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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_rocket_turret.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_rocket_turret.cpp')
-rw-r--r--game/client/portal/c_npc_rocket_turret.cpp177
1 files changed, 177 insertions, 0 deletions
diff --git a/game/client/portal/c_npc_rocket_turret.cpp b/game/client/portal/c_npc_rocket_turret.cpp
new file mode 100644
index 0000000..6f4147c
--- /dev/null
+++ b/game/client/portal/c_npc_rocket_turret.cpp
@@ -0,0 +1,177 @@
+//========= 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 ROCKET_TURRET_LASER_ATTACHMENT 2
+#define ROCKET_TURRET_LASER_RANGE 8192
+
+#define ROCKET_TURRET_END_POINT_PULSE_SCALE 5.0f
+
+
+class C_NPC_RocketTurret : public C_AI_BaseNPC
+{
+public:
+ DECLARE_CLASS( C_NPC_RocketTurret, C_AI_BaseNPC );
+ DECLARE_CLIENTCLASS();
+
+ C_NPC_RocketTurret( void );
+ virtual ~C_NPC_RocketTurret( void );
+
+ virtual void Spawn( void );
+ virtual void ClientThink( void );
+
+ virtual ITraceFilter* GetBeamTraceFilter( void );
+
+ void LaserOff( void );
+ void LaserOn( void );
+ float LaserEndPointSize( void );
+
+private:
+ CBeam *m_pBeam;
+
+ int m_iLaserState;
+
+ int m_nSiteHalo;
+ float m_fPulseOffset;
+ QAngle m_vecCurrentAngles;
+
+ CTraceFilterSkipTwoEntities m_filterBeams;
+
+};
+
+
+IMPLEMENT_CLIENTCLASS_DT( C_NPC_RocketTurret, DT_NPC_RocketTurret, CNPC_RocketTurret )
+
+ RecvPropInt( RECVINFO( m_iLaserState ) ),
+ RecvPropInt( RECVINFO( m_nSiteHalo ) ),
+ RecvPropVector( RECVINFO( m_vecCurrentAngles ) ),
+
+END_RECV_TABLE()
+
+
+C_NPC_RocketTurret::C_NPC_RocketTurret( void )
+ : m_filterBeams( NULL, NULL, COLLISION_GROUP_DEBRIS )
+{
+ m_filterBeams.SetPassEntity( this );
+ m_filterBeams.SetPassEntity2( UTIL_PlayerByIndex( 1 ) );
+}
+
+C_NPC_RocketTurret::~C_NPC_RocketTurret( void )
+{
+ LaserOff();
+ if( m_pBeam )
+ m_pBeam->Remove();
+}
+
+
+void C_NPC_RocketTurret::Spawn( void )
+{
+ SetThink( &C_NPC_RocketTurret::ClientThink );
+ SetNextClientThink( CLIENT_THINK_ALWAYS );
+
+ m_pBeam = NULL;
+ m_fPulseOffset = RandomFloat( 0.0f, 2.0f * M_PI );
+
+ BaseClass::Spawn();
+}
+
+void C_NPC_RocketTurret::ClientThink( void )
+{
+ if ( m_iLaserState == 0 )
+ LaserOff();
+ else
+ LaserOn();
+}
+
+ITraceFilter* C_NPC_RocketTurret::GetBeamTraceFilter( void )
+{
+ return &m_filterBeams;
+}
+
+void C_NPC_RocketTurret::LaserOff( void )
+{
+ if( m_pBeam )
+ m_pBeam->AddEffects( EF_NODRAW );
+}
+
+void C_NPC_RocketTurret::LaserOn( void )
+{
+ if ( !IsBoneAccessAllowed() )
+ {
+ LaserOff();
+ return;
+ }
+
+ Vector vecMuzzle;
+ QAngle angMuzzleDir;
+ GetAttachment( ROCKET_TURRET_LASER_ATTACHMENT, vecMuzzle, angMuzzleDir );
+
+ QAngle angAimDir = m_vecCurrentAngles;
+ Vector vecAimDir;
+ AngleVectors ( angAimDir, &vecAimDir );
+
+ if (!m_pBeam)
+ {
+ m_pBeam = CBeam::BeamCreate( "effects/bluelaser1.vmt", 0.1 );
+ m_pBeam->SetHaloTexture( m_nSiteHalo );
+ m_pBeam->SetColor( 100, 100, 255 );
+ m_pBeam->SetBrightness( 100 );
+ m_pBeam->SetNoise( 0 );
+ m_pBeam->SetWidth( 1 );
+ m_pBeam->SetEndWidth( 0 );
+ m_pBeam->SetScrollRate( 0 );
+ m_pBeam->SetFadeLength( 0 );
+ m_pBeam->SetHaloScale( 16.0f );
+ m_pBeam->SetCollisionGroup( COLLISION_GROUP_NONE );
+ m_pBeam->SetBeamFlag( FBEAM_REVERSED );
+ m_pBeam->PointsInit( vecMuzzle + vecAimDir, vecMuzzle );
+ m_pBeam->SetStartEntity( this );
+ }
+ else
+ {
+ m_pBeam->RemoveEffects( EF_NODRAW );
+ }
+
+ if ( m_iLaserState == 2 )
+ {
+ // Beam is freaking out
+ float fSize = RandomFloat( 0.5f, 5.0f );
+ int iRate = RandomInt( 4, 20 );
+ m_pBeam->SetWidth( fSize );
+ m_pBeam->SetScrollRate( iRate );
+ }
+ else
+ {
+ m_pBeam->SetWidth( 1 );
+ m_pBeam->SetScrollRate( 0 );
+ }
+
+ // Trace to find an endpoint (so the beam draws through portals)
+ Vector vEndPoint;
+ float fEndFraction;
+ Ray_t rayPath;
+ rayPath.Init( vecMuzzle, vecMuzzle + vecAimDir * ROCKET_TURRET_LASER_RANGE );
+
+ if ( UTIL_Portal_TraceRay_Beam( rayPath, MASK_SHOT, &m_filterBeams, &fEndFraction ) )
+ vEndPoint = vecMuzzle + vecAimDir * ROCKET_TURRET_LASER_RANGE; // Trace went through portal and endpoint is unknown
+ else
+ vEndPoint = vecMuzzle + vecAimDir * ROCKET_TURRET_LASER_RANGE * fEndFraction; // Trace hit a wall
+
+ m_pBeam->PointsInit( vEndPoint, vecMuzzle );
+
+ m_pBeam->SetHaloScale( LaserEndPointSize() );
+}
+
+float C_NPC_RocketTurret::LaserEndPointSize( void )
+{
+ return ( MAX( 0.0f, sinf( gpGlobals->curtime * M_PI + m_fPulseOffset ) ) ) * ROCKET_TURRET_END_POINT_PULSE_SCALE + 1.0f;
+} \ No newline at end of file