forked from frankc123/RustSource
/
BowWeaponDataBlock.cs
494 lines (409 loc) · 13.2 KB
/
BowWeaponDataBlock.cs
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using Facepunch;
using System;
using uLink;
using UnityEngine;
public class BowWeaponDataBlock : WeaponDataBlock
{
private static HUDHitIndicator _hitIndicator;
public string arrowPickupString;
public GameObject arrowPrefab;
public float arrowSpeed;
public AudioClip cancelArrowSound;
public ItemDataBlock defaultAmmo;
public AudioClip drawArrowSound;
public float drawLength = 2f;
public AudioClip fireArrowSound;
public float tooTiredLength = 8f;
public void ArrowReportHit(IDMain hitMain, ArrowMovement arrow, ItemRepresentation itemRepresentation, IBowWeaponItem itemInstance)
{
if (hitMain != null)
{
TakeDamage component = hitMain.GetComponent<TakeDamage>();
if (component != null)
{
BitStream stream = new BitStream(false);
stream.Write<NetEntityID>(NetEntityID.Get((MonoBehaviour) hitMain), new object[0]);
stream.Write<Vector3>(hitMain.transform.position, new object[0]);
itemRepresentation.ActionStream(2, RPCMode.Server, stream);
Character shooterOrNull = itemInstance.character;
if ((component != null) && component.ShouldPlayHitNotification())
{
this.PlayHitNotification(arrow.transform.position, shooterOrNull);
}
}
}
}
public void ArrowReportMiss(ArrowMovement arrow, ItemRepresentation itemRepresentation)
{
BitStream stream = new BitStream(false);
stream.Write<Vector3>(arrow.transform.position, new object[0]);
itemRepresentation.ActionStream(3, RPCMode.Server, stream);
}
protected override IInventoryItem ConstructItem()
{
return new ITEM_TYPE(this);
}
public override void DoAction1(BitStream stream, ItemRepresentation rep, ref NetworkMessageInfo info)
{
Vector3 pos = stream.ReadVector3();
Quaternion ang = stream.ReadQuaternion();
this.FireArrow(pos, ang, rep, null);
}
public virtual void DoWeaponEffects(Transform soundTransform, Vector3 startPos, Vector3 endPos, Socket muzzleSocket, bool firstPerson, Component hitComponent, bool allowBlood, ItemRepresentation itemRep)
{
}
public void FireArrow(Vector3 pos, Quaternion ang, ItemRepresentation itemRep, IBowWeaponItem itemInstance)
{
GameObject obj2 = (GameObject) Object.Instantiate(this.arrowPrefab, pos, ang);
obj2.GetComponent<ArrowMovement>().Init(this.arrowSpeed, itemRep, itemInstance, false);
this.fireArrowSound.Play(pos, (float) 1f, (float) 2f, (float) 10f);
}
public virtual float GetGUIDamage()
{
return 999f;
}
public override string GetItemDescription()
{
return "This is a weapon. Drag it to your belt (right side of screen) and press the corresponding number key to use it.";
}
public override byte GetMaxEligableSlots()
{
return 0;
}
public override void InstallData(IInventoryItem item)
{
base.InstallData(item);
}
public virtual void Local_CancelArrow(ViewModel vm, ItemRepresentation itemRep, IBowWeaponItem itemInstance, ref HumanController.InputSample sample)
{
if (vm != null)
{
vm.CrossFade("cancelarrow", 0.15f);
}
this.MakeReadyIn(itemInstance, base.fireRate * 3f);
this.cancelArrowSound.PlayLocal(Camera.main.transform, Vector3.zero, 1f, 1f, 3f, 20f, 0);
}
public virtual void Local_FireArrow(ViewModel vm, ItemRepresentation itemRep, IBowWeaponItem itemInstance, ref HumanController.InputSample sample)
{
if (vm != null)
{
vm.Play("fire_1", PlayMode.StopSameLayer);
}
this.MakeReadyIn(itemInstance, base.fireRate);
