mirror of
https://github.com/nillerusr/source-engine.git
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2377 lines
65 KiB
C++
2377 lines
65 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon.h"
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#include "basecombatcharacter.h"
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#include "movie_explosion.h"
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#include "soundent.h"
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#include "player.h"
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#include "rope.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "explode.h"
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#include "util.h"
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#include "in_buttons.h"
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#include "weapon_rpg.h"
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#include "shake.h"
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#include "ai_basenpc.h"
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#include "ai_squad.h"
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#include "te_effect_dispatch.h"
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#include "triggers.h"
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#include "smoke_trail.h"
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#include "collisionutils.h"
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#include "hl2_shareddefs.h"
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#include "rumble_shared.h"
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#include "gamestats.h"
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#ifdef PORTAL
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#include "portal_util_shared.h"
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#endif
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#ifdef HL2_DLL
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extern int g_interactionPlayerLaunchedRPG;
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define RPG_SPEED 1500
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static ConVar sk_apc_missile_damage("sk_apc_missile_damage", "15");
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ConVar rpg_missle_use_custom_detonators( "rpg_missle_use_custom_detonators", "1" );
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#define APC_MISSILE_DAMAGE sk_apc_missile_damage.GetFloat()
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const char *g_pLaserDotThink = "LaserThinkContext";
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//-----------------------------------------------------------------------------
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// Laser Dot
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//-----------------------------------------------------------------------------
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class CLaserDot : public CSprite
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{
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DECLARE_CLASS( CLaserDot, CSprite );
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public:
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CLaserDot( void );
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~CLaserDot( void );
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static CLaserDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true );
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void SetTargetEntity( CBaseEntity *pTarget ) { m_hTargetEnt = pTarget; }
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CBaseEntity *GetTargetEntity( void ) { return m_hTargetEnt; }
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void SetLaserPosition( const Vector &origin, const Vector &normal );
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Vector GetChasePosition();
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void TurnOn( void );
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void TurnOff( void );
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bool IsOn() const { return m_bIsOn; }
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void Toggle( void );
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void LaserThink( void );
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int ObjectCaps() { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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void MakeInvisible( void );
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protected:
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Vector m_vecSurfaceNormal;
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EHANDLE m_hTargetEnt;
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bool m_bVisibleLaserDot;
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bool m_bIsOn;
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DECLARE_DATADESC();
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public:
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CLaserDot *m_pNext;
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};
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// a list of laser dots to search quickly
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CEntityClassList<CLaserDot> g_LaserDotList;
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template <> CLaserDot *CEntityClassList<CLaserDot>::m_pClassList = NULL;
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CLaserDot *GetLaserDotList()
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{
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return g_LaserDotList.m_pClassList;
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}
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BEGIN_DATADESC( CMissile )
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DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hRocketTrail, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flAugerTime, FIELD_TIME ),
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DEFINE_FIELD( m_flMarkDeadTime, FIELD_TIME ),
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DEFINE_FIELD( m_flGracePeriodEndsAt, FIELD_TIME ),
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DEFINE_FIELD( m_flDamage, FIELD_FLOAT ),
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DEFINE_FIELD( m_bCreateDangerSounds, FIELD_BOOLEAN ),
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// Function Pointers
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DEFINE_FUNCTION( MissileTouch ),
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DEFINE_FUNCTION( AccelerateThink ),
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DEFINE_FUNCTION( AugerThink ),
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DEFINE_FUNCTION( IgniteThink ),
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DEFINE_FUNCTION( SeekThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( rpg_missile, CMissile );
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class CWeaponRPG;
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CMissile::CMissile()
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{
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m_hRocketTrail = NULL;
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m_bCreateDangerSounds = false;
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}
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CMissile::~CMissile()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CMissile::Precache( void )
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{
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PrecacheModel( "models/weapons/w_missile.mdl" );
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PrecacheModel( "models/weapons/w_missile_launch.mdl" );
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PrecacheModel( "models/weapons/w_missile_closed.mdl" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CMissile::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_BBOX );
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SetModel("models/weapons/w_missile_launch.mdl");
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UTIL_SetSize( this, -Vector(4,4,4), Vector(4,4,4) );
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SetTouch( &CMissile::MissileTouch );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetThink( &CMissile::IgniteThink );
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SetNextThink( gpGlobals->curtime + 0.3f );
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SetDamage( 200.0f );
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m_takedamage = DAMAGE_YES;
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m_iHealth = m_iMaxHealth = 100;
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m_bloodColor = DONT_BLEED;
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m_flGracePeriodEndsAt = 0;
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AddFlag( FL_OBJECT );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CMissile::Event_Killed( const CTakeDamageInfo &info )
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{
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m_takedamage = DAMAGE_NO;
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ShotDown();
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}
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unsigned int CMissile::PhysicsSolidMaskForEntity( void ) const
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{
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return BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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int CMissile::OnTakeDamage_Alive( const CTakeDamageInfo &info )
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{
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if ( ( info.GetDamageType() & (DMG_MISSILEDEFENSE | DMG_AIRBOAT) ) == false )
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return 0;
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bool bIsDamaged;
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if( m_iHealth <= AugerHealth() )
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{
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// This missile is already damaged (i.e., already running AugerThink)
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bIsDamaged = true;
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}
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else
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{
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// This missile isn't damaged enough to wobble in flight yet
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bIsDamaged = false;
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}
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int nRetVal = BaseClass::OnTakeDamage_Alive( info );
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if( !bIsDamaged )
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{
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if ( m_iHealth <= AugerHealth() )
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{
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ShotDown();
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}
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}
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return nRetVal;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stops any kind of tracking and shoots dumb
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//-----------------------------------------------------------------------------
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void CMissile::DumbFire( void )
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{
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SetThink( NULL );
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SetMoveType( MOVETYPE_FLY );
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SetModel("models/weapons/w_missile.mdl");
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UTIL_SetSize( this, vec3_origin, vec3_origin );
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EmitSound( "Missile.Ignite" );
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// Smoke trail.
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CreateSmokeTrail();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMissile::SetGracePeriod( float flGracePeriod )
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{
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m_flGracePeriodEndsAt = gpGlobals->curtime + flGracePeriod;
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// Go non-solid until the grace period ends
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AddSolidFlags( FSOLID_NOT_SOLID );
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CMissile::AccelerateThink( void )
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{
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Vector vecForward;
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// !!!UNDONE - make this work exactly the same as HL1 RPG, lest we have looping sound bugs again!
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EmitSound( "Missile.Accelerate" );
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// SetEffects( EF_LIGHT );
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AngleVectors( GetLocalAngles(), &vecForward );
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SetAbsVelocity( vecForward * RPG_SPEED );
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SetThink( &CMissile::SeekThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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#define AUGER_YDEVIANCE 20.0f
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#define AUGER_XDEVIANCEUP 8.0f
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#define AUGER_XDEVIANCEDOWN 1.0f
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CMissile::AugerThink( void )
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{
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// If we've augered long enough, then just explode
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if ( m_flAugerTime < gpGlobals->curtime )
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{
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Explode();
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return;
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}
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if ( m_flMarkDeadTime < gpGlobals->curtime )
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{
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m_lifeState = LIFE_DYING;
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}
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QAngle angles = GetLocalAngles();
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angles.y += random->RandomFloat( -AUGER_YDEVIANCE, AUGER_YDEVIANCE );
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angles.x += random->RandomFloat( -AUGER_XDEVIANCEDOWN, AUGER_XDEVIANCEUP );
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SetLocalAngles( angles );
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Vector vecForward;
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AngleVectors( GetLocalAngles(), &vecForward );
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SetAbsVelocity( vecForward * 1000.0f );
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SetNextThink( gpGlobals->curtime + 0.05f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Causes the missile to spiral to the ground and explode, due to damage
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//-----------------------------------------------------------------------------
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void CMissile::ShotDown( void )
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{
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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DispatchEffect( "RPGShotDown", data );
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if ( m_hRocketTrail != NULL )
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{
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m_hRocketTrail->m_bDamaged = true;
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}
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SetThink( &CMissile::AugerThink );
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SetNextThink( gpGlobals->curtime );
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m_flAugerTime = gpGlobals->curtime + 1.5f;
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m_flMarkDeadTime = gpGlobals->curtime + 0.75;
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// Let the RPG start reloading immediately
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if ( m_hOwner != NULL )
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{
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m_hOwner->NotifyRocketDied();
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m_hOwner = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// The actual explosion
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//-----------------------------------------------------------------------------
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void CMissile::DoExplosion( void )
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{
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// Explode
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ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), GetOwnerEntity(), GetDamage(), CMissile::EXPLOSION_RADIUS,
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SF_ENVEXPLOSION_NOSPARKS | SF_ENVEXPLOSION_NODLIGHTS | SF_ENVEXPLOSION_NOSMOKE, 0.0f, this);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMissile::Explode( void )
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{
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// Don't explode against the skybox. Just pretend that
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// the missile flies off into the distance.
