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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A stationary gun that players can man
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_obj_manned_plasmagun.h"
#include "tf_obj_manned_plasmagun_shared.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "sendproxy.h"
#include "in_buttons.h"
#include "tf_player.h"
#include "ammodef.h"
#include "engine/IEngineSound.h"
#include "tf_gamerules.h"
#include "plasmaprojectile.h"
#include "tf_movedata.h"
#include "VGuiScreen.h"
#include "weapon_grenade_rocket.h"
#include "tf_obj_manned_missilelauncher.h"
#define MANNED_MISSILELAUNCHER_CLIP_COUNT 3
#define MANNED_MISSILELAUNCHER_MINS Vector(-20, -20, 0)
#define MANNED_MISSILELAUNCHER_MAXS Vector( 20, 20, 55)
#define MANNED_MISSILELAUNCHER_ALIEN_MODEL "models/objects/obj_manned_plasmagun.mdl"
#define MANNED_MISSILELAUNCHER_HUMAN_MODEL "models/objects/human_obj_manned_rocketlauncher.mdl"
#define MANNED_MISSILELAUNCHER_RECHARGE_TIME 1.5
#define MANNED_MISSILELAUNCHER_REFIRE_TIME 1.25
BEGIN_DATADESC( CObjectMannedMissileLauncher )
DEFINE_THINKFUNC( MissileRechargeThink ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CObjectMannedMissileLauncher, DT_ObjectMannedMissileLauncher)
END_SEND_TABLE();
LINK_ENTITY_TO_CLASS(obj_manned_missilelauncher, CObjectMannedMissileLauncher);
PRECACHE_REGISTER(obj_manned_missilelauncher);
// CVars
ConVar obj_manned_missilelauncher_health( "obj_manned_missilelauncher_health","100", FCVAR_NONE, "Manned Missile Launcher health" );
ConVar obj_manned_missilelauncher_range_def( "obj_manned_missilelauncher_range_def","1100", FCVAR_NONE, "Defensive Manned Missile Launcher range" );
ConVar obj_manned_missilelauncher_range_off( "obj_manned_missilelauncher_range_off","900", FCVAR_NONE, "Offensive Manned Missile Launcher range" );
ConVar obj_manned_missilelauncher_damage( "obj_manned_missilelauncher_damage","150", FCVAR_NONE, "Manned Missile Launcher damage" );
ConVar obj_manned_missilelauncher_radius( "obj_manned_missilelauncher_radius","128", FCVAR_NONE, "Manned Missile Launcher explosive radius" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectMannedMissileLauncher::CObjectMannedMissileLauncher()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMannedMissileLauncher::Precache()
{
PrecacheModel( MANNED_MISSILELAUNCHER_ALIEN_MODEL );
PrecacheModel( MANNED_MISSILELAUNCHER_HUMAN_MODEL );
PrecacheScriptSound( "ObjectMannedMissileLauncher.Fire" );
PrecacheScriptSound( "ObjectMannedMissileLauncher.Reload" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMannedMissileLauncher::Spawn()
{
m_iHealth = obj_manned_missilelauncher_health.GetInt();
BaseClass::Spawn();
SetSolid( SOLID_BBOX );
UTIL_SetSize(this, MANNED_MISSILELAUNCHER_MINS, MANNED_MISSILELAUNCHER_MAXS);
SetThink( MissileRechargeThink );
SetNextThink( gpGlobals->curtime + MANNED_MISSILELAUNCHER_RECHARGE_TIME );
SetType( OBJ_MANNED_MISSILELAUNCHER );
m_nAmmoType = GetAmmoDef()->Index( "Rockets" );
m_nAmmoCount = m_nMaxAmmoCount = MANNED_MISSILELAUNCHER_CLIP_COUNT;
}
//-----------------------------------------------------------------------------
// Purpose: Finished the build
//-----------------------------------------------------------------------------
void CObjectMannedMissileLauncher::FinishedBuilding( void )
{
BaseClass::FinishedBuilding();
CalculateMaxRange( obj_manned_missilelauncher_range_def.GetFloat(), obj_manned_missilelauncher_range_off.GetFloat() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMannedMissileLauncher::SetupTeamModel( void )
{
// FIXME: When adding in build animations here, make sure C_ObjectBaseMannedGun::OnDataChanged
// does the right thing on the client!!
