mirror of
https://github.com/nillerusr/source-engine.git
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513 lines
15 KiB
C++
513 lines
15 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basecombatweapon.h"
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#include "npcevent.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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#include "weapon_ar2.h"
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#include "grenade_ar2.h"
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#include "gamerules.h"
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#include "game.h"
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#include "in_buttons.h"
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#include "ai_memory.h"
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#include "soundent.h"
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#include "hl2_player.h"
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#include "EntityFlame.h"
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#include "weapon_flaregun.h"
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#include "te_effect_dispatch.h"
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#include "prop_combine_ball.h"
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#include "beam_shared.h"
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#include "npc_combine.h"
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#include "rumble_shared.h"
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#include "gamestats.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar sk_weapon_ar2_alt_fire_radius( "sk_weapon_ar2_alt_fire_radius", "10" );
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ConVar sk_weapon_ar2_alt_fire_duration( "sk_weapon_ar2_alt_fire_duration", "2" );
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ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
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//=========================================================
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//=========================================================
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BEGIN_DATADESC( CWeaponAR2 )
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DEFINE_FIELD( m_flDelayedFire, FIELD_TIME ),
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DEFINE_FIELD( m_bShotDelayed, FIELD_BOOLEAN ),
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//DEFINE_FIELD( m_nVentPose, FIELD_INTEGER ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeaponAR2, DT_WeaponAR2)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 );
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PRECACHE_WEAPON_REGISTER(weapon_ar2);
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acttable_t CWeaponAR2::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
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{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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//End readiness activities
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
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// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponAR2);
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CWeaponAR2::CWeaponAR2( )
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{
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m_fMinRange1 = 65;
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m_fMaxRange1 = 2048;
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m_fMinRange2 = 256;
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m_fMaxRange2 = 1024;
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m_nShotsFired = 0;
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m_nVentPose = -1;
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m_bAltFiresUnderwater = false;
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}
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void CWeaponAR2::Precache( void )
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{
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BaseClass::Precache();
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UTIL_PrecacheOther( "prop_combine_ball" );
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UTIL_PrecacheOther( "env_entity_dissolver" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle grenade detonate in-air (even when no ammo is left)
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//-----------------------------------------------------------------------------
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void CWeaponAR2::ItemPostFrame( void )
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{
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// See if we need to fire off our secondary round
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if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
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{
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DelayedAttack();
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}
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// Update our pose parameter for the vents
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner )
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{
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CBaseViewModel *pVM = pOwner->GetViewModel();
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if ( pVM )
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{
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if ( m_nVentPose == -1 )
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{
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m_nVentPose = pVM->LookupPoseParameter( "VentPoses" );
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}
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float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f );
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pVM->SetPoseParameter( m_nVentPose, flVentPose );
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}
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}
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BaseClass::ItemPostFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CWeaponAR2::GetPrimaryAttackActivity( void )
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{
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if ( m_nShotsFired < 2 )
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return ACT_VM_PRIMARYATTACK;
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if ( m_nShotsFired < 3 )
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return ACT_VM_RECOIL1;
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if ( m_nShotsFired < 4 )
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return ACT_VM_RECOIL2;
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return ACT_VM_RECOIL3;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &tr -
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// nDamageType -
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//-----------------------------------------------------------------------------
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void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType )
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{
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CEffectData data;
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data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f );
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data.m_vNormal = tr.plane.normal;
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DispatchEffect( "AR2Impact", data );
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BaseClass::DoImpactEffect( tr, nDamageType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAR2::DelayedAttack( void )
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{
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m_bShotDelayed = false;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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// Deplete the clip completely
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
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// Register a muzzleflash for the AI
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pOwner->DoMuzzleFlash();
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pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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WeaponSound( WPN_DOUBLE );
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pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART );
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// Fire the bullets
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Vector vecSrc = pOwner->Weapon_ShootPosition( );
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Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
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Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
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// Fire the bullets
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Vector vecVelocity = vecAiming * 1000.0f;
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// Fire the combine ball
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CreateCombineBall( vecSrc,
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vecVelocity,
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sk_weapon_ar2_alt_fire_radius.GetFloat(),
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sk_weapon_ar2_alt_fire_mass.GetFloat(),
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sk_weapon_ar2_alt_fire_duration.GetFloat(),
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pOwner );
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// View effects
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color32 white = {255, 255, 255, 64};
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UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN );
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//Disorient the player
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QAngle angles = pOwner->GetLocalAngles();
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angles.x += random->RandomInt( -4, 4 );
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angles.y += random->RandomInt( -4, 4 );
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angles.z = 0;
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pOwner->SnapEyeAngles( angles );
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pOwner->ViewPunch( QAngle( random->RandomInt( -8, -12 ), random->RandomInt( 1, 2 ), 0 ) );
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// Decrease ammo
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pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
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// Can shoot again immediately
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
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// Can blow up after a short delay (so have time to release mouse button)
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAR2::SecondaryAttack( void )
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{
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if ( m_bShotDelayed )
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return;
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// Cannot fire underwater
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if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 )
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{
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SendWeaponAnim( ACT_VM_DRYFIRE );
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BaseClass::WeaponSound( EMPTY );
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
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return;
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}
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m_bShotDelayed = true;
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if( pPlayer )
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{
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pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART );
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}
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SendWeaponAnim( ACT_VM_FIDGET );
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WeaponSound( SPECIAL1 );
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m_iSecondaryAttacks++;
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gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override if we're waiting to release a shot
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CWeaponAR2::CanHolster( void )
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{
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if ( m_bShotDelayed )
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return false;
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return BaseClass::CanHolster();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override if we're waiting to release a shot
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//-----------------------------------------------------------------------------
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bool CWeaponAR2::Reload( void )
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{
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if ( m_bShotDelayed )
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return false;
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return BaseClass::Reload();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOperator -
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//-----------------------------------------------------------------------------
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void CWeaponAR2::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
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{
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Vector vecShootOrigin, vecShootDir;
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT( npc != NULL );
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if ( bUseWeaponAngles )
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{
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QAngle angShootDir;
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GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
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AngleVectors( angShootDir, &vecShootDir );
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}
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else
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{
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
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}
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WeaponSoundRealtime( SINGLE_NPC );
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CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
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pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
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// NOTENOTE: This is overriden on the client-side
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// pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
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{
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WeaponSound( WPN_DOUBLE );
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if ( !GetOwner() )
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return;
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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if ( !pNPC )
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return;
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// Fire!
