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

906 lines
28 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Combine Ion-Rifle from episode 2 remake
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "player.h"
#include "soundent.h"
#include "shake.h"
#include "in_buttons.h"
#include "ndebugoverlay.h"
#include "particle_parse.h"
#include "AI_BaseNPC.h"
#include "NPCEvent.h"
#include "weapon_ionrifle.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_dmg_ionrifle("sk_dmg_ionrifle", "0"); //200 default
IMPLEMENT_SERVERCLASS_ST( CTE_IonBang, DT_TEIonExplosion )
SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD ),
SendPropFloat( SENDINFO(m_flScale), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTE_IonBang::CTE_IonBang( const char *name ) : BaseClass( name )
{
m_nRadius = 0;
m_nMagnitude = 0;
m_flScale = 0.0f;
m_vecNormal.Init();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTE_IonBang::~CTE_IonBang( void )
{
}
void TE_IonExplosion(IRecipientFilter& filter, float delay,
const Vector* pos, float scale, int radius, int magnitude, const Vector* normal)
{
g_TEIonExplosion.m_vecOrigin = *pos;
g_TEIonExplosion.m_flScale = scale;
g_TEIonExplosion.m_nRadius = radius;
g_TEIonExplosion.m_nMagnitude = magnitude;
if (normal)
g_TEIonExplosion.m_vecNormal = *normal;
else
g_TEIonExplosion.m_vecNormal = Vector(0, 0, 1);
// Send it over the wire
g_TEIonExplosion.Create(filter, delay);
}
LINK_ENTITY_TO_CLASS( ionblast, C_IonBlast );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( C_IonBlast )
// DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Create a Ion blast entity and detonate it
//-----------------------------------------------------------------------------
void CreateIonBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude )
{
QAngle angles;
VectorAngles( surfaceNormal, angles );
C_IonBlast *pBlast = (C_IonBlast *) CBaseEntity::Create( "ionblast", origin, angles, pOwner );
//DispatchParticleEffect( "hunter_projectile_explosion_1", origin, surfaceNormal, angles, pOwner); //test
DispatchParticleEffect( "hunter_projectile_explosion_1", origin, angles, NULL);
if ( pBlast )
{
pBlast->Explode( magnitude );
}
}
void C_IonBlast::Explode(float magnitude)
{
//Create a Ion explosion
CPASFilter filter(GetAbsOrigin());
Vector vecForward;
AngleVectors(GetAbsAngles(), &vecForward);
TE_IonExplosion(filter, 0.0,
&GetAbsOrigin(),//position
1.0f, //scale
256 * magnitude, //radius
175 * magnitude, //magnitude
&vecForward); //normal
int colorRamp = random->RandomInt(128, 255);
//Shockring
CBroadcastRecipientFilter filter2;
te->BeamRingPoint(filter2, 0,
GetAbsOrigin(), //origin
16, //start radius
300 * magnitude, //end radius
m_spriteTexture, //texture
0, //halo index
0, //start frame
2, //framerate
0.3f, //life
128, //width
16, //spread
0, //amplitude
colorRamp, //r
colorRamp, //g
255, //g
24, //a
128 //speed
);
//Do the radius damage
RadiusDamage(CTakeDamageInfo(this, GetOwnerEntity(), sk_dmg_ionrifle.GetFloat(), DMG_BLAST/*|DMG_DISSOLVE*/), GetAbsOrigin(), 128, CLASS_PLAYER_ALLY, NULL);
UTIL_Remove(this);
}
//#define ION_BEAM_SPRITE "effects/laser1_noz.vmt"
//#define ION_LASER_SPRITE "effects/black2.vmt"//"sprites/redglow1.vmt"
// Light Kill : Declare weapon functions here...
IMPLEMENT_SERVERCLASS_ST(CWeaponIonRifle, DT_WeaponIonRifle)
//SendPropInt(SENDINFO(EnableLaser), 1, SPROP_UNSIGNED),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_ionrifle, CWeaponIonRifle );
PRECACHE_WEAPON_REGISTER( weapon_ionrifle );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CWeaponIonRifle )
//DEFINE_FIELD(EnableLaser, FIELD_BOOLEAN),
//DEFINE_FIELD(m_hLaserMuzzleSprite, FIELD_EHANDLE),
//DEFINE_FIELD(m_hLaserBeam, FIELD_EHANDLE),
//DEFINE_FIELD(pressed, FIELD_BOOLEAN),
//DEFINE_FIELD( m_flChargeTime, FIELD_TIME ),
//DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_beamIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_haloIndex, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Maps base activities to weapons-specific ones so our characters do the right things.
