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

1096 lines
28 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Grapple h00k
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#include "weapon_grapple.h"
#ifdef CLIENT_DLL
//#include "c_hl2mp_player.h"
#include "c_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 "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_MODEL "models/crossbow_bolt.mdl"
#define BOLT_AIR_VELOCITY 3500
#define BOLT_WATER_VELOCITY 1500
#define BOLT_SKIN_NORMAL 0
#define BOLT_SKIN_GLOW 1
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( grapple_hook, CGrappleHook );
BEGIN_DATADESC( CGrappleHook )
// Function Pointers
DEFINE_THINKFUNC( FlyThink ),
DEFINE_THINKFUNC( HookedThink ),
DEFINE_FUNCTION( HookTouch ),
DEFINE_PHYSPTR( m_pSpring ),
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()
CGrappleHook *CGrappleHook::HookCreate( const Vector &vecOrigin, const QAngle &angAngles, CBaseEntity *pentOwner )
{
// Create a new entity with CGrappleHook private data
CGrappleHook *pHook = (CGrappleHook *)CreateEntityByName( "grapple_hook" );
UTIL_SetOrigin( pHook, vecOrigin );
pHook->SetAbsAngles( angAngles );
pHook->Spawn();
CWeaponGrapple *pOwner = (CWeaponGrapple *)pentOwner;
pHook->m_hOwner = pOwner;
pHook->SetOwnerEntity( pOwner->GetOwner() );
pHook->m_hPlayer = (CBasePlayer *)pOwner->GetOwner();
return pHook;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CGrappleHook::~CGrappleHook( void )
{
if ( m_pSpring )
{
physenv->DestroySpring( m_pSpring );
m_pSpring = NULL;
}
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 CGrappleHook::CreateVPhysics( void )
{
// Create the object in the physics system
VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
unsigned int CGrappleHook::PhysicsSolidMaskForEntity() const
{
return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrappleHook::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( &CGrappleHook::HookTouch );
SetThink( &CGrappleHook::FlyThink );
SetNextThink( gpGlobals->curtime + 0.1f );
m_pSpring = NULL;
m_fSpringLength = 0.0f;
m_bPlayerWasStanding = false;
// Create bolt model and parent it
CBaseEntity *pBolt = CBaseEntity::CreateNoSpawn( "prop_dynamic", GetAbsOrigin(), GetAbsAngles(), this );
pBolt->SetModelName( MAKE_STRING( BOLT_MODEL ) );
pBolt->SetModel( BOLT_MODEL );
DispatchSpawn( pBolt );
pBolt->SetParent( this );
}
void CGrappleHook::Precache( void )
{
PrecacheModel( HOOK_MODEL );
PrecacheModel( BOLT_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void CGrappleHook::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();
// See if we struck the world
if ( pOther->GetMoveType() == MOVETYPE_NONE && !( tr.surface.flags & SURF_SKY ) )
{
EmitSound( "Weapon_Crossbow.BoltHitWorld" );
// 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 );
UTIL_ImpactTrace( &tr, DMG_BULLET );
// AddEffects( EF_NODRAW );
SetTouch( NULL );
// Shoot some sparks
if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
{
g_pEffects->Sparks( GetAbsOrigin() );
}
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();
springparams_t spring;
spring.constant = 8000;
spring.damping = 400;
spring.naturalLength = m_fSpringLength;
spring.relativeDamping = 2;
spring.startPosition = origin;
spring.endPosition = rootOrigin;
spring.useLocalPositions = false;
spring.onlyStretch = false;
m_pSpring = physenv->CreateSpring( pPhysObject, pRootPhysObject, &spring );
m_bPlayerWasStanding = ( ( m_hPlayer->GetFlags() & FL_DUCKING ) == 0 );
SetThink( &CGrappleHook::HookedThink );
SetNextThink( gpGlobals->curtime + 0.1f );
}
else
{
// Put a mark unless we've hit the sky
if ( ( tr.surface.flags & SURF_SKY ) == false )
{
UTIL_ImpactTrace( &tr, DMG_BULLET );
}
SetTouch( NULL );
SetThink( NULL );
m_hOwner->NotifyHookDied();
UTIL_Remove( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrappleHook::HookedThink( void )
{
UpdatePlayerConstraint();
//set next globalthink
SetNextThink( gpGlobals->curtime + 0.1f );
m_fSpringLength -= 20;
if ( m_fSpringLength < 1 )
return;
if ( m_pSpring )
m_pSpring->SetSpringLength( m_fSpringLength );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrappleHook::UpdatePlayerConstraint( void )
{
// Check to see if the player's standing/ducking state has changed.
