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#include "StdAfx.h"
#include "Game/GameHelper.h"
#include "Map/Ground.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Projectiles/WeaponProjectiles/StarburstProjectile.h"
#include "Sim/Units/Unit.h"
#include "StarburstLauncher.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CStarburstLauncher, CWeapon, (NULL));
CR_REG_METADATA(CStarburstLauncher,(
CR_MEMBER(uptime),
CR_MEMBER(tracking),
CR_RESERVED(8)
));
CStarburstLauncher::CStarburstLauncher(CUnit* owner)
: CWeapon(owner),
tracking(0),
uptime(3)
{
}
CStarburstLauncher::~CStarburstLauncher(void)
{
}
void CStarburstLauncher::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;
wantedDir=(targetPos-weaponPos).Normalize(); //the aiming upward is apperently implicid so aim toward target
}
CWeapon::Update();
}
void CStarburstLauncher::FireImpl()
{
float3 speed(0,weaponDef->startvelocity,0);
float maxrange;
if (weaponDef->fixedLauncher) {
speed = weaponDir * weaponDef->startvelocity;
maxrange = (float)MAX_WORLD_SIZE;
} else if (weaponDef->flighttime > 0) {
maxrange = (float)MAX_WORLD_SIZE;
} else {
maxrange = (float)range;
}
float3 aimError((gs->randVector()*sprayAngle + salvoError)*(1-owner->limExperience*0.7f));
CStarburstProjectile* p =
new CStarburstProjectile(weaponMuzzlePos + float3(0, 2, 0), speed, owner,
targetPos, areaOfEffect, projectileSpeed, tracking, (int) uptime, targetUnit,
weaponDef, interceptTarget, maxrange, aimError);
if(weaponDef->targetable)
interceptHandler.AddInterceptTarget(p,targetPos);
}
bool CStarburstLauncher::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (unit) {
if (unit->isUnderWater && !weaponDef->waterweapon)
return false;
} else {
if (pos.y < 0 && !weaponDef->waterweapon)
return false;
}
if (avoidFriendly && helper->TestAllyCone(weaponMuzzlePos,
(weaponDef->fixedLauncher? weaponDir: UpVector), 100, 0, owner->allyteam, owner)) {
return false;
}
if (avoidNeutral && helper->TestNeutralCone(weaponMuzzlePos,
(weaponDef->fixedLauncher? weaponDir: UpVector), 100, 0, owner)) {
return false;
}
return true;
}
float CStarburstLauncher::GetRange2D(float yDiff) const
{
return range + (yDiff * heightMod);
}
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