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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/basetfcombatweapon_shared.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'game/shared/tf2/basetfcombatweapon_shared.cpp')
| -rw-r--r-- | game/shared/tf2/basetfcombatweapon_shared.cpp | 497 |
1 files changed, 497 insertions, 0 deletions
diff --git a/game/shared/tf2/basetfcombatweapon_shared.cpp b/game/shared/tf2/basetfcombatweapon_shared.cpp new file mode 100644 index 0000000..9484284 --- /dev/null +++ b/game/shared/tf2/basetfcombatweapon_shared.cpp @@ -0,0 +1,497 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "basetfplayer_shared.h" +#include "basetfcombatweapon_shared.h" +#include "weapon_twohandedcontainer.h" + +#if !defined( CLIENT_DLL ) +#include "soundent.h" +#else +#include "functionproxy.h" +#include "ivrenderview.h" +#include "cl_animevent.h" +#include "fx.h" +#endif + +CBaseTFCombatWeapon::CBaseTFCombatWeapon ( void ) +{ + m_bReflectViewModelAnimations = false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBaseTFCombatWeapon::Precache( void ) +{ + BaseClass::Precache(); + +#if !defined( CLIENT_DLL ) + // Connect to my CVars + m_pDamageCVar = cvar->FindVar( UTIL_VarArgs( "%s_damage", GetClassname() ) ); + m_pRangeCVar = cvar->FindVar( UTIL_VarArgs( "%s_range", GetClassname() ) ); +#endif +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +int CBaseTFCombatWeapon::GetPrimaryAmmo( void ) +{ + // Get the local player + CBasePlayer *pPlayer = ToBaseTFPlayer( GetOwner() ); + if ( pPlayer == NULL ) + return 0; + + return pPlayer->GetAmmoCount( m_iPrimaryAmmoType ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Checks if the owner is EMPed +//----------------------------------------------------------------------------- +bool CBaseTFCombatWeapon::IsOwnerEMPed() +{ + CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() ); + if ((!pPlayer) || (!pPlayer->GetPlayerClass())) + return false; + + return ( pPlayer->HasPowerup(POWERUP_EMP) ); +} + +//----------------------------------------------------------------------------- +// Purpose: Temporarily remove disguise +//----------------------------------------------------------------------------- +void CBaseTFCombatWeapon::CheckRemoveDisguise( void ) +{ +#if !defined( CLIENT_DLL ) + CBaseTFPlayer *player = static_cast< CBaseTFPlayer * >( GetOwner()); + if ( player ) + { + // Always remove camo + player->ClearCamouflage(); + } +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Factor in the player's anim speed to the sequence duration for weapons +//----------------------------------------------------------------------------- +float CBaseTFCombatWeapon::SequenceDuration( int iSequence ) +{ + float flDuration = BaseClass::SequenceDuration( iSequence ); + CBaseTFPlayer *pOwner = (CBaseTFPlayer *)GetOwner(); + if ( pOwner ) + { + flDuration /= pOwner->GetDefaultAnimSpeed(); + } + + return flDuration; +} + + +//----------------------------------------------------------------------------- +// Purpose: Override weapon sound. TF doesn't use ATTN_GUNFIRE for it's weapon attenuations. +//----------------------------------------------------------------------------- +void CBaseTFCombatWeapon::WeaponSound( WeaponSound_t shoot_type, float soundtime /*= 0.0f*/ ) +{ +#if !defined( CLIENT_DLL ) + // HACKHACK: Force a combat sound to alert NPCs, for antlion prototype + CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.1 ); +#endif + + BaseClass::WeaponSound( shoot_type, soundtime ); +} + +//----------------------------------------------------------------------------- +// Purpose: Get the point from which to create the weapon's tracer +//----------------------------------------------------------------------------- +Vector CBaseTFCombatWeapon::GetTracerSrc( Vector &vecSrc, Vector &vecFireDir ) +{ + QAngle vecAngles; + VectorAngles( vecFireDir, vecAngles ); + Vector right; + AngleVectors( vecAngles, NULL, &right, NULL ); + return (vecSrc + Vector ( 0,0,-4 ) + right * 2 + vecFireDir * 16); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : activity - +//----------------------------------------------------------------------------- +void CBaseTFCombatWeapon::PlayAttackAnimation( int activity ) +{ + SendWeaponAnim( activity ); + CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() ); + if ( pPlayer ) + { + pPlayer->SetAnimation( PLAYER_ATTACK1 ); + pPlayer->SetLastAttackTime( gpGlobals->curtime ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : sequence - +//----------------------------------------------------------------------------- +bool CBaseTFCombatWeapon::SendWeaponAnim( int