Files
HL2Overcharged/game/server/overcharged/weapon_barnacle.cpp
2025-05-21 21:20:08 +03:00

1079 lines
30 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the hand barnacle weapon.
//
// Primary attack: Get player at the point
// Secondary attack: Eat covards
//
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#include "weapon_barnacle.h"
#include "decals.h"
#ifdef CLIENT_DLL
//#include "c_hl2mp_player.h"
#include "player.h"
//#include "c_te_effect_dispatch.h"
#include "te_effect_dispatch.h"
#else
#include "game.h"
//#include "hl2mp_player.h"
#include "player.h"
#include "te_effect_dispatch.h"
#include "IEffects.h"
#include "Sprite.h"
#include "SpriteTrail.h"
#include "beam_shared.h"
#include "explode.h"
#include "ammodef.h" /* This is needed for the tracing done later */
#include "gamestats.h" //
#include "soundent.h" //
#include "vphysics/constraints.h"
#include "physics_saverestore.h"
#endif
//#include "effect_dispatch_data.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define HOOK_MODEL "models/props_junk/rock001a.mdl"
#define BOLT_AIR_VELOCITY 3500
#define BOLT_WATER_VELOCITY 1500
ConVar oc_weapon_barnacle_speed( "oc_weapon_barnacle_speed", "250", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Player speed on activate." );
ConVar oc_weapon_barnacle_material( "oc_weapon_barnacle_material", "sprites/physbeam.vmt", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Material of barnacle tonque" );
ConVar oc_weapon_barnacle_material_width( "oc_weapon_barnacle_material_width", "5", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Material width." );
ConVar oc_weapon_barnacle_plr_dmg( "oc_weapon_barnacle_plr_dmg", "25", FCVAR_REPLICATED|FCVAR_ARCHIVE, "Secondary attack dmg." );
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( barnacle_hook, CbarnacleHook );
BEGIN_DATADESC( CbarnacleHook )
// Function Pointers
DEFINE_THINKFUNC( FlyThink ),
DEFINE_THINKFUNC( HookedThink ),
DEFINE_FUNCTION( HookTouch ),
DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_hBolt, FIELD_EHANDLE ),
DEFINE_FIELD( m_bPlayerWasStanding, FIELD_BOOLEAN ),
END_DATADESC()
CbarnacleHook *CbarnacleHook::HookCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner )
{
// Create a new entity with CbarnacleHook private data
CbarnacleHook *pHook = (CbarnacleHook *)CreateEntityByName( "barnacle_hook" );
UTIL_SetOrigin( pHook, vecOrigin );
pHook->SetAbsAngles( angAngles );
pHook->Spawn();
CWeaponbarnacle *pOwner = (CWeaponbarnacle *)pentOwner;
pHook->m_hOwner = pOwner;
pHook->SetOwnerEntity( pOwner->GetOwner() );
pHook->m_hPlayer = (CBasePlayer *)pOwner->GetOwner();
return pHook;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CbarnacleHook::~CbarnacleHook( void )
{
if ( m_hBolt )
{
UTIL_Remove( m_hBolt );
m_hBolt = NULL;
}
// Revert Jay's gai flag
if ( m_hPlayer )
m_hPlayer->SetPhysicsFlag( PFLAG_VPHYSICS_MOTIONCONTROLLER, false );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CbarnacleHook::CreateVPhysics( void )
{
// Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
unsigned int CbarnacleHook::PhysicsSolidMaskForEntity() const
{
return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
}
//-----------------------------------------------------------------------------
// Purpose: Spawn
//-----------------------------------------------------------------------------
void CbarnacleHook::Spawn( void )
{
Precache( );
SetModel( HOOK_MODEL );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
UTIL_SetSize( this, -Vector(1,1,1), Vector(1,1,1) );
SetSolid( SOLID_BBOX );
SetGravity( 0.05f );
// The rock is invisible, the crossbow bolt is the visual representation
AddEffects( EF_NODRAW );
// Make sure we're updated if we're underwater
UpdateWaterState();
SetTouch( &CbarnacleHook::HookTouch );
SetThink( &CbarnacleHook::FlyThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_pSpring = NULL;
m_fSpringLength = 0.0f;
m_bPlayerWasStanding = false;
}
void CbarnacleHook::Precache( void )
{
PrecacheModel( HOOK_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CbarnacleHook::HookTouch( CBaseEntity *pOther )
{
if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
return;
if ( (pOther != m_hOwner) && (pOther->m_takedamage != DAMAGE_NO) )
{
m_hOwner->NotifyHookDied();
SetTouch( NULL );
SetThink( NULL );
UTIL_Remove( this );
}
else
{
trace_t tr;
tr = BaseClass::GetTouchTrace();
const surfacedata_t *ptexdata = physprops->GetSurfaceData( tr.surface.surfaceProps ); // L1ght 15 : Check for extras
// See if we struck the world
if ( pOther->GetMoveType() == MOVETYPE_NONE && ( (char) ptexdata->game.material == CHAR_TEX_ALIENFLESH ) ) //!( tr.surface.flags & SURF_SKY ) )
{
EmitSound( "Weapon_Barnacle.Release" ); //"Weapon_AR2.Reload_Push" );
// if what we hit is static architecture, can stay around for a while.