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Vector forward;
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GetVectors( &forward, NULL, NULL );
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trace_t tr;
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + forward * 16, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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m_takedamage = DAMAGE_NO;
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SetSolid( SOLID_NONE );
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if( tr.fraction == 1.0 || !(tr.surface.flags & SURF_SKY) )
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{
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DoExplosion();
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}
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if( m_hRocketTrail )
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{
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m_hRocketTrail->SetLifetime(0.1f);
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m_hRocketTrail = NULL;
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}
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if ( m_hOwner != NULL )
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{
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m_hOwner->NotifyRocketDied();
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m_hOwner = NULL;
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}
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StopSound( "Missile.Ignite" );
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UTIL_Remove( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CMissile::MissileTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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// Don't touch triggers (but DO hit weapons)
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if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) && pOther->GetCollisionGroup() != COLLISION_GROUP_WEAPON )
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{
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// Some NPCs are triggers that can take damage (like antlion grubs). We should hit them.
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if ( ( pOther->m_takedamage == DAMAGE_NO ) || ( pOther->m_takedamage == DAMAGE_EVENTS_ONLY ) )
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return;
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}
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Explode();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMissile::CreateSmokeTrail( void )
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{
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if ( m_hRocketTrail )
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return;
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// Smoke trail.
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if ( (m_hRocketTrail = RocketTrail::CreateRocketTrail()) != NULL )
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{
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m_hRocketTrail->m_Opacity = 0.2f;
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m_hRocketTrail->m_SpawnRate = 100;
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m_hRocketTrail->m_ParticleLifetime = 0.5f;
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m_hRocketTrail->m_StartColor.Init( 0.65f, 0.65f , 0.65f );
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m_hRocketTrail->m_EndColor.Init( 0.0, 0.0, 0.0 );
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m_hRocketTrail->m_StartSize = 8;
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m_hRocketTrail->m_EndSize = 32;
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m_hRocketTrail->m_SpawnRadius = 4;
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m_hRocketTrail->m_MinSpeed = 2;
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m_hRocketTrail->m_MaxSpeed = 16;
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m_hRocketTrail->SetLifetime( 999 );
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m_hRocketTrail->FollowEntity( this, "0" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMissile::IgniteThink( void )
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{
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SetMoveType( MOVETYPE_FLY );
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SetModel("models/weapons/w_missile.mdl");
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UTIL_SetSize( this, vec3_origin, vec3_origin );
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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//TODO: Play opening sound
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Vector vecForward;
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EmitSound( "Missile.Ignite" );
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AngleVectors( GetLocalAngles(), &vecForward );
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SetAbsVelocity( vecForward * RPG_SPEED );
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SetThink( &CMissile::SeekThink );
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SetNextThink( gpGlobals->curtime );
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if ( m_hOwner && m_hOwner->GetOwner() )
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{
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CBasePlayer *pPlayer = ToBasePlayer( m_hOwner->GetOwner() );
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if ( pPlayer )
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{
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color32 white = { 255,225,205,64 };
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UTIL_ScreenFade( pPlayer, white, 0.1f, 0.0f, FFADE_IN );
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pPlayer->RumbleEffect( RUMBLE_RPG_MISSILE, 0, RUMBLE_FLAG_RESTART );
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}
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}
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CreateSmokeTrail();
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}
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//-----------------------------------------------------------------------------
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// Gets the shooting position
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//-----------------------------------------------------------------------------
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void CMissile::GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition )
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{
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if ( pLaserDot->GetOwnerEntity() != NULL )
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{
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//FIXME: Do we care this isn't exactly the muzzle position?
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*pShootPosition = pLaserDot->GetOwnerEntity()->WorldSpaceCenter();
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}
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else
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{
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*pShootPosition = pLaserDot->GetChasePosition();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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#define RPG_HOMING_SPEED 0.125f
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void CMissile::ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed )
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{
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*pHomingSpeed = RPG_HOMING_SPEED;
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if ( pLaserDot->GetTargetEntity() )
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{
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*pActualDotPosition = pLaserDot->GetChasePosition();
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return;
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}
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Vector vLaserStart;
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GetShootPosition( pLaserDot, &vLaserStart );
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//Get the laser's vector
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Vector vLaserDir;
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VectorSubtract( pLaserDot->GetChasePosition(), vLaserStart, vLaserDir );
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//Find the length of the current laser
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float flLaserLength = VectorNormalize( vLaserDir );
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//Find the length from the missile to the laser's owner
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float flMissileLength = GetAbsOrigin().DistTo( vLaserStart );
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//Find the length from the missile to the laser's position
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Vector vecTargetToMissile;
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VectorSubtract( GetAbsOrigin(), pLaserDot->GetChasePosition(), vecTargetToMissile );
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float flTargetLength = VectorNormalize( vecTargetToMissile );
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// See if we should chase the line segment nearest us
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if ( ( flMissileLength < flLaserLength ) || ( flTargetLength <= 512.0f ) )
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{
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*pActualDotPosition = UTIL_PointOnLineNearestPoint( vLaserStart, pLaserDot->GetChasePosition(), GetAbsOrigin() );
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*pActualDotPosition += ( vLaserDir * 256.0f );
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}
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else
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{
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// Otherwise chase the dot
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*pActualDotPosition = pLaserDot->GetChasePosition();
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}
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// NDebugOverlay::Line( pLaserDot->GetChasePosition(), vLaserStart, 0, 255, 0, true, 0.05f );
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// NDebugOverlay::Line( GetAbsOrigin(), *pActualDotPosition, 255, 0, 0, true, 0.05f );
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// NDebugOverlay::Cross3D( *pActualDotPosition, -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.05f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
|
|
void CMissile::SeekThink( void )
|
|
{
|
|
CBaseEntity *pBestDot = NULL;
|
|
float flBestDist = MAX_TRACE_LENGTH;
|
|
float dotDist;
|
|
|
|
// If we have a grace period, go solid when it ends
|
|
if ( m_flGracePeriodEndsAt )
|
|
{
|
|
if ( m_flGracePeriodEndsAt < gpGlobals->curtime )
|
|
{
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
m_flGracePeriodEndsAt = 0;
|
|
}
|
|
}
|
|
|
|
//Search for all dots relevant to us
|
|
for( CLaserDot *pEnt = GetLaserDotList(); pEnt != NULL; pEnt = pEnt->m_pNext )
|
|
{
|
|
if ( !pEnt->IsOn() )
|
|
continue;
|
|
|
|
if ( pEnt->GetOwnerEntity() != GetOwnerEntity() )
|
|
continue;
|
|
|
|
dotDist = (GetAbsOrigin() - pEnt->GetAbsOrigin()).Length();
|
|
|
|
//Find closest
|
|
if ( dotDist < flBestDist )
|
|
{
|
|
pBestDot = pEnt;
|
|
flBestDist = dotDist;
|
|
}
|
|
}
|
|
|
|
if( hl2_episodic.GetBool() )
|
|
{
|
|
if( flBestDist <= ( GetAbsVelocity().Length() * 2.5f ) && FVisible( pBestDot->GetAbsOrigin() ) )
|
|
{
|
|
// Scare targets
|
|
CSoundEnt::InsertSound( SOUND_DANGER, pBestDot->GetAbsOrigin(), CMissile::EXPLOSION_RADIUS, 0.2f, pBestDot, SOUNDENT_CHANNEL_REPEATED_DANGER, NULL );
|
|
}
|
|
}
|
|
|
|
if ( rpg_missle_use_custom_detonators.GetBool() )
|
|
{
|
|
for ( int i = gm_CustomDetonators.Count() - 1; i >=0; --i )
|
|
{
|
|
CustomDetonator_t &detonator = gm_CustomDetonators[i];
|
|
if ( !detonator.hEntity )
|
|
{
|
|
gm_CustomDetonators.FastRemove( i );
|
|
}
|
|
else
|
|
{
|
|
const Vector &vPos = detonator.hEntity->CollisionProp()->WorldSpaceCenter();
|
|
if ( detonator.halfHeight > 0 )
|
|
{
|
|
if ( fabsf( vPos.z - GetAbsOrigin().z ) < detonator.halfHeight )
|
|
{
|
|
if ( ( GetAbsOrigin().AsVector2D() - vPos.AsVector2D() ).LengthSqr() < detonator.radiusSq )
|
|
{
|
|
Explode();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( ( GetAbsOrigin() - vPos ).LengthSqr() < detonator.radiusSq )
|
|
{
|
|
Explode();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//If we have a dot target
|
|
if ( pBestDot == NULL )
|
|
{
|
|
//Think as soon as possible
|
|
SetNextThink( gpGlobals->curtime );
|
|
return;
|
|
}
|
|
|
|
CLaserDot *pLaserDot = (CLaserDot *)pBestDot;
|
|
Vector targetPos;
|
|
|
|
float flHomingSpeed;
|
|
Vector vecLaserDotPosition;
|
|
ComputeActualDotPosition( pLaserDot, &targetPos, &flHomingSpeed );
|
|
|
|
if ( IsSimulatingOnAlternateTicks() )
|
|
flHomingSpeed *= 2;
|
|
|
|
Vector vTargetDir;
|
|
VectorSubtract( targetPos, GetAbsOrigin(), vTargetDir );
|
|
float flDist = VectorNormalize( vTargetDir );
|
|
|
|
if( pLaserDot->GetTargetEntity() != NULL && flDist <= 240.0f && hl2_episodic.GetBool() )
|
|
{
|
|
// Prevent the missile circling the Strider like a Halo in ep1_c17_06. If the missile gets within 20
|
|
// feet of a Strider, tighten up the turn speed of the missile so it can break the halo and strike. (sjb 4/27/2006)
|
|
if( pLaserDot->GetTargetEntity()->ClassMatches( "npc_strider" ) )
|
|
{
|
|
flHomingSpeed *= 1.75f;
|
|
}
|
|
}
|
|
|
|
Vector vDir = GetAbsVelocity();
|
|
float flSpeed = VectorNormalize( vDir );
|
|
Vector vNewVelocity = vDir;
|
|
if ( gpGlobals->frametime > 0.0f )
|
|
{
|
|
if ( flSpeed != 0 )
|
|
{
|
|
vNewVelocity = ( flHomingSpeed * vTargetDir ) + ( ( 1 - flHomingSpeed ) * vDir );
|
|
|
|
// This computation may happen to cancel itself out exactly. If so, slam to targetdir.
