( m_pBeamEffect[3] )
{
m_pBeamEffect[3]->SetBrightness( 255 * curve2 );
m_pBeamEffect[3]->SetWidth( 8.0f * curve2 );
m_pBeamEffect[3]->SetEndWidth( 8.0f * curve2 );
}
// Beam updates END
if ( gpGlobals->curtime > ( m_flFadeTime + MORTAR_FADE_LENGTH ) )
{
UTIL_Remove( m_pBeamEffect[0] );
UTIL_Remove( m_pBeamEffect[1] );
UTIL_Remove( m_pBeamEffect[2] );
UTIL_Remove( m_pBeamEffect[3] );
SetThink(NULL);
UTIL_Remove( this );
}
}
//=========================================================
//=========================================================
class CFuncTankMortar : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankMortar, CFuncTank );
CFuncTankMortar() { m_fLastShotMissed = false; }
void Precache( void );
void FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker, bool bIgnoreSpread );
void ShootGun(void);
void Spawn();
void SetNextAttack( float flWait );
// Input handlers.
void InputShootGun( inputdata_t &inputdata );
void InputFireAtWill( inputdata_t &inputdata );
DECLARE_DATADESC();
int m_Magnitude;
float m_fireDelay;
string_t m_fireStartSound;
//string_t m_fireEndSound;
string_t m_incomingSound;
float m_flWarningTime;
float m_flFireVariance;
bool m_fLastShotMissed;
// store future firing event
CBaseEntity *m_pAttacker;
};
LINK_ENTITY_TO_CLASS( func_tankmortar, CFuncTankMortar );
BEGIN_DATADESC( CFuncTankMortar )
DEFINE_KEYFIELD( m_Magnitude, FIELD_INTEGER, "iMagnitude" ),
DEFINE_KEYFIELD( m_fireDelay, FIELD_FLOAT, "firedelay" ),
DEFINE_KEYFIELD( m_fireStartSound, FIELD_STRING, "firestartsound" ),
//DEFINE_KEYFIELD( m_fireEndSound, FIELD_STRING, "fireendsound" ),
DEFINE_KEYFIELD( m_incomingSound, FIELD_STRING, "incomingsound" ),
DEFINE_KEYFIELD( m_flWarningTime, FIELD_TIME, "warningtime" ),
DEFINE_KEYFIELD( m_flFireVariance, FIELD_TIME, "firevariance" ),
DEFINE_FIELD( m_fLastShotMissed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_pAttacker, FIELD_CLASSPTR ),
// Inputs
DEFINE_INPUTFUNC( FIELD_VOID, "ShootGun", InputShootGun ),
DEFINE_INPUTFUNC( FIELD_VOID, "FireAtWill", InputFireAtWill ),
END_DATADESC()
void CFuncTankMortar::Spawn()
{
BaseClass::Spawn();
m_takedamage = DAMAGE_NO;
}
void CFuncTankMortar::Precache( void )
{
if ( m_fireStartSound != NULL_STRING )
PrecacheScriptSound( STRING(m_fireStartSound) );
//if ( m_fireEndSound != NULL_STRING )
// PrecacheScriptSound( STRING(m_fireEndSound) );
if ( m_incomingSound != NULL_STRING )
PrecacheScriptSound( STRING(m_incomingSound) );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CFuncTankMortar::SetNextAttack( float flWait )
{
if ( m_flFireVariance > 0.09 )
flWait += random->RandomFloat( -m_flFireVariance, m_flFireVariance );
BaseClass::SetNextAttack( flWait );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler to make the tank shoot.
//-----------------------------------------------------------------------------
void CFuncTankMortar::InputShootGun( inputdata_t &inputdata )
{
ShootGun();
}
//-----------------------------------------------------------------------------
// This mortar can fire the next round as soon as it is ready. This is not a
// 'sticky' state, it just allows us to get the next shot off as soon as the
// tank is on target. great for scripted applications where you need a shot as
// soon as you can get it.