//-----------------------------------------------------------------------------
acttable_t CWeaponIonRifle::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true }
{ 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_SMG1, false },
};
IMPLEMENT_ACTTABLE( CWeaponIonRifle );
class CLaserPoint : public CWeaponIonRifle
{
DECLARE_CLASS(CLaserPoint, CWeaponIonRifle);
//Class_T Classify(void) { return CLASS_NONE; }
public:
CLaserPoint() { };
~CLaserPoint() { };
void Precache(void);
void Spawn(void);
static CLaserPoint *DispatchImpactSound(const Vector &end);
/*protected:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();*/
};
LINK_ENTITY_TO_CLASS(end_point, CLaserPoint);
CLaserPoint *CLaserPoint::DispatchImpactSound(const Vector &end)
{
CLaserPoint *pPoint = (CLaserPoint *)(CreateEntityByName("end_point"));
UTIL_SetOrigin(pPoint, end);
pPoint->SetAbsAngles(QAngle(0, 0, 0));
pPoint->Spawn();
pPoint->SetOwnerEntity(pPoint);
return pPoint;
}
void CLaserPoint::Precache(void)
{
PrecacheScriptSound("Weapon_RPG.LaserOn");
PrecacheScriptSound("Weapon_RPG.LaserOff");
PrecacheScriptSound("Weapon_Gluon.Hit");
}
void CLaserPoint::Spawn(void)
{
Precache();
SetMoveType(MOVETYPE_NONE);
UTIL_SetSize(this, -Vector(10, 10, 10), Vector(10, 10, 10));
SetSolid(SOLID_NONE);
//trace_t tr;
//DispatchParticleEffect("laser_pointer", GetAbsOrigin(), tr.endpos, GetAbsAngles(), this);
EmitSound("Weapon_Gluon.Hit");
//UTIL_Remove(this);
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CWeaponIonRifle::CWeaponIonRifle( void )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
DoOnce = true;
EnableLaser = false;
}
CWeaponIonRifle::~CWeaponIonRifle()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponIonRifle::Precache( void )
{
UTIL_PrecacheOther( "ionblast" );
m_beamIndex = PrecacheModel( "sprites/bluelaser1.vmt" );
m_haloIndex = PrecacheModel( "sprites/blueshaft1.vmt" );
//PrecacheParticleSystem( "Weapon_Combine_Ion_Cannon_Backup" );
//PrecacheParticleSystem( "electrical_arc_01_parent" );
//PrecacheParticleSystem( "strider_headbeating_03" );
PrecacheParticleSystem( "larvae_glow_extract_b" );
PrecacheParticleSystem("ion_laser");
PrecacheParticleSystem("ion_laser_dot");
PrecacheParticleSystem("ion_laser_dot2");
PrecacheParticleSystem( "Weapon_Combine_Ion_Cannon" );
//PrecacheParticleSystem( "choreo_skyflower_01" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*void CWeaponIonRifle::AlertTargets( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
DispatchParticleEffect( "larvae_glow_extract_b", PATTACH_POINT_FOLLOW, pPlayer->GetViewModel(), "muzzle", true); //blah
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
//Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST ); //blah
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
trace_t tr;
UTIL_TraceLine( vecSrc, impactPoint, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( (vecSrc-tr.endpos).Length() > 1024 )
return;
CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 128, 0.5f );
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*void CWeaponIonRifle::UpdateLasers( void )
{
//Only update the lasers whilst charging
if ( ( m_flChargeTime < gpGlobals->curtime ) || ( m_bFired ) )
return;
Vector start, end, v_forward, v_right, v_up;
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
pPlayer->GetVectors( &v_forward, &v_right, &v_up );
//Get the position of the laser
start = pPlayer->Weapon_ShootPosition( );
start += ( v_forward * 8.0f ) + ( v_right * 3.0f ) + ( v_up * -2.0f );
end = start + ( v_forward * MAX_TRACE_LENGTH );
float angleOffset = ( 1.0f - ( m_flChargeTime - gpGlobals->curtime ) ) / 1.0f;
Vector offset[4];
offset[0] = Vector( 0.0f, 0.5f, -0.5f );
offset[1] = Vector( 0.0f, 0.5f, 0.5f );
offset[2] = Vector( 0.0f, -0.5f, -0.5f );
offset[3] = Vector( 0.0f, -0.5f, 0.5f );
QAngle v_ang;
Vector v_dir;
angleOffset *= 2.0f;
if ( angleOffset > 1.0f )
angleOffset = 1.0f;
