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#include "StdAfx.h"
#include "DGunWeapon.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Projectiles/WeaponProjectiles/FireBallProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CDGunWeapon, CWeapon, (NULL));
CR_REG_METADATA(CDGunWeapon,(
CR_RESERVED(8)
));
CDGunWeapon::CDGunWeapon(CUnit* owner)
: CWeapon(owner)
{
}
CDGunWeapon::~CDGunWeapon(void)
{
}
void CDGunWeapon::Update(void)
{
if(targetType!=Target_None){
weaponPos=owner->pos+owner->frontdir*relWeaponPos.z+owner->updir*relWeaponPos.y+owner->rightdir*relWeaponPos.x;
weaponMuzzlePos=owner->pos+owner->frontdir*relWeaponMuzzlePos.z+owner->updir*relWeaponMuzzlePos.y+owner->rightdir*relWeaponMuzzlePos.x;
if(!onlyForward){
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();
}
predict=0; //have to manually predict
}
CWeapon::Update();
}
void CDGunWeapon::FireImpl()
{
float3 dir;
if(onlyForward){
dir=owner->frontdir;
} else {
dir=targetPos-weaponMuzzlePos;
dir.Normalize();
}
dir+=(gs->randVector()*sprayAngle+salvoError)*(1-owner->limExperience*0.5f);
dir.Normalize();
new CFireBallProjectile(weaponMuzzlePos, dir * projectileSpeed, owner, 0, targetPos, weaponDef);
}
void CDGunWeapon::Init(void)
{
CWeapon::Init();
muzzleFlareSize=1.5f;
}
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