#include "cbase.h" #include "c_weapon__stubs.h" #include "ClientEffectPrecacheSystem.h" #include "c_basehlcombatweapon.h" #include "basehlcombatweapon_shared.h" #include "iviewrender_beams.h" #include "beam_shared.h" #include "iefx.h" #include "dlight.h" #include "input.h"// #include "engine/ivdebugoverlay.h" //extern bool UTIL_GetWeaponAttachment( C_BaseCombatWeapon *pWeapon, int attachmentID, Vector &absOrigin, QAngle &absAngles ); extern void FormatViewModelAttachment( Vector &vOrigin, bool bInverse ); class C_WeaponSniper : public C_BaseHLCombatWeapon { DECLARE_CLASS(C_WeaponSniper, C_BaseHLCombatWeapon); public: DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); C_WeaponSniper(); virtual bool VisibleInWeaponSelection( void ) { return true; } virtual bool CanBeSelected( void ) { return true; } virtual bool HasAnyAmmo( void ) { return true; } virtual bool HasAmmo( void ) { return true; } void OnRestore( void ); void UpdateOnRemove( void ); bool IsCarriedByLocalPlayer(); virtual void ClientThink( void ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual bool IsWeaponCamera() { return (m_nZoomLevel == 0); } void SetupAttachmentPoints(); CNewParticleEffect *pEffect; EHANDLE m_hEntAttached; bool EnableLaser; protected: float m_fNextZoom; int m_nZoomLevel; int iLaserAttachment; //dlight_t *m_pELight; }; STUB_WEAPON_CLASS_IMPLEMENT(weapon_sniper, C_WeaponSniper); IMPLEMENT_CLIENTCLASS_DT(C_WeaponSniper, DT_WeaponSniper, CWeaponSniper) RecvPropBool(RECVINFO(EnableLaser)), RecvPropFloat(RECVINFO(m_fNextZoom)), RecvPropInt(RECVINFO(m_nZoomLevel)), END_RECV_TABLE() C_WeaponSniper::C_WeaponSniper() { iLaserAttachment = -1; m_nZoomLevel = 0; //m_pELight = NULL; } void C_WeaponSniper::UpdateOnRemove() { BaseClass::UpdateOnRemove(); /*if (m_pELight) { m_pELight->die = gpGlobals->curtime; m_pELight = NULL; }*/ } void C_WeaponSniper::OnRestore(void) { SetupAttachmentPoints(); BaseClass::OnRestore(); } //----------------------------------------------------------------------------- // Purpose: Starts the client-side version thinking //----------------------------------------------------------------------------- void C_WeaponSniper::OnDataChanged(DataUpdateType_t updateType) { BaseClass::OnDataChanged( updateType ); if ( iLaserAttachment == -1 ) { SetupAttachmentPoints(); } SetNextClientThink( CLIENT_THINK_ALWAYS ); } bool C_WeaponSniper::IsCarriedByLocalPlayer(void) { CBaseViewModel *vm = NULL; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { if ( pOwner->GetActiveWeapon() != this ) return false; vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) return ( !vm->IsEffectActive(EF_NODRAW) ); } return false; } bool Do = true; static ConVar oc_weapon_sniperrifle_laser_pos_x("oc_weapon_sniperrifle_laser_pos_x", "0.0", FCVAR_ARCHIVE); static ConVar oc_weapon_sniperrifle_laser_pos_y("oc_weapon_sniperrifle_laser_pos_y", "0.0", FCVAR_ARCHIVE); static ConVar oc_weapon_sniperrifle_laser_pos_z("oc_weapon_sniperrifle_laser_pos_z", "0.0", FCVAR_ARCHIVE); static ConVar oc_weapon_sniperrifle_laser_ang_x("oc_weapon_sniperrifle_laser_ang_x", "0", FCVAR_ARCHIVE); static ConVar oc_weapon_sniperrifle_laser_ang_y("oc_weapon_sniperrifle_laser_ang_y", "0", FCVAR_ARCHIVE); static ConVar oc_weapon_sniperrifle_laser_ang_z("oc_weapon_sniperrifle_laser_ang_z", "0", FCVAR_ARCHIVE); void C_WeaponSniper::ClientThink(void) { if (iLaserAttachment == -1) { SetNextClientThink( CLIENT_THINK_NEVER ); /*if (m_pELight) { m_pELight->die = gpGlobals->curtime; m_pELight = NULL; }*/ return; } if ((IsCarriedByLocalPlayer() && !IsEffectActive(EF_NODRAW) && gpGlobals->frametime != 0.0f && m_fNextZoom <= gpGlobals->curtime) && EnableLaser) { Vector vecOrigin, vecAngles; QAngle angAngles; // Inner beams BeamInfo_t beamInfo; trace_t tr; /*if (cvar->FindVar("oc_state_InReload")->GetInt() == 1)// || (cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 1))//(m_nZoomLevel == 1) { C_BasePlayer *pOwner = ToBasePlayer(GetOwner()); C_BaseViewModel *pBeamEnt = pOwner->GetViewModel(); //C_BaseViewModel *pBeamEnt2 = pOwner->GetViewModel(); //C_BaseEntity *pEntity = m_hEntAttached; iLaserAttachment = pOwner->GetViewModel()->LookupAttachment("Laser"); //pEntity->FollowEntity(pBeamEnt); pBeamEnt->GetAttachment(iLaserAttachment, vecOrigin, angAngles); //UTIL_GetWeaponAttachment( this, iLaserAttachment, vecOrigin, angAngles ); ::FormatViewModelAttachment( vecOrigin, false ); beamInfo.m_vecEnd = vec3_origin; beamInfo.m_pEndEnt = pBeamEnt; beamInfo.m_nEndAttachment = iLaserAttachment; Vector forward, right, up; pOwner->EyeVectors(&forward, &right, &up); AngleVectors(angAngles, &vecAngles); UTIL_TraceLine(vecOrigin, vecOrigin + (vecAngles * MAX_TRACE_LENGTH), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr); //debugoverlay->AddLineOverlay(vecOrigin, pOwner->EyePosition() + (forward * MAX_TRACE_LENGTH), 255, 0, 0, true, 0.2f); beamInfo.m_vecStart = tr.endpos; beamInfo.m_pStartEnt = NULL; beamInfo.m_nStartAttachment = -1; Vector Muzzle; Muzzle.x = cvar->FindVar("oc_muzzle_vector_x")->GetFloat(); Muzzle.y = cvar->FindVar("oc_muzzle_vector_y")->GetFloat(); Muzzle.z = cvar->FindVar("oc_muzzle_vector_z")->GetFloat(); pBeamEnt->SetAbsOrigin(vecOrigin);*/ //pBeamEnt2->SetAbsOrigin(vecOrigin); /*vecOrigin += forward * oc_test_entity_x.GetFloat(); vecOrigin += right * oc_test_entity_y.GetFloat(); vecOrigin += up * oc_test_entity_z.GetFloat();*/ /*vecOrigin.x += oc_test_entity_x.GetFloat(); vecOrigin.y += oc_test_entity_y.GetFloat(); vecOrigin.z += oc_test_entity_z.GetFloat();*/ //if (Do) /*{ pEffect = ParticleProp()->Create("sniper_laser", PATTACH_POINT_FOLLOW); ParticleProp()->AddControlPoint(pEffect, 0, pBeamEnt2, PATTACH_ABSORIGIN_FOLLOW, "Laser", vecOrigin); //ParticleProp()->AddControlPoint(pEffect, 1, pBeamEnt, PATTACH_POINT, "Laser", tr.endpos); //pEffect->SetControlPoint(1, vecOrigin + vecOrigin * 100);// +(vecAngles * MAX_TRACE_LENGTH)); //pEffect->SetControlPointEntity(1, pBeamEnt); pEffect->SetControlPoint(1, tr.endpos); //pEffect->SetControlPoint(0, vecOrigin);// +(vecAngles * MAX_TRACE_LENGTH)); //pEffect->SetControlPointEntity(0, pBeamEnt); pEffect->SetControlPointEntity(1, pBeamEnt); }*/ //} if ((cvar->FindVar("oc_state_is_running")->GetInt() == 0) && (cvar->FindVar("oc_state_InReload")->GetInt() == 0) && (cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 0)) { /*Vector vecOrigin2, vecOriginEnd2; QAngle angAngles2; C_BasePlayer *pOwner = ToBasePlayer(GetOwner()); C_BaseViewModel *pBeamEnt = pOwner->GetViewModel(); iLaserAttachment = pOwner->GetViewModel()->LookupAttachment("Laser"); pBeamEnt->GetAttachment(iLaserAttachment, vecOrigin2, angAngles); ::FormatViewModelAttachment(vecOrigin2, false); Vector forward2, right2, Up2; AngleVectors(angAngles, &forward2, &right2, &Up2); // CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); Vector vecOrigin, vecForward, vecRight, vecUp; pOwner->EyePositionAndVectors(&vecOrigin, &vecForward, &vecRight, &vecUp); Vector