for ( int i = 0; i < 4; i++ )
{
Vector ofs = start + ( v_forward * offset[i][0] ) + ( v_right * offset[i][1] ) + ( v_up * offset[i][2] );
float hScale = ( offset[i][1] <= 0.0f ) ? 1.0f : -1.0f;
float vScale = ( offset[i][2] <= 0.0f ) ? 1.0f : -1.0f;
VectorAngles( v_forward, v_ang );
v_ang[PITCH] = UTIL_AngleMod( v_ang[PITCH] + ( (1.0f-angleOffset) * 15.0f * vScale ) );
v_ang[YAW] = UTIL_AngleMod( v_ang[YAW] + ( (1.0f-angleOffset) * 15.0f * hScale ) );
AngleVectors( v_ang, &v_dir );
trace_t tr;
UTIL_TraceLine( ofs, ofs + ( v_dir * MAX_TRACE_LENGTH ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
UTIL_Beam( ofs, tr.endpos, m_beamIndex, 0, 0, 2.0f, 0.1f, 2, 0, 1, 0, 255, 255, 255, 32, 100 );
UTIL_Beam( ofs, tr.endpos, m_haloIndex, 0, 0, 2.0f, 0.1f, 4, 0, 1, 16, 255, 255, 255, 8, 100 );
}
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*void CWeaponIonRifle::PrimaryAttack( void )
{
if ( m_flChargeTime >= gpGlobals->curtime )
return;
AlertTargets();
WeaponSound( SPECIAL1 );
//UTIL_ScreenShake( GetAbsOrigin(), 10.0f, 100.0f, 2.0f, 128, SHAKE_START, false );
m_flChargeTime = gpGlobals->curtime + 1.0f;
m_bFired = false;
}*/
void CWeaponIonRifle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch ( pEvent->event )
{
case EVENT_WEAPON_SHOTGUN_FIRE:
{
Vector vecSrc, vecAiming,vecShootOrigin, vecTarget;
vecShootOrigin = pOperator->Weapon_ShootPosition();
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin ); //use attachment as start position
GetVectors( &vecAiming, NULL, NULL );
vecSrc = WorldSpaceCenter() + vecAiming * 64;
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
//===========
//CAI_BaseNPC *npc = pOperator->MyNPCPointer();
//ASSERT( npc != NULL );
//vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
//vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
//AngleVectors( angShootDir, &vecShootDir );
// Light Kill : Yeah, i am on right way now...
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc );
//===========
CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
WeaponSound( SINGLE_NPC );
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
//===========
trace_t tr;
Vector vecShootPos;
//AI_TraceLine( vecSrc, impactPoint, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
AI_TraceLine( vecShootOrigin, vecTarget, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
//UTIL_Tracer( tr.startpos, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 6000 + random->RandomFloat( 0, 2000 ), true, "GunshipTracer" );
//UTIL_Tracer( tr.startpos, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 6000 + random->RandomFloat( 0, 3000 ), true, "GunshipTracer" );
//UTIL_Tracer( tr.startpos, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 6000 + random->RandomFloat( 0, 4000 ), true, "GunshipTracer" );
//DispatchParticleEffect( "Weapon_Combine_Ion_Cannon", vecSrc, tr.endpos, vec3_angle, NULL );//addition
DispatchParticleEffect( "Weapon_Combine_Ion_Cannon", vecShootOrigin, tr.endpos, vec3_angle, NULL /*pOperator->GetEnemy()*/);
CreateIonBlast( tr.endpos, tr.plane.normal, this, 1.0 );
break;
}
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
/*bool CWeaponIonRifle::Holster(CBaseCombatWeapon *pSwitchingTo)
{
EnableLaser = false;
StopParticleEffects(this);
StopLaserEffects();
if (m_hLaserMuzzleSprite)
{
UTIL_Remove(m_hLaserMuzzleSprite);
}
if (m_hLaserBeam)
{
UTIL_Remove(m_hLaserBeam);
}
return BaseClass::Holster(pSwitchingTo);
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponIonRifle::PrimaryAttack( void )
{
//if ( m_flChargeTime >= gpGlobals->curtime )
//return;
//if ( m_bFired )
//return;
//m_bFired = true;
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
//pPlayer->AddEffects(EF_M);
// Abort here to handle burst and auto fire modes
if ( (GetMaxClip1() != -1 && m_iClip1 == 0) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
return;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Light Kill : Forgotten anim ?