Vector vecDir = GetAbsVelocity();
//FIXME: We actually want to stick (with hierarchy) to what we've hit
SetMoveType( MOVETYPE_NONE );
Vector vForward;
AngleVectors( GetAbsAngles(), &vForward );
VectorNormalize ( vForward );
CEffectData data;
data.m_vOrigin = tr.endpos;
data.m_vNormal = vForward;
data.m_nEntIndex = 0;
// DispatchEffect( "Impact", data );
// AddEffects( EF_NODRAW );
SetTouch( NULL );
VPhysicsDestroyObject();
VPhysicsInitNormal( SOLID_VPHYSICS, FSOLID_NOT_STANDABLE, false );
AddSolidFlags( FSOLID_NOT_SOLID );
// SetMoveType( MOVETYPE_NONE );
if ( !m_hPlayer )
{
Assert( 0 );
return;
}
// Set Jay's gai flag
m_hPlayer->SetPhysicsFlag( PFLAG_VPHYSICS_MOTIONCONTROLLER, true );
//IPhysicsObject *pPhysObject = m_hPlayer->VPhysicsGetObject();
IPhysicsObject *pRootPhysObject = VPhysicsGetObject();
Assert( pRootPhysObject );
// Assert( pPhysObject );
pRootPhysObject->EnableMotion( false );
// Root has huge mass, tip has little
pRootPhysObject->SetMass( VPHYSICS_MAX_MASS );
// pPhysObject->SetMass( 100 );
// float damping = 3;
// pPhysObject->SetDamping( &damping, &damping );
Vector origin = m_hPlayer->GetAbsOrigin();
Vector rootOrigin = GetAbsOrigin();
m_fSpringLength = (origin - rootOrigin).Length();
m_bPlayerWasStanding = ( ( m_hPlayer->GetFlags() & FL_DUCKING ) == 0 );
SetThink( &CbarnacleHook::HookedThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
// Put a mark unless we've hit the sky
/*if ( ( tr.surface.flags & SURF_SKY ) == false ) // L1ght 15: No more needed, no impacts on touch
{
UTIL_ImpactTrace( &tr, DMG_BULLET );
}*/
SetTouch( NULL );
SetThink( NULL );
m_hOwner->NotifyHookDied();
UTIL_Remove( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CbarnacleHook::HookedThink( void )
{
//set next globalthink
SetNextThink( gpGlobals->curtime + 0.2f); //0.05f ); //0.1f
//All of this push the player far from the hook
Vector tempVec1 = m_hPlayer->GetAbsOrigin() - GetAbsOrigin();
VectorNormalize(tempVec1);
int temp_multiplier = -1;
//m_hPlayer->SetGravity(0.0f); // BriJee: GRAVITY not needed to change
m_hPlayer->SetGroundEntity(NULL);
if (m_hPlayer->m_nButtons & IN_DUCK) // L1ght 15 : Player lowering
{
m_hPlayer->SetAbsVelocity(tempVec1*temp_multiplier*50);
}
else
{
/*if (m_hOwner->m_bHook)
{
//temp_multiplier = 1;*/ // Backwards? wut
m_hPlayer->SetAbsVelocity(tempVec1*temp_multiplier*oc_weapon_barnacle_speed.GetFloat()); //def 400
/*}
else
{
m_hPlayer->SetAbsVelocity(tempVec1*temp_multiplier*400);//400
}*/
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CbarnacleHook::FlyThink( void )
{
QAngle angNewAngles;
VectorAngles( GetAbsVelocity(), angNewAngles );
SetAbsAngles( angNewAngles );
SetNextThink( gpGlobals->curtime + 0.1f );
}
#endif
//IMPLEMENT_NETWORKCLASS_ALIASED( Weaponbarnacle, DT_Weaponbarnacle )
#ifdef CLIENT_DLL
void RecvProxy_HookDied( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CWeaponbarnacle *pbarnacle = ((CWeaponbarnacle*)pStruct);
RecvProxy_IntToEHandle( pData, pStruct, pOut );
CBaseEntity *pNewHook = pbarnacle->GetHook();
if ( pNewHook == NULL )
{
if ( pbarnacle->GetOwner() && pbarnacle->GetOwner()->GetActiveWeapon() == pbarnacle )
{
pbarnacle->NotifyHookDied();
}
}
}
#endif
/*
BEGIN_NETWORK_TABLE( CWeaponbarnacle, DT_Weaponbarnacle )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bInZoom ) ),
RecvPropBool( RECVINFO( m_bMustReload ) ),
RecvPropEHandle( RECVINFO( m_hHook ), RecvProxy_HookDied ),
RecvPropInt ( RECVINFO (m_nBulletType)),
#else
SendPropBool( SENDINFO( m_bInZoom ) ),
SendPropBool( SENDINFO( m_bMustReload ) ),
SendPropEHandle( SENDINFO( m_hHook ) ),
SendPropInt ( SENDINFO (m_nBulletType)),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponbarnacle )
DEFINE_PRED_FIELD( m_bInZoom, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bMustReload, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_barnacle, CWeaponbarnacle );
PRECACHE_WEAPON_REGISTER( weapon_barnacle );*/
LINK_ENTITY_TO_CLASS( weapon_barnacle, CWeaponbarnacle );
PRECACHE_WEAPON_REGISTER( weapon_barnacle );
IMPLEMENT_SERVERCLASS_ST( CWeaponbarnacle, DT_Weaponbarnacle )
END_SEND_TABLE()
BEGIN_DATADESC( CWeaponbarnacle )
DEFINE_FIELD( m_bInZoom, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bMustReload, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nBulletType, FIELD_INTEGER ),
//DEFINE_FIELD( m_hHook, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hHook, FIELD_VOID ),
END_DATADESC()
#ifndef CLIENT_DLL
acttable_t CWeaponbarnacle::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false },
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
{ ACT_RUN, ACT_RUN_RIFLE, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE(CWeaponbarnacle);
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponbarnacle::CWeaponbarnacle( void )
{
m_bReloadsSingly = true;
m_bInZoom = false;
m_bMustReload = false;
m_nBulletType = -1;
#ifndef CLIENT_DLL
//m_pLightGlow= NULL;
pBeam = NULL;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Precache
//-----------------------------------------------------------------------------
void CWeaponbarnacle::Precache( void )
{
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "barnacle_hook" );
#endif
// PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" );
// PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" );
// PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" );
PrecacheScriptSound( "Weapon_Barnacle.Release" );
PrecacheModel(oc_weapon_barnacle_material.GetString());//( "sprites/physbeam.vmt" );
//PrecacheModel( "sprites/physcannon_bluecore2b.vmt" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponbarnacle::PrimaryAttack( void )
{
// Can't have an active hook out
if ( m_hHook != NULL )
return;
PrecacheModel(oc_weapon_barnacle_material.GetString());
#ifndef CLIENT_DLL
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
if ( m_iClip1 <= 0 )
{
if ( !m_bFireOnEmpty )
{
Reload();
}
else
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = 0.15;
}
return;
}
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
WeaponSound( SINGLE );
//pPlayer->DoMuzzleFlash();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
//Disabled so we can shoot all the time that we want
//m_iClip1--;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
//We will not shoot bullets anymore
//pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
//pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
//CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() );
trace_t tr;
Vector vecShootOrigin, vecShootDir, vecDir, vecEnd;
//Gets the direction where the player is aiming
AngleVectors (pPlayer->EyeAngles(), &vecDir);
//Gets the position of the player
vecShootOrigin = pPlayer->Weapon_ShootPosition();
//Gets the position where the hook will hit
vecEnd = vecShootOrigin + (vecDir * MAX_TRACE_LENGTH);
//Traces a line between the two vectors
UTIL_TraceLine( vecShootOrigin, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr);
//Draws the beam
DrawBeam( vecShootOrigin, tr.endpos, 15.5 );
if ( tr.DidHitWorld() )
{
UTIL_DecalTrace( &tr , "ManhackCut" );
}
CEffectData data;
data.m_vStart = tr.startpos;
data.m_vOrigin = tr.endpos;
DispatchEffect( "RagdollImpact", data );
//Creates an energy impact effect if we don't hit the sky or other places
/*if ( (tr.surface.flags & SURF_SKY) == false )
{
CPVSFilter filter( tr.endpos );
