//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pSwitchingTo - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponGaussGun::Holster( CBaseCombatWeapon *pSwitchingTo )
{
	StopChargeSound();
	m_bCharging			= false;
	m_bChargeIndicated	= false;

	return BaseClass::Holster(pSwitchingTo);
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pSwitchingTo - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponGauss::Holster( CBaseCombatWeapon *pSwitchingTo )
{
	StopChargeSound();
	if (m_bCharging == true ){
		ChargedFire();
		ChargedFireFirstBeam();
	}
	m_bCharging = false;
	m_bChargeIndicated = false;



	if ( m_sndCharge != NULL )
	{
		(CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndCharge, 0.1f );
	}
	m_sndCharge = NULL;

	StopChargeSound();

	return BaseClass::Holster( pSwitchingTo );
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_PropJeep::ExitVehicle( int iRole )
{
	HeadlightTurnOff();

	BaseClass::ExitVehicle(iRole);

	//If the player has exited, stop charging
	StopChargeSound();
	m_bCannonCharging = false;

	// Remember when we last saw the player
	m_flPlayerExitedTime = gpGlobals->curtime;
	m_flLastSawPlayerAt = gpGlobals->curtime;	
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGaussGun::ChargedFire()
{
	if ( InGameRules()->IsMultiplayer() )
	{
	}

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	
	if ( !pOwner )
		return;

	bool penetrated = false;

	//Play shock sounds
	WeaponSound( SINGLE );
	WeaponSound( SPECIAL2 );

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );
	StopChargeSound();

	m_bCharging = false;
	m_bChargeIndicated = false;

	m_flNextPrimaryAttack	= gpGlobals->curtime + 0.2f;
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;

	//Shoot a shot straight out
	Vector	startPos= pOwner->Weapon_ShootPosition();
	Vector	aimDir	= pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
	Vector	endPos	= startPos + ( aimDir * MAX_TRACE_LENGTH );
	
	trace_t	tr;
	UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
	
#ifndef CLIENT_DLL

	ClearMultiDamage();

	//Find how much damage to do
	float flChargeAmount = ( gpGlobals->curtime - m_flChargeStartTime ) / MAX_GAUSS_CHARGE_TIME;

	//Clamp this
	if ( flChargeAmount > 1.0f )
		flChargeAmount = 1.0f;

	//Determine the damage amount
	float flDamage = sk_plr_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_dmg_gauss.GetFloat() ) * flChargeAmount );

#endif

	CBaseEntity *pHit = tr.m_pEnt;

	if ( tr.DidHitWorld() )
	{
		//Try wall penetration
		UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		UTIL_DecalTrace( &tr, "RedGlowFade" );

		CPVSFilter filter( tr.endpos );
		te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
		
		Vector	testPos = tr.endpos + ( aimDir * 48.0f );

		UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr );
			
		if ( tr.allsolid == false )
		{
			UTIL_DecalTrace( &tr, "RedGlowFade" );

			penetrated = true;
		}
	}

#ifndef CLIENT_DLL
	else if ( pHit != NULL )
	{
		CTakeDamageInfo dmgInfo( this, pOwner, flDamage, DMG_SHOCK | DMG_DISSOLVE );
		CalculateBulletDamageForce( &dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos );

		//Do direct damage to anything in our path
		pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr );
	}

	ApplyMultiDamage();
#endif

	UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );

	QAngle	viewPunch;

	viewPunch.x = random->RandomFloat( -4.0f, -8.0f );
	viewPunch.y = random->RandomFloat( -0.25f,  0.25f );
	viewPunch.z = 0;

	pOwner->ViewPunch( viewPunch );

	DrawBeam( startPos, tr.endpos, 25, true );

#ifndef CLIENT_DLL
	Vector	recoilForce = pOwner->BodyDirection2D() * -( flDamage * 10.0f );
	recoilForce[2] += 300.0f;//128

	pOwner->ApplyAbsVelocityImpulse( recoilForce );
#endif

	CPVSFilter filter( tr.endpos );
	te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );

#ifndef CLIENT_DLL
	if ( penetrated == true )
		RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL );

	// Register a muzzleflash for the AI
	pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
#endif
}
Пример #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_PropJeep::FireChargedCannon( void )
{
	bool penetrated = false;

	m_bCannonCharging	= false;
	m_flCannonTime		= gpGlobals->curtime + 0.5f;

	StopChargeSound();