pPlayer->DoMuzzleFlash();
//SendWeaponAnim( ACT_VM_PRIMARYATTACK ); // Light Kill : Overwrite shoot event.
SendWeaponAnim(GetPrimaryAttackActivity());
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
/*if ( GetSequence() != SelectWeightedSequence( ACT_VM_PRIMARYATTACK ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}*/
// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
if ( UsesClipsForAmmo1() )
{
m_iClip1 = m_iClip1 - 1;
}
//PrepareHitmarker();
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
//Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST ); // blah
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
trace_t tr;
UTIL_TraceHull( vecSrc, impactPoint, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
//=========
Vector vFirePos, vForward, vRight, vUp;
pPlayer->GetVectors( &vForward, &vRight, &vUp );
vFirePos = pPlayer->Weapon_ShootPosition( );
// BriJee: Disabled for now
//if (cvar->FindVar("aa_cammode")->GetInt() == 0) // L1ght 15 : Viewmodel muzzle vectors
//{
vFirePos += ( vForward * 8.0f ) + ( vRight * 6.0f ) + ( vUp * -2.1f );
/*}
else // Third-person worldmodel position
{
vFirePos += ( vForward * 8.0f ) + ( vRight * 10.0f ) + ( vUp * -17.0f );
}*/
//DispatchParticleEffect( "Weapon_Combine_Ion_Cannon", PATTACH_POINT_FOLLOW, pPlayer->GetViewModel(), "muzzle", true); //blah
Vector Muzzle;
Muzzle = GetClientMuzzleVector();
//Muzzle.x = cvar->FindVar("oc_muzzle_vector_x")->GetFloat();//pViewModel->tracerOrig_X;
//Muzzle.y = cvar->FindVar("oc_muzzle_vector_y")->GetFloat();//pViewModel->tracerOrig_Y;
//Muzzle.z = cvar->FindVar("oc_muzzle_vector_z")->GetFloat();//pViewModel->tracerOrig_Z;
DispatchParticleEffect("Weapon_Combine_Ion_Cannon", Muzzle /*vFirePos*/, tr.endpos, vec3_angle, NULL);
ShouldDrawWaterImpacts(tr);
CreateIonBlast( tr.endpos, tr.plane.normal, this, 1.0 );
UTIL_DecalTrace(&tr, "FadingScorch");
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); // Light Kill : Delay for avoid some mistakes.
AddViewKick();
}
//----------------------------------------------------------------------------------
// Purpose: Check for water
//----------------------------------------------------------------------------------
#define FSetBit(iBitVector, bits) ((iBitVector) |= (bits))
#define FBitSet(iBitVector, bit) ((iBitVector) & (bit))
#define TraceContents( vec ) ( enginetrace->GetPointContents( vec ) )
#define WaterContents( vec ) ( FBitSet( TraceContents( vec ), CONTENTS_WATER|CONTENTS_SLIME ) )
bool CWeaponIonRifle::ShouldDrawWaterImpacts(const trace_t &shot_trace)
{
//FIXME: This doesn't handle the case of trying to splash while being underwater, but that's not going to look good
// right now anyway...
