mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
374 lines
10 KiB
C++
374 lines
10 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose: Pistol - hand gun
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "npcevent.h"
|
||
|
#include "basehlcombatweapon.h"
|
||
|
#include "basecombatcharacter.h"
|
||
|
#include "ai_basenpc.h"
|
||
|
#include "player.h"
|
||
|
#include "gamerules.h"
|
||
|
#include "in_buttons.h"
|
||
|
#include "soundent.h"
|
||
|
#include "game.h"
|
||
|
#include "vstdlib/random.h"
|
||
|
#include "gamestats.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
#define PISTOL_FASTEST_REFIRE_TIME 0.1f
|
||
|
#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f
|
||
|
|
||
|
#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
|
||
|
#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
|
||
|
|
||
|
ConVar pistol_use_new_accuracy( "pistol_use_new_accuracy", "1" );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CWeaponPistol
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
class CWeaponPistol : public CBaseHLCombatWeapon
|
||
|
{
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
public:
|
||
|
DECLARE_CLASS( CWeaponPistol, CBaseHLCombatWeapon );
|
||
|
|
||
|
CWeaponPistol(void);
|
||
|
|
||
|
DECLARE_SERVERCLASS();
|
||
|
|
||
|
void Precache( void );
|
||
|
void ItemPostFrame( void );
|
||
|
void ItemPreFrame( void );
|
||
|
void ItemBusyFrame( void );
|
||
|
void PrimaryAttack( void );
|
||
|
void AddViewKick( void );
|
||
|
void DryFire( void );
|
||
|
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
|
||
|
|
||
|
void UpdatePenaltyTime( void );
|
||
|
|
||
|
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
|
||
|
Activity GetPrimaryAttackActivity( void );
|
||
|
|
||
|
virtual bool Reload( void );
|
||
|
|
||
|
virtual const Vector& GetBulletSpread( void )
|
||
|
{
|
||
|
// Handle NPCs first
|
||
|
static Vector npcCone = VECTOR_CONE_5DEGREES;
|
||
|
if ( GetOwner() && GetOwner()->IsNPC() )
|
||
|
return npcCone;
|
||
|
|
||
|
static Vector cone;
|
||
|
|
||
|
if ( pistol_use_new_accuracy.GetBool() )
|
||
|
{
|
||
|
float ramp = RemapValClamped( m_flAccuracyPenalty,
|
||
|
0.0f,
|
||
|
PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME,
|
||
|
0.0f,
|
||
|
1.0f );
|
||
|
|
||
|
// We lerp from very accurate to inaccurate over time
|
||
|
VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Old value
|
||
|
cone = VECTOR_CONE_4DEGREES;
|
||
|
}
|
||
|
|
||
|
return cone;
|
||
|
}
|
||
|
|
||
|
virtual int GetMinBurst()
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
virtual int GetMaxBurst()
|
||
|
{
|
||
|
return 3;
|
||
|
}
|
||
|
|
||
|
virtual float GetFireRate( void )
|
||
|
{
|
||
|
return 0.5f;
|
||
|
}
|
||
|
|
||
|
DECLARE_ACTTABLE();
|
||
|
|
||
|
private:
|
||
|
float m_flSoonestPrimaryAttack;
|
||
|
float m_flLastAttackTime;
|
||
|
float m_flAccuracyPenalty;
|
||
|
int m_nNumShotsFired;
|
||
|
};
|
||
|
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST(CWeaponPistol, DT_WeaponPistol)
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol );
|
||
|
PRECACHE_WEAPON_REGISTER( weapon_pistol );
|
||
|
|
||
|
BEGIN_DATADESC( CWeaponPistol )
|
||
|
|
||
|
DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_flLastAttackTime, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_flAccuracyPenalty, FIELD_FLOAT ), //NOTENOTE: This is NOT tracking game time
|
||
|
DEFINE_FIELD( m_nNumShotsFired, FIELD_INTEGER ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
acttable_t CWeaponPistol::m_acttable[] =
|
||
|
{
|
||
|
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
|
||
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
|
||
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
|
||
|
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
|
||
|
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
|
||
|
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
|
||
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true },
|
||
|
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, false },
|
||
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, false },
|
||
|
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, false },
|
||
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, false },
|
||
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, false },
|
||
|
{ ACT_WALK, ACT_WALK_PISTOL, false },
|
||
|
{ ACT_RUN, ACT_RUN_PISTOL, false },
|
||
|
};
|
||
|
|
||
|
|
||
|
IMPLEMENT_ACTTABLE( CWeaponPistol );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CWeaponPistol::CWeaponPistol( void )
|
||
|
{
|
||
|
m_flSoonestPrimaryAttack = gpGlobals->curtime;
|
||
|
m_flAccuracyPenalty = 0.0f;
|
||
|
|
||
|
m_fMinRange1 = 24;
