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#include <decals/sxdecals.h>
BEGIN_PROPTABLE(SXbaseTool)
DEFINE_FIELD_FLOAT(m_fReloadTime, PDFF_NOEDIT | PDFF_NOEXPORT, "reload_time", "", EDITOR_NONE)
DEFINE_FIELD_VECTOR(m_vSlotPos, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_offset", "", EDITOR_NONE)
DEFINE_FIELD_ANGLES(m_qSlotRot, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_rotation", "", EDITOR_NONE)
DEFINE_FIELD_VECTOR(m_vSlotPosAim, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_offset_aim", "", EDITOR_NONE)
DEFINE_FIELD_ANGLES(m_qSlotRotAim, PDFF_NOEDIT | PDFF_NOEXPORT, "slot_rotation_aim", "", EDITOR_NONE)
END_PROPTABLE()
REGISTER_ENTITY_NOLISTING(SXbaseTool, base_tool);
SXbaseTool::SXbaseTool(EntityManager * pMgr):
BaseClass(pMgr),
m_bInPrimaryAction(false),
m_bInSecondaryAction(false),
m_bWorldModel(false),
m_bCanUse(true),
m_fZoomTime(0.0f),
Byurrrer
committed
m_iMuzzleFlash = SPE_EffectInstanceByName("muzzleflash_ak74");
m_iSoundShot = SSCore_SndCreate3dInst("ak74_shoot2.ogg", false, 0, 100);
m_iIvalUpdate = SET_INTERVAL(_Update, 0);
}
SXbaseTool::~SXbaseTool()
{
CLEAR_INTERVAL(m_iIvalUpdate);
}
void SXbaseTool::SetNextUse(float time)
{
m_bCanUse = false;
SET_TIMEOUT(_AllowUse, time);
}
bool SXbaseTool::CanUse()
{
return(m_bCanUse);
}
void SXbaseTool::PrimaryAction(BOOL st)
{
m_bInPrimaryAction = st != FALSE;
if(st)
{
PlayAnimation("shoot1");
SPE_EffectEnableSet(m_iMuzzleFlash, true);
SSCore_SndInstancePlay3d(m_iSoundShot, &GetPos());
//trace line
float3 start = GetPos();
float3 dir = m_pParent->GetOrient() * float3(0.0f, 0.0f, 1.0f);
float3 end = start + dir * 1000.0f;
btCollisionWorld::ClosestRayResultCallback cb(F3_BTVEC(start), F3_BTVEC(end));
SXPhysics_GetDynWorld()->rayTest(F3_BTVEC(start), F3_BTVEC(end), cb);
if(cb.hasHit())
{
//shoot decal
SXDecals_ShootDecal(DECAL_TYPE_CONCRETE, BTVEC_F3(cb.m_hitPointWorld), BTVEC_F3(cb.m_hitNormalWorld));
Byurrrer
committed
SPE_EffectPlayByName("fire", &BTVEC_F3(cb.m_hitPointWorld), &BTVEC_F3(cb.m_hitNormalWorld));
if(!cb.m_collisionObject->isStaticOrKinematicObject())
{
((btRigidBody*)cb.m_collisionObject)->applyCentralImpulse(F3_BTVEC(dir * 10.0f));
cb.m_collisionObject->activate();
}
}
}
void SXbaseTool::SecondaryAction(BOOL st)
{
m_bInSecondaryAction = st != FALSE;
}
void SXbaseTool::SetIsWorldModel(bool b)
{
m_bWorldModel = b;
}
void SXbaseTool::Reload()
{
if(CanUse())
{
SetNextUse(m_fReloadTime);
PlayAnimation("reload");
}
}
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void SXbaseTool::AttachHands()
{
if(m_pAnimPlayer)
{
m_pAnimPlayer->AddModel("models/weapons/hands.dse");
m_pAnimPlayer->Assembly();
}
}
void SXbaseTool::DbgMove(int dir, float dy)
{
switch(dir)
{
case DSM_POS_X:
m_vOffsetPos.x += dy;
break;
case DSM_POS_Y:
m_vOffsetPos.y += dy;
break;
case DSM_POS_Z:
m_vOffsetPos.z += dy;
break;
case DSM_ROT_X:
m_vOffsetOrient = m_vOffsetOrient * SMQuaternion(dy, 'x');
break;
case DSM_ROT_Y:
m_vOffsetOrient = m_vOffsetOrient * SMQuaternion(dy, 'y');
break;
case DSM_ROT_Z:
m_vOffsetOrient = m_vOffsetOrient * SMQuaternion(dy, 'z');
break;
case DSM_PRINT:
printf(COLOR_GREEN "offset: " COLOR_LGREEN "%f %f %f\n"
COLOR_GREEN "orient: " COLOR_LGREEN "%f %f %f %f\n" COLOR_RESET
, m_vOffsetPos.x, m_vOffsetPos.y, m_vOffsetPos.z
, m_vOffsetOrient.x, m_vOffsetOrient.y, m_vOffsetOrient.z, m_vOffsetOrient.w);
break;
}
}
void SXbaseTool::OnSync()
{
BaseClass::OnSync();
Byurrrer
committed
{
float3 pos = m_pAnimPlayer->GetBoneTransformPos(m_pAnimPlayer->GetBone("muzzle_rifle1"));
SPE_EffectPosSet(m_iMuzzleFlash, &pos);
//pos = m_vOrientation * float3(0, 0, 1);
SPE_EffectRotSetQ(m_iMuzzleFlash, m_vOrientation);
Byurrrer
committed
}
}
void SXbaseTool::_Update(float dt)
{
if(m_bInSecondaryAction)
{
if(m_fZoomProgress < 1.0f)
{
m_fZoomProgress += dt * 8.0f;
if(m_fZoomProgress > 1.0f)
{
m_fZoomProgress = 1.0f;
}
_Rezoom();
}
}
else
{
if(m_fZoomProgress > 0.0f)
{
m_fZoomProgress -= dt * 8.0f;
if(m_fZoomProgress < 0.0f)
{
m_fZoomProgress = 0.0f;
}
_Rezoom();
}
}
}
void SXbaseTool::SetParent(SXbaseEntity * pEnt, int attachment)
{
BaseClass::SetParent(pEnt, attachment);
_Rezoom();
}
void SXbaseTool::_Rezoom()
{
const float * r_default_fov = GET_PCVAR_FLOAT("r_default_fov");
m_vOffsetPos = (float3)vlerp(m_vSlotPos, m_vSlotPosAim, m_fZoomProgress);
m_vOffsetOrient = SMquaternionSlerp(m_qSlotRot, m_qSlotRotAim, m_fZoomProgress);
if(m_pOwner)
{
((SXplayer*)m_pOwner)->GetCamera()->GetCamera()->SetFOV(SMToRadian(vlerp(*r_default_fov, *r_default_fov - 10.0f, m_fZoomProgress)));
}