// We must start outside the water
if (WaterContents(shot_trace.startpos))
return false;
// We must end inside of water
if (!WaterContents(shot_trace.endpos))
return false;
trace_t waterTrace;
UTIL_TraceLine(shot_trace.startpos, shot_trace.endpos, (CONTENTS_WATER | CONTENTS_SLIME), UTIL_GetLocalPlayer(), COLLISION_GROUP_NONE, &waterTrace);
if (waterTrace.fraction < 1.0f)
{
CEffectData data;
data.m_fFlags = 0;
data.m_vOrigin = waterTrace.endpos;
data.m_vNormal = waterTrace.plane.normal;
data.m_flScale = random->RandomFloat(2.0, 4.0f); // Water effect scale
// See if we hit slime
if (FBitSet(waterTrace.contents, CONTENTS_SLIME))
{
FSetBit(data.m_fFlags, FX_WATER_IN_SLIME);
}
CPASFilter filter(data.m_vOrigin);
te->DispatchEffect(filter, 0.0, data.m_vOrigin, "watersplash", data);
}
return true;
}
// Light Kill : addition from smg1
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*void CWeaponIonRifle::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
// FIXME: use the returned number of bullets to account for >10hz firerate
WeaponSound ( SINGLE_NPC );
CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED,
MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponIonRifle::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
// Ensure we have enough rounds in the clip
m_iClip1++;
Vector vecShootOrigin, vecShootDir;
QAngle angShootDir;
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
AngleVectors( angShootDir, &vecShootDir );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}*/
bool CWeaponIonRifle::Reload(void)
{
//DevMsg("In Reload \n");
//StopLaserEffects();
return BaseClass::Reload();
}
#if 0
void CWeaponIonRifle::StartLaserEffects(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
//EnableLaser = true;
if (m_hLaserMuzzleSprite == NULL)
{
m_hLaserMuzzleSprite = CSprite::SpriteCreate(ION_LASER_SPRITE, GetAbsOrigin(), false);
if (m_hLaserMuzzleSprite == NULL)
{
// We were unable to create the sprite
Assert(0);
return;
}
m_hLaserMuzzleSprite->SetAttachment(pOwner->GetViewModel(), LookupAttachment("laser"));
m_hLaserMuzzleSprite->SetTransparency(kRenderTransAdd, 255, 255, 180, 255, kRenderFxNoDissipation);
m_hLaserMuzzleSprite->SetBrightness(255, 0.5f);
m_hLaserMuzzleSprite->SetScale(0.15f, 0.2f);
m_hLaserMuzzleSprite->TurnOn();
//m_hLaserMuzzleSprite->SetAsTemporary();
//m_hLaserMuzzleSprite->Expand(0, 3000);
if (!(pOwner->m_nButtons & IN_FIREMODE))
EmitSound("Weapon_RPG.LaserOn");
}
CEffectData data;
data.m_nEntIndex = pOwner->GetViewModel()->entindex();
data.m_nAttachmentIndex = 2;
DispatchEffect("IonMuzzleLight", data);
#if 0
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
//CBaseViewModel *pBeamEnt = static_cast<CBaseViewModel *>(pOwner->GetViewModel());
//CBaseViewModel *pBeamEnt = pOwner->GetViewModel();
//if (m_hLaserBeam == NULL)
{
//m_hLaserBeam = CBeam::BeamCreate(ION_BEAM_SPRITE, 1.0f);
/*if (m_hLaserBeam == NULL)
{
// We were unable to create the beam
Assert(0);
return;
}*/
//DispatchParticleEffect("ion_laser", PATTACH_POINT_FOLLOW, pBeamEnt);
//m_hLaserBeam->EntsInit(pBeamEnt, pBeamEnt);
int startAttachment = LookupAttachment("muzzle");
// int endAttachment = LookupAttachment("laser_end");
Vector Muzzle;
Muzzle = GetClientMuzzleVector();
Vector vecAiming = pOwner->GetAutoaimVector(AUTOAIM_2DEGREES);
Vector impactPoint = Muzzle + (vecAiming * MAX_TRACE_LENGTH);
trace_t tr;