if ( GetTeamNumber() == TEAM_HUMANS )
{
SetMovementStyle( MOVEMENT_STYLE_BARREL_PIVOT );
SetModel( MANNED_MISSILELAUNCHER_HUMAN_MODEL );
}
else
{
SetMovementStyle( MOVEMENT_STYLE_STANDARD );
SetModel( MANNED_MISSILELAUNCHER_ALIEN_MODEL );
}
// Call this to get all the attachment points happy
OnModelSelected();
}
//-----------------------------------------------------------------------------
// Recharge think...
//-----------------------------------------------------------------------------
void CObjectMannedMissileLauncher::MissileRechargeThink( void )
{
// Prevent manned guns from deteriorating
ResetDeteriorationTime();
SetNextThink( gpGlobals->curtime + (HasPowerup(POWERUP_EMP) ? (MANNED_MISSILELAUNCHER_RECHARGE_TIME * 1.5) : MANNED_MISSILELAUNCHER_RECHARGE_TIME ) );
// I can't do anything if I'm not active
if ( !ShouldBeActive() )
return;
if (m_nAmmoCount < m_nMaxAmmoCount)
{
m_nAmmoCount += 1;
EmitSound( "ObjectMannedMissileLauncher.Reload" );
// Push fire out
m_flNextAttack = gpGlobals->curtime + 0.3;
}
else
{
// No need to think when it's full
SetNextThink( gpGlobals->curtime + 5.0f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Missile Launcher fire
//-----------------------------------------------------------------------------
void CObjectMannedMissileLauncher::Fire( )
{
if ( m_flNextAttack > gpGlobals->curtime )
return;
if ( !m_nAmmoCount )
return;
// Push recharge out
SetNextThink( gpGlobals->curtime + (HasPowerup(POWERUP_EMP) ? (MANNED_MISSILELAUNCHER_RECHARGE_TIME * 1.5) : MANNED_MISSILELAUNCHER_RECHARGE_TIME ) );
// We have to flush the bone cache because it's possible that only the bone controllers
// have changed since the bonecache was generated, and bone controllers aren't checked.
InvalidateBoneCache();
QAngle vecAng;
Vector vecSrc, vecAim;
GetAttachment( m_nBarrelAttachment, vecSrc, vecAng );
// Get the distance to the target
AngleVectors( vecAng, &vecAim );
// Create the rocket.
CWeaponGrenadeRocket *pRocket = CWeaponGrenadeRocket::Create( vecSrc, vecAim, m_flMaxRange, this );
if ( pRocket )
{
pRocket->SetRealOwner( GetDriverPlayer() );
pRocket->SetDamage( obj_manned_missilelauncher_damage.GetFloat() );
pRocket->SetDamageRadius( obj_manned_missilelauncher_radius.GetFloat() );
}
SetActivity( ACT_VM_PRIMARYATTACK );
EmitSound( "ObjectMannedMissileLauncher.Fire" );
// SetSentryAnim( TFTURRET_ANIM_FIRE );
DoMuzzleFlash();
m_nAmmoCount -= 1;
// Slow fire rate while EMPed
m_flNextAttack = gpGlobals->curtime + ( HasPowerup(POWERUP_EMP) ? MANNED_MISSILELAUNCHER_REFIRE_TIME * 2 : MANNED_MISSILELAUNCHER_REFIRE_TIME );
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void CObjectMannedMissileLauncher::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
bool teamchanged = GetTeamNumber() != m_nPreviousTeam;
if ( teamchanged ||
updateType == DATA_UPDATE_CREATED )
{
C_BaseAnimating::AllowBoneAccess( true, false );
SetupTeamModel();
C_BaseAnimating::AllowBoneAccess( false, false );
}
}
void CObjectMannedMissileLauncher::PreDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PreDataUpdate( updateType );
m_nPreviousTeam = GetTeamNumber();
}
#endif
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