|
|
if ( VectorNormalize( vNewVelocity ) < 1e-3 )
|
|
{
|
|
vNewVelocity = (flDist != 0) ? vTargetDir : vDir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vNewVelocity = vTargetDir;
|
|
}
|
|
}
|
|
|
|
QAngle finalAngles;
|
|
VectorAngles( vNewVelocity, finalAngles );
|
|
SetAbsAngles( finalAngles );
|
|
|
|
vNewVelocity *= flSpeed;
|
|
SetAbsVelocity( vNewVelocity );
|
|
|
|
if( GetAbsVelocity() == vec3_origin )
|
|
{
|
|
// Strange circumstances have brought this missile to halt. Just blow it up.
|
|
Explode();
|
|
return;
|
|
}
|
|
|
|
// Think as soon as possible
|
|
SetNextThink( gpGlobals->curtime );
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
if ( m_bCreateDangerSounds == true )
|
|
{
|
|
trace_t tr;
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 0.5, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 100, 0.2, this, SOUNDENT_CHANNEL_REPEATED_DANGER );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//
|
|
// Input : &vecOrigin -
|
|
// &vecAngles -
|
|
// NULL -
|
|
//
|
|
// Output : CMissile
|
|
//-----------------------------------------------------------------------------
|
|
CMissile *CMissile::Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner = NULL )
|
|
{
|
|
//CMissile *pMissile = (CMissile *)CreateEntityByName("rpg_missile" );
|
|
CMissile *pMissile = (CMissile *) CBaseEntity::Create( "rpg_missile", vecOrigin, vecAngles, CBaseEntity::Instance( pentOwner ) );
|
|
pMissile->SetOwnerEntity( Instance( pentOwner ) );
|
|
pMissile->Spawn();
|
|
pMissile->AddEffects( EF_NOSHADOW );
|
|
|
|
Vector vecForward;
|
|
AngleVectors( vecAngles, &vecForward );
|
|
|
|
pMissile->SetAbsVelocity( vecForward * 300 + Vector( 0,0, 128 ) );
|
|
|
|
return pMissile;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CUtlVector<CMissile::CustomDetonator_t> CMissile::gm_CustomDetonators;
|
|
|
|
void CMissile::AddCustomDetonator( CBaseEntity *pEntity, float radius, float height )
|
|
{
|
|
int i = gm_CustomDetonators.AddToTail();
|
|
gm_CustomDetonators[i].hEntity = pEntity;
|
|
gm_CustomDetonators[i].radiusSq = Square( radius );
|
|
gm_CustomDetonators[i].halfHeight = height * 0.5f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CMissile::RemoveCustomDetonator( CBaseEntity *pEntity )
|
|
{
|
|
for ( int i = 0; i < gm_CustomDetonators.Count(); i++ )
|
|
{
|
|
if ( gm_CustomDetonators[i].hEntity == pEntity )
|
|
{
|
|
gm_CustomDetonators.FastRemove( i );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This entity is used to create little force boxes that the helicopter
|
|
// should avoid.
|
|
//-----------------------------------------------------------------------------
|
|
class CInfoAPCMissileHint : public CBaseEntity
|
|
{
|
|
DECLARE_DATADESC();
|
|
|
|
public:
|
|
DECLARE_CLASS( CInfoAPCMissileHint, CBaseEntity );
|
|
|
|
virtual void Spawn( );
|
|
virtual void Activate();
|
|
virtual void UpdateOnRemove();
|
|
|
|
static CBaseEntity *FindAimTarget( CBaseEntity *pMissile, const char *pTargetName,
|
|
const Vector &vecCurrentTargetPos, const Vector &vecCurrentTargetVel );
|
|
|
|
private:
|
|
EHANDLE m_hTarget;
|
|
|
|
typedef CHandle<CInfoAPCMissileHint> APCMissileHintHandle_t;
|
|
static CUtlVector< APCMissileHintHandle_t > s_APCMissileHints;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// This entity is used to create little force boxes that the helicopters should avoid.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
CUtlVector< CInfoAPCMissileHint::APCMissileHintHandle_t > CInfoAPCMissileHint::s_APCMissileHints;
|
|
|
|
LINK_ENTITY_TO_CLASS( info_apc_missile_hint, CInfoAPCMissileHint );
|
|
|
|
BEGIN_DATADESC( CInfoAPCMissileHint )
|
|
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE ),
|
|
END_DATADESC()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Spawn, remove
|
|
//-----------------------------------------------------------------------------
|
|
void CInfoAPCMissileHint::Spawn( )
|
|
{
|
|
SetModel( STRING( GetModelName() ) );
|
|
SetSolid( SOLID_BSP );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
AddEffects( EF_NODRAW );
|
|
}
|
|
|
|
void CInfoAPCMissileHint::Activate( )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
m_hTarget = gEntList.FindEntityByName( NULL, m_target );
|
|
if ( m_hTarget == NULL )
|
|
{
|
|
DevWarning( "%s: Could not find target '%s'!\n", GetClassname(), STRING( m_target ) );
|
|
}
|
|
else
|
|
{
|
|
s_APCMissileHints.AddToTail( this );
|
|
}
|
|
}
|
|
|
|
void CInfoAPCMissileHint::UpdateOnRemove( )
|
|
{
|
|
s_APCMissileHints.FindAndRemove( this );
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Where are how should we avoid?
|
|
//-----------------------------------------------------------------------------
|
|
#define HINT_PREDICTION_TIME 3.0f
|
|
|
|
CBaseEntity *CInfoAPCMissileHint::FindAimTarget( CBaseEntity *pMissile, const char *pTargetName,
|
|
const Vector &vecCurrentEnemyPos, const Vector &vecCurrentEnemyVel )
|
|
{
|
|
if ( !pTargetName )
|
|
return NULL;
|
|
|
|
float flOOSpeed = pMissile->GetAbsVelocity().Length();
|
|
if ( flOOSpeed != 0.0f )
|
|
{
|
|
flOOSpeed = 1.0f / flOOSpeed;
|
|
}
|
|
|
|
for ( int i = s_APCMissileHints.Count(); --i >= 0; )
|
|
{
|
|
CInfoAPCMissileHint *pHint = s_APCMissileHints[i];
|
|
if ( !pHint->NameMatches( pTargetName ) )
|
|
continue;
|
|
|
|
if ( !pHint->m_hTarget )
|
|
continue;
|
|
|
|
Vector vecMissileToHint, vecMissileToEnemy;
|
|
VectorSubtract( pHint->m_hTarget->WorldSpaceCenter(), pMissile->GetAbsOrigin(), vecMissileToHint );
|
|
VectorSubtract( vecCurrentEnemyPos, pMissile->GetAbsOrigin(), vecMissileToEnemy );
|
|
float flDistMissileToHint = VectorNormalize( vecMissileToHint );
|
|
VectorNormalize( vecMissileToEnemy );
|
|
if ( DotProduct( vecMissileToHint, vecMissileToEnemy ) < 0.866f )
|
|
continue;
|
|
|
|
// Determine when the target will be inside the volume.
