mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-19 04:04:54 +02:00
Quake 4 integrated with DoomRTX
This commit is contained in:
@@ -0,0 +1,327 @@
|
||||
#include "precompiled.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "../Game_local.h"
|
||||
#include "../Weapon.h"
|
||||
|
||||
class rvWeaponMachinegun : public rvWeapon {
|
||||
public:
|
||||
|
||||
CLASS_PROTOTYPE( rvWeaponMachinegun );
|
||||
|
||||
rvWeaponMachinegun ( void );
|
||||
|
||||
virtual void Spawn ( void );
|
||||
virtual void Think ( void );
|
||||
void Save ( idSaveGame *savefile ) const;
|
||||
void Restore ( idRestoreGame *savefile );
|
||||
void PreSave ( void );
|
||||
void PostSave ( void );
|
||||
|
||||
protected:
|
||||
|
||||
float spreadZoom;
|
||||
bool fireHeld;
|
||||
|
||||
bool UpdateFlashlight ( void );
|
||||
void Flashlight ( bool on );
|
||||
|
||||
private:
|
||||
|
||||
stateResult_t State_Idle ( const stateParms_t& parms );
|
||||
stateResult_t State_Fire ( const stateParms_t& parms );
|
||||
stateResult_t State_Reload ( const stateParms_t& parms );
|
||||
stateResult_t State_Flashlight ( const stateParms_t& parms );
|
||||
|
||||
CLASS_STATES_PROTOTYPE ( rvWeaponMachinegun );
|
||||
};
|
||||
|
||||
CLASS_DECLARATION( rvWeapon, rvWeaponMachinegun )
|
||||
END_CLASS
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::rvWeaponMachinegun
|
||||
================
|
||||
*/
|
||||
rvWeaponMachinegun::rvWeaponMachinegun ( void ) {
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::Spawn
|
||||
================
|
||||
*/
|
||||
void rvWeaponMachinegun::Spawn ( void ) {
|
||||
spreadZoom = spawnArgs.GetFloat ( "spreadZoom" );
|
||||
fireHeld = false;
|
||||
|
||||
SetState ( "Raise", 0 );
|
||||
|
||||
Flashlight ( owner->IsFlashlightOn() );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::Save
|
||||
================
|
||||
*/
|
||||
void rvWeaponMachinegun::Save ( idSaveGame *savefile ) const {
|
||||
savefile->WriteFloat ( spreadZoom );
|
||||
savefile->WriteBool ( fireHeld );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::Restore
|
||||
================
|
||||
*/
|
||||
void rvWeaponMachinegun::Restore ( idRestoreGame *savefile ) {
|
||||
savefile->ReadFloat ( spreadZoom );
|
||||
savefile->ReadBool ( fireHeld );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::PreSave
|
||||
================
|
||||
*/
|
||||
void rvWeaponMachinegun::PreSave ( void ) {
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::PostSave
|
||||
================
|
||||
*/
|
||||
void rvWeaponMachinegun::PostSave ( void ) {
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::Think
|
||||
================
|
||||
*/
|
||||
void rvWeaponMachinegun::Think()
|
||||
{
|
||||
rvWeapon::Think();
|
||||
if ( zoomGui && owner == gameLocal.GetLocalPlayer( ) ) {
|
||||
zoomGui->SetStateFloat( "playerYaw", playerViewAxis.ToAngles().yaw );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::UpdateFlashlight
|
||||
================
|
||||
*/
|
||||
bool rvWeaponMachinegun::UpdateFlashlight ( void ) {
|
||||
if ( !wsfl.flashlight ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
SetState ( "Flashlight", 0 );
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::Flashlight
|
||||
================
|
||||
*/
|
||||
void rvWeaponMachinegun::Flashlight ( bool on ) {
|
||||
owner->Flashlight ( on );
|
||||
|
||||
if ( on ) {
|
||||
viewModel->ShowSurface ( "models/weapons/blaster/flare" );
|
||||
worldModel->ShowSurface ( "models/weapons/blaster/flare" );
|
||||
} else {
|
||||
viewModel->HideSurface ( "models/weapons/blaster/flare" );
|
||||
worldModel->HideSurface ( "models/weapons/blaster/flare" );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
States
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
CLASS_STATES_DECLARATION ( rvWeaponMachinegun )
|
||||
STATE ( "Idle", rvWeaponMachinegun::State_Idle)
|
||||
STATE ( "Fire", rvWeaponMachinegun::State_Fire )
|
||||
STATE ( "Reload", rvWeaponMachinegun::State_Reload )
|
||||
STATE ( "Flashlight", rvWeaponMachinegun::State_Flashlight )
|
||||
END_CLASS_STATES
