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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/weapon_cguard.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/weapon_cguard.cpp')
-rw-r--r--mp/src/game/server/hl2/weapon_cguard.cpp481
1 files changed, 481 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/weapon_cguard.cpp b/mp/src/game/server/hl2/weapon_cguard.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Combine guard gun, strider destroyer
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "basehlcombatweapon.h"
+#include "basecombatcharacter.h"
+#include "player.h"
+#include "grenade_ar2.h"
+#include "soundent.h"
+#include "explode.h"
+#include "shake.h"
+#include "energy_wave.h"
+#include "te_particlesystem.h"
+#include "ndebugoverlay.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//Concussive explosion entity
+
+class CTEConcussiveExplosion : public CTEParticleSystem
+{
+public:
+ DECLARE_CLASS( CTEConcussiveExplosion, CTEParticleSystem );
+ DECLARE_SERVERCLASS();
+
+ CTEConcussiveExplosion( const char *name );
+ virtual ~CTEConcussiveExplosion( void );
+
+ CNetworkVector( m_vecNormal );
+ CNetworkVar( float, m_flScale );
+ CNetworkVar( int, m_nRadius );
+ CNetworkVar( int, m_nMagnitude );
+};
+
+IMPLEMENT_SERVERCLASS_ST( CTEConcussiveExplosion, DT_TEConcussiveExplosion )
+ SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD ),
+ SendPropFloat( SENDINFO(m_flScale), 0, SPROP_NOSCALE ),
+ SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ),
+ SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ),
+END_SEND_TABLE()
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CTEConcussiveExplosion::CTEConcussiveExplosion( const char *name ) : BaseClass( name )
+{
+ m_nRadius = 0;
+ m_nMagnitude = 0;
+ m_flScale = 0.0f;
+
+ m_vecNormal.Init();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Destructor
+//-----------------------------------------------------------------------------
+CTEConcussiveExplosion::~CTEConcussiveExplosion( void )
+{
+}
+
+
+// Singleton to fire TEExplosion objects
+static CTEConcussiveExplosion g_TEConcussiveExplosion( "ConcussiveExplosion" );
+
+void TE_ConcussiveExplosion( IRecipientFilter& filter, float delay,
+ const Vector* pos, float scale, int radius, int magnitude, const Vector* normal )
+{
+ g_TEConcussiveExplosion.m_vecOrigin = *pos;
+ g_TEConcussiveExplosion.m_flScale = scale;
+ g_TEConcussiveExplosion.m_nRadius = radius;
+ g_TEConcussiveExplosion.m_nMagnitude = magnitude;
+
+ if ( normal )
+ g_TEConcussiveExplosion.m_vecNormal = *normal;
+ else
+ g_TEConcussiveExplosion.m_vecNormal = Vector(0,0,1);
+
+ // Send it over the wire
+ g_TEConcussiveExplosion.Create( filter, delay );
+}
+
+//Temp ent for the blast
+
+class CConcussiveBlast : public CBaseEntity
+{
+ DECLARE_DATADESC();
+public:
+ DECLARE_CLASS( CConcussiveBlast, CBaseEntity );
+
+ int m_spriteTexture;
+
+ CConcussiveBlast( void ) {}
+
+ //-----------------------------------------------------------------------------
+ // Purpose:
+ // Output :
+ //-----------------------------------------------------------------------------
+ void Precache( void )
+ {
+ m_spriteTexture = PrecacheModel( "sprites/lgtning.vmt" );
+
+ BaseClass::Precache();
+ }
+
+ //-----------------------------------------------------------------------------
+ // Purpose:
+ // Output :
+ //-----------------------------------------------------------------------------
+
+ void Explode( float magnitude )
+ {
+ //Create a concussive explosion
+ CPASFilter filter( GetAbsOrigin() );
+
+ Vector vecForward;
+ AngleVectors( GetAbsAngles(), &vecForward );
+ TE_ConcussiveExplosion( filter, 0.0,
+ &GetAbsOrigin(),//position
+ 1.0f, //scale
+ 256*magnitude, //radius
+ 175*magnitude, //magnitude
+ &vecForward ); //normal
+
+ int colorRamp = random->RandomInt( 128, 255 );
+
+ //Shockring
+ CBroadcastRecipientFilter filter2;
+ te->BeamRingPoint( filter2, 0,
+ GetAbsOrigin(), //origin
+ 16, //start radius
+ 300*magnitude, //end radius
+ m_spriteTexture, //texture
+ 0, //halo index