//-----------------------------------------------------------------------------
void CFuncTankMortar::InputFireAtWill( inputdata_t &inputdata )
{
SetNextAttack( gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankMortar::ShootGun( void )
{
Vector forward;
AngleVectors( GetLocalAngles(), &forward );
UpdateMatrix();
forward = m_parentMatrix.ApplyRotation( forward );
Fire( 1, WorldBarrelPosition(), forward, m_pAttacker, false );
}
void CFuncTankMortar::FiringSequence( const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker )
{
if ( gpGlobals->curtime > GetNextAttack() )
{
ShootGun();
m_fireLast = gpGlobals->curtime;
SetNextAttack( gpGlobals->curtime + (1.0 / m_fireRate ) );
}
else
{
m_fireLast = gpGlobals->curtime;
}
}
void CFuncTankMortar::Fire( int bulletCount, const Vector &barrelEnd, const Vector &vecForward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
Vector vecProjectedPosition = vec3_invalid;
trace_t tr;
if ( m_hTarget )
{
float leadTime = (m_fireDelay * 1.1);
if ( m_hTarget->IsNPC() ) // Give NPCs a little extra grace
leadTime = 1.25;
Vector vLead = m_hTarget->GetSmoothedVelocity() * leadTime;
Vector vNoise;
vecProjectedPosition = m_hTarget->WorldSpaceCenter() + vLead;
vNoise.AsVector2D().Random( -6*12, 6*12);
vNoise.z = 0;
if( m_hTarget->Classify() != CLASS_BULLSEYE )
{
// Don't apply noise when attacking a bullseye.
vecProjectedPosition += vNoise;
}
}
else if ( IsPlayerManned() )
{
CalcPlayerCrosshairTarget( &vecProjectedPosition );
}
else if ( IsNPCManned() )
{
CalcNPCEnemyTarget( &vecProjectedPosition );
//vecProjectedPosition += GetEnemy()->GetSmoothedVelocity() * (m_fireDelay * 1.1);
}
else
return;
#define TARGET_SEARCH_DEPTH 100
// find something interesting to shoot at near the projected position.
Vector delta;
// Make a really rough approximation of the last half of the mortar trajectory and trace it.
// Do this so that mortars fired into windows land on rooftops, and that targets projected
// inside buildings (or out of the world) clip to the world. (usually a building facade)
// Find halfway between the mortar and the target.
Vector vecSpot = ( vecProjectedPosition + GetAbsOrigin() ) * 0.5;
vecSpot.z = GetAbsOrigin().z;
// Trace up to find the fake 'apex' of the shell. The skybox or 1024 units, whichever comes first.
UTIL_TraceLine( vecSpot, vecSpot + Vector(0, 0, 1024), MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
vecSpot = tr.endpos;
//NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, false, 5 );
// Now trace from apex to target
UTIL_TraceLine( vecSpot, vecProjectedPosition, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
if( mortar_visualize.GetBool() )
{
NDebugOverlay::Line( tr.startpos, tr.endpos, 255,0,0, false, 5 );
}
if ( m_fireStartSound != NULL_STRING )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = CHAN_WEAPON;
ep.m_pSoundName = (char*)STRING(m_fireStartSound);
ep.m_flVolume = 1.0f;
ep.m_SoundLevel = SNDLVL_NONE;
EmitSound( filter, entindex(), ep );
}
Vector vecFinalDir = tr.endpos - tr.startpos;
VectorNormalize( vecFinalDir );
CMortarShell::Create( barrelEnd, tr.endpos, vecFinalDir, m_fireDelay, m_flWarningTime, m_incomingSound );
BaseClass::Fire( bulletCount, barrelEnd, vecForward, this, bIgnoreSpread );
}
//-----------------------------------------------------------------------------
// Purpose: Func tank that fires physics cannisters placed on it
//-----------------------------------------------------------------------------
class CFuncTankPhysCannister : public CFuncTank
{
public:
DECLARE_CLASS( CFuncTankPhysCannister, CFuncTank );
DECLARE_DATADESC();
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
protected:
string_t m_iszBarrelVolume;
CHandle<CBaseTrigger> m_hBarrelVolume;
};
LINK_ENTITY_TO_CLASS( func_tankphyscannister, CFuncTankPhysCannister );
BEGIN_DATADESC( CFuncTankPhysCannister )
DEFINE_KEYFIELD( m_iszBarrelVolume, FIELD_STRING, "barrel_volume" ),
DEFINE_FIELD( m_hBarrelVolume, FIELD_EHANDLE ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFuncTankPhysCannister::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
// Find our barrel volume
if ( !m_hBarrelVolume )
{
if ( m_iszBarrelVolume != NULL_STRING )
{
m_hBarrelVolume = dynamic_cast<CBaseTrigger*>( gEntList.FindEntityByName( NULL, m_iszBarrelVolume ) );
}
if ( !m_hBarrelVolume )
{
Msg("ERROR: Couldn't find barrel volume for func_tankphyscannister %s.\n", STRING(GetEntityName()) );
return;
}
}
// Do we have a cannister in our barrel volume?