UTIL_TraceHull(Muzzle, impactPoint, Vector(-2, -2, -2), Vector(2, 2, 2), MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);
QAngle End;
/*End.x = cvar->FindVar("oc_muzzle_angle_x")->GetFloat();
End.y = cvar->FindVar("oc_muzzle_angle_y")->GetFloat();
End.z = cvar->FindVar("oc_muzzle_angle_z")->GetFloat();*/
VectorAngles(Muzzle, End);
int iEntIndex = pOwner->GetViewModel()->entindex();
//if (!StartEffects)
{
UTIL_ParticleTracer("ion_laser", Muzzle, tr.endpos, iEntIndex, startAttachment, 1);//OverCharged
UTIL_ParticleTracer("ion_laser_dot", Muzzle, tr.endpos, iEntIndex, startAttachment, 1);//OverCharged
StartEffects = true;
}
/*DispatchParticleEffect("laser_pointer", GetAbsOrigin(), tr.endpos, End, pOwner->GetViewModel());
DispatchParticleEffect("ion_laser", GetAbsOrigin(), tr.endpos, End, pOwner->GetViewModel());
DispatchParticleEffect("ion_laser_dot", Muzzle, GetAbsAngles(), pOwner->GetViewModel());*/
//DispatchParticleEffect("ion_laser", Muzzle, End, NULL);
//if (DoOnce)
/*{
DispatchParticleEffect("ion_laser_dot2", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), startAttachment, false);
//DoOnce = false;
}*/
//DispatchParticleEffect("ion_laser", Muzzle /*vFirePos*/, tr.endpos, vec3_angle, pBeamEnt);
//this->FollowEntity
//m_hLaserBeam->SetStartPos()
//m_hLaserBeam->FollowEntity(pBeamEnt);
/*m_hLaserBeam->SetStartPos(Muzzle);
m_hLaserBeam->RelinkBeam();
m_hLaserBeam->PointEntInit(tr.endpos, this);
//m_hLaserBeam->SetEndPos(tr.endpos);
//m_hLaserBeam->SetStartAttachment(startAttachment);
//m_hLaserBeam->SetAbsEndPos(tr.endpos);
//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);*/
}
/* else
{
m_hLaserBeam->SetBrightness(128);
}*/
if (m_hLaserMuzzleSprite == NULL)
{
m_hLaserMuzzleSprite = CSprite::SpriteCreate(ION_LASER_SPRITE, GetAbsOrigin(), false);
if (m_hLaserMuzzleSprite == NULL)
{
// We were unable to create the sprite
Assert(0);
return;
}
m_hLaserMuzzleSprite->SetAttachment(pOwner->GetViewModel(), LookupAttachment("muzzle"));
m_hLaserMuzzleSprite->SetTransparency(kRenderTransAdd, 255, 255, 180, 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);
}*/
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Stop the effects on the viewmodel of the Deagle
//-----------------------------------------------------------------------------
void CWeaponIonRifle::StopLaserEffects(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
//EnableLaser = false;
/*if (m_hLaserBeam != NULL)
{
m_hLaserBeam->SetBrightness(0);
}*/
if (m_hLaserMuzzleSprite != NULL)
{
m_hLaserMuzzleSprite->SetScale(0.0f);
m_hLaserMuzzleSprite->SetScale(0.001f);
m_hLaserMuzzleSprite->SetBrightness(0, 0.5f);
//m_hLaserMuzzleSprite->Expand(0, 3000);
m_hLaserMuzzleSprite = NULL;
if (m_hLaserMuzzleSprite != NULL)
UTIL_Remove(m_hLaserMuzzleSprite);
EmitSound("Weapon_RPG.LaserOff");
}
#if 0
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
DispatchParticleEffect("ion_laser_stop", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", true);
StartEffects = false;
StopParticleEffects(pOwner->GetViewModel());
StopParticleEffects(this);
StopParticleEffects(pOwner);
//DoOnce = true;
if (m_hLaserBeam != NULL)
{
m_hLaserBeam->SetBrightness(0);
}
if (m_hLaserMuzzleSprite != NULL)
{
m_hLaserMuzzleSprite->SetScale(0.001f);
m_hLaserMuzzleSprite->SetBrightness(0, 0.5f);
m_hLaserMuzzleSprite->Expand(0, 3000);
m_hLaserMuzzleSprite = NULL;
}
#endif
}
#endif