	CPASAttenuationFilter sndFilter( this, "PropJeep.FireChargedCannon" );
	EmitSound( sndFilter, entindex(), "PropJeep.FireChargedCannon" );

	//Find the direction the gun is pointing in
	Vector aimDir;
	GetCannonAim( &aimDir );

	Vector endPos = m_vecGunOrigin + ( aimDir * MAX_TRACE_LENGTH );
	
	//Shoot a shot straight out
	trace_t	tr;
	UTIL_TraceLine( m_vecGunOrigin, endPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
	
	ClearMultiDamage();

	//Find how much damage to do
	float flChargeAmount = ( gpGlobals->curtime - m_flCannonChargeStartTime ) / MAX_GAUSS_CHARGE_TIME;

	//Clamp this
	if ( flChargeAmount > 1.0f )
	{
		flChargeAmount = 1.0f;
	}

	//Determine the damage amount
	//FIXME: Use ConVars!
	float flDamage = 15 + ( ( 250 - 15 ) * flChargeAmount );

	CBaseEntity *pHit = tr.m_pEnt;
	
	//Look for wall penetration
	if ( tr.DidHitWorld() && !(tr.surface.flags & SURF_SKY) )
	{
		//Try wall penetration
		UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" );
		UTIL_DecalTrace( &tr, "RedGlowFade" );

		CPVSFilter filter( tr.endpos );
		te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
		
		Vector	testPos = tr.endpos + ( aimDir * 48.0f );

		UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, GetDriver(), COLLISION_GROUP_NONE, &tr );
			
		if ( tr.allsolid == false )
		{
			UTIL_DecalTrace( &tr, "RedGlowFade" );

			penetrated = true;
		}
	}
	else if ( pHit != NULL )
	{
		CTakeDamageInfo dmgInfo( this, GetDriver(), flDamage, DMG_SHOCK );
		CalculateBulletDamageForce( &dmgInfo, GetAmmoDef()->Index("GaussEnergy"), aimDir, tr.endpos, 1.0f + flChargeAmount * 4.0f );

		//Do direct damage to anything in our path
		pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr );
	}

	ApplyMultiDamage();

	//Kick up an effect
	if ( !(tr.surface.flags & SURF_SKY) )
	{
  		UTIL_ImpactTrace( &tr, m_nBulletType, "ImpactJeep" );

		//Do a gauss explosion
		CPVSFilter filter( tr.endpos );
		te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );
	}

	//Show the effect
	DrawBeam( m_vecGunOrigin, tr.endpos, 9.6 );

	// Register a muzzleflash for the AI
	if ( m_hPlayer )
	{
		m_hPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5f );
	}

	//Rock the car
	IPhysicsObject *pObj = VPhysicsGetObject();

	if ( pObj != NULL )
	{
		Vector	shoveDir = aimDir * -( flDamage * 500.0f );

		pObj->ApplyForceOffset( shoveDir, m_vecGunOrigin );
	}

	//Do radius damage if we didn't penetrate the wall
	if ( penetrated == true )
	{
		RadiusDamage( CTakeDamageInfo( this, this, flDamage, DMG_SHOCK ), tr.endpos, 200.0f, CLASS_NONE, NULL );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponGauss::ChargedFire( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if(pOwner == NULL)
		return;

	bool penetrated = false;

	//Play shock sounds
    WeaponSound( SINGLE );
    WeaponSound( SPECIAL2 );

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	StopChargeSound();




	m_bCharging = false;
	m_bChargeIndicated = false;


	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;

	//Shoot a shot straight
	Vector  startPos= pOwner->Weapon_ShootPosition();
	Vector  aimDir  = pOwner->GetAutoaimVector( AUTOAIM_5DEGREES );
	Vector  endPos  = startPos + ( aimDir * MAX_TRACE_LENGTH );


	//Find Damage
	 float flChargeAmount = ( gpGlobals->curtime - m_flChargeStartTime ) / MAX_GAUSS_CHARGE_TIME;
	 //Clamp This
	 if ( flChargeAmount > 1.0f )
	 {
		 flChargeAmount = 1.0f;
	 }
#ifndef CLIENT_DLL
	 // float flDamage = sk_plr_max_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_max_dmg_gauss.GetFloat() ) * flChargeAmount );


	float flDamage = 3 + ( ( 37 - 15 ) * flChargeAmount );
#endif
	trace_t tr;
	UTIL_TraceLine( startPos, endPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); //Trace from gun to wall