bool bStanding = ( ( m_hPlayer->GetFlags() & FL_DUCKING ) == 0 );
if ( bStanding == m_bPlayerWasStanding )
return;
// Destroy the current spring.
physenv->DestroySpring( m_pSpring );
m_pSpring = NULL;
// Set Jay's gai flag
// m_hPlayer->SetPhysicsFlag( PFLAG_VPHYSICS_MOTIONCONTROLLER, true );
// Create the new constraint for the standing/ducking player physics object.
IPhysicsObject *pPhysObject = m_hPlayer->VPhysicsGetObject();
IPhysicsObject *pRootPhysObject = VPhysicsGetObject();
Assert( pRootPhysObject );
Assert( pPhysObject );
Vector origin = m_hPlayer->GetAbsOrigin();
Vector rootOrigin = GetAbsOrigin();
m_fSpringLength = (origin - rootOrigin).Length();
springparams_t spring;
spring.constant = 6000; //400
spring.damping = 100;
spring.naturalLength = m_fSpringLength;
spring.relativeDamping = 2;
spring.startPosition = origin;
spring.endPosition = rootOrigin;
spring.useLocalPositions = false;
spring.onlyStretch = false;
m_pSpring = physenv->CreateSpring( pPhysObject, pRootPhysObject, &spring );
// Save state for the next check.
m_bPlayerWasStanding = bStanding;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGrappleHook::FlyThink( void )
{
QAngle angNewAngles;
VectorAngles( GetAbsVelocity(), angNewAngles );
SetAbsAngles( angNewAngles );
SetNextThink( gpGlobals->curtime + 0.1f );
}
#endif
//IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGrapple, DT_WeaponGrapple )
#ifdef CLIENT_DLL
void RecvProxy_HookDied( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CWeaponGrapple *pGrapple = ((CWeaponGrapple*)pStruct);
RecvProxy_IntToEHandle( pData, pStruct, pOut );
CBaseEntity *pNewHook = pGrapple->GetHook();
if ( pNewHook == NULL )
{
if ( pGrapple->GetOwner() && pGrapple->GetOwner()->GetActiveWeapon() == pGrapple )
{
pGrapple->NotifyHookDied();
}
}
}
#endif
/*
BEGIN_NETWORK_TABLE( CWeaponGrapple, DT_WeaponGrapple )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bInZoom ) ),
RecvPropBool( RECVINFO( m_bMustReload ) ),
RecvPropEHandle( RECVINFO( m_hHook ), RecvProxy_HookDied ),
#else
SendPropBool( SENDINFO( m_bInZoom ) ),
SendPropBool( SENDINFO( m_bMustReload ) ),
SendPropEHandle( SENDINFO( m_hHook ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponGrapple )
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_grapple, CWeaponGrapple );
PRECACHE_WEAPON_REGISTER( weapon_grapple );*/
LINK_ENTITY_TO_CLASS( weapon_grapple, CWeaponGrapple );
PRECACHE_WEAPON_REGISTER( weapon_grapple );
IMPLEMENT_SERVERCLASS_ST( CWeaponGrapple, DT_WeaponGrapple )
END_SEND_TABLE()
BEGIN_DATADESC( CWeaponGrapple )
DEFINE_FIELD( m_bInZoom, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bMustReload, FIELD_BOOLEAN ),
//DEFINE_FIELD( m_hHook, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hHook, FIELD_VOID ),
END_DATADESC()
#ifndef CLIENT_DLL
acttable_t CWeaponGrapple::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(CWeaponGrapple);
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponGrapple::CWeaponGrapple( void )
{
m_bReloadsSingly = true;
m_bInZoom = false;
m_bMustReload = false;
#ifndef CLIENT_DLL
m_hRope = NULL;
#endif
}
#define CROSSBOW_GLOW_SPRITE "sprites/light_glow02_noz.vmt"
#define CROSSBOW_GLOW_SPRITE2 "sprites/blueflare1.vmt"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::Precache( void )
{
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "grapple_hook" );
#endif
// PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" );
PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" );
// PrecacheScriptSound( "Weapon_Crossbow.BoltSkewer" );
PrecacheModel( CROSSBOW_GLOW_SPRITE );
PrecacheModel( CROSSBOW_GLOW_SPRITE2 );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::PrimaryAttack( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return;
// Can't have an active hook out
if ( m_hHook != NULL )
return;
FireHook();
pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Light Kill : Forgotten anim ?