vecStart = vecOrigin + (vecRight * 4) - (vecUp * 4); beamInfo.m_vecEnd = vecOrigin2; beamInfo.m_pEndEnt = pBeamEnt; beamInfo.m_nEndAttachment = iLaserAttachment; vecOriginEnd2 = vecForward; vecOriginEnd2 += vecForward + forward2 * oc_test_entity_x.GetFloat(); vecOriginEnd2 += vecRight + right2 * oc_test_entity_y.GetFloat(); vecOriginEnd2 += vecUp + Up2 * oc_test_entity_z.GetFloat(); UTIL_TraceLine(vecOrigin, vecOrigin + (vecForward * MAX_TRACE_LENGTH), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);//vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH) beamInfo.m_vecStart = tr.endpos; beamInfo.m_pStartEnt = NULL; beamInfo.m_nStartAttachment = -1;*/ Vector vecOrigin2, vecOriginEnd2; QAngle angAngles2; C_BasePlayer *pOwner = ToBasePlayer(GetOwner()); C_BaseViewModel *pBeamEnt = pOwner->GetViewModel(); iLaserAttachment = pOwner->GetViewModel()->LookupAttachment("Laser"); pBeamEnt->GetAttachment(iLaserAttachment, vecOrigin2, angAngles); ::FormatViewModelAttachment(vecOrigin2, false); Vector forward2, right2, Up2; angAngles.x += oc_weapon_sniperrifle_laser_ang_x.GetFloat(); angAngles.y += oc_weapon_sniperrifle_laser_ang_y.GetFloat(); angAngles.z += oc_weapon_sniperrifle_laser_ang_z.GetFloat(); AngleVectors(angAngles, &forward2, &right2, &Up2); Vector vecOrigin, vecForward, vecRight, vecUp; pOwner->EyePositionAndVectors(&vecOrigin, &vecForward, &vecRight, &vecUp); Vector vecStart = vecOrigin + (vecRight * 4) - (vecUp * 4); /*beamInfo.m_vecEnd = vecOrigin2; beamInfo.m_pEndEnt = pBeamEnt; beamInfo.m_nEndAttachment = iLaserAttachment; //beamInfo.m_vecCenter += RandomVector(-30.f,30.f); vecOriginEnd2 = vecForward + vecRight + vecUp;//vecForward vecOriginEnd2 += forward2 * oc_weapon_sniperrifle_laser_x.GetFloat(); vecOriginEnd2 += right2 * oc_weapon_sniperrifle_laser_y.GetFloat(); vecOriginEnd2 += Up2 * oc_weapon_sniperrifle_laser_z.GetFloat(); UTIL_TraceLine(vecOrigin, vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);//vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH) beamInfo.m_vecStart = tr.endpos; beamInfo.m_pStartEnt = NULL; beamInfo.m_nStartAttachment = -1;*/ if (cvar->FindVar("oc_weapon_free_aim")->GetInt()) { beamInfo.m_vecEnd = vecOrigin2; beamInfo.m_pEndEnt = pBeamEnt; beamInfo.m_nEndAttachment = iLaserAttachment; vecOriginEnd2 = vecForward; vecOriginEnd2 += vecForward + forward2 * oc_weapon_sniperrifle_laser_pos_x.GetFloat(); vecOriginEnd2 += vecRight + right2 * oc_weapon_sniperrifle_laser_pos_y.GetFloat(); vecOriginEnd2 += vecUp + Up2 * oc_weapon_sniperrifle_laser_pos_z.GetFloat(); UTIL_TraceLine(vecOrigin, vecOrigin + (vecForward * MAX_TRACE_LENGTH), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);//vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH) beamInfo.m_vecStart = tr.endpos; beamInfo.m_pStartEnt = NULL; beamInfo.m_nStartAttachment = -1; } else if (cvar->FindVar("oc_state_IRsight_on")->GetInt() || cvar->FindVar("oc_state_InSecondFire")->GetInt()) { beamInfo.m_vecEnd = vecOrigin2; beamInfo.m_pEndEnt = pBeamEnt; beamInfo.m_nEndAttachment = iLaserAttachment; vecOriginEnd2 = vecForward; vecOriginEnd2 += vecForward + forward2 * oc_weapon_sniperrifle_laser_pos_x.GetFloat(); vecOriginEnd2 += vecRight + right2 * oc_weapon_sniperrifle_laser_pos_y.GetFloat(); vecOriginEnd2 += vecUp + Up2 * oc_weapon_sniperrifle_laser_pos_z.GetFloat(); UTIL_TraceLine(vecOrigin, vecOrigin + (vecForward * MAX_TRACE_LENGTH), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);//vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH) beamInfo.m_vecStart = tr.endpos; beamInfo.m_pStartEnt = NULL; beamInfo.m_nStartAttachment = -1; } else { beamInfo.m_vecEnd = vecOrigin2; beamInfo.m_pEndEnt = pBeamEnt; beamInfo.m_nEndAttachment = iLaserAttachment; vecOriginEnd2 = vecForward + vecRight + vecUp; vecOriginEnd2 += forward2 * oc_weapon_sniperrifle_laser_pos_x.GetFloat(); vecOriginEnd2 += right2 * oc_weapon_sniperrifle_laser_pos_y.GetFloat(); vecOriginEnd2 += Up2 * oc_weapon_sniperrifle_laser_pos_z.GetFloat(); UTIL_TraceLine(vecOrigin, vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);//vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH) beamInfo.m_vecStart = tr.endpos; beamInfo.m_pStartEnt = NULL; beamInfo.m_nStartAttachment = -1; } dlight_t *el = effects->CL_AllocDlight(LIGHT_INDEX_MUZZLEFLASH);//( index ); el->origin = tr.endpos; el->color.r = 255; el->color.g = 0; el->color.b = 0; el->color.exponent = 5; el->radius = random->RandomInt(12, 18); el->decay = el->radius / 0.05f; el->die = gpGlobals->curtime + 0.07f; /*if (m_pELight) { m_pELight->die = gpGlobals->curtime; m_pELight = NULL; }*/ } else if ((cvar->FindVar("oc_state_is_running")->GetInt() == 1) || (cvar->FindVar("oc_state_InReload")->GetInt() == 1) || (cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 1)) { Vector vecOrigin3, vecAngles3; QAngle angAngles3; C_BasePlayer *pOwner = ToBasePlayer(GetOwner()); C_BaseViewModel *pBeamEnt = pOwner->GetViewModel(); iLaserAttachment = pOwner->GetViewModel()->LookupAttachment("Laser"); pBeamEnt->GetAttachment(iLaserAttachment, vecOrigin3, angAngles3); ::FormatViewModelAttachment(vecOrigin3, false); beamInfo.m_vecEnd = vecOrigin3; beamInfo.m_pEndEnt = NULL; beamInfo.m_nEndAttachment = -1; AngleVectors(angAngles3, &vecAngles3); UTIL_TraceLine(vecOrigin3, vecOrigin3 + (vecAngles3 * MAX_TRACE_LENGTH), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr); beamInfo.m_vecStart = vecOrigin3; beamInfo.m_pStartEnt = NULL; beamInfo.m_nStartAttachment = -1; } beamInfo.m_pszModelName = "sprites/laserbeam.vmt";//"effects/bluelaser1.vmt"; if ( !(tr.surface.flags & SURF_SKY) ) { beamInfo.m_pszHaloName = "sprites/light_glow03.vmt"; beamInfo.m_flHaloScale = 4.0f; } beamInfo.m_flLife = 0.01f; if (cvar->FindVar("oc_state_InSecondFire")->GetInt()) beamInfo.m_flWidth = m_bZoomLevel * 0.01f; //random->RandomFloat( 1.0f, 2.0f ); else beamInfo.m_flWidth = 0.4f; beamInfo.m_flEndWidth = 0; beamInfo.m_flFadeLength = 0.0f; beamInfo.m_flAmplitude = 0.0f; //random->RandomFloat( 16, 32 ); beamInfo.m_flBrightness = 255.0; beamInfo.m_flSpeed = 0.0; beamInfo.m_nStartFrame = 0.0; beamInfo.m_flFrameRate = 1.0f; beamInfo.m_flRed = 255.0f;; beamInfo.m_flGreen = 0.0f; beamInfo.m_flBlue = 0.0f; beamInfo.m_nSegments = 0; beamInfo.m_bRenderable = true; beamInfo.m_nFlags = 0; beams->CreateBeamEntPoint( beamInfo ); } } //----------------------------------------------------------------------------- // Purpose: Sets up the attachment point lookup for the model //----------------------------------------------------------------------------- void C_WeaponSniper::SetupAttachmentPoints(void) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner != NULL && pOwner->GetViewModel() != NULL ) { // Setup the center beam point iLaserAttachment = pOwner->GetViewModel()->LookupAttachment( "Laser" ); } else { iLaserAttachment = -1; } }