|
|
// Project at most 3 seconds in advance
|
|
Vector vecRayDelta;
|
|
VectorMultiply( vecCurrentEnemyVel, HINT_PREDICTION_TIME, vecRayDelta );
|
|
|
|
BoxTraceInfo_t trace;
|
|
if ( !IntersectRayWithOBB( vecCurrentEnemyPos, vecRayDelta, pHint->CollisionProp()->CollisionToWorldTransform(),
|
|
pHint->CollisionProp()->OBBMins(), pHint->CollisionProp()->OBBMaxs(), 0.0f, &trace ))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Determine the amount of time it would take the missile to reach the target
|
|
// If we can reach the target within the time it takes for the enemy to reach the
|
|
float tSqr = flDistMissileToHint * flOOSpeed / HINT_PREDICTION_TIME;
|
|
if ( (tSqr < (trace.t1 * trace.t1)) || (tSqr > (trace.t2 * trace.t2)) )
|
|
continue;
|
|
|
|
return pHint->m_hTarget;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// a list of missiles to search quickly
|
|
//-----------------------------------------------------------------------------
|
|
CEntityClassList<CAPCMissile> g_APCMissileList;
|
|
template <> CAPCMissile *CEntityClassList<CAPCMissile>::m_pClassList = NULL;
|
|
CAPCMissile *GetAPCMissileList()
|
|
{
|
|
return g_APCMissileList.m_pClassList;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds apc missiles in cone
|
|
//-----------------------------------------------------------------------------
|
|
CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle )
|
|
{
|
|
float flCosAngle = cos( DEG2RAD( flAngle ) );
|
|
for( CAPCMissile *pEnt = GetAPCMissileList(); pEnt != NULL; pEnt = pEnt->m_pNext )
|
|
{
|
|
if ( !pEnt->IsSolid() )
|
|
continue;
|
|
|
|
Vector vecDelta;
|
|
VectorSubtract( pEnt->GetAbsOrigin(), vecOrigin, vecDelta );
|
|
VectorNormalize( vecDelta );
|
|
float flDot = DotProduct( vecDelta, vecDirection );
|
|
if ( flDot > flCosAngle )
|
|
return pEnt;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Specialized version of the missile
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
#define MAX_HOMING_DISTANCE 2250.0f
|
|
#define MIN_HOMING_DISTANCE 1250.0f
|
|
#define MAX_NEAR_HOMING_DISTANCE 1750.0f
|
|
#define MIN_NEAR_HOMING_DISTANCE 1000.0f
|
|
#define DOWNWARD_BLEND_TIME_START 0.2f
|
|
#define MIN_HEIGHT_DIFFERENCE 250.0f
|
|
#define MAX_HEIGHT_DIFFERENCE 550.0f
|
|
#define CORRECTION_TIME 0.2f
|
|
#define APC_LAUNCH_HOMING_SPEED 0.1f
|
|
#define APC_HOMING_SPEED 0.025f
|
|
#define HOMING_SPEED_ACCEL 0.01f
|
|
|
|
BEGIN_DATADESC( CAPCMissile )
|
|
|
|
DEFINE_FIELD( m_flReachedTargetTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_flIgnitionTime, FIELD_TIME ),
|
|
DEFINE_FIELD( m_bGuidingDisabled, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_hSpecificTarget, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_strHint, FIELD_STRING ),
|
|
DEFINE_FIELD( m_flLastHomingSpeed, FIELD_FLOAT ),
|
|
// DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
|
|
|
|
DEFINE_THINKFUNC( BeginSeekThink ),
|
|
DEFINE_THINKFUNC( AugerStartThink ),
|
|
DEFINE_THINKFUNC( ExplodeThink ),
|
|
DEFINE_THINKFUNC( APCSeekThink ),
|
|
|
|
DEFINE_FUNCTION( APCMissileTouch ),
|
|
|
|
END_DATADESC()
|
|
|
|
LINK_ENTITY_TO_CLASS( apc_missile, CAPCMissile );
|
|
|
|
CAPCMissile *CAPCMissile::Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner )
|
|
{
|
|
CAPCMissile *pMissile = (CAPCMissile *)CBaseEntity::Create( "apc_missile", vecOrigin, vecAngles, pOwner );
|
|
pMissile->SetOwnerEntity( pOwner );
|
|
pMissile->Spawn();
|
|
pMissile->SetAbsVelocity( vecVelocity );
|
|
pMissile->AddFlag( FL_NOTARGET );
|
|
pMissile->AddEffects( EF_NOSHADOW );
|
|
return pMissile;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor, destructor
|
|
//-----------------------------------------------------------------------------
|
|
CAPCMissile::CAPCMissile()
|
|
{
|
|
g_APCMissileList.Insert( this );
|
|
}
|
|
|
|
CAPCMissile::~CAPCMissile()
|
|
{
|
|
g_APCMissileList.Remove( this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Shared initialization code
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::Init()
|
|
{
|
|
SetMoveType( MOVETYPE_FLY );
|
|
SetModel("models/weapons/w_missile.mdl");
|
|
UTIL_SetSize( this, vec3_origin, vec3_origin );
|
|
CreateSmokeTrail();
|
|
SetTouch( &CAPCMissile::APCMissileTouch );
|
|
m_flLastHomingSpeed = APC_HOMING_SPEED;
|
|
CreateDangerSounds( true );
|
|
|
|
|
|
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
|
|
{
|
|
AddFlag( FL_AIMTARGET );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// For hitting a specific target
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::AimAtSpecificTarget( CBaseEntity *pTarget )
|
|
{
|
|
m_hSpecificTarget = pTarget;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pOther -
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::APCMissileTouch( CBaseEntity *pOther )
|
|
{
|
|
Assert( pOther );
|
|
if ( !pOther->IsSolid() && !pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
|
|
return;
|
|
|
|
Explode();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Specialized version of the missile
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::IgniteDelay( void )
|
|
{
|
|
m_flIgnitionTime = gpGlobals->curtime + 0.3f;
|
|
|
|
SetThink( &CAPCMissile::BeginSeekThink );
|
|
SetNextThink( m_flIgnitionTime );
|
|
Init();
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
}
|
|
|
|
void CAPCMissile::AugerDelay( float flDelay )
|
|
{
|
|
m_flIgnitionTime = gpGlobals->curtime;
|
|
SetThink( &CAPCMissile::AugerStartThink );
|
|
SetNextThink( gpGlobals->curtime + flDelay );
|
|
Init();
|
|
DisableGuiding();
|
|
}
|
|
|
|
void CAPCMissile::AugerStartThink()
|
|
{
|
|
if ( m_hRocketTrail != NULL )
|
|
{
|
|
m_hRocketTrail->m_bDamaged = true;
|
|
}
|
|
m_flAugerTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 2.0f );
|
|
SetThink( &CAPCMissile::AugerThink );
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
|
|
void CAPCMissile::ExplodeDelay( float flDelay )
|
|
{
|
|
m_flIgnitionTime = gpGlobals->curtime;
|
|
SetThink( &CAPCMissile::ExplodeThink );
|
|
SetNextThink( gpGlobals->curtime + flDelay );
|
|
Init();
|
|
DisableGuiding();
|
|
}
|
|
|
|
|
|
void CAPCMissile::BeginSeekThink( void )
|
|
{
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
SetThink( &CAPCMissile::APCSeekThink );
|
|
SetNextThink( gpGlobals->curtime );
|
|
}
|
|
|
|
void CAPCMissile::APCSeekThink( void )
|
|
{
|
|
BaseClass::SeekThink();
|
|
|
|
bool bFoundDot = false;
|
|
|
|
//If we can't find a dot to follow around then just send me wherever I'm facing so I can blow up in peace.