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration( ACT_VM_PRIMARYATTACK ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::SecondaryAttack( void )
{
//NOTENOTE: The zooming is handled by the post/busy frames
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponGrapple::Reload( void )
{
if ( ( m_bMustReload ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
{
//Redraw the weapon
SendWeaponAnim( ACT_VM_RELOAD );
//Update our times
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
//Mark this as done
m_bMustReload = false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::CheckZoomToggle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); // L1ght 15 : Check to avoid problems
if (pWeapon == NULL || (cvar->FindVar("oc_state_IRsight_on")->GetInt())) //pWeapon->IsIronsighted() )
{
m_bInZoom = false;
return;
}
if ( pPlayer->m_afButtonPressed & IN_ATTACK2 )
{
ToggleZoom();
}
if ( pPlayer->m_afButtonPressed & IN_SPEED ) // L1ght 15: Disable zoom on the run
{
if ( m_bInZoom )
{
ToggleZoom();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::ItemBusyFrame( void )
{
// Allow zoom toggling even when we're reloading
CheckZoomToggle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::ItemPostFrame( void )
{
// Allow zoom toggling
CheckZoomToggle();
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( ( pOwner->m_nButtons & IN_ATTACK ) )
{
if ( m_flNextPrimaryAttack < gpGlobals->curtime )
{
PrimaryAttack();
}
}
else if ( m_bMustReload ) //&& HasWeaponIdleTimeElapsed() )
{
Reload();
pOwner->SetAnimation( PLAYER_RELOAD );
}
#ifndef CLIENT_DLL
if ( m_hHook )
{
if ( m_hRope )
m_hRope->RecalculateLength();
if ( !(pOwner->m_nButtons & IN_ATTACK) )
{
m_hHook->SetTouch( NULL );
m_hHook->SetThink( NULL );
UTIL_Remove( m_hHook );
m_hHook = NULL;
NotifyHookDied();
m_bMustReload = true;
}
}
#endif
BaseClass::ItemPostFrame();
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponGrapple::CreateRope( void )
{
if ( !m_hHook )
{
Assert( 0 );
return false;
}
m_hRope = CRopeKeyframe::Create( this, m_hHook, 1, 0 );
if ( m_hRope )
{
m_hRope->m_Width = 2;
m_hRope->m_nSegments = ROPE_MAX_SEGMENTS / 2;
m_hRope->EnableWind( false );
// m_hRope->EnableCollision(); // Collision looks worse than no collision
m_hRope->SetupHangDistance( 0 );
}
return true;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::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 );
CGrappleHook *pHook = CGrappleHook::HookCreate( vecSrc, angAiming, this );
if ( pOwner->GetWaterLevel() == 3 )
{
pHook->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY );
}
else
{
pHook->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
}
m_hHook = pHook;
CreateRope();
#endif
pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
WeaponSound( SINGLE );
WeaponSound( SPECIAL2 );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
DoLoadEffect();
SetChargerState( CHARGER_STATE_DISCHARGE );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponGrapple::Deploy( void )
{
if ( m_bMustReload )
{
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
}
SetSkin( BOLT_SKIN_GLOW );
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSwitchingTo -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponGrapple::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
if ( m_bInZoom )
{
ToggleZoom();
}
SetChargerState( CHARGER_STATE_OFF );
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
#ifndef CLIENT_DLL
if ( m_bInZoom )
{
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
{
m_bInZoom = false;
}
}
else
{
if ( pPlayer->SetFOV( this, 20, 0.1f ) )
{
m_bInZoom = true;
}
}
#endif
}
#define BOLT_TIP_ATTACHMENT 2
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::CreateChargerEffects( void )
{
#ifndef CLIENT_DLL
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( m_hChargerSprite != NULL )
return;
m_hChargerSprite = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE, GetAbsOrigin(), false );
if ( m_hChargerSprite )
{
m_hChargerSprite->SetAttachment( pOwner->GetViewModel(), BOLT_TIP_ATTACHMENT );
