示例#1
0
void hhCenturion::AimedAttackMissile( const char *jointname, const idDict *projDef) {
	idProjectile *proj;
	idVec3 target, origin = GetOrigin();
	bool inShuttle = false;

	if ( shootTarget.IsValid() ) {
		target = shootTarget->GetOrigin();
	} else if ( enemy.IsValid() ) {
		target = enemy->GetOrigin();
		if ( enemy->IsType( idActor::Type ) ) {
			target.z += enemy->EyeHeight() / 4.0f;
		}
	} else {
		// No target?  Do the default attack
		Event_AttackMissile( jointname, projDef, 1 );
		return;
	}

	// If target is too close do a non-aimed attack
	if ( fabsf( origin.x - target.x ) < 256 &&
		   fabsf( origin.y - target.y ) < 256 ) {
		Event_AttackMissile( jointname, projDef, 1 );
		return;
	}

	idVec3 dist = origin - target;

	if ( shootTarget.IsValid() ) {
		proj = LaunchProjectile( jointname, shootTarget.GetEntity(), true, projDef );
	} else {
		proj = LaunchProjectile( jointname, enemy.GetEntity(), true, projDef );
	}
}
void UTankAimingComponent::Fire()
{
	if (FiringState == EFiringState::Locked || FiringState == EFiringState::Aiming)
	{
		if (!ensure(Barrel)) { return; } 
		if (!ensure(ProjectileBlueprint)) { return; }
		auto Projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileBlueprint, Barrel->GetSocketLocation(FName("Projectile")), Barrel->GetSocketRotation(FName("Projectile")));
		
		Projectile->LaunchProjectile(LaunchSpeed);
		LastFireTime = FPlatformTime::Seconds();
		
		RoundsLeft--;
	}
}
void UTankAimingComponent::Fire()
{
	//UE_LOG(LogTemp, Warning, TEXT("Firing!"));
	//bool isReloaded = (FPlatformTime::Seconds() - lastFireTime) > reloadTimeInSeconds;
	//UE_LOG(LogTemp, Warning, TEXT("trying to Firing"))
	if (firingState != EFiringStatus::Reloading && ammoCount != 0) {

		// Spawn a projectile at the socket location
		auto projectile = GetWorld()->SpawnActor<AProjectile>(ProjectileBlueprint, barrel->GetSocketLocation(FName("canonTip")), barrel->GetSocketRotation(FName("canonTip")));

		projectile->LaunchProjectile(launchSpeed);
		lastFireTime = FPlatformTime::Seconds();
		ammoCount -= 1;
		UE_LOG(LogTemp, Warning, TEXT("Ammo at %i"),ammoCount)
	}
//-----------------------------------------------------------------------------
// Purpose: Primary fire function
//-----------------------------------------------------------------------------
void CTFFlareGun::PrimaryAttack(void)
{
	// Check for ammunition.
	if (m_iClip1 <= 0 && m_iClip1 != -1)
		return;

	// Are we capable of firing again?
	if (m_flNextPrimaryAttack > gpGlobals->curtime)
		return;

	if (!CanAttack())
		return;

	m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;

	LaunchProjectile();
}
示例#5
0
bool TankGob::Fire(UnitGob *puntTarget, WCoord wx, WCoord wy, WCoord wdx, WCoord wdy)
{
	Direction16 dir16Fire = CalcDir16(wdx, wdy);
	if (m_dir16Turret != dir16Fire) {
		m_unvl.MinSkip();
		return false;
	}

	// Firing rate is limited by ctFiringRate

	long t = gsim.GetTickCount();
	long ctWait = m_pmuntc->ctFiringRate;
	long ctRemaining = ctWait - (t - m_tLastFire);
	if (ctRemaining > 0) {
		m_unvl.MinSkip((ctRemaining + (kctUpdate / 2)) / kctUpdate - 1);
		return false;
	}

	m_tLastFire = t;

	// Play firing animation (start on frame 1 where the action is)

	StartAnimation(&m_aniTurret, m_pmuntc->anFiringStripIndices[dir16Fire], kifrmTankAction, kfAniIgnoreFirstAdvance | kfAniResetWhenDone);
	m_wfMunt |= kfMuntFiring;
	gsmm.SendDelayedMsg(kmidFireComplete, m_aniTurret.GetRemainingStripTime(), m_gid, m_gid);

	// Fire off the shot!

	WCoord wdxRnd = ((GetRandom() & 7) - 3) * kwcTile16th;
	WCoord wdyRnd = ((GetRandom() & 7) - 3) * kwcTile16th;
	Point ptSpecial;
	m_aniTurret.GetSpecialPoint(&ptSpecial, kifrmTankAction);

	LaunchProjectile(m_wx + WcFromPc(ptSpecial.x), m_wy + WcFromPc(ptSpecial.y), wx + wdxRnd, wy + wdyRnd, 
			GetDamageTo(puntTarget), m_gid, puntTarget->GetId());

	// Play sound

	gsndm.PlaySfx(m_pmuntc->sfxFire);

	return true;
}
示例#6
0
void ATank::Fire()
{
	if (!ensure(Barrel)) { return; }
	bool isReloaded = (FPlatformTime::Seconds() - LastFireTime) > ReloadTimeInSec;

	if (isReloaded) 
	{

		// spawn projectile at socket location on barrel

		auto Projectile = GetWorld()->SpawnActor<AProjectile>(
			ProjectileBlueprint,
			Barrel->GetSocketLocation(FName("Projectile")),
			Barrel->GetSocketRotation(FName("Projectile"))
			);