|
|
for( CLaserDot *pEnt = GetLaserDotList(); pEnt != NULL; pEnt = pEnt->m_pNext )
|
|
{
|
|
if ( !pEnt->IsOn() )
|
|
continue;
|
|
|
|
if ( pEnt->GetOwnerEntity() != GetOwnerEntity() )
|
|
continue;
|
|
|
|
bFoundDot = true;
|
|
}
|
|
|
|
if ( bFoundDot == false )
|
|
{
|
|
Vector vDir = GetAbsVelocity();
|
|
VectorNormalize ( vDir );
|
|
|
|
SetAbsVelocity( vDir * 800 );
|
|
|
|
SetThink( NULL );
|
|
}
|
|
}
|
|
|
|
void CAPCMissile::ExplodeThink()
|
|
{
|
|
DoExplosion();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Health lost at which augering starts
|
|
//-----------------------------------------------------------------------------
|
|
int CAPCMissile::AugerHealth()
|
|
{
|
|
return m_iMaxHealth - 25;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Health lost at which augering starts
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::DisableGuiding()
|
|
{
|
|
m_bGuidingDisabled = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Guidance hints
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::SetGuidanceHint( const char *pHintName )
|
|
{
|
|
m_strHint = MAKE_STRING( pHintName );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The actual explosion
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::DoExplosion( void )
|
|
{
|
|
if ( GetWaterLevel() != 0 )
|
|
{
|
|
CEffectData data;
|
|
data.m_vOrigin = WorldSpaceCenter();
|
|
data.m_flMagnitude = 128;
|
|
data.m_flScale = 128;
|
|
data.m_fFlags = 0;
|
|
DispatchEffect( "WaterSurfaceExplosion", data );
|
|
}
|
|
else
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), this, APC_MISSILE_DAMAGE, 100, true, 20000 );
|
|
#else
|
|
ExplosionCreate( GetAbsOrigin(), GetAbsAngles(), GetOwnerEntity(), APC_MISSILE_DAMAGE, 100, true, 20000 );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CAPCMissile::ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition )
|
|
{
|
|
Vector vecTarget = pTarget->BodyTarget( vecShootPosition, false );
|
|
float flShotSpeed = GetAbsVelocity().Length();
|
|
if ( flShotSpeed == 0 )
|
|
{
|
|
*pLeadPosition = vecTarget;
|
|
return;
|
|
}
|
|
|
|
Vector vecVelocity = pTarget->GetSmoothedVelocity();
|
|
vecVelocity.z = 0.0f;
|
|
float flTargetSpeed = VectorNormalize( vecVelocity );
|
|
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 CAPCMissile::ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed )
|
|
{
|
|
if ( m_bGuidingDisabled )
|
|
{
|
|
*pActualDotPosition = GetAbsOrigin();
|
|
*pHomingSpeed = 0.0f;
|
|
m_flLastHomingSpeed = *pHomingSpeed;
|
|
return;
|
|
}
|
|
|
|
if ( ( m_strHint != NULL_STRING ) && (!m_hSpecificTarget) )
|
|
{
|
|
Vector vecOrigin, vecVelocity;
|
|
CBaseEntity *pTarget = pLaserDot->GetTargetEntity();
|
|
if ( pTarget )
|
|
{
|
|
vecOrigin = pTarget->BodyTarget( GetAbsOrigin(), false );
|
|
vecVelocity = pTarget->GetSmoothedVelocity();
|
|
}
|
|
else
|
|
{
|
|
vecOrigin = pLaserDot->GetChasePosition();
|
|
vecVelocity = vec3_origin;
|
|
}
|
|
|
|
m_hSpecificTarget = CInfoAPCMissileHint::FindAimTarget( this, STRING( m_strHint ), vecOrigin, vecVelocity );
|
|
}
|
|
|
|
CBaseEntity *pLaserTarget = m_hSpecificTarget ? m_hSpecificTarget.Get() : pLaserDot->GetTargetEntity();
|
|
if ( !pLaserTarget )
|
|
{
|
|
BaseClass::ComputeActualDotPosition( pLaserDot, pActualDotPosition, pHomingSpeed );
|
|
m_flLastHomingSpeed = *pHomingSpeed;
|
|
return;
|
|
}
|
|
|
|
if ( pLaserTarget->ClassMatches( "npc_bullseye" ) )
|
|
{
|
|
if ( m_flLastHomingSpeed != RPG_HOMING_SPEED )
|
|
{
|
|
if (m_flLastHomingSpeed > RPG_HOMING_SPEED)
|
|
{
|
|
m_flLastHomingSpeed -= HOMING_SPEED_ACCEL * UTIL_GetSimulationInterval();
|
|
if ( m_flLastHomingSpeed < RPG_HOMING_SPEED )
|
|
{
|
|
m_flLastHomingSpeed = RPG_HOMING_SPEED;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_flLastHomingSpeed += HOMING_SPEED_ACCEL * UTIL_GetSimulationInterval();
|
|
if ( m_flLastHomingSpeed > RPG_HOMING_SPEED )
|
|
{
|
|
m_flLastHomingSpeed = RPG_HOMING_SPEED;
|
|
}
|
|
}
|
|
}
|
|
*pHomingSpeed = m_flLastHomingSpeed;
|
|
*pActualDotPosition = pLaserTarget->WorldSpaceCenter();
|
|
return;
|
|
}
|
|
|
|
Vector vLaserStart;
|
|
GetShootPosition( pLaserDot, &vLaserStart );
|
|
*pHomingSpeed = APC_LAUNCH_HOMING_SPEED;
|
|
|
|
//Get the laser's vector
|
|
Vector vecTargetPosition = pLaserTarget->BodyTarget( GetAbsOrigin(), false );
|
|
|
|
// Compute leading position
|
|
Vector vecLeadPosition;
|
|
ComputeLeadingPosition( GetAbsOrigin(), pLaserTarget, &vecLeadPosition );
|
|
|
|
Vector vecTargetToMissile, vecTargetToShooter;
|
|
VectorSubtract( GetAbsOrigin(), vecTargetPosition, vecTargetToMissile );
|
|
VectorSubtract( vLaserStart, vecTargetPosition, vecTargetToShooter );
|
|
|
|
*pActualDotPosition = vecLeadPosition;
|
|
|
|
float flMinHomingDistance = MIN_HOMING_DISTANCE;
|
|
float flMaxHomingDistance = MAX_HOMING_DISTANCE;
|
|
float flBlendTime = gpGlobals->curtime - m_flIgnitionTime;
|
|
if ( flBlendTime > DOWNWARD_BLEND_TIME_START )
|
|
{
|
|
if ( m_flReachedTargetTime != 0.0f )
|
|
{
|
|
*pHomingSpeed = APC_HOMING_SPEED;
|
|
float flDeltaTime = clamp( gpGlobals->curtime - m_flReachedTargetTime, 0.0f, CORRECTION_TIME );
|
|
*pHomingSpeed = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, 0.2f, *pHomingSpeed );
|
|
flMinHomingDistance = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, MIN_NEAR_HOMING_DISTANCE, flMinHomingDistance );
|
|
flMaxHomingDistance = SimpleSplineRemapVal( flDeltaTime, 0.0f, CORRECTION_TIME, MAX_NEAR_HOMING_DISTANCE, flMaxHomingDistance );
|
|
}
|
|
else
|
|
{
|
|
flMinHomingDistance = MIN_NEAR_HOMING_DISTANCE;
|
|
flMaxHomingDistance = MAX_NEAR_HOMING_DISTANCE;
|
|
Vector vecDelta;
|
|
VectorSubtract( GetAbsOrigin(), *pActualDotPosition, vecDelta );
|
|
if ( vecDelta.z > MIN_HEIGHT_DIFFERENCE )
|
|
{
|
|
float flClampedHeight = clamp( vecDelta.z, MIN_HEIGHT_DIFFERENCE, MAX_HEIGHT_DIFFERENCE );
|
|
float flHeightAdjustFactor = SimpleSplineRemapVal( flClampedHeight, MIN_HEIGHT_DIFFERENCE, MAX_HEIGHT_DIFFERENCE, 0.0f, 1.0f );
|
|
|
|
vecDelta.z = 0.0f;
|
|
float flDist = VectorNormalize( vecDelta );
|
|
|
|
float flForwardOffset = 2000.0f;
|
|
if ( flDist > flForwardOffset )
|
|
{
|
|
Vector vecNewPosition;
|
|
VectorMA( GetAbsOrigin(), -flForwardOffset, vecDelta, vecNewPosition );
|
|
vecNewPosition.z = pActualDotPosition->z;
|
|
|
|
VectorLerp( *pActualDotPosition, vecNewPosition, flHeightAdjustFactor, *pActualDotPosition );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_flReachedTargetTime = gpGlobals->curtime;
|
|
}
|
|
}
|
|
|
|
// Allows for players right at the edge of rocket range to be threatened
|
|
if ( flBlendTime > 0.6f )
|
|
{
|
|
float flTargetLength = GetAbsOrigin().DistTo( pLaserTarget->WorldSpaceCenter() );
|
|
flTargetLength = clamp( flTargetLength, flMinHomingDistance, flMaxHomingDistance );
|
|
*pHomingSpeed = SimpleSplineRemapVal( flTargetLength, flMaxHomingDistance, flMinHomingDistance, *pHomingSpeed, 0.01f );
|
|
}
|
|
}
|
|
|
|
float flDot = DotProduct2D( vecTargetToShooter.AsVector2D(), vecTargetToMissile.AsVector2D() );
|
|
if ( ( flDot < 0 ) || m_bGuidingDisabled )
|
|
{
|
|
*pHomingSpeed = 0.0f;
|
|
}
|
|
|
|
m_flLastHomingSpeed = *pHomingSpeed;
|
|
|
|
// NDebugOverlay::Line( vecLeadPosition, GetAbsOrigin(), 0, 255, 0, true, 0.05f );
|
|
// NDebugOverlay::Line( GetAbsOrigin(), *pActualDotPosition, 255, 0, 0, true, 0.05f );
|
|
// NDebugOverlay::Cross3D( *pActualDotPosition, -Vector(4,4,4), Vector(4,4,4), 255, 0, 0, true, 0.05f );
|
|
}
|
|
|
|
#define RPG_BEAM_SPRITE "effects/laser1_noz.vmt"
|
|
#define RPG_LASER_SPRITE "sprites/redglow1.vmt"
|
|
|
|
//=============================================================================
|
|
// RPG
|
|
//=============================================================================
|
|
|
|
BEGIN_DATADESC( CWeaponRPG )
|
|
|
|
DEFINE_FIELD( m_bInitialStateUpdate,FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bGuiding, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_vecNPCLaserDot, FIELD_POSITION_VECTOR ),
|
|
DEFINE_FIELD( m_hLaserDot, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hMissile, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hLaserMuzzleSprite, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_hLaserBeam, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bHideGuiding, FIELD_BOOLEAN ),
|
|
|
|
END_DATADESC()
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeaponRPG, DT_WeaponRPG)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_rpg, CWeaponRPG );
|
|
PRECACHE_WEAPON_REGISTER(weapon_rpg);
|
|
|
|
acttable_t CWeaponRPG::m_acttable[] =
|
|
{
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_RPG, true },
|
|
|
|
{ ACT_IDLE_RELAXED, ACT_IDLE_RPG_RELAXED, true },
|
|
{ ACT_IDLE_STIMULATED, ACT_IDLE_ANGRY_RPG, true },
|
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_RPG, true },
|
|
|
|
{ ACT_IDLE, ACT_IDLE_RPG, true },
|
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_RPG, true },
|
|
{ ACT_WALK, ACT_WALK_RPG, true },
|
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RPG, true },
|
|
{ ACT_RUN, ACT_RUN_RPG, true },
|
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RPG, true },
|
|
{ ACT_COVER_LOW, ACT_COVER_LOW_RPG, true },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponRPG);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CWeaponRPG::CWeaponRPG()
|
|
{
|
|
m_bReloadsSingly = true;
|
|
m_bInitialStateUpdate= false;
|
|
m_bHideGuiding = false;
|
|
m_bGuiding = false;
|
|
|
|
m_fMinRange1 = m_fMinRange2 = 40*12;
|
|
m_fMaxRange1 = m_fMaxRange2 = 500*12;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CWeaponRPG::~CWeaponRPG()
|
|
{
|
|
if ( m_hLaserDot != NULL )
|
|
{
|
|
UTIL_Remove( m_hLaserDot );
|
|
m_hLaserDot = NULL;
|
|
}
|
|
|
|
if ( m_hLaserMuzzleSprite )
|
|
{
|
|
UTIL_Remove( m_hLaserMuzzleSprite );
|
|
}
|
|
|
|
if ( m_hLaserBeam )
|
|
{
|
|
UTIL_Remove( m_hLaserBeam );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::Precache( void )
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
PrecacheScriptSound( "Missile.Ignite" );
|
|
PrecacheScriptSound( "Missile.Accelerate" );
|
|
|
|
// Laser dot...