|
||
|
m_fMaxRange1 = 1500;
|
||
|
m_fMinRange2 = 24;
|
||
|
m_fMaxRange2 = 200;
|
||
|
|
||
|
m_bFiresUnderwater = true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::Precache( void )
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input :
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
||
|
{
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case EVENT_WEAPON_PISTOL_FIRE:
|
||
|
{
|
||
|
Vector vecShootOrigin, vecShootDir;
|
||
|
vecShootOrigin = pOperator->Weapon_ShootPosition();
|
||
|
|
||
|
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
|
||
|
ASSERT( npc != NULL );
|
||
|
|
||
|
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
|
||
|
|
||
|
CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
|
||
|
|
||
|
WeaponSound( SINGLE_NPC );
|
||
|
pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
|
||
|
pOperator->DoMuzzleFlash();
|
||
|
m_iClip1 = m_iClip1 - 1;
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::DryFire( void )
|
||
|
{
|
||
|
WeaponSound( EMPTY );
|
||
|
SendWeaponAnim( ACT_VM_DRYFIRE );
|
||
|
|
||
|
m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME;
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::PrimaryAttack( void )
|
||
|
{
|
||
|
if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f )
|
||
|
{
|
||
|
m_nNumShotsFired = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_nNumShotsFired++;
|
||
|
}
|
||
|
|
||
|
m_flLastAttackTime = gpGlobals->curtime;
|
||
|
m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
|
||
|
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, GetOwner() );
|
||
|
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if( pOwner )
|
||
|
{
|
||
|
// Each time the player fires the pistol, reset the view punch. This prevents
|
||
|
// the aim from 'drifting off' when the player fires very quickly. This may
|
||
|
// not be the ideal way to achieve this, but it's cheap and it works, which is
|
||
|
// great for a feature we're evaluating. (sjb)
|
||
|
pOwner->ViewPunchReset();
|
||
|
}
|
||
|
|
||
|
BaseClass::PrimaryAttack();
|
||
|
|
||
|
// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
|
||
|
m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME;
|
||
|
|
||
|
m_iPrimaryAttacks++;
|
||
|
gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::UpdatePenaltyTime( void )
|
||
|
{
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if ( pOwner == NULL )
|
||
|
return;
|
||
|
|
||
|
// Check our penalty time decay
|
||
|
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
|
||
|
{
|
||
|
m_flAccuracyPenalty -= gpGlobals->frametime;
|
||
|
m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::ItemPreFrame( void )
|
||
|
{
|
||
|
UpdatePenaltyTime();
|
||
|
|
||
|
BaseClass::ItemPreFrame();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::ItemBusyFrame( void )
|
||
|
{
|
||
|
UpdatePenaltyTime();
|
||
|
|
||
|
BaseClass::ItemBusyFrame();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Allows firing as fast as button is pressed
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::ItemPostFrame( void )
|
||
|
{
|
||
|
BaseClass::ItemPostFrame();
|
||
|
|
||
|
if ( m_bInReload )
|
||
|
return;
|
||
|
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if ( pOwner == NULL )
|
||
|
return;
|
||
|
|
||
|
//Allow a refire as fast as the player can click
|
||
|
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
|
||
|
{
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
|
||
|
}
|
||
|
else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
|
||
|
{
|
||
|
DryFire();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : int
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CWeaponPistol::GetPrimaryAttackActivity( void )
|
||
|
{
|
||
|
if ( m_nNumShotsFired < 1 )
|
||
|
return ACT_VM_PRIMARYATTACK;
|
||
|
|
||
|
if ( m_nNumShotsFired < 2 )
|
||
|
return ACT_VM_RECOIL1;
|
||
|
|
||
|
if ( m_nNumShotsFired < 3 )
|
||
|
return ACT_VM_RECOIL2;
|
||
|
|
||
|
return ACT_VM_RECOIL3;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponPistol::Reload( void )
|
||
|
{
|
||
|
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
|
||
|
if ( fRet )
|
||
|
{
|
||
|
WeaponSound( RELOAD );
|
||
|
m_flAccuracyPenalty = 0.0f;
|
||
|
}
|
||
|
return fRet;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponPistol::AddViewKick( void )
|
||
|
{
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if ( pPlayer == NULL )
|
||
|
return;
|
||
|
|
||
|
QAngle viewPunch;
|
||
|
|
||
|
viewPunch.x = random->RandomFloat( 0.25f, 0.5f );
|
||
|
viewPunch.y = random->RandomFloat( -.6f, .6f );
|
||
|
viewPunch.z = 0.0f;
|
||
|
|
||
|
//Add it to the view punch
|
||
|
pPlayer->ViewPunch( viewPunch );
|
||
|
}
|