Character character = itemInstance.character;
if (character != null)
{
Ray eyesRay = character.eyesRay;
Vector3 eyesOrigin = character.eyesOrigin;
this.FireArrow(eyesOrigin, character.eyesRotation, itemRep, itemInstance);
BitStream stream = new BitStream(false);
stream.WriteVector3(eyesOrigin);
stream.WriteQuaternion(character.eyesRotation);
itemRep.ActionStream(1, RPCMode.Server, stream);
}
}
public virtual void Local_GetTired(ViewModel vm, ItemRepresentation itemRep, IBowWeaponItem itemInstance, ref HumanController.InputSample sample)
{
if (!itemInstance.tired && (vm != null))
{
vm.CrossFade("tiredloop", 5f);
}
}
public virtual void Local_ReadyArrow(ViewModel vm, ItemRepresentation itemRep, IBowWeaponItem itemInstance, ref HumanController.InputSample sample)
{
if (vm != null)
{
vm.Play("drawarrow", PlayMode.StopSameLayer);
}
itemInstance.completeDrawTime = Time.time + this.drawLength;
this.drawArrowSound.PlayLocal(Camera.main.transform, Vector3.zero, 1f, 1f, 3f, 20f, 0);
}
public virtual void MakeReadyIn(IBowWeaponItem itemInstance, float delay)
{
itemInstance.MakeReadyIn(delay);
}
protected virtual void PlayHitNotification(Vector3 point, Character shooterOrNull)
{
if ((WeaponDataBlock._hitNotify != null) || Bundling.Load<AudioClip>("content/shared/sfx/hitnotification", out WeaponDataBlock._hitNotify))
{
WeaponDataBlock._hitNotify.PlayLocal(Camera.main.transform, Vector3.zero, 1f, 1);
}
if ((_hitIndicator != null) || Bundling.Load<HUDHitIndicator>("content/hud/HUDHitIndicator", out _hitIndicator))
{
bool followPoint = true;
HUDHitIndicator.CreateIndicator(point, followPoint, _hitIndicator);
}
}
public override void PopulateInfoWindow(ItemToolTip infoWindow, IInventoryItem tipItem)
{
}
protected override void SecureWriteMemberValues(BitStream stream)
{
base.SecureWriteMemberValues(stream);
}
private sealed class ITEM_TYPE : BowWeaponItem<BowWeaponDataBlock>, IBowWeaponItem, IHeldItem, IInventoryItem, IWeaponItem
{
public ITEM_TYPE(BowWeaponDataBlock BLOCK) : base(BLOCK)
{
}
void IBowWeaponItem.ArrowReportHit(IDMain hitMain, ArrowMovement arrow)
{
base.ArrowReportHit(hitMain, arrow);
}
void IBowWeaponItem.ArrowReportMiss(ArrowMovement arrow)
{
base.ArrowReportMiss(arrow);
}
IInventoryItem IBowWeaponItem.FindAmmo()
{
return base.FindAmmo();
}
bool IBowWeaponItem.get_arrowDrawn()
{
return base.arrowDrawn;
}
float IBowWeaponItem.get_completeDrawTime()
{
return base.completeDrawTime;
}
int IBowWeaponItem.get_currentArrowID()
{
return base.currentArrowID;
}
bool IBowWeaponItem.get_tired()
{
return base.tired;
}
void IBowWeaponItem.MakeReadyIn(float delay)
{
base.MakeReadyIn(delay);
}
void IBowWeaponItem.set_arrowDrawn(bool value)
{
base.arrowDrawn = value;
}
void IBowWeaponItem.set_completeDrawTime(float value)
{
base.completeDrawTime = value;
}
void IBowWeaponItem.set_currentArrowID(int value)
{
base.currentArrowID = value;
}
void IBowWeaponItem.set_tired(bool value)
{
base.tired = value;
}
void IHeldItem.AddMod(ItemModDataBlock mod)
{
base.AddMod(mod);
}
int IHeldItem.FindMod(ItemModDataBlock mod)
{
return base.FindMod(mod);
}
bool IHeldItem.get_canActivate()
{
return base.canActivate;
}
bool IHeldItem.get_canDeactivate()
{
return base.canDeactivate;
}
int IHeldItem.get_freeModSlots()
{
return base.freeModSlots;
}
ItemModDataBlock[] IHeldItem.get_itemMods()
{
return base.itemMods;
}
ItemRepresentation IHeldItem.get_itemRepresentation()
{