|
|
PrecacheModel( "sprites/redglow1.vmt" );
|
|
PrecacheModel( RPG_LASER_SPRITE );
|
|
PrecacheModel( RPG_BEAM_SPRITE );
|
|
|
|
UTIL_PrecacheOther( "rpg_missile" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
// Restore the laser pointer after transition
|
|
if ( m_bGuiding )
|
|
{
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
if ( pOwner->GetActiveWeapon() == this )
|
|
{
|
|
StartGuiding();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEvent -
|
|
// *pOperator -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
|
{
|
|
switch( pEvent->event )
|
|
{
|
|
case EVENT_WEAPON_SMG1:
|
|
{
|
|
if ( m_hMissile != NULL )
|
|
return;
|
|
|
|
Vector muzzlePoint;
|
|
QAngle vecAngles;
|
|
|
|
muzzlePoint = GetOwner()->Weapon_ShootPosition();
|
|
|
|
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
|
|
ASSERT( npc != NULL );
|
|
|
|
Vector vecShootDir = npc->GetActualShootTrajectory( muzzlePoint );
|
|
|
|
// look for a better launch location
|
|
Vector altLaunchPoint;
|
|
if (GetAttachment( "missile", altLaunchPoint ))
|
|
{
|
|
// check to see if it's relativly free
|
|
trace_t tr;
|
|
AI_TraceHull( altLaunchPoint, altLaunchPoint + vecShootDir * (10.0f*12.0f), Vector( -24, -24, -24 ), Vector( 24, 24, 24 ), MASK_NPCSOLID, NULL, &tr );
|
|
|
|
if( tr.fraction == 1.0)
|
|
{
|
|
muzzlePoint = altLaunchPoint;
|
|
}
|
|
}
|
|
|
|
VectorAngles( vecShootDir, vecAngles );
|
|
|
|
m_hMissile = CMissile::Create( muzzlePoint, vecAngles, GetOwner()->edict() );
|
|
m_hMissile->m_hOwner = this;
|
|
|
|
// NPCs always get a grace period
|
|
m_hMissile->SetGracePeriod( 0.5 );
|
|
|
|
pOperator->DoMuzzleFlash();
|
|
|
|
WeaponSound( SINGLE_NPC );
|
|
|
|
// Make sure our laserdot is off
|
|
m_bGuiding = false;
|
|
|
|
if ( m_hLaserDot )
|
|
{
|
|
m_hLaserDot->TurnOff();
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::HasAnyAmmo( void )
|
|
{
|
|
if ( m_hMissile != NULL )
|
|
return true;
|
|
|
|
return BaseClass::HasAnyAmmo();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::WeaponShouldBeLowered( void )
|
|
{
|
|
// Lower us if we're out of ammo
|
|
if ( !HasAnyAmmo() )
|
|
return true;
|
|
|
|
return BaseClass::WeaponShouldBeLowered();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::PrimaryAttack( void )
|
|
{
|
|
// Can't have an active missile out
|
|
if ( m_hMissile != NULL )
|
|
return;
|
|
|
|
// Can't be reloading
|
|
if ( GetActivity() == ACT_VM_RELOAD )
|
|
return;
|
|
|
|
Vector vecOrigin;
|
|
Vector vecForward;
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
|
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
Vector vForward, vRight, vUp;
|
|
|
|
pOwner->EyeVectors( &vForward, &vRight, &vUp );
|
|
|
|
Vector muzzlePoint = pOwner->Weapon_ShootPosition() + vForward * 12.0f + vRight * 6.0f + vUp * -3.0f;
|
|
|
|
QAngle vecAngles;
|
|
VectorAngles( vForward, vecAngles );
|
|
m_hMissile = CMissile::Create( muzzlePoint, vecAngles, GetOwner()->edict() );
|
|
|
|
m_hMissile->m_hOwner = this;
|
|
|
|
// If the shot is clear to the player, give the missile a grace period
|
|
trace_t tr;
|
|
Vector vecEye = pOwner->EyePosition();
|
|
UTIL_TraceLine( vecEye, vecEye + vForward * 128, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction == 1.0 )
|
|
{
|
|
m_hMissile->SetGracePeriod( 0.3 );
|
|
}
|
|
|
|
DecrementAmmo( GetOwner() );
|
|
|
|
// Register a muzzleflash for the AI
|
|
pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
|
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
|
WeaponSound( SINGLE );
|
|
|
|
pOwner->RumbleEffect( RUMBLE_SHOTGUN_SINGLE, 0, RUMBLE_FLAG_RESTART );
|
|
|
|
m_iPrimaryAttacks++;
|
|
gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
|
|
|
|
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );
|
|
|
|
// Check to see if we should trigger any RPG firing triggers
|
|
int iCount = g_hWeaponFireTriggers.Count();
|
|
for ( int i = 0; i < iCount; i++ )
|
|
{
|
|
if ( g_hWeaponFireTriggers[i]->IsTouching( pOwner ) )
|
|
{
|
|
if ( FClassnameIs( g_hWeaponFireTriggers[i], "trigger_rpgfire" ) )
|
|
{
|
|
g_hWeaponFireTriggers[i]->ActivateMultiTrigger( pOwner );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( hl2_episodic.GetBool() )
|
|
{
|
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
|
|
int nAIs = g_AI_Manager.NumAIs();
|
|
|
|
string_t iszStriderClassname = AllocPooledString( "npc_strider" );
|
|
|
|
for ( int i = 0; i < nAIs; i++ )
|
|
{
|
|
if( ppAIs[ i ]->m_iClassname == iszStriderClassname )
|
|
{
|
|
ppAIs[ i ]->DispatchInteraction( g_interactionPlayerLaunchedRPG, NULL, m_hMissile );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pOwner -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::DecrementAmmo( CBaseCombatCharacter *pOwner )
|
|
{
|
|
// Take away our primary ammo type
|
|
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : state -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::SuppressGuiding( bool state )
|
|
{
|
|
m_bHideGuiding = state;
|
|
|
|
if ( m_hLaserDot == NULL )
|
|
{
|
|
StartGuiding();
|
|
|
|
//STILL!?
|
|
if ( m_hLaserDot == NULL )
|
|
return;
|
|
}
|
|
|
|
if ( state )
|
|
{
|
|
m_hLaserDot->TurnOff();
|
|
}
|
|
else
|
|
{
|
|
m_hLaserDot->TurnOn();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override this if we're guiding a missile currently
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::Lower( void )
|
|
{
|
|
if ( m_hMissile != NULL )
|
|
return false;
|
|
|
|
return BaseClass::Lower();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::ItemPostFrame( void )
|
|
{
|
|
BaseClass::ItemPostFrame();
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pPlayer == NULL )
|
|
return;
|
|
|
|
//If we're pulling the weapon out for the first time, wait to draw the laser
|
|
if ( ( m_bInitialStateUpdate ) && ( GetActivity() != ACT_VM_DRAW ) )
|
|
{
|
|
StartGuiding();
|
|
m_bInitialStateUpdate = false;
|
|
}
|
|
|
|
// Supress our guiding effects if we're lowered
|
|
if ( GetIdealActivity() == ACT_VM_IDLE_LOWERED || GetIdealActivity() == ACT_VM_RELOAD )
|
|
{
|
|
SuppressGuiding();
|
|
}
|
|
else
|
|
{
|
|
SuppressGuiding( false );
|
|
}
|
|
|
|
//Player has toggled guidance state
|
|
//Adrian: Players are not allowed to remove the laser guide in single player anymore, bye!
|
|
if ( g_pGameRules->IsMultiplayer() == true )
|
|
{
|
|
if ( pPlayer->m_afButtonPressed & IN_ATTACK2 )
|
|
{
|
|
ToggleGuiding();
|
|
}
|
|
}
|
|
|
|
//Move the laser
|
|
UpdateLaserPosition();
|
|
UpdateLaserEffects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Vector
|
|
//-----------------------------------------------------------------------------
|
|
Vector CWeaponRPG::GetLaserPosition( void )
|
|
{
|
|
CreateLaserPointer();
|
|
|
|
if ( m_hLaserDot != NULL )
|
|
return m_hLaserDot->GetAbsOrigin();
|
|
|
|
//FIXME: The laser dot sprite is not active, this code should not be allowed!