te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
m_nBulletType = GetAmmoDef()->Index("GaussEnergy");
UTIL_ImpactTrace( &tr, m_nBulletType );
//Makes a sprite at the end of the beam
//m_pLightGlow = CSprite::SpriteCreate( "sprites/physcannon_bluecore2b.vmt", GetAbsOrigin(), TRUE);
//Sets FX render and color
//m_pLightGlow->SetTransparency( 9, 255, 255, 255, 200, kRenderFxNoDissipation );
//Sets the position
//m_pLightGlow->SetAbsOrigin(tr.endpos);
//Bright
//m_pLightGlow->SetBrightness( 255 );
//Scale
//m_pLightGlow->SetScale( 0.65 );
}*/
#endif
FireHook();
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) );
}
//-----------------------------------------------------------------------------
// Purpose: Toggles the barnacle hook modes
//-----------------------------------------------------------------------------
void CWeaponbarnacle::SecondaryAttack( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return;
if (pPlayer->m_nButtons & IN_ATTACK)
return;
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
SendWeaponAnim(GetSecondaryAttackActivity());
pPlayer->SetAnimation( PLAYER_ATTACK1 );
/* Vector vecDirection, vecStart, vecStop, vecDir, vecEnd;
AngleVectors( GetAbsAngles(), &vecDirection );
VectorMA( pPlayer->Weapon_ShootPosition(), 50, vecDirection, vecEnd );
// Set up angles
AngleVectors( pPlayer->EyeAngles( ), &vecDir );
// Get up vectors
vecStart = pPlayer->EyePosition();
vecStop = vecStart + vecDir * 70;
CBaseEntity *pHurt = pPlayer->CheckTraceHullAttack( pPlayer->Weapon_ShootPosition(), vecEnd,
Vector(-1,-1,-1), Vector(0,0,0), oc_weapon_barnacle_plr_dmg.GetFloat(), DMG_CLUB, 0.75 );
if ( pHurt )
{
pPlayer->ViewPunch( QAngle( -2, 1, 2 ) );
//Msg("DAMAGED!!!!!!!!!!!! \n");
}
else
{
pPlayer->ViewPunch( QAngle( -3, 0, 1 ) );
//Msg("NOPE!!!!!!!!!!!!!! \n");
}*/
// set up the vectors and traceline
trace_t tr, m_trHit; // Hit Target
Vector vecStart, vecStop, vecDir, vecEnd;
// get the angles
AngleVectors( pPlayer->EyeAngles( ), &vecDir );
// get the vectors
vecStart = pPlayer->Weapon_ShootPosition();
vecStop = vecStart + vecDir * MAX_TRACE_LENGTH;
// do the traceline
UTIL_TraceLine( vecStart, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NONE, &tr );
CBaseEntity *pObject = NULL;
pObject = tr.m_pEnt;
if ( tr.m_pEnt )
{
if ((tr.endpos.DistTo(vecStart) > 10) || tr.m_pEnt->IsNPC()) // Make sure we shoot if have enough space or aim on npc
{
CBaseEntity *pHurt = pPlayer->CheckTraceHullAttack( 45, Vector(-16,-16,-16), Vector(16,16,16), oc_weapon_barnacle_plr_dmg.GetFloat(), DMG_CLUB, 1.0f, true );
if (pHurt)
{
float X = -2.f;
if (abs(pPlayer->LocalEyeAngles().x) + abs(X) >= 89.0f)
{
X = X < 0 ? (89.0f - abs(pPlayer->LocalEyeAngles().x)) * -1.f : 89.0f - abs(pPlayer->LocalEyeAngles().x);
}
pPlayer->ViewPunch( QAngle( X, 1, 2 ) );
/*CBaseAnimating *pAnim;
pAnim = dynamic_cast<CBaseAnimating*>(pObject);
if ( pAnim )
{
pAnim->Ignite( 30.0f );
}
pObject->AddFlag(FL_ONFIRE);*/
}
else
{
float X = -3.f;
if (abs(pPlayer->LocalEyeAngles().x) + abs(X) >= 89.0f)
{
X = X < 0 ? (89.0f - abs(pPlayer->LocalEyeAngles().x)) * -1.f : 89.0f - abs(pPlayer->LocalEyeAngles().x);
}
pPlayer->ViewPunch( QAngle( X, 0, 1 ) );
//StopParticleEffects(pPlayer->GetViewModel()); // stop that
//return;
}
}
//Msg("Too Close \n");
}
WeaponSound( SPECIAL1 );
//WeaponSound( EMPTY );
m_flNextSecondaryAttack = gpGlobals->curtime + 1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponbarnacle::Reload( void )
{
if ( ( m_bMustReload ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
{
//Redraw the weapon
SendWeaponAnim( ACT_VM_IDLE ); //ACT_VM_RELOAD
//Update our times
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
//Mark this as done