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );


#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


#ifndef CLIENT_DLL
	ClearMultiDamage();
#endif

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );

#ifndef CLIENT_DLL
		 // RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


	  CBaseEntity *pHit = tr.m_pEnt;

	  if ( tr.DidHitWorld() ){

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );

		  CPVSFilter filter( tr.endpos );
		  te->GaussExplosion( filter, 0.0f, tr.endpos, tr.plane.normal, 0 );

		  Vector  testPos = tr.endpos + ( aimDir * 128.0f );

		  UTIL_TraceLine( testPos, tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr ); //Trace to backside of first wall

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );

#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


		  if ( tr.allsolid == false ){
			  UTIL_DecalTrace( &tr, "RedGlowFade" );
			  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );

#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

			  penetrated = true;

		  UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
		  UTIL_DecalTrace( &tr, "RedGlowFade" );
#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

		  }

	  } else if(pHit != NULL){
#ifndef CLIENT_DLL
		 // CTakeDamageInfo dmgInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK );
//		  CalculateBulletDamageForce( &dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos );
          UTIL_ImpactTrace( &tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
          UTIL_DecalTrace( &tr, "RedGlowFade" );
		  //Do Direct damage to anything in our path
//		  pHit->DispatchTraceAttack( dmgInfo, aimDir, &tr );
#endif
	  }
#ifndef CLIENT_DLL
	  ApplyMultiDamage();
#endif


#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

	 Vector  newPos = tr.endpos + ( aimDir * MAX_TRACE_LENGTH);
	  QAngle  viewPunch;
	  viewPunch.x = random->RandomFloat( -4.0f, -8.0f );
	  viewPunch.y = random->RandomFloat( -0.25f,  0.25f );
	  viewPunch.z = 0;
	  pOwner->ViewPunch( viewPunch );

	 // DrawBeam( startPos, tr.endpos, 9.6, true ); //Draw beam from gun through first wall.
#ifndef CLIENT_DLL
	Vector	recoilForce = pOwner->BodyDirection3D() * -( flDamage * 15.0f );
      recoilForce[2] += 128.0f;

      pOwner->ApplyAbsVelocityImpulse( recoilForce );
#endif
	  CPVSFilter filter( tr.endpos );
	  te->GaussExplosion(filter, 0.0f, tr.endpos, tr.plane.normal, 0 );

#ifndef CLIENT_DLL
		  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ),tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif


	  if ( penetrated == true ){

		  trace_t beam_tr;
		  Vector vecDest = tr.endpos + aimDir * MAX_TRACE_LENGTH;
		  UTIL_TraceLine( tr.endpos, vecDest, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &beam_tr ); //Traces from back of first wall to second wall


#ifndef CLIENT_DLL
	 // float flDamage = sk_plr_max_dmg_gauss.GetFloat() + ( ( sk_plr_max_dmg_gauss.GetFloat() - sk_plr_max_dmg_gauss.GetFloat() ) * flChargeAmount );


	float flDamage = 37 + ( ( 115 - 15 ) * flChargeAmount );
#endif



		  for(int i = 0; i < 0; i++){

			  UTIL_TraceLine(beam_tr.endpos + aimDir * 128.0f, beam_tr.endpos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &beam_tr ); //Traces To back of second wall


UTIL_ImpactTrace( &beam_tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
UTIL_DecalTrace( &beam_tr, "RedGlowFade" );

#ifndef CLIENT_DLL
			  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ), beam_tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
              RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif



		  }
		  DrawBeam( tr.endpos, beam_tr.endpos, 9.6, false );
		  DoWallBreak(tr.endpos,newPos,aimDir,&tr,pOwner,true);

UTIL_ImpactTrace( &beam_tr, GetAmmoDef()->DamageType(m_iPrimaryAmmoType), "ImpactGauss" );
UTIL_DecalTrace( &beam_tr, "RedGlowFade" );

#ifndef CLIENT_DLL
			  //RadiusDamage( CTakeDamageInfo( this, pOwner, sk_plr_max_dmg_gauss.GetFloat(), DMG_SHOCK ), beam_tr.endpos, 90.0f, CLASS_PLAYER_ALLY, pOwner );
          RadiusDamage( CTakeDamageInfo( this, pOwner, flDamage, DMG_SHOCK ), tr.endpos, 10.0f, CLASS_PLAYER_ALLY, pOwner );
#endif

	return;	  
	  }

}