예제 #1
0
void CWeaponGravityGun::WeaponIdle( void )
{
	if ( HasWeaponIdleTimeElapsed() )
	{
		SendWeaponAnim( ACT_VM_IDLE );
		if ( m_active )
		{
			CBaseEntity *pObject = m_hObject;
			// pellet is touching object, so glue it
			if ( pObject && m_glueTouching )
			{
				CGravityPellet *pPellet = m_activePellets[m_pelletAttract].pellet;
				if ( pPellet->MakeConstraint( pObject ) )
				{
					WeaponSound( SPECIAL1 );
					m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
					m_activePellets[m_pelletHeld].pellet->MakeInert();
				}
			}

			EffectDestroy();
			SoundDestroy();
		}
	}
}
예제 #2
0
	void Drop(const Vector &vecVelocity)
	{
		EffectDestroy();
		SoundDestroy();

#ifndef CLIENT_DLL
		UTIL_Remove( this );
#endif
	}
void CWeaponGravityGun::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
		return;

	if ( pOwner->m_nButtons & IN_ATTACK )
	{
		if ( pOwner->m_afButtonPressed & IN_ATTACK2 )
		{
			SecondaryAttack();
		}
		else if ( pOwner->m_nButtons & IN_ATTACK2 )
		{
			if ( m_active )
			{
				EffectDestroy();
				SoundDestroy();
			}
			WeaponIdle( );
			return;
		}
		PrimaryAttack();
	}
	else 
	{
		if ( m_active )
		{
			EffectDestroy();
			SoundDestroy();
		}
		WeaponIdle( );
		return;
	}
	if ( pOwner->m_afButtonPressed & IN_RELOAD )
	{
		Reload();
	}
}
예제 #4
0
	virtual bool Holster( CBaseCombatWeapon *pSwitchingTo )
	{
		EffectDestroy();
		return BaseClass::Holster();
	}
예제 #5
0
void CWeaponGravityGun::SecondaryAttack( void )
{
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.1;
	if ( m_active )
	{
		EffectDestroy();
		SoundDestroy();
		return;
	}

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	Assert( pOwner );

	if ( pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0 )
		return;

	m_viewModelIndex = pOwner->entindex();
	// Make sure I've got a view model
	CBaseViewModel *vm = pOwner->GetViewModel();
	if ( vm )
	{
		m_viewModelIndex = vm->entindex();
	}

	Vector forward;
	pOwner->EyeVectors( &forward );

	Vector start = pOwner->Weapon_ShootPosition();
	Vector end = start + forward * 4096;

	trace_t tr;
	UTIL_TraceLine( start, end, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
	if ( tr.fraction == 1.0 || (tr.surface.flags & SURF_SKY) )
		return;

	CBaseEntity *pHit = tr.m_pEnt;
	
	if ( pHit->entindex() == 0 )
	{
		pHit = NULL;
	}
	else
	{
		// if the object has no physics object, or isn't a physprop or brush entity, then don't glue
		if ( !pHit->VPhysicsGetObject() || pHit->GetMoveType() != MOVETYPE_VPHYSICS )
			return;
	}

	QAngle angles;
	WeaponSound( SINGLE );
	pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );

	VectorAngles( tr.plane.normal, angles );
	Vector endPoint = tr.endpos + tr.plane.normal;
	CGravityPellet *pPellet = (CGravityPellet *)CBaseEntity::Create( "gravity_pellet", endPoint, angles, this );
	if ( pHit )
	{
		pPellet->SetParent( pHit );
	}
	AddPellet( pPellet, pHit, tr.plane.normal );

	// UNDONE: Probably should just do this client side
	CBaseEntity *pEnt = GetBeamEntity();
	CBeam *pBeam = CBeam::BeamCreate( PHYSGUN_BEAM_SPRITE, 1.5 );
	pBeam->PointEntInit( endPoint, pEnt );
	pBeam->SetEndAttachment( 1 );
	pBeam->SetBrightness( 255 );
	pBeam->SetColor( 255, 0, 0 );
	pBeam->RelinkBeam();
	pBeam->LiveForTime( 0.1 );

}
예제 #6
0
//-----------------------------------------------------------------------------
// On Remove
//-----------------------------------------------------------------------------
void CWeaponGravityGun::UpdateOnRemove(void)
{
	EffectDestroy();
	SoundDestroy();
	BaseClass::UpdateOnRemove();
}
예제 #7
0
void CWeaponGravityGun::ItemPostFrame( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if (!pOwner)
		return;

#ifdef ARGG
	// adnan
	// this is where we check if we're orbiting the object
	
	// if we're holding something and pressing use,
	//  then set us in the orbiting state
	//  - this will indicate to OverrideMouseInput that we should zero the input and update our delta angles
	//  UPDATE: not anymore.  now this just sets our state variables.
	CBaseEntity *pObject = m_hObject;
	if( pObject ) {

		if((pOwner->m_nButtons & IN_ATTACK) && (pOwner->m_nButtons & IN_USE) ) {
			m_gravCallback.m_bHasRotatedCarryAngles = true;
			
			// did we JUST hit use?
			//  if so, grab the current angles to begin with as the rotated angles
			if( !(pOwner->m_afButtonLast & IN_USE) ) {
				m_gravCallback.m_vecRotatedCarryAngles = pObject->GetAbsAngles();
			}

			m_bIsCurrentlyRotating = true;
		} else {
			m_gravCallback.m_bHasRotatedCarryAngles = false;

			m_bIsCurrentlyRotating = false;
		}
	} else {
		m_bIsCurrentlyRotating = false;

		m_gravCallback.m_bHasRotatedCarryAngles = false;
	}
	// end adnan
#endif

	if ( pOwner->m_nButtons & IN_ATTACK )
	{
#if defined( ARGG )
		if( (pOwner->m_nButtons & IN_USE) ) {
			pOwner->m_vecUseAngles = pOwner->pl.v_angle;
		}
#endif
		if ( pOwner->m_afButtonPressed & IN_ATTACK2 )
		{
			SecondaryAttack();
		}
		else if ( pOwner->m_nButtons & IN_ATTACK2 )
		{
			if ( m_active )
			{
				EffectDestroy();
				SoundDestroy();
			}
			WeaponIdle( );
			return;
		}
		PrimaryAttack();
	}
	else 
	{
		if ( m_active )
		{
			EffectDestroy();
			SoundDestroy();
		}
		WeaponIdle( );
		return;
	}
	if ( pOwner->m_afButtonPressed & IN_RELOAD )
	{
		Reload();
	}
}