return base.itemRepresentation;
}
ItemModFlags IHeldItem.get_modFlags()
{
return base.modFlags;
}
int IHeldItem.get_totalModSlots()
{
return base.totalModSlots;
}
int IHeldItem.get_usedModSlots()
{
return base.usedModSlots;
}
ViewModel IHeldItem.get_viewModelInstance()
{
return base.viewModelInstance;
}
void IHeldItem.OnActivate()
{
base.OnActivate();
}
void IHeldItem.OnDeactivate()
{
base.OnDeactivate();
}
void IHeldItem.set_itemRepresentation(ItemRepresentation value)
{
base.itemRepresentation = value;
}
void IHeldItem.SetTotalModSlotCount(int count)
{
base.SetTotalModSlotCount(count);
}
void IHeldItem.SetUsedModSlotCount(int count)
{
base.SetUsedModSlotCount(count);
}
int IInventoryItem.AddUses(int count)
{
return base.AddUses(count);
}
bool IInventoryItem.Consume(ref int count)
{
return base.Consume(ref count);
}
void IInventoryItem.Deserialize(BitStream stream)
{
base.Deserialize(stream);
}
bool IInventoryItem.get_active()
{
return base.active;
}
Character IInventoryItem.get_character()
{
return base.character;
}
float IInventoryItem.get_condition()
{
return base.condition;
}
Controllable IInventoryItem.get_controllable()
{
return base.controllable;
}
Controller IInventoryItem.get_controller()
{
return base.controller;
}
bool IInventoryItem.get_dirty()
{
return base.dirty;
}
bool IInventoryItem.get_doNotSave()
{
return base.doNotSave;
}
IDMain IInventoryItem.get_idMain()
{
return base.idMain;
}
Inventory IInventoryItem.get_inventory()
{
return base.inventory;
}
bool IInventoryItem.get_isInLocalInventory()
{
return base.isInLocalInventory;
}
float IInventoryItem.get_lastUseTime()
{
return base.lastUseTime;
}
float IInventoryItem.get_maxcondition()
{
return base.maxcondition;
}
int IInventoryItem.get_slot()
{
return base.slot;
}
int IInventoryItem.get_uses()
{
return base.uses;
}
float IInventoryItem.GetConditionPercent()
{
return base.GetConditionPercent();
}
bool IInventoryItem.IsBroken()
{
return base.IsBroken();
}
bool IInventoryItem.IsDamaged()
{
return base.IsDamaged();
}
bool IInventoryItem.MarkDirty()
{
return base.MarkDirty();
}
void IInventoryItem.Serialize(BitStream stream)
{
base.Serialize(stream);
}
void IInventoryItem.set_lastUseTime(float value)
{
base.lastUseTime = value;
}
void IInventoryItem.SetCondition(float condition)
{
base.SetCondition(condition);
}
void IInventoryItem.SetMaxCondition(float condition)
{
base.SetMaxCondition(condition);
}
void IInventoryItem.SetUses(int count)
{
base.SetUses(count);
}
bool IInventoryItem.TryConditionLoss(float probability, float percentLoss)
{
return base.TryConditionLoss(probability, percentLoss);
}
bool IWeaponItem.get_canAim()
{
return base.canAim;
}
float IWeaponItem.get_deployFinishedTime()
{
return base.deployFinishedTime;
}
float IWeaponItem.get_nextPrimaryAttackTime()
{
return base.nextPrimaryAttackTime;
}
float IWeaponItem.get_nextSecondaryAttackTime()
{
return base.nextSecondaryAttackTime;
}
void IWeaponItem.set_deployFinishedTime(float value)
{
base.deployFinishedTime = value;
}
void IWeaponItem.set_nextPrimaryAttackTime(float value)
{
base.nextPrimaryAttackTime = value;
}
void IWeaponItem.set_nextSecondaryAttackTime(float value)
{
base.nextSecondaryAttackTime = value;
}
bool IWeaponItem.ValidatePrimaryMessageTime(double timestamp)
{
return base.ValidatePrimaryMessageTime(timestamp);
}
ItemDataBlock IInventoryItem.datablock
{
get
{
return base.datablock;
}
}
}
}