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::State_Idle
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponMachinegun::State_Idle( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
if ( !AmmoAvailable ( ) ) {
|
||||
SetStatus ( WP_OUTOFAMMO );
|
||||
} else {
|
||||
SetStatus ( WP_READY );
|
||||
}
|
||||
|
||||
PlayCycle( ANIMCHANNEL_ALL, "idle", parms.blendFrames );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
if ( wsfl.lowerWeapon ) {
|
||||
SetState ( "Lower", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( UpdateFlashlight ( ) ) {
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
|
||||
if ( fireHeld && !wsfl.attack ) {
|
||||
fireHeld = false;
|
||||
}
|
||||
if ( !clipSize ) {
|
||||
if ( !fireHeld && gameLocal.time > nextAttackTime && wsfl.attack && AmmoAvailable ( ) ) {
|
||||
SetState ( "Fire", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
} else {
|
||||
if ( !fireHeld && gameLocal.time > nextAttackTime && wsfl.attack && AmmoInClip ( ) ) {
|
||||
SetState ( "Fire", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( wsfl.attack && AutoReload() && !AmmoInClip ( ) && AmmoAvailable () ) {
|
||||
SetState ( "Reload", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( wsfl.netReload || (wsfl.reload && AmmoInClip() < ClipSize() && AmmoAvailable()>AmmoInClip()) ) {
|
||||
SetState ( "Reload", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::State_Fire
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponMachinegun::State_Fire ( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
if ( wsfl.zoom ) {
|
||||
nextAttackTime = gameLocal.time + (altFireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
|
||||
Attack ( true, 1, spreadZoom, 0, 1.0f );
|
||||
fireHeld = true;
|
||||
} else {
|
||||
nextAttackTime = gameLocal.time + (fireRate * owner->PowerUpModifier ( PMOD_FIRERATE ));
|
||||
Attack ( false, 1, spread, 0, 1.0f );
|
||||
}
|
||||
PlayAnim ( ANIMCHANNEL_ALL, "fire", 0 );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
if ( !fireHeld && wsfl.attack && gameLocal.time >= nextAttackTime && AmmoInClip() && !wsfl.lowerWeapon ) {
|
||||
SetState ( "Fire", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( AnimDone ( ANIMCHANNEL_ALL, 0 ) ) {
|
||||
SetState ( "Idle", 0 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( UpdateFlashlight ( ) ) {
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::State_Reload
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponMachinegun::State_Reload ( const stateParms_t& parms ) {
|
||||
enum {
|
||||
STAGE_INIT,
|
||||
STAGE_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case STAGE_INIT:
|
||||
if ( wsfl.netReload ) {
|
||||
wsfl.netReload = false;
|
||||
} else {
|
||||
NetReload ( );
|
||||
}
|
||||
|
||||
SetStatus ( WP_RELOAD );
|
||||
PlayAnim ( ANIMCHANNEL_ALL, "reload", parms.blendFrames );
|
||||
return SRESULT_STAGE ( STAGE_WAIT );
|
||||
|
||||
case STAGE_WAIT:
|
||||
if ( AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
|
||||
AddToClip ( ClipSize() );
|
||||
SetState ( "Idle", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
if ( wsfl.lowerWeapon ) {
|
||||
SetState ( "Lower", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
rvWeaponMachinegun::State_Flashlight
|
||||
================
|
||||
*/
|
||||
stateResult_t rvWeaponMachinegun::State_Flashlight ( const stateParms_t& parms ) {
|
||||
enum {
|
||||
FLASHLIGHT_INIT,
|
||||
FLASHLIGHT_WAIT,
|
||||
};
|
||||
switch ( parms.stage ) {
|
||||
case FLASHLIGHT_INIT:
|
||||
SetStatus ( WP_FLASHLIGHT );
|
||||
// Wait for the flashlight anim to play
|
||||
PlayAnim( ANIMCHANNEL_ALL, "flashlight", 0 );
|
||||
return SRESULT_STAGE ( FLASHLIGHT_WAIT );
|
||||
|
||||
case FLASHLIGHT_WAIT:
|
||||
if ( !AnimDone ( ANIMCHANNEL_ALL, 4 ) ) {
|
||||
return SRESULT_WAIT;
|
||||
}
|
||||
|
||||
if ( owner->IsFlashlightOn() ) {
|
||||
Flashlight ( false );
|
||||
} else {
|
||||
Flashlight ( true );
|
||||
}
|
||||
|
||||
SetState ( "Idle", 4 );
|
||||
return SRESULT_DONE;
|
||||
}
|
||||
return SRESULT_ERROR;
|
||||
}
|
||||
Reference in New Issue
Block a user