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Vector vecSrc;
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Vector vecAiming;
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if ( bUseWeaponAngles )
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{
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QAngle angShootDir;
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GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir );
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AngleVectors( angShootDir, &vecAiming );
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}
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else
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{
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vecSrc = pNPC->Weapon_ShootPosition( );
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Vector vecTarget;
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CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>( pNPC );
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if ( pSoldier )
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{
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// In the distant misty past, elite soldiers tried to use bank shots.
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// Therefore, we must ask them specifically what direction they are shooting.
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vecTarget = pSoldier->GetAltFireTarget();
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}
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else
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{
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// All other users of the AR2 alt-fire shoot directly at their enemy.
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if ( !pNPC->GetEnemy() )
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return;
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vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc );
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}
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vecAiming = vecTarget - vecSrc;
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VectorNormalize( vecAiming );
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}
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Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
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float flAmmoRatio = 1.0f;
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|
float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() );
|
||
|
float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() );
|
||
|
|
||
|
// Fire the bullets
|
||
|
Vector vecVelocity = vecAiming * 1000.0f;
|
||
|
|
||
|
// Fire the combine ball
|
||
|
CreateCombineBall( vecSrc,
|
||
|
vecVelocity,
|
||
|
flRadius,
|
||
|
sk_weapon_ar2_alt_fire_mass.GetFloat(),
|
||
|
flDuration,
|
||
|
pNPC );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
|
||
|
{
|
||
|
if ( bSecondary )
|
||
|
{
|
||
|
FireNPCSecondaryAttack( pOperator, true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Ensure we have enough rounds in the clip
|
||
|
m_iClip1++;
|
||
|
|
||
|
FireNPCPrimaryAttack( pOperator, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEvent -
|
||
|
// *pOperator -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
||
|
{
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case EVENT_WEAPON_AR2:
|
||
|
{
|
||
|
FireNPCPrimaryAttack( pOperator, false );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case EVENT_WEAPON_AR2_ALTFIRE:
|
||
|
{
|
||
|
FireNPCSecondaryAttack( pOperator, false );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::AddViewKick( void )
|
||
|
{
|
||
|
#define EASY_DAMPEN 0.5f
|
||
|
#define MAX_VERTICAL_KICK 8.0f //Degrees
|
||
|
#define SLIDE_LIMIT 5.0f //Seconds
|
||
|
|
||
|
//Get the view kick
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if (!pPlayer)
|
||
|
return;
|
||
|
|
||
|
float flDuration = m_fFireDuration;
|
||
|
|
||
|
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
|
||
|
{
|
||
|
// On the 360 (or in any configuration using the 360 aiming scheme), don't let the
|
||
|
// AR2 progressive into the late, highly inaccurate stages of its kick. Just
|
||
|
// spoof the time to make it look (to the kicking code) like we haven't been
|
||
|
// firing for very long.
|
||
|
flDuration = MIN( flDuration, 0.75f );
|
||
|
}
|
||
|
|
||
|
DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, flDuration, SLIDE_LIMIT );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues()
|
||
|
{
|
||
|
static WeaponProficiencyInfo_t proficiencyTable[] =
|
||
|
{
|
||
|
{ 7.0, 0.75 },
|
||
|
{ 5.00, 0.75 },
|
||
|
{ 3.0, 0.85 },
|
||
|
{ 5.0/3.0, 0.75 },
|
||
|
{ 1.00, 1.0 },
|
||
|
};
|
||
|
|
||
|
COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
|
||
|
|
||
|
return proficiencyTable;
|
||
|
}
|