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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/portal/c_npc_portal_turret_floor.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/portal/c_npc_portal_turret_floor.cpp')
-rw-r--r--game/client/portal/c_npc_portal_turret_floor.cpp168
1 files changed, 168 insertions, 0 deletions
diff --git a/game/client/portal/c_npc_portal_turret_floor.cpp b/game/client/portal/c_npc_portal_turret_floor.cpp
new file mode 100644
index 0000000..73e6081
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+++ b/game/client/portal/c_npc_portal_turret_floor.cpp
@@ -0,0 +1,168 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "c_ai_basenpc.h"
+#include "beam_shared.h"
+#include "prop_portal_shared.h"
+
+
+#define FLOOR_TURRET_PORTAL_EYE_ATTACHMENT 1
+#define FLOOR_TURRET_PORTAL_LASER_ATTACHMENT 2
+#define FLOOR_TURRET_PORTAL_LASER_RANGE 8192
+
+#define FLOOR_TURRET_PORTAL_END_POINT_PULSE_SCALE 4.0f
+
+
+class C_NPC_Portal_FloorTurret : public C_AI_BaseNPC
+{
+public:
+ DECLARE_CLASS( C_NPC_Portal_FloorTurret, C_AI_BaseNPC );
+ DECLARE_CLIENTCLASS();
+
+ virtual ~C_NPC_Portal_FloorTurret( void );
+
+ virtual void Spawn( void );
+ virtual void ClientThink( void );
+
+ bool IsLaserOn( void ) { return m_pBeam != NULL; }
+ void LaserOff( void );
+ void LaserOn( void );
+ float LaserEndPointSize( void );
+
+private:
+ CBeam *m_pBeam;
+
+ bool m_bOutOfAmmo;
+ bool m_bLaserOn;
+ int m_sLaserHaloSprite;
+ float m_fPulseOffset;
+
+ float m_bBeamFlickerOff;
+ float m_fBeamFlickerTime;
+
+};
+
+
+IMPLEMENT_CLIENTCLASS_DT( C_NPC_Portal_FloorTurret, DT_NPC_Portal_FloorTurret, CNPC_Portal_FloorTurret )
+
+ RecvPropBool( RECVINFO( m_bOutOfAmmo ) ),
+ RecvPropBool( RECVINFO( m_bLaserOn ) ),
+ RecvPropInt( RECVINFO( m_sLaserHaloSprite ) ),
+
+END_RECV_TABLE()
+
+
+C_NPC_Portal_FloorTurret::~C_NPC_Portal_FloorTurret( void )
+{
+ LaserOff();
+ if( m_pBeam )
+ m_pBeam->Remove();
+}
+
+
+void C_NPC_Portal_FloorTurret::Spawn( void )
+{
+ SetThink( &C_NPC_Portal_FloorTurret::ClientThink );
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+
+ m_pBeam = NULL;
+ m_fPulseOffset = RandomFloat( 0.0f, 2.0f * M_PI );
+
+ m_bBeamFlickerOff = false;
+ m_fBeamFlickerTime = 0.0f;
+
+ BaseClass::Spawn();
+}
+
+void C_NPC_Portal_FloorTurret::ClientThink( void )
+{
+ if ( m_bOutOfAmmo && m_fBeamFlickerTime < gpGlobals->curtime )
+ {
+ m_fBeamFlickerTime = gpGlobals->curtime + RandomFloat( 0.05f, 0.3f );
+ m_bBeamFlickerOff = !m_bBeamFlickerOff;
+ }
+
+ if ( m_bLaserOn && !m_bBeamFlickerOff )
+ LaserOn();
+ else
+ LaserOff();
+}
+
+void C_NPC_Portal_FloorTurret::LaserOff( void )
+{
+ if( m_pBeam )
+ {
+ m_pBeam->AddEffects( EF_NODRAW );
+ }
+}
+
+void C_NPC_Portal_FloorTurret::LaserOn( void )
+{
+ if ( !IsBoneAccessAllowed() )
+ {
+ LaserOff();
+ return;
+ }
+
+ Vector vecMuzzle;
+ QAngle angMuzzleDir;
+ GetAttachment( FLOOR_TURRET_PORTAL_LASER_ATTACHMENT, vecMuzzle, angMuzzleDir );
+
+ Vector vecEye;
+ QAngle angEyeDir;
+ GetAttachment( FLOOR_TURRET_PORTAL_EYE_ATTACHMENT, vecEye, angEyeDir );
+
+ Vector vecMuzzleDir;
+ AngleVectors( angEyeDir, &vecMuzzleDir );
+
+ if (!m_pBeam)
+ {
+ m_pBeam = CBeam::BeamCreate( "effects/redlaser1.vmt", 0.2 );
+ m_pBeam->SetColor( 255, 32, 32 );
+ m_pBeam->SetBrightness( 255 );
+ m_pBeam->SetNoise( 0 );
+ m_pBeam->SetWidth( IsX360() ? ( 1.5f ) : ( 0.75f ) ); // On low end TVs these lasers are very hard to see at a distance
+ m_pBeam->SetEndWidth( 0 );
+ m_pBeam->SetScrollRate( 0 );
+ m_pBeam->SetFadeLength( 0 );
+ m_pBeam->SetHaloTexture( m_sLaserHaloSprite );
+ m_pBeam->SetHaloScale( 4.0f );
+ m_pBeam->SetCollisionGroup( COLLISION_GROUP_NONE );
+ m_pBeam->PointsInit( vecMuzzle + vecMuzzleDir, vecMuzzle );
+ m_pBeam->SetBeamFlag( FBEAM_REVERSED );
+ m_pBeam->SetStartEntity( this );
+ }
+ else
+ {
+ m_pBeam->RemoveEffects( EF_NODRAW );
+ }
+
+ // Trace to find an endpoint
+ Vector vEndPoint;
+ float fEndFraction;
+ Ray_t rayPath;
+ rayPath.Init( vecMuzzle, vecMuzzle + vecMuzzleDir * FLOOR_TURRET_PORTAL_LASER_RANGE );
+
+ CTraceFilterSkipClassname traceFilter( this, "prop_energy_ball", COLLISION_GROUP_NONE );
+
+ if ( UTIL_Portal_TraceRay_Beam( rayPath, MASK_SHOT, &traceFilter, &fEndFraction ) )
+ vEndPoint = vecMuzzle + vecMuzzleDir * FLOOR_TURRET_PORTAL_LASER_RANGE; // Trace went through portal and endpoint is unknown
+ else
+ vEndPoint = vecMuzzle + vecMuzzleDir * FLOOR_TURRET_PORTAL_LASER_RANGE * fEndFraction; // Trace hit a wall
+
+ // The beam is backwards, sort of. The endpoint is the sniper. This is
+ // so that the beam can be tapered to very thin where it emits from the turret.
+ m_pBeam->PointsInit( vEndPoint, vecMuzzle );
+
+ m_pBeam->SetHaloScale( LaserEndPointSize() );
+}
+
+float C_NPC_Portal_FloorTurret::LaserEndPointSize( void )
+{
+ return ( ( MAX( 0.0f, sinf( gpGlobals->curtime * M_PI + m_fPulseOffset ) ) ) * FLOOR_TURRET_PORTAL_END_POINT_PULSE_SCALE + 3.0f ) * ( IsX360() ? ( 3.0f ) : ( 1.5f ) );
+} \ No newline at end of file