+ 0, //start frame
+ 2, //framerate
+ 0.3f, //life
+ 128, //width
+ 16, //spread
+ 0, //amplitude
+ colorRamp, //r
+ colorRamp, //g
+ 255, //g
+ 24, //a
+ 128 //speed
+ );
+
+ //Do the radius damage
+ RadiusDamage( CTakeDamageInfo( this, GetOwnerEntity(), 200, DMG_BLAST|DMG_DISSOLVE ), GetAbsOrigin(), 256, CLASS_NONE, NULL );
+
+ UTIL_Remove( this );
+ }
+};
+
+LINK_ENTITY_TO_CLASS( concussiveblast, CConcussiveBlast );
+
+//---------------------------------------------------------
+// Save/Restore
+//---------------------------------------------------------
+BEGIN_DATADESC( CConcussiveBlast )
+
+// DEFINE_FIELD( m_spriteTexture, FIELD_INTEGER ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Create a concussive blast entity and detonate it
+//-----------------------------------------------------------------------------
+void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude )
+{
+ QAngle angles;
+ VectorAngles( surfaceNormal, angles );
+ CConcussiveBlast *pBlast = (CConcussiveBlast *) CBaseEntity::Create( "concussiveblast", origin, angles, pOwner );
+
+ if ( pBlast )
+ {
+ pBlast->Explode( magnitude );
+ }
+}
+
+// Combine Guard weapon
+
+#if 0
+
+class CWeaponCGuard : public CBaseHLCombatWeapon
+{
+ DECLARE_DATADESC();
+public:
+ DECLARE_CLASS( CWeaponCGuard, CBaseHLCombatWeapon );
+
+ DECLARE_SERVERCLASS();
+
+ CWeaponCGuard( void );
+
+ void Precache( void );
+ void PrimaryAttack( void );
+ void AddViewKick( void );
+ void DelayedFire( void );
+ void ItemPostFrame( void );
+ void AlertTargets( void );
+ void UpdateLasers( void );
+
+ int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
+
+ DECLARE_ACTTABLE();
+
+protected:
+ float m_flChargeTime;
+ bool m_bFired;
+
+ int m_beamIndex;
+ int m_haloIndex;
+};
+
+
+IMPLEMENT_SERVERCLASS_ST(CWeaponCGuard, DT_WeaponCGuard)
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( weapon_cguard, CWeaponCGuard );
+PRECACHE_WEAPON_REGISTER( weapon_cguard );
+
+
+//---------------------------------------------------------
+// Save/Restore
+//---------------------------------------------------------
+BEGIN_DATADESC( CWeaponCGuard )
+
+ DEFINE_FIELD( m_flChargeTime, FIELD_TIME ),
+ DEFINE_FIELD( m_bFired, FIELD_BOOLEAN ),
+// DEFINE_FIELD( m_beamIndex, FIELD_INTEGER ),
+// DEFINE_FIELD( m_haloIndex, FIELD_INTEGER ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Maps base activities to weapons-specific ones so our characters do the right things.
+//-----------------------------------------------------------------------------
+acttable_t CWeaponCGuard::m_acttable[] =
+{
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true }
+};
+
+IMPLEMENT_ACTTABLE( CWeaponCGuard );
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CWeaponCGuard::CWeaponCGuard( void )
+{
+ m_flNextPrimaryAttack = gpGlobals->curtime;
+ m_flChargeTime = gpGlobals->curtime;
+ m_bFired = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCGuard::Precache( void )
+{
+ UTIL_PrecacheOther( "concussiveblast" );
+
+ m_beamIndex = PrecacheModel( "sprites/bluelaser1.vmt" );
+ m_haloIndex = PrecacheModel( "sprites/blueshaft1.vmt" );
+
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCGuard::AlertTargets( void )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ // Fire the bullets
+ Vector vecSrc = pPlayer->Weapon_ShootPosition( );
+ Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );
+
+ Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
+
+ trace_t tr;
+
+ UTIL_TraceLine( vecSrc, impactPoint, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
+
+ if ( (vecSrc-tr.endpos).Length() > 1024 )
+ return;
+
+ CSoundEnt::InsertSound( SOUND_DANGER, tr.endpos, 128, 0.5f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCGuard::UpdateLasers( void )
+{
+ //Only update the lasers whilst charging
+ if ( ( m_flChargeTime < gpGlobals->curtime ) || ( m_bFired ) )
+ return;
+
+ Vector start, end, v_forward, v_right, v_up;
+
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ pPlayer->GetVectors( &v_forward, &v_right, &v_up );
+