CPhysicsCannister *pCannister = (CPhysicsCannister *)m_hBarrelVolume->GetTouchedEntityOfType( "physics_cannister" );
if ( !pCannister )
{
// Play a no-ammo sound
return;
}
// Fire the cannister!
pCannister->CannisterFire( pAttacker );
}
//=========================================================
//=========================================================
static const char *s_pUpdateBeamThinkContext = "UpdateBeamThinkContext";
#define COMBINE_CANNON_BEAM "effects/blueblacklargebeam.vmt"
//#define COMBINE_CANNON_BEAM "sprites/strider_bluebeam.vmt"
class CFuncTankCombineCannon : public CFuncTankGun
{
DECLARE_CLASS( CFuncTankCombineCannon, CFuncTankGun );
void Precache();
void Spawn();
void CreateBeam();
void DestroyBeam();
void FuncTankPostThink();
void AdjustRateOfFire();
void UpdateBeamThink( void );
void Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread );
void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
void TankDeactivate();
void InputSetTargetEntity( inputdata_t &inputdata );
void InputClearTargetEntity( inputdata_t &inputdata );
void InputEnableHarrass( inputdata_t &inputdata );
void InputDisableHarrass( inputdata_t &inputdata );
COutputEvent m_OnShotAtPlayer;
CHandle<CBeam> m_hBeam;
DECLARE_DATADESC();
private:
float m_originalFireRate;
float m_flTimeNextSweep;
float m_flTimeBeamOn;
Vector m_vecTrueForward;
bool m_bShouldHarrass;
bool m_bLastTargetWasNPC; // Tells whether the last entity we fired a shot at was an NPC (otherwise it was the player)
};
BEGIN_DATADESC( CFuncTankCombineCannon )
DEFINE_FIELD( m_originalFireRate, FIELD_FLOAT ),
DEFINE_THINKFUNC( UpdateBeamThink ),
DEFINE_FIELD( m_flTimeNextSweep, FIELD_TIME ),
DEFINE_FIELD( m_flTimeBeamOn, FIELD_TIME ),
DEFINE_FIELD( m_hBeam, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecTrueForward, FIELD_VECTOR ),
DEFINE_FIELD( m_bShouldHarrass, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bLastTargetWasNPC, FIELD_BOOLEAN ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableHarrass", InputEnableHarrass ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableHarrass", InputDisableHarrass ),
DEFINE_OUTPUT( m_OnShotAtPlayer, "OnShotAtPlayer" ),
END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::Precache()
{
m_originalFireRate = m_fireRate;
PrecacheModel(COMBINE_CANNON_BEAM);
PrecacheParticleSystem( "Weapon_Combine_Ion_Cannon" );
BaseClass::Precache();
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::Spawn()
{
BaseClass::Spawn();
m_flTimeBeamOn = gpGlobals->curtime;
CreateBeam();
m_bShouldHarrass = true;
GetVectors( &m_vecTrueForward, NULL, NULL );
m_bLastTargetWasNPC = false;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::CreateBeam()
{
if (!m_hBeam && gpGlobals->curtime >= m_flTimeBeamOn )
{
m_hBeam = CBeam::BeamCreate( COMBINE_CANNON_BEAM, 1.0f );
m_hBeam->SetColor( 255, 255, 255 );
SetContextThink( &CFuncTankCombineCannon::UpdateBeamThink, gpGlobals->curtime, s_pUpdateBeamThinkContext );
}
else
{
// Beam seems to be on, or I'm not supposed to have it on at the moment.
return;
}
Vector vecInitialAim;
AngleVectors( GetAbsAngles(), &vecInitialAim, NULL, NULL );
m_hBeam->PointsInit( WorldBarrelPosition(), WorldBarrelPosition() + vecInitialAim );
m_hBeam->SetBrightness( 255 );
m_hBeam->SetNoise( 0 );
m_hBeam->SetWidth( 3.0f );
m_hBeam->SetEndWidth( 0 );
m_hBeam->SetScrollRate( 0 );
m_hBeam->SetFadeLength( 60 ); // five feet to fade out
//m_hBeam->SetHaloTexture( sHaloSprite );
m_hBeam->SetHaloScale( 4.0f );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::DestroyBeam()
{
if( m_hBeam )
{
UTIL_Remove( m_hBeam );
m_hBeam.Set(NULL);
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::AdjustRateOfFire()
{
// Maintain 1.5 rounds per second rate of fire.