m_hChargerSprite->SetTransparency( kRenderTransAdd, 255, 128, 0, 255, kRenderFxNoDissipation );
m_hChargerSprite->SetBrightness( 0 );
m_hChargerSprite->SetScale( 0.1f );
m_hChargerSprite->TurnOff();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : skinNum -
//-----------------------------------------------------------------------------
void CWeaponGrapple::SetSkin( int skinNum )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if ( pViewModel == NULL )
return;
pViewModel->m_nSkin = skinNum;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::DoLoadEffect( void )
{
SetSkin( BOLT_SKIN_GLOW );
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if ( pViewModel == NULL )
return;
CEffectData data;
#ifdef CLIENT_DLL
data.m_hEntity = pViewModel->GetRefEHandle();
#else
data.m_nEntIndex = pViewModel->entindex();
#endif
data.m_nAttachmentIndex = 1;
DispatchEffect( "CrossbowLoad", data );
#ifndef CLIENT_DLL
CSprite *pBlast = CSprite::SpriteCreate( CROSSBOW_GLOW_SPRITE2, GetAbsOrigin(), false );
if ( pBlast )
{
pBlast->SetAttachment( pOwner->GetViewModel(), 1 );
pBlast->SetTransparency( kRenderTransAdd, 255, 255, 255, 255, kRenderFxNone );
pBlast->SetBrightness( 128 );
pBlast->SetScale( 0.2f );
pBlast->FadeOutFromSpawn();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CWeaponGrapple::SetChargerState( ChargerState_t state )
{
// Make sure we're setup
CreateChargerEffects();
// Don't do this twice
if ( state == m_nChargeState )
return;
m_nChargeState = state;
switch( m_nChargeState )
{
case CHARGER_STATE_START_LOAD:
WeaponSound( SPECIAL1 );
// Shoot some sparks and draw a beam between the two outer points
DoLoadEffect();
break;
#ifndef CLIENT_DLL
case CHARGER_STATE_START_CHARGE:
{
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 32, 0.5f );
m_hChargerSprite->SetScale( 0.025f, 0.5f );
m_hChargerSprite->TurnOn();
}
break;
case CHARGER_STATE_READY:
{
// Get fully charged
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 80, 1.0f );
m_hChargerSprite->SetScale( 0.1f, 0.5f );
m_hChargerSprite->TurnOn();
}
break;
case CHARGER_STATE_DISCHARGE:
{
SetSkin( BOLT_SKIN_NORMAL );
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 0 );
m_hChargerSprite->TurnOff();
}
break;
#endif
case CHARGER_STATE_OFF:
{
SetSkin( BOLT_SKIN_NORMAL );
#ifndef CLIENT_DLL
if ( m_hChargerSprite == NULL )
break;
m_hChargerSprite->SetBrightness( 0 );
m_hChargerSprite->TurnOff();
#endif
}
break;
default:
break;
}
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponGrapple::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_THROW:
SetChargerState( CHARGER_STATE_START_LOAD );
break;
case EVENT_WEAPON_THROW2:
SetChargerState( CHARGER_STATE_START_CHARGE );
break;
case EVENT_WEAPON_THROW3:
SetChargerState( CHARGER_STATE_READY );
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
// Input : iActivity - activity to play
//-----------------------------------------------------------------------------
bool CWeaponGrapple::SendWeaponAnim( int iActivity )
{
int newActivity = iActivity;
// The last shot needs a non-loaded activity
// if ( ( newActivity == ACT_VM_IDLE ) && ( m_iClip1 <= 0 ) )
// {
// newActivity = ACT_VM_FIDGET;
// }
//For now, just set the ideal activity and be done with it
return BaseClass::SendWeaponAnim( newActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::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;
}
#endif
if ( m_bInZoom )
{
ToggleZoom();
}
SetChargerState( CHARGER_STATE_OFF );
BaseClass::Drop( vecVelocity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponGrapple::HasAnyAmmo( void )
{
if ( m_hHook != NULL )
return true;
return BaseClass::HasAnyAmmo();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CWeaponGrapple::CanHolster( void )
{
//Can't have an active hook out
if ( m_hHook != NULL )
return false;
return BaseClass::CanHolster();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponGrapple::NotifyHookDied( void )
{
m_hHook = NULL;
#ifndef CLIENT_DLL
if ( m_hRope )
{
UTIL_Remove( m_hRope );
m_hRope = NULL;
}
#endif
}