		Projectile->LaunchProjectile(LaunchSpeed);
		LastFireTime = FPlatformTime::Seconds();
	}
}
void UTankAimingComponent::Fire()
{
	
	if ((FiringState == EFiringState::Aiming)||(FiringState == EFiringState::Lock))
	{
		//Spawn a projectile from the socket location
		//We return the projectile into a variable called 'projectile' than call the mtehod launchProjectile
		if (!ensure(Barrel)) { return; }
		if (!ensure(ProjectileBlueprint)) { return; }
		auto projectile = GetWorld()->SpawnActor<AProjectile>(
			ProjectileBlueprint,
			Barrel->GetSocketLocation(FName("Projectile")),
			Barrel->GetSocketRotation(FName("Projectile"))
			);

		//Calling launchProjectile
		projectile->LaunchProjectile(LaunchSpeed);
		LastFireTime = FPlatformTime::Seconds();
		RoundsLeft--;

	}
}
//-----------------------------------------------------------------------------
// Purpose: Crane rotates around with +left and +right, and extends/retracts 
//			the cable with +forward and +back.
//-----------------------------------------------------------------------------
void CPropCannon::DriveCannon( int iDriverButtons, int iButtonsPressed )
{
	bool bWasExtending = m_bExtending;

	// Handle rotation of the crane
	if ( iDriverButtons & IN_MOVELEFT )
	{
		// Try adding some randomness to make it feel shaky? 
		float flTurnAdd = m_flTurnAccel;
		// If we're turning back on ourselves, use decel speed
		if ( m_flTurn < 0 )
		{
			flTurnAdd = MAX( flTurnAdd, m_flTurnDecel );
		}

		m_flTurn = UTIL_Approach( m_flMaxTurnSpeed, m_flTurn, flTurnAdd * gpGlobals->frametime );

		m_iTurning = CANNON_TURNING_LEFT;
	}
	else if ( iDriverButtons & IN_MOVERIGHT )
	{
		// Try adding some randomness to make it feel shaky?
		float flTurnAdd = m_flTurnAccel;
		// If we're turning back on ourselves, increase the rate
		if ( m_flTurn > 0 )
		{
			flTurnAdd = MAX( flTurnAdd, m_flTurnDecel );
		}
		m_flTurn = UTIL_Approach( -m_flMaxTurnSpeed, m_flTurn, flTurnAdd * gpGlobals->frametime );

		m_iTurning = CANNON_TURNING_RIGHT;
	}
	else
	{
		m_flTurn = UTIL_Approach( 0, m_flTurn, m_flTurnDecel * gpGlobals->frametime );
		m_iTurning = CANNON_TURNING_NOT;
	}

	SetLocalAngularVelocity( QAngle(0,m_flTurn * 10,0) );

	// Handle extension / retraction of the arm
	if ( iDriverButtons & IN_FORWARD )
	{
		m_flExtensionRate = UTIL_Approach( m_flMaxExtensionSpeed, m_flExtensionRate, m_flExtensionAccel * gpGlobals->frametime );
		m_bExtending = true;
	}
	else if ( iDriverButtons & IN_BACK )
	{
		m_flExtensionRate = UTIL_Approach( -m_flMaxExtensionSpeed, m_flExtensionRate, m_flExtensionAccel * gpGlobals->frametime );
		m_bExtending = true;
	}
	else
	{
		m_flExtensionRate = UTIL_Approach( 0, m_flExtensionRate, m_flExtensionDecel * gpGlobals->frametime );
		m_bExtending = false;
	}

	//Msg("Turn: %f\nExtensionRate: %f\n", m_flTurn, m_flExtensionRate );

	//If we're holding down an attack button, update our state
	if ( iButtonsPressed & (IN_ATTACK | IN_ATTACK2) )
	{
		if ( m_flNextAttackTime <= gpGlobals->curtime )
		{
			LaunchProjectile();
		}
	}

	float flSpeedPercentage = clamp( fabs(m_flTurn) / m_flMaxTurnSpeed, 0, 1 );
	vbs_sound_update_t params;
	params.Defaults();
	params.bThrottleDown = (m_iTurning != CANNON_TURNING_NOT);
	params.flCurrentSpeedFraction = flSpeedPercentage;
	params.flWorldSpaceSpeed = 0;

	m_ServerVehicle.SoundUpdate( params );

	// Play sounds for arm extension / retraction
	if ( m_bExtending && !bWasExtending )
	{
		m_ServerVehicle.StopSound( VS_ENGINE2_STOP );
		m_ServerVehicle.PlaySound( VS_ENGINE2_START );
	}
	else if ( !m_bExtending && bWasExtending )
	{
		m_ServerVehicle.StopSound( VS_ENGINE2_START );
		m_ServerVehicle.PlaySound( VS_ENGINE2_STOP );
	}
}
示例#9
0
	virtual uint32_t LaunchProjectileAtPoint(entity_id_t source, CFixedVector3D target, fixed speed, fixed gravity)
	{
		return LaunchProjectile(source, target, speed, gravity);
	}
示例#10
0
	virtual void LaunchProjectileAtPoint(entity_id_t source, CFixedVector3D target, fixed speed, fixed gravity)
	{
		LaunchProjectile(source, target, INVALID_ENTITY, speed, gravity);
	}
示例#11
0
	virtual void LaunchProjectileAtEntity(entity_id_t source, entity_id_t target, fixed speed, fixed gravity)
	{
		LaunchProjectile(source, CFixedVector3D(), target, speed, gravity);
	}