m_fireRate = 1.5;
/*
if( m_hTarget.Get() != NULL && m_hTarget->IsPlayer() )
{
if( m_bLastTargetWasNPC )
{
// Cheat, and be able to fire RIGHT NOW if the target is a player and the
// last target I fired at was an NPC. This prevents the player from running
// for it while the gun is busy dealing with NPCs
SetNextAttack( gpGlobals->curtime );
}
}
*/
}
//---------------------------------------------------------
//---------------------------------------------------------
#define COMBINE_CANNON_BEAM_MAX_DIST 1900.0f
void CFuncTankCombineCannon::UpdateBeamThink()
{
SetContextThink( &CFuncTankCombineCannon::UpdateBeamThink, gpGlobals->curtime + 0.025, s_pUpdateBeamThinkContext );
// Always try to create the beam.
CreateBeam();
if( !m_hBeam )
return;
trace_t trBeam;
trace_t trShot;
trace_t trBlockLOS;
Vector vecBarrel = WorldBarrelPosition();
Vector vecAim;
AngleVectors( GetAbsAngles(), &vecAim, NULL, NULL );
AI_TraceLine( vecBarrel, vecBarrel + vecAim * COMBINE_CANNON_BEAM_MAX_DIST, MASK_SHOT, this, COLLISION_GROUP_NONE, &trBeam );
m_hBeam->SetStartPos( trBeam.startpos );
m_hBeam->SetEndPos( trBeam.endpos );
if( !(m_spawnflags & SF_TANK_AIM_AT_POS) )
{
SetTargetPosition( trBeam.endpos );
}
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::FuncTankPostThink()
{
AdjustRateOfFire();
if( m_hTarget.Get() == NULL )
{
if( gpGlobals->curtime > m_flTimeNextSweep )
{
AddSpawnFlags( SF_TANK_AIM_AT_POS );
Vector vecTargetPosition = GetTargetPosition();
CBasePlayer *pPlayer = AI_GetSinglePlayer();
Vector vecToPlayer = pPlayer->WorldSpaceCenter() - GetAbsOrigin();
vecToPlayer.NormalizeInPlace();
bool bHarass = false;
float flDot = DotProduct( m_vecTrueForward, vecToPlayer );
if( flDot >= 0.9f && m_bShouldHarrass )
{
//Msg("%s Harrassing player\n", GetDebugName() );
vecTargetPosition = pPlayer->EyePosition();
bHarass = true;
}
else
{
//Msg( "%s Bored\n", GetDebugName() );
// Just point off in the distance, more or less directly ahead of me.
vecTargetPosition = GetAbsOrigin() + m_vecTrueForward * 1900.0f;
}
int i;
Vector vecTest;
bool bFoundPoint = false;
for( i = 0 ; i < 5 ; i++ )
{
vecTest = vecTargetPosition;
if( bHarass )
{
vecTest.x += random->RandomFloat( -48, 48 );
vecTest.y += random->RandomFloat( -48, 48 );
vecTest.z += random->RandomFloat( 16, 48 );
}
else
{
vecTest.x += random->RandomFloat( -48, 48 );
vecTest.y += random->RandomFloat( -48, 48 );
vecTest.z += random->RandomFloat( -48, 48 );
}
// Get the barrel position
Vector vecBarrelEnd = WorldBarrelPosition();
trace_t trLOS;
trace_t trShoot;
// Ignore the func_tank and any prop it's parented to, and check line of sight to the point
// Trace to the point. If an opaque trace doesn't reach the point, that means the beam hit
// something closer, (including a blockLOS), so try again.
CTraceFilterSkipTwoEntities traceFilter( this, GetParent(), COLLISION_GROUP_NONE );
AI_TraceLine( vecBarrelEnd, vecTest, MASK_BLOCKLOS_AND_NPCS, &traceFilter, &trLOS );
AI_TraceLine( vecBarrelEnd, vecTest, MASK_SHOT, &traceFilter, &trShoot );
if( trLOS.fraction < trShoot.fraction )
{
// Damn block LOS brushes.