m_bMustReload = false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Toggles between pull and rappel mode
//-----------------------------------------------------------------------------
/*bool CWeaponbarnacle::ToggleHook( void )
{
#ifndef CLIENT_DLL
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( m_bHook )
{
m_bHook = false;
ClientPrint(pPlayer,HUD_PRINTCENTER, "Pull mode");
return m_bHook;
}
else
{
m_bHook = true;
ClientPrint(pPlayer,HUD_PRINTCENTER, "Rappel mode");
return m_bHook;
}
#endif
//return !m_bHook;
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponbarnacle::ItemBusyFrame( void )
{
// Allow zoom toggling even when we're reloading
//CheckZoomToggle();
}
/*//Msg ("fly think \n");
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if (!pWeapon)
return;
//pWeapon->SendViewModelAnim( ACT_VM_PRIMARYATTACK );
pWeapon->SendWeaponAnim( ACT_VM_PRIMARYATTACK );*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponbarnacle::ItemPostFrame( void )
{
//Enforces being able to use PrimaryAttack and Secondary Attack
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( ( pOwner->m_nButtons & IN_ATTACK ) )
{
pOwner->m_nButtons |= IN_USE; // L1ght 15 : Whoah i found a fix for +USE and prop grab bug // De use of IN_USE?
//pOwner->m_nButtons &= ~IN_USE; // Seems like non pressed by player keyboard method +IN_USE
if ( m_flNextPrimaryAttack < gpGlobals->curtime )
{
if (!(pOwner->m_nButtons & IN_DUCK)) // L1ght 15 : Player lowering
{////////////////
PrimaryAttack();
if (IsViewModelSequenceFinished()) // L1ght 15 : Loop attack anim if weapon active
{
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
WeaponSound( SPECIAL2 );
}
}////////////////
}
}
else if ( m_bMustReload ) //&& HasWeaponIdleTimeElapsed() )
{
Reload();
}
/*if ( ( pOwner->m_afButtonPressed & IN_ATTACK2 ) )
{
if ( m_flNextPrimaryAttack < gpGlobals->curtime )
{
SecondaryAttack();
}
}
else if ( m_bMustReload ) //&& HasWeaponIdleTimeElapsed() )
{
Reload();
}*/
//Allow a refire as fast as the player can click
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
}
#ifndef CLIENT_DLL
if ( m_hHook ) //(pOwner->m_afButtonPressed & IN_ATTACK) )
{
if /*(pOwner->m_afButtonReleased & IN_ATTACK || (pOwner->m_nButtons & IN_ATTACK2))*/ (!(pOwner->m_nButtons & IN_ATTACK) && !(pOwner->m_nButtons & IN_ATTACK2))
{
m_hHook->SetTouch( NULL );
m_hHook->SetThink( NULL );
UTIL_Remove( m_hHook );
m_hHook = NULL;
NotifyHookDied();
m_bMustReload = true;
}
}
#endif
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Fires the hook
//-----------------------------------------------------------------------------
void CWeaponbarnacle::FireHook( void )
{
if ( m_bMustReload )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
#ifndef CLIENT_DLL
Vector vecAiming = pOwner->GetAutoaimVector( 0 );
Vector vecSrc = pOwner->Weapon_ShootPosition();
QAngle angAiming;
VectorAngles( vecAiming, angAiming );
CbarnacleHook *pHook = CbarnacleHook::HookCreate( vecSrc, angAiming, this );
if ( pOwner->GetWaterLevel() == 3 )
{
pHook->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY );
}
else
{
pHook->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
}
m_hHook = pHook;
#endif
float X = -2.f;
if (abs(pOwner->LocalEyeAngles().x) + abs(X) >= 89.0f)
{
X = X < 0 ? (89.0f - abs(pOwner->LocalEyeAngles().x)) * -1.f : 89.0f - abs(pOwner->LocalEyeAngles().x);
}
pOwner->ViewPunch( QAngle( X, 0, 0 ) );
//WeaponSound( SINGLE );
//WeaponSound( SPECIAL2 );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponbarnacle::Deploy( void )
{
if ( m_bMustReload )
{
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
}
