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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),
m_iMuzzleFlash = SPE_EffectCopyName("muzzleflash_ak74");
m_iIvalUpdate = SET_INTERVAL(_Update, 1.0f / 60.0f);
}
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);
}
}
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();
float3 pos = m_pAnimPlayer->GetBoneTransformPos(m_pAnimPlayer->GetBone("muzzle_rifle1"));
SPE_EffectPosSet(m_iMuzzleFlash, &pos);
pos = m_vOrientation * float3(0, 0, 1);
SPE_EffectDirSet(m_iMuzzleFlash, &pos);
}
void SXbaseTool::_Update(float dt)
{
if(m_bInSecondaryAction)
{
if(m_fZoomProgress < 1.0f)
{
m_fZoomProgress += dt * 5.0f;
if(m_fZoomProgress > 1.0f)
{
m_fZoomProgress = 1.0f;
}
_Rezoom();
}
}
else
{
if(m_fZoomProgress > 0.0f)
{
m_fZoomProgress -= dt * 5.0f;
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()
{
m_vOffsetPos = (float3)vlerp(m_vSlotPos, m_vSlotPosAim, m_fZoomProgress);
m_vOffsetOrient = SMquaternionSlerp(m_qSlotRot, m_qSlotRotAim, m_fZoomProgress);
}