+ //Get the position of the laser
+ start = pPlayer->Weapon_ShootPosition( );
+
+ start += ( v_forward * 8.0f ) + ( v_right * 3.0f ) + ( v_up * -2.0f );
+
+ end = start + ( v_forward * MAX_TRACE_LENGTH );
+
+ float angleOffset = ( 1.0f - ( m_flChargeTime - gpGlobals->curtime ) ) / 1.0f;
+ Vector offset[4];
+
+ offset[0] = Vector( 0.0f, 0.5f, -0.5f );
+ offset[1] = Vector( 0.0f, 0.5f, 0.5f );
+ offset[2] = Vector( 0.0f, -0.5f, -0.5f );
+ offset[3] = Vector( 0.0f, -0.5f, 0.5f );
+
+ QAngle v_ang;
+ Vector v_dir;
+
+ angleOffset *= 2.0f;
+
+ if ( angleOffset > 1.0f )
+ angleOffset = 1.0f;
+
+ for ( int i = 0; i < 4; i++ )
+ {
+ Vector ofs = start + ( v_forward * offset[i][0] ) + ( v_right * offset[i][1] ) + ( v_up * offset[i][2] );
+
+ float hScale = ( offset[i][1] <= 0.0f ) ? 1.0f : -1.0f;
+ float vScale = ( offset[i][2] <= 0.0f ) ? 1.0f : -1.0f;
+
+ VectorAngles( v_forward, v_ang );
+ v_ang[PITCH] = UTIL_AngleMod( v_ang[PITCH] + ( (1.0f-angleOffset) * 15.0f * vScale ) );
+ v_ang[YAW] = UTIL_AngleMod( v_ang[YAW] + ( (1.0f-angleOffset) * 15.0f * hScale ) );
+
+ AngleVectors( v_ang, &v_dir );
+
+ trace_t tr;
+ UTIL_TraceLine( ofs, ofs + ( v_dir * MAX_TRACE_LENGTH ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
+
+ UTIL_Beam( ofs, tr.endpos, m_beamIndex, 0, 0, 2.0f, 0.1f, 2, 0, 1, 0, 255, 255, 255, 32, 100 );
+
+ UTIL_Beam( ofs, tr.endpos, m_haloIndex, 0, 0, 2.0f, 0.1f, 4, 0, 1, 16, 255, 255, 255, 8, 100 );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCGuard::PrimaryAttack( void )
+{
+ if ( m_flChargeTime >= gpGlobals->curtime )
+ return;
+
+ AlertTargets();
+
+ WeaponSound( SPECIAL1 );
+
+ //UTIL_ScreenShake( GetAbsOrigin(), 10.0f, 100.0f, 2.0f, 128, SHAKE_START, false );
+
+ m_flChargeTime = gpGlobals->curtime + 1.0f;
+ m_bFired = false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCGuard::ItemPostFrame( void )
+{
+ //FIXME: UpdateLasers();
+
+ if ( ( m_flChargeTime < gpGlobals->curtime ) && ( m_bFired == false ) )
+ {
+ DelayedFire();
+ }
+
+ BaseClass::ItemPostFrame();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCGuard::DelayedFire( void )
+{
+ if ( m_flChargeTime >= gpGlobals->curtime )
+ return;
+
+ if ( m_bFired )
+ return;
+
+ m_bFired = true;
+
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ // Abort here to handle burst and auto fire modes
+ if ( (GetMaxClip1() != -1 && m_iClip1 == 0) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
+ return;
+
+ // MUST call sound before removing a round from the clip of a CMachineGun
+ WeaponSound(SINGLE);
+
+ pPlayer->DoMuzzleFlash();
+
+ // To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
+ // especially if the weapon we're firing has a really fast rate of fire.
+ if ( GetSequence() != SelectWeightedSequence( ACT_VM_PRIMARYATTACK ) )
+ {
+ m_flNextPrimaryAttack = gpGlobals->curtime;
+ }
+
+ // Make sure we don't fire more than the amount in the clip, if this weapon uses clips
+ if ( UsesClipsForAmmo1() )
+ {
+ m_iClip1 = m_iClip1 - 1;
+ }
+
+ // Fire the bullets
+ Vector vecSrc = pPlayer->Weapon_ShootPosition( );
+ Vector vecAiming = pPlayer->GetRadialAutoVector( NEW_AUTOAIM_RADIUS, NEW_AUTOAIM_DIST );
+
+ //Factor in the view kick
+ AddViewKick();
+
+ Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
+
+ trace_t tr;
+ UTIL_TraceHull( vecSrc, impactPoint, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
+
+ CreateConcussiveBlast( tr.endpos, tr.plane.normal, this, 1.0 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCGuard::AddViewKick( void )
+{
+ //Get the view kick
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ color32 white = {255, 255, 255, 64};
+ UTIL_ScreenFade( pPlayer, white, 0.1, 0, FFADE_IN );
+
+ //Disorient the player
+ QAngle angles = pPlayer->GetLocalAngles();
+
+ angles.x += random->RandomInt( -5, 5 );
+ angles.y += random->RandomInt( -8, 8 );
+ angles.z = 0.0f;
+
+ SetLocalAngles( angles );
+
+ pPlayer->SnapEyeAngles( angles );
+
+ pPlayer->ViewPunch( QAngle( random->RandomInt( -8, -12 ), random->RandomInt( -2, 2 ), random->RandomInt( -8, 8 ) ) );
+}
+
+#endif