iActivity ) +{ + CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() ); + if ( !pPlayer ) + return false; + + CBaseTFCombatWeapon *pOther = NULL; + + // See if we are wielding multiple weapons + CWeaponTwoHandedContainer *pContainer = dynamic_cast< CWeaponTwoHandedContainer * >( pPlayer->GetActiveWeapon() ); + if ( pContainer ) + { + // Make sure they exist + CBaseTFCombatWeapon *left = static_cast< CBaseTFCombatWeapon * >( pContainer->GetLeftWeapon() ); + CBaseTFCombatWeapon *right = static_cast< CBaseTFCombatWeapon * >( pContainer->GetRightWeapon() ); + if ( !left || !right ) + return false; + + // Make sure one of them is this!!! + if ( left != this && right != this ) + return false; + + // Get pointer to other one + pOther = left; + if ( left == this ) + { + pOther = right; + } + + Assert(pOther); + + // Now ask our other weapon if it would like to stomp my animation attempt + iActivity = pOther->ReplaceOtherWeaponsActivity( iActivity ); + if ( iActivity == -1 ) + return false; + } + + // Always pass through to base + BaseClass::SendWeaponAnim( iActivity ); + + if ( !IsReflectingAnimations() ) + return false; + + // See if we are wielding multiple weapons + if ( !pContainer ) + return false; + + Assert(pOther); + // Send our other weapon the activity code + iActivity = GetOtherWeaponsActivity( iActivity ); + if ( iActivity != -1 ) + { + pOther->SendWeaponAnim( iActivity ); + + // Remember it for weapon switching + m_iLastReflectedActivity = iActivity; + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : reflect - +//----------------------------------------------------------------------------- +void CBaseTFCombatWeapon::SetReflectViewModelAnimations( bool reflect ) +{ + m_bReflectViewModelAnimations = reflect; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CBaseTFCombatWeapon::IsReflectingAnimations( void ) const +{ + return m_bReflectViewModelAnimations; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CBaseTFCombatWeapon::IsCamouflaged( void ) +{ + CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)GetOwner(); + if ( pPlayer && pPlayer->IsCamouflaged() ) + return true; + + return false; +} + +#if defined( CLIENT_DLL ) +static ConVar cl_bobcycle( "cl_bobcycle","0.8" ); +static ConVar cl_bob( "cl_bob","0.002" ); +static ConVar cl_bobup( "cl_bobup","0.5" ); + +// Register these cvars if needed for easy tweaking +static ConVar v_iyaw_cycle( "v_iyaw_cycle", "2"/*, FCVAR_UNREGISTERED*/ ); +static ConVar v_iroll_cycle( "v_iroll_cycle", "0.5"/*, FCVAR_UNREGISTERED*/ ); +static ConVar v_ipitch_cycle( "v_ipitch_cycle", "1"/*, FCVAR_UNREGISTERED*/ ); +static ConVar v_iyaw_level( "v_iyaw_level", "0.3"/*, FCVAR_UNREGISTERED*/ ); +static ConVar v_iroll_level( "v_iroll_level", "0.1"/*, FCVAR_UNREGISTERED*/ ); +static ConVar v_ipitch_level( "v_ipitch_level", "0.3"/*, FCVAR_UNREGISTERED*/ ); + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CBaseTFCombatWeapon::CalcViewmodelBob( void ) +{ + static double bobtime; + static float bob; + float cycle; + + CBasePlayer *player = ToBasePlayer( GetOwner() ); + if ( !player ) + return 0.0f; + + if ( ( player->GetGroundEntity() == NULL ) || !gpGlobals->frametime ) + { + return bob; // just use old value + } + + bobtime += gpGlobals->frametime; + + cycle = bobtime - (int)(bobtime/cl_bobcycle.GetFloat())*cl_bobcycle.GetFloat(); + cycle /= cl_bobcycle.GetFloat(); + + if (cycle < cl_bobup.GetFloat()) + { + cycle = M_PI * cycle / cl_bobup.GetFloat(); + } + else + { + cycle = M_PI + M_PI*(cycle-cl_bobup.GetFloat())/(1.0 - cl_bobup.GetFloat()); + } + + // bob is proportional to simulated velocity in the xy plane + // (don't count Z, or jumping messes it up) + bob = player->GetAbsVelocity().Length2D() * cl_bob.GetFloat(); + + bob = bob*0.3 + bob*0.7*sin(cycle); + + bob = MIN( 4.0, bob ); + bob = MAX( -7.0, bob ); + return bob; + +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +void CBaseTFCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) +{ + float fIdleScale = 2.0f; + + // Bias so view models aren't all synced to each other + //float curtime = gpGlobals->curtime + ( viewmodelindex * 2 * M_PI / GetViewModelCount() ); + + float curtime = gpGlobals->curtime + ( viewmodel->entindex() * 2 * M_PI ); + + origin[ROLL] -= fIdleScale * sin(curtime*v_iroll_cycle.GetFloat()) * v_iroll_level.GetFloat(); + origin[PITCH] -= fIdleScale * sin(curtime*v_ipitch_cycle.GetFloat()) * (v_ipitch_level.GetFloat() * 0.5); + origin[YAW] -= fIdleScale * sin(curtime*v_iyaw_cycle.GetFloat()) * v_iyaw_level.GetFloat(); + + Vector forward; + AngleVectors( angles, &forward, NULL, NULL ); + + float flBob = CalcViewmodelBob(); + + // Apply bob, but scaled down to 40% + VectorMA( origin, flBob * 0.4, forward, origin ); + + // Z bob a bit more + origin[2] += flBob; + + // throw in a little tilt. + angles[ YAW ] -= flBob * 0.6; + angles[ ROLL ] -= flBob * 0.5; + angles[ PITCH ] -= flBob * 0.4; +} + +//----------------------------------------------------------------------------- +// Purpose: TF specific weapon anim events +//----------------------------------------------------------------------------- +bool CBaseTFCombatWeapon::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) +{ + switch( event ) + { + case CL_EVENT_MUZZLEFLASH0: + case CL_EVENT_MUZZLEFLASH1: + case CL_EVENT_MUZZLEFLASH2: + case CL_EVENT_MUZZLEFLASH3: + { + int iAttachment = -1; + Vector attachOrigin; + QAngle attachAngles; + + // First person muzzle flashes + switch (event) + { + case CL_EVENT_MUZZLEFLASH0: + iAttachment = 0; + break; + + case CL_EVENT_MUZZLEFLASH1: + iAttachment = 1; + break; + + case CL_EVENT_MUZZLEFLASH2: + iAttachment = 2; + break; + + case CL_EVENT_MUZZLEFLASH3: + iAttachment = 3; + break; + } + + // Did we find it? + if ( pViewModel->GetAttachment( iAttachment+1, attachOrigin, attachAngles ) ) + { + //int iType = atoi( options ); + + // Is our owner boosted? + CBasePlayer *pPlayer = ToBaseTFPlayer( GetOwner() ); + if ( pPlayer && pPlayer->HasPowerup(POWERUP_BOOST) ) + { + unsigned char color[3]; + color[0] = 50; + color[1] = 255; + color[2] = 50; + FX_MuzzleEffect( attachOrigin, attachAngles, 1.0, GetRefEHandle(), &color[0] ); + } + else + { + FX_MuzzleEffect( attachOrigin, attachAngles, 1.0, GetRefEHandle() ); + } + + return true; + } + } + break; + + default: + break; + } + + return false; +} + +//============================================================================================================ +// OWNER BOOSTED PROXY FOR WEAPONS / PLAYERS +//============================================================================================================ +class CPlayerBoostedProxy : public CResultProxy +{ +public: + bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); + void OnBind( void *pC_BaseEntity ); + +private: + CFloatInput m_Factor; +}; + +bool CPlayerBoostedProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) +{ + if (!CResultProxy::Init( pMaterial, pKeyValues )) + return false; + + if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 )) + return false; + + return true; +} + +void CPlayerBoostedProxy::OnBind( void *pRenderable ) +{ + // Find the view angle between the player and this entity.... + IClientRenderable *pRend = (IClientRenderable *)pRenderable; + C_BaseEntity *pEntity = pRend->GetIClientUnknown()->GetBaseEntity(); + CBaseTFPlayer *pPlayer = NULL; + C_BaseViewModel *pViewModel = dynamic_cast<C_BaseViewModel*>(pEntity); + if ( pViewModel ) + { + pPlayer = C_BaseTFPlayer::GetLocalPlayer(); + } + else + { + CBaseTFCombatWeapon *pWeapon = dynamic_cast<CBaseTFCombatWeapon*>(pEntity); + if ( pWeapon ) + { + pPlayer = ToBaseTFPlayer( pWeapon->GetOwner() ); + } + else + { + pPlayer = dynamic_cast<CBaseTFPlayer*>(pEntity); + } + } + + // Find him? + if ( pPlayer ) + { + float flBoosted = (int)pPlayer->HasPowerup( POWERUP_BOOST ); + SetFloatResult( flBoosted * m_Factor.GetFloat() ); + } +} + +EXPOSE_INTERFACE( CPlayerBoostedProxy, IMaterialProxy, "PlayerBoosted" IMATERIAL_PROXY_INTERFACE_VERSION ); + + +#else + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +float CBaseTFCombatWeapon::CalcViewmodelBob( void ) +{ + return 0.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : float +//----------------------------------------------------------------------------- +void CBaseTFCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) +{ +} + +#endif + +LINK_ENTITY_TO_CLASS( basetfcombatweapon, CBaseTFCombatWeapon ); + +IMPLEMENT_NETWORKCLASS_ALIASED( BaseTFCombatWeapon , DT_BaseTFCombatWeapon ) + +BEGIN_NETWORK_TABLE( CBaseTFCombatWeapon , DT_BaseTFCombatWeapon ) +#if !defined( CLIENT_DLL ) + + // Don't network any animation stuff to client + SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ), + SendPropExclude( "DT_BaseAnimating", "m_flCycle" ), + + SendPropInt( SENDINFO( m_bReflectViewModelAnimations ), 1, SPROP_UNSIGNED ), +#else + RecvPropInt( RECVINFO( m_bReflectViewModelAnimations ) ), +#endif +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CBaseTFCombatWeapon ) + + // If true, reflect and weapon animations to all view models + DEFINE_PRED_FIELD( m_bReflectViewModelAnimations, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), + DEFINE_FIELD( m_iLastReflectedActivity, FIELD_INTEGER ) + +END_PREDICTION_DATA() |