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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "DGunWeapon.h"
#include "WeaponDef.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
CR_BIND_DERIVED(CDGunWeapon, CWeapon, (NULL, NULL))
CR_REG_METADATA(CDGunWeapon,(
CR_RESERVED(8)
))
CDGunWeapon::CDGunWeapon(CUnit* owner, const WeaponDef* def): CWeapon(owner, def)
{
}
void CDGunWeapon::Update()
{
if (targetType != Target_None) {
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
if (!onlyForward) {
wantedDir = (targetPos - weaponPos).Normalize();
}
// user has to manually predict
predict = 0;
}
CWeapon::Update();
}
void CDGunWeapon::FireImpl(bool scriptCall)
{
float3 dir = owner->frontdir;
if (!onlyForward) {
dir = (targetPos - weaponMuzzlePos).Normalize();
}
dir += (gs->randVector() * SprayAngleExperience() + SalvoErrorExperience());
dir.Normalize();
ProjectileParams params = GetProjectileParams();
params.pos = weaponMuzzlePos;
params.end = targetPos;
params.speed = dir * projectileSpeed;
params.ttl = 1;
WeaponProjectileFactory::LoadProjectile(params);
}
void CDGunWeapon::Init()
{
CWeapon::Init();
muzzleFlareSize = 1.5f;
}
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