|
|
assert(0);
|
|
return vec3_origin;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: NPC RPG users cheat and directly set the laser pointer's origin
|
|
// Input : &vecTarget -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::UpdateNPCLaserPosition( const Vector &vecTarget )
|
|
{
|
|
CreateLaserPointer();
|
|
// Turn the laserdot on
|
|
m_bGuiding = true;
|
|
m_hLaserDot->TurnOn();
|
|
|
|
Vector muzzlePoint = GetOwner()->Weapon_ShootPosition();
|
|
Vector vecDir = (vecTarget - muzzlePoint);
|
|
VectorNormalize( vecDir );
|
|
vecDir = muzzlePoint + ( vecDir * MAX_TRACE_LENGTH );
|
|
UpdateLaserPosition( muzzlePoint, vecDir );
|
|
|
|
SetNPCLaserPosition( vecTarget );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::SetNPCLaserPosition( const Vector &vecTarget )
|
|
{
|
|
m_vecNPCLaserDot = vecTarget;
|
|
//NDebugOverlay::Box( m_vecNPCLaserDot, -Vector(10,10,10), Vector(10,10,10), 255,0,0, 8, 3 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const Vector &CWeaponRPG::GetNPCLaserPosition( void )
|
|
{
|
|
return m_vecNPCLaserDot;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true if the rocket is being guided, false if it's dumb
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::IsGuiding( void )
|
|
{
|
|
return m_bGuiding;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::Deploy( void )
|
|
{
|
|
m_bInitialStateUpdate = true;
|
|
|
|
return BaseClass::Deploy();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
{
|
|
//Can't have an active missile out
|
|
if ( m_hMissile != NULL )
|
|
return false;
|
|
|
|
StopGuiding();
|
|
return BaseClass::Holster( pSwitchingTo );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turn on the guiding laser
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::StartGuiding( void )
|
|
{
|
|
// Don't start back up if we're overriding this
|
|
if ( m_bHideGuiding )
|
|
return;
|
|
|
|
m_bGuiding = true;
|
|
|
|
WeaponSound(SPECIAL1);
|
|
|
|
CreateLaserPointer();
|
|
StartLaserEffects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Turn off the guiding laser
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::StopGuiding( void )
|
|
{
|
|
m_bGuiding = false;
|
|
|
|
WeaponSound( SPECIAL2 );
|
|
|
|
StopLaserEffects();
|
|
|
|
// Kill the dot completely
|
|
if ( m_hLaserDot != NULL )
|
|
{
|
|
m_hLaserDot->TurnOff();
|
|
UTIL_Remove( m_hLaserDot );
|
|
m_hLaserDot = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toggle the guiding laser
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::ToggleGuiding( void )
|
|
{
|
|
if ( IsGuiding() )
|
|
{
|
|
StopGuiding();
|
|
}
|
|
else
|
|
{
|
|
StartGuiding();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::Drop( const Vector &vecVelocity )
|
|
{
|
|
StopGuiding();
|
|
|
|
BaseClass::Drop( vecVelocity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::UpdateLaserPosition( Vector vecMuzzlePos, Vector vecEndPos )
|
|
{
|
|
if ( vecMuzzlePos == vec3_origin || vecEndPos == vec3_origin )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
vecMuzzlePos = pPlayer->Weapon_ShootPosition();
|
|
Vector forward;
|
|
|
|
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
|
|
{
|
|
forward = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
|
|
}
|
|
else
|
|
{
|
|
pPlayer->EyeVectors( &forward );
|
|
}
|
|
|
|
vecEndPos = vecMuzzlePos + ( forward * MAX_TRACE_LENGTH );
|
|
}
|
|
|
|
//Move the laser dot, if active
|
|
trace_t tr;
|
|
|
|
// Trace out for the endpoint
|
|
#ifdef PORTAL
|
|
g_bBulletPortalTrace = true;
|
|
Ray_t rayLaser;
|
|
rayLaser.Init( vecMuzzlePos, vecEndPos );
|
|
UTIL_Portal_TraceRay( rayLaser, (MASK_SHOT & ~CONTENTS_WINDOW), this, COLLISION_GROUP_NONE, &tr );
|
|
g_bBulletPortalTrace = false;
|
|
#else
|
|
UTIL_TraceLine( vecMuzzlePos, vecEndPos, (MASK_SHOT & ~CONTENTS_WINDOW), this, COLLISION_GROUP_NONE, &tr );
|
|
#endif
|
|
|
|
// Move the laser sprite
|
|
if ( m_hLaserDot != NULL )
|
|
{
|
|
Vector laserPos = tr.endpos;
|
|
m_hLaserDot->SetLaserPosition( laserPos, tr.plane.normal );
|
|
|
|
if ( tr.DidHitNonWorldEntity() )
|
|
{
|
|
CBaseEntity *pHit = tr.m_pEnt;
|
|
|
|
if ( ( pHit != NULL ) && ( pHit->m_takedamage ) )
|
|
{
|
|
m_hLaserDot->SetTargetEntity( pHit );
|
|
}
|
|
else
|
|
{
|
|
m_hLaserDot->SetTargetEntity( NULL );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_hLaserDot->SetTargetEntity( NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::CreateLaserPointer( void )
|
|
{
|
|
if ( m_hLaserDot != NULL )
|
|
return;
|
|
|
|
m_hLaserDot = CLaserDot::Create( GetAbsOrigin(), GetOwnerEntity() );
|
|
m_hLaserDot->TurnOff();
|
|
|
|
UpdateLaserPosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::NotifyRocketDied( void )
|
|
{
|
|
m_hMissile = NULL;
|
|
|
|
Reload();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::Reload( void )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
|
|
if ( pOwner == NULL )
|
|
return false;
|
|
|
|
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
|
|
return false;
|
|
|
|
WeaponSound( RELOAD );
|
|
|
|
SendWeaponAnim( ACT_VM_RELOAD );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponRPG::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
|
|
{
|
|
bool bResult = BaseClass::WeaponLOSCondition( ownerPos, targetPos, bSetConditions );
|
|
|
|
if( bResult )
|
|
{
|
|
CAI_BaseNPC* npcOwner = GetOwner()->MyNPCPointer();
|
|
|
|
if( npcOwner )
|
|
{
|
|
trace_t tr;
|
|
|
|
Vector vecRelativeShootPosition;
|
|
VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
|
|
Vector vecMuzzle = ownerPos + vecRelativeShootPosition;
|
|
Vector vecShootDir = npcOwner->GetActualShootTrajectory( vecMuzzle );
|
|
|
|
// Make sure I have a good 10 feet of wide clearance in front, or I'll blow my teeth out.
|
|
AI_TraceHull( vecMuzzle, vecMuzzle + vecShootDir * (10.0f*12.0f), Vector( -24, -24, -24 ), Vector( 24, 24, 24 ), MASK_NPCSOLID, NULL, &tr );
|
|
|
|
if( tr.fraction != 1.0f )
|
|
bResult = false;
|
|
}
|
|
}
|
|
|
|
return bResult;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : flDot -
|
|
// flDist -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CWeaponRPG::WeaponRangeAttack1Condition( float flDot, float flDist )
|
|
{
|
|
if ( m_hMissile != NULL )
|
|
return 0;
|
|
|
|
// Ignore vertical distance when doing our RPG distance calculations
|
|
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
|
|
if ( pNPC )
|
|
{
|
|
CBaseEntity *pEnemy = pNPC->GetEnemy();
|
|
Vector vecToTarget = (pEnemy->GetAbsOrigin() - pNPC->GetAbsOrigin());
|
|
vecToTarget.z = 0;
|
|
flDist = vecToTarget.Length();
|
|
}
|
|
|
|
if ( flDist < MIN( m_fMinRange1, m_fMinRange2 ) )
|
|
return COND_TOO_CLOSE_TO_ATTACK;
|
|
|
|
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
|
|
return 0;
|
|
|
|
// See if there's anyone in the way!
|
|
CAI_BaseNPC *pOwner = GetOwner()->MyNPCPointer();
|
|
ASSERT( pOwner != NULL );
|
|
|
|
if( pOwner )
|
|
{
|
|
// Make sure I don't shoot the world!
|
|
trace_t tr;
|
|
|
|
Vector vecMuzzle = pOwner->Weapon_ShootPosition();
|
|
Vector vecShootDir = pOwner->GetActualShootTrajectory( vecMuzzle );
|
|
|
|
// Make sure I have a good 10 feet of wide clearance in front, or I'll blow my teeth out.