continue;
}
//Msg("Point is visible in %d tries\n", i);
bFoundPoint = true;
break;
}
if( bFoundPoint )
{
vecTargetPosition = vecTest;
SetTargetPosition( vecTargetPosition );
//Msg("New place\n");
}
if( bHarass )
{
m_flTimeNextSweep = gpGlobals->curtime + random->RandomFloat( 0.25f, 0.75f );
}
else
{
m_flTimeNextSweep = gpGlobals->curtime + random->RandomFloat( 1, 3 );
}
}
}
else
{
//Msg("%d engaging: %s\n", entindex(), m_hTarget->GetClassname() );
RemoveSpawnFlags( SF_TANK_AIM_AT_POS );
}
}
//---------------------------------------------------------
// A normal func_tank uses a method of aiming the gun that will
// always follow a fast-moving player. This is because the func_tank
// turns the weapon by applying angular velocities in the early
// phase of the func_tank's Think(). Because the bullet is fired
// later in the same think, it is fired before the game physics have
// updated the func_tank's angles using the newly-computed angular
// velocity, so the bullet always trails the target slightly.
// This is unacceptable for the Combine Cannon, as the cannon MUST
// strike a moving player with absolute certainty. As a quick
// remedy, this code allows the combine cannon to fire a bullet
// at a slightly different angle than the gun is aiming, to
// ensure a hit. Large discrepancies are ignored and we accept
// the miss instead of presenting a bullet fired at an obviously
// adjusted angle.
//---------------------------------------------------------
void CFuncTankCombineCannon::Fire( int bulletCount, const Vector &barrelEnd, const Vector &forward, CBaseEntity *pAttacker, bool bIgnoreSpread )
{
// Specifically do NOT fire in aim at pos mode. This is just for show.
if( HasSpawnFlags(SF_TANK_AIM_AT_POS) )
return;
Vector vecAdjustedForward = forward;
if( m_hTarget != NULL )
{
Vector vecToTarget = m_hTarget->BodyTarget( barrelEnd, false ) - barrelEnd;
VectorNormalize( vecToTarget );
float flDot = DotProduct( vecToTarget, forward );
if( flDot >= 0.97 )
{
vecAdjustedForward = vecToTarget;
}
if( m_hTarget->IsNPC() )
m_bLastTargetWasNPC = true;
else
m_bLastTargetWasNPC = false;
if( m_hTarget->IsPlayer() )
m_OnShotAtPlayer.FireOutput( this, this );
}
BaseClass::Fire( bulletCount, barrelEnd, vecAdjustedForward, pAttacker, bIgnoreSpread );
// Turn off the beam and tell it to stay off for a bit. We want it to look like the beam became the
// ion cannon 'rail gun' effect.
DestroyBeam();
m_flTimeBeamOn = gpGlobals->curtime + 0.2f;
m_flTimeNextSweep = gpGlobals->curtime + random->RandomInt( 1.0f, 2.0f );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
// If the shot passed near the player, shake the screen.
if( AI_IsSinglePlayer() )
{
Vector vecPlayer = AI_GetSinglePlayer()->EyePosition();
Vector vecNearestPoint = PointOnLineNearestPoint( vecTracerSrc, tr.endpos, vecPlayer );
float flDist = vecPlayer.DistTo( vecNearestPoint );
if( flDist >= 10.0f && flDist <= 120.0f )
{
// Don't shake the screen if we're hit (within 10 inches), but do shake if a shot otherwise comes within 10 feet.
UTIL_ScreenShake( vecNearestPoint, 10, 60, 0.3, 120.0f, SHAKE_START, false );
}
}
// Send the railgun effect
DispatchParticleEffect( "Weapon_Combine_Ion_Cannon", vecTracerSrc, tr.endpos, vec3_angle, NULL );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::TankDeactivate()
{
DestroyBeam();
m_flTimeBeamOn = gpGlobals->curtime + 1.0f;
SetContextThink( NULL, 0, s_pUpdateBeamThinkContext );
BaseClass::TankDeactivate();
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::InputSetTargetEntity( inputdata_t &inputdata )
{
BaseClass::InputSetTargetEntity( inputdata );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::InputClearTargetEntity( inputdata_t &inputdata )
{
/*
m_targetEntityName = NULL_STRING;
m_hTarget = NULL;
// No longer aim at target position if have one
m_spawnflags &= ~SF_TANK_AIM_AT_POS;
*/
BaseClass::InputClearTargetEntity( inputdata );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::InputEnableHarrass( inputdata_t &inputdata )
{
m_bShouldHarrass = true;
}
//---------------------------------------------------------
//---------------------------------------------------------
void CFuncTankCombineCannon::InputDisableHarrass( inputdata_t &inputdata )
{
m_bShouldHarrass = false;
}
LINK_ENTITY_TO_CLASS( func_tank_combine_cannon, CFuncTankCombineCannon );