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSwitchingTo -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponbarnacle::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#ifndef CLIENT_DLL
if ( m_hHook )
{
m_hHook->SetTouch( NULL );
m_hHook->SetThink( NULL );
UTIL_Remove( m_hHook );
m_hHook = NULL;
NotifyHookDied();
m_bMustReload = true;
}
#endif
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponbarnacle::Drop( const Vector &vecVelocity )
{
#ifndef CLIENT_DLL
if ( m_hHook )
{
m_hHook->SetTouch( NULL );
m_hHook->SetThink( NULL );
UTIL_Remove( m_hHook );
m_hHook = NULL;
NotifyHookDied();
m_bMustReload = true;
UTIL_Remove( this );
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); // L1ght 15 : Little hack to avoid multiple hooks
if (pPlayer)
CBaseEntity::Create( "weapon_barnacle", pPlayer->Weapon_ShootPosition(), QAngle(80,60,0), pPlayer );
}
#endif
else
{
BaseClass::Drop( vecVelocity );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponbarnacle::HasAnyAmmo( void )
{
if ( m_hHook != NULL )
return true;
return BaseClass::HasAnyAmmo();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponbarnacle::CanHolster( void )
{
//Can't have an active hook out
if ( m_hHook != NULL )
return false;
return BaseClass::CanHolster();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponbarnacle::NotifyHookDied( void )
{
m_hHook = NULL;
#ifndef CLIENT_DLL
if ( pBeam )
{
UTIL_Remove( pBeam ); //Kill beam
pBeam = NULL;
//UTIL_Remove( m_pLightGlow ); //Kill sprite
//m_pLightGlow = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Draws a beam
// Input : &startPos - where the beam should begin
// &endPos - where the beam should end
// width - what the diameter of the beam should be (units?)
//-----------------------------------------------------------------------------
void CWeaponbarnacle::DrawBeam( const Vector &startPos, const Vector &endPos, float width )
{
#ifndef CLIENT_DLL
//Tracer down the middle (NOT NEEDED, IT WILL FIRE A TRACER)
//UTIL_Tracer( startPos, endPos, 0, TRACER_DONT_USE_ATTACHMENT, 6500, false, "GaussTracer" );
trace_t tr;
//Draw the main beam shaft
pBeam = CBeam::BeamCreate(oc_weapon_barnacle_material.GetString(), oc_weapon_barnacle_material_width.GetFloat());//( "sprites/physbeam.vmt", 15.5 );
// It starts at startPos
pBeam->SetStartPos( startPos );
// This sets up some things that the beam uses to figure out where
// it should start and end
pBeam->PointEntInit( endPos, this );
// This makes it so that the beam appears to come from the muzzle of the pistol
pBeam->SetEndAttachment( LookupAttachment("Muzzle") );
pBeam->SetWidth( oc_weapon_barnacle_material_width.GetFloat());//width );
// pBeam->SetEndWidth( 0.05f );
// Higher brightness means less transparent
pBeam->SetBrightness( 255 );
//pBeam->SetColor( 255, 185+random->RandomInt( -16, 16 ), 40 );
pBeam->RelinkBeam();
//Sets scrollrate of the beam sprite
float scrollOffset = gpGlobals->curtime + 5.5;
pBeam->SetScrollRate(scrollOffset);
// The beam should only exist for a very short time
//pBeam->LiveForTime( 0.1f );
UpdateWaterState();
SetTouch( &CbarnacleHook::HookTouch );
SetThink( &CbarnacleHook::FlyThink );
SetNextThink( gpGlobals->curtime + 0.1f );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &tr - used to figure out where to do the effect
// nDamageType - ???
//-----------------------------------------------------------------------------
/*void CWeaponbarnacle::DoImpactEffect( trace_t &tr, int nDamageType )
{
#ifndef CLIENT_DLL
if ( (tr.surface.flags & SURF_SKY) == false )
{
CPVSFilter filter( tr.endpos );
te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
m_nBulletType = GetAmmoDef()->Index("GaussEnergy");
UTIL_ImpactTrace( &tr, m_nBulletType );
}
#endif
}*/