|
|
AI_TraceHull( vecMuzzle, vecMuzzle + vecShootDir * (10.0f*12.0f), Vector( -24, -24, -24 ), Vector( 24, 24, 24 ), MASK_NPCSOLID, NULL, &tr );
|
|
|
|
if( tr.fraction != 1.0 )
|
|
{
|
|
return COND_WEAPON_SIGHT_OCCLUDED;
|
|
}
|
|
}
|
|
|
|
return COND_CAN_RANGE_ATTACK1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Start the effects on the viewmodel of the RPG
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::StartLaserEffects( void )
|
|
{
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
CBaseViewModel *pBeamEnt = static_cast<CBaseViewModel *>(pOwner->GetViewModel());
|
|
|
|
if ( m_hLaserBeam == NULL )
|
|
{
|
|
m_hLaserBeam = CBeam::BeamCreate( RPG_BEAM_SPRITE, 1.0f );
|
|
|
|
if ( m_hLaserBeam == NULL )
|
|
{
|
|
// We were unable to create the beam
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
m_hLaserBeam->EntsInit( pBeamEnt, pBeamEnt );
|
|
|
|
int startAttachment = LookupAttachment( "laser" );
|
|
int endAttachment = LookupAttachment( "laser_end" );
|
|
|
|
m_hLaserBeam->FollowEntity( pBeamEnt );
|
|
m_hLaserBeam->SetStartAttachment( startAttachment );
|
|
m_hLaserBeam->SetEndAttachment( endAttachment );
|
|
m_hLaserBeam->SetNoise( 0 );
|
|
m_hLaserBeam->SetColor( 255, 0, 0 );
|
|
m_hLaserBeam->SetScrollRate( 0 );
|
|
m_hLaserBeam->SetWidth( 0.5f );
|
|
m_hLaserBeam->SetEndWidth( 0.5f );
|
|
m_hLaserBeam->SetBrightness( 128 );
|
|
m_hLaserBeam->SetBeamFlags( SF_BEAM_SHADEIN );
|
|
#ifdef PORTAL
|
|
m_hLaserBeam->m_bDrawInMainRender = true;
|
|
m_hLaserBeam->m_bDrawInPortalRender = false;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
m_hLaserBeam->SetBrightness( 128 );
|
|
}
|
|
|
|
if ( m_hLaserMuzzleSprite == NULL )
|
|
{
|
|
m_hLaserMuzzleSprite = CSprite::SpriteCreate( RPG_LASER_SPRITE, GetAbsOrigin(), false );
|
|
|
|
if ( m_hLaserMuzzleSprite == NULL )
|
|
{
|
|
// We were unable to create the sprite
|
|
Assert(0);
|
|
return;
|
|
}
|
|
|
|
#ifdef PORTAL
|
|
m_hLaserMuzzleSprite->m_bDrawInMainRender = true;
|
|
m_hLaserMuzzleSprite->m_bDrawInPortalRender = false;
|
|
#endif
|
|
|
|
m_hLaserMuzzleSprite->SetAttachment( pOwner->GetViewModel(), LookupAttachment( "laser" ) );
|
|
m_hLaserMuzzleSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
m_hLaserMuzzleSprite->SetBrightness( 255, 0.5f );
|
|
m_hLaserMuzzleSprite->SetScale( 0.25f, 0.5f );
|
|
m_hLaserMuzzleSprite->TurnOn();
|
|
}
|
|
else
|
|
{
|
|
m_hLaserMuzzleSprite->TurnOn();
|
|
m_hLaserMuzzleSprite->SetScale( 0.25f, 0.25f );
|
|
m_hLaserMuzzleSprite->SetBrightness( 255 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop the effects on the viewmodel of the RPG
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::StopLaserEffects( void )
|
|
{
|
|
if ( m_hLaserBeam != NULL )
|
|
{
|
|
m_hLaserBeam->SetBrightness( 0 );
|
|
}
|
|
|
|
if ( m_hLaserMuzzleSprite != NULL )
|
|
{
|
|
m_hLaserMuzzleSprite->SetScale( 0.01f );
|
|
m_hLaserMuzzleSprite->SetBrightness( 0, 0.5f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pulse all the effects to make them more... well, laser-like
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponRPG::UpdateLaserEffects( void )
|
|
{
|
|
if ( !m_bGuiding )
|
|
return;
|
|
|
|
if ( m_hLaserBeam != NULL )
|
|
{
|
|
m_hLaserBeam->SetBrightness( 128 + random->RandomInt( -8, 8 ) );
|
|
}
|
|
|
|
if ( m_hLaserMuzzleSprite != NULL )
|
|
{
|
|
m_hLaserMuzzleSprite->SetScale( 0.1f + random->RandomFloat( -0.025f, 0.025f ) );
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// Laser Dot
|
|
//=============================================================================
|
|
|
|
LINK_ENTITY_TO_CLASS( env_laserdot, CLaserDot );
|
|
|
|
BEGIN_DATADESC( CLaserDot )
|
|
DEFINE_FIELD( m_vecSurfaceNormal, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
|
|
DEFINE_FIELD( m_bVisibleLaserDot, FIELD_BOOLEAN ),
|
|
DEFINE_FIELD( m_bIsOn, FIELD_BOOLEAN ),
|
|
|
|
//DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ), // don't save - regenerated by constructor
|
|
DEFINE_THINKFUNC( LaserThink ),
|
|
END_DATADESC()
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds missiles in cone
|
|
//-----------------------------------------------------------------------------
|
|
CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
|
|
{
|
|
return CLaserDot::Create( origin, pOwner, bVisibleDot );
|
|
}
|
|
|
|
void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget )
|
|
{
|
|
CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot );
|
|
pDot->SetTargetEntity( pTarget );
|
|
}
|
|
|
|
void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable )
|
|
{
|
|
CLaserDot *pDot = assert_cast< CLaserDot* >(pLaserDot );
|
|
if ( bEnable )
|
|
{
|
|
pDot->TurnOn();
|
|
}
|
|
else
|
|
{
|
|
pDot->TurnOff();
|
|
}
|
|
}
|
|
|
|
CLaserDot::CLaserDot( void )
|
|
{
|
|
m_hTargetEnt = NULL;
|
|
m_bIsOn = true;
|
|
g_LaserDotList.Insert( this );
|
|
}
|
|
|
|
CLaserDot::~CLaserDot( void )
|
|
{
|
|
g_LaserDotList.Remove( this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &origin -
|
|
// Output : CLaserDot
|
|
//-----------------------------------------------------------------------------
|
|
CLaserDot *CLaserDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
|
|
{
|
|
CLaserDot *pLaserDot = (CLaserDot *) CBaseEntity::Create( "env_laserdot", origin, QAngle(0,0,0) );
|
|
|
|
if ( pLaserDot == NULL )
|
|
return NULL;
|
|
|
|
pLaserDot->m_bVisibleLaserDot = bVisibleDot;
|
|
pLaserDot->SetMoveType( MOVETYPE_NONE );
|
|
pLaserDot->AddSolidFlags( FSOLID_NOT_SOLID );
|
|
pLaserDot->AddEffects( EF_NOSHADOW );
|
|
UTIL_SetSize( pLaserDot, vec3_origin, vec3_origin );
|
|
|
|
//Create the graphic
|
|
pLaserDot->SpriteInit( "sprites/redglow1.vmt", origin );
|
|
|
|
pLaserDot->SetName( AllocPooledString("TEST") );
|
|
|
|
pLaserDot->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
|
|
pLaserDot->SetScale( 0.5f );
|
|
|
|
pLaserDot->SetOwnerEntity( pOwner );
|
|
|
|
pLaserDot->SetContextThink( &CLaserDot::LaserThink, gpGlobals->curtime + 0.1f, g_pLaserDotThink );
|
|
pLaserDot->SetSimulatedEveryTick( true );
|
|
|
|
if ( !bVisibleDot )
|
|
{
|
|
pLaserDot->MakeInvisible();
|
|
}
|
|
|
|
return pLaserDot;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLaserDot::LaserThink( void )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.05f, g_pLaserDotThink );
|
|
|
|
if ( GetOwnerEntity() == NULL )
|
|
return;
|
|
|
|
Vector viewDir = GetAbsOrigin() - GetOwnerEntity()->GetAbsOrigin();
|
|
float dist = VectorNormalize( viewDir );
|
|
|
|
float scale = RemapVal( dist, 32, 1024, 0.01f, 0.5f );
|
|
float scaleOffs = random->RandomFloat( -scale * 0.25f, scale * 0.25f );
|
|
|
|
scale = clamp( scale + scaleOffs, 0.1f, 32.0f );
|
|
|
|
SetScale( scale );
|
|
}
|
|
|
|
void CLaserDot::SetLaserPosition( const Vector &origin, const Vector &normal )
|
|
{
|
|
SetAbsOrigin( origin );
|
|
m_vecSurfaceNormal = normal;
|
|
}
|
|
|
|
Vector CLaserDot::GetChasePosition()
|
|
{
|
|
return GetAbsOrigin() - m_vecSurfaceNormal * 10;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLaserDot::TurnOn( void )
|
|
{
|
|
m_bIsOn = true;
|
|
if ( m_bVisibleLaserDot )
|
|
{
|
|
BaseClass::TurnOn();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLaserDot::TurnOff( void )
|
|
{
|
|
m_bIsOn = false;
|
|
if ( m_bVisibleLaserDot )
|
|
{
|
|
BaseClass::TurnOff();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLaserDot::MakeInvisible( void )
|
|
{
|
|
BaseClass::TurnOff();
|
|
}
|