mirror of
https://github.com/nillerusr/source-engine.git
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523 lines
14 KiB
C++
523 lines
14 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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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon.h"
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#include "soundent.h"
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#include "ai_basenpc.h"
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#include "game.h"
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#include "in_buttons.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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IMPLEMENT_SERVERCLASS_ST( CHLMachineGun, DT_HLMachineGun )
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END_SEND_TABLE()
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//=========================================================
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// >> CHLSelectFireMachineGun
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//=========================================================
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BEGIN_DATADESC( CHLMachineGun )
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DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
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DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHLMachineGun::CHLMachineGun( void )
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{
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}
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const Vector &CHLMachineGun::GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_3DEGREES;
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return cone;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CHLMachineGun::PrimaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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return;
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// Abort here to handle burst and auto fire modes
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if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
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return;
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m_nShotsFired++;
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pPlayer->DoMuzzleFlash();
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// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
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// especially if the weapon we're firing has a really fast rate of fire.
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int iBulletsToFire = 0;
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float fireRate = GetFireRate();
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// MUST call sound before removing a round from the clip of a CHLMachineGun
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while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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WeaponSound(SINGLE, m_flNextPrimaryAttack);
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
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iBulletsToFire++;
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}
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// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
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if ( UsesClipsForAmmo1() )
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{
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if ( iBulletsToFire > m_iClip1 )
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iBulletsToFire = m_iClip1;
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m_iClip1 -= iBulletsToFire;
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}
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m_iPrimaryAttacks++;
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gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
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// Fire the bullets
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FireBulletsInfo_t info;
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info.m_iShots = iBulletsToFire;
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info.m_vecSrc = pPlayer->Weapon_ShootPosition( );
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info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
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info.m_vecSpread = pPlayer->GetAttackSpread( this );
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info.m_flDistance = MAX_TRACE_LENGTH;
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info.m_iAmmoType = m_iPrimaryAmmoType;
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info.m_iTracerFreq = 2;
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FireBullets( info );
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//Factor in the view kick
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AddViewKick();
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pPlayer );
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if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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SendWeaponAnim( GetPrimaryAttackActivity() );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Register a muzzleflash for the AI
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &info -
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//-----------------------------------------------------------------------------
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void CHLMachineGun::FireBullets( const FireBulletsInfo_t &info )
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{
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if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
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{
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pPlayer->FireBullets(info);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Weapon firing conditions
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//-----------------------------------------------------------------------------
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int CHLMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
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{
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if ( m_iClip1 <=0 )
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{
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return COND_NO_PRIMARY_AMMO;
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}
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else if ( flDist < m_fMinRange1 )
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{
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return COND_TOO_CLOSE_TO_ATTACK;
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}
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else if ( flDist > m_fMaxRange1 )
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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else if ( flDot < 0.5f ) // UNDONE: Why check this here? Isn't the AI checking this already?
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{
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return COND_NOT_FACING_ATTACK;
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}
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return COND_CAN_RANGE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHLMachineGun::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
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{
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#define KICK_MIN_X 0.2f //Degrees
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#define KICK_MIN_Y 0.2f //Degrees
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#define KICK_MIN_Z 0.1f //Degrees
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QAngle vecScratch;
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//Find how far into our accuracy degradation we are
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float duration = ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
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float kickPerc = duration / slideLimitTime;
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// do this to get a hard discontinuity, clear out anything under 10 degrees punch
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pPlayer->ViewPunchReset( 10 );
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//Apply this to the view angles as well
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vecScratch.x = -( KICK_MIN_X + ( maxVerticleKickAngle * kickPerc ) );
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vecScratch.y = -( KICK_MIN_Y + ( maxVerticleKickAngle * kickPerc ) ) / 3;
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vecScratch.z = KICK_MIN_Z + ( maxVerticleKickAngle * kickPerc ) / 8;
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//Wibble left and right
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if ( random->RandomInt( -1, 1 ) >= 0 )
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vecScratch.y *= -1;
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//Wobble up and down
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if ( random->RandomInt( -1, 1 ) >= 0 )
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vecScratch.z *= -1;
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//If we're in easy, dampen the effect a bit
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if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
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{
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for ( int i = 0; i < 3; i++ )
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{
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vecScratch[i] *= dampEasy;
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}
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}
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//Clip this to our desired min/max
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UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );
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//Add it to the view punch
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// NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
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pPlayer->ViewPunch( vecScratch * 0.5 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Reset our shots fired
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//-----------------------------------------------------------------------------
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bool CHLMachineGun::Deploy( void )
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{
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m_nShotsFired = 0;
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make enough sound events to fill the estimated think interval
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// returns: number of shots needed
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//-----------------------------------------------------------------------------
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int CHLMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
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{
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int numBullets = 0;
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// ran out of time, clamp to current
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if (m_flNextSoundTime < gpGlobals->curtime)
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{
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m_flNextSoundTime = gpGlobals->curtime;
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}
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// make enough sound events to fill up the next estimated think interval
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float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
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if (m_flNextSoundTime < gpGlobals->curtime + dt)
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{
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WeaponSound( SINGLE_NPC, m_flNextSoundTime );
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m_flNextSoundTime += GetFireRate();
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numBullets++;
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}
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if (m_flNextSoundTime < gpGlobals->curtime + dt)
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{
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WeaponSound( SINGLE_NPC, m_flNextSoundTime );
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m_flNextSoundTime += GetFireRate();
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numBullets++;
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}
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return numBullets;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHLMachineGun::ItemPostFrame( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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// Debounce the recoiling counter
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if ( ( pOwner->m_nButtons & IN_ATTACK ) == false )
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{
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m_nShotsFired = 0;
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}
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BaseClass::ItemPostFrame();
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}
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IMPLEMENT_SERVERCLASS_ST( CHLSelectFireMachineGun, DT_HLSelectFireMachineGun )
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END_SEND_TABLE()
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//=========================================================
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// >> CHLSelectFireMachineGun
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//=========================================================
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BEGIN_DATADESC( CHLSelectFireMachineGun )
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DEFINE_FIELD( m_iBurstSize, FIELD_INTEGER ),
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DEFINE_FIELD( m_iFireMode, FIELD_INTEGER ),
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// Function pinters
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DEFINE_FUNCTION( BurstThink ),
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END_DATADESC()
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float CHLSelectFireMachineGun::GetBurstCycleRate( void )
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{
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// this is the time it takes to fire an entire
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// burst, plus whatever amount of delay we want
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// to have between bursts.
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return 0.5f;
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}
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float CHLSelectFireMachineGun::GetFireRate( void )
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{
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switch( m_iFireMode )
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{
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case FIREMODE_FULLAUTO:
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// the time between rounds fired on full auto
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return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
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break;
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case FIREMODE_3RNDBURST:
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// the time between rounds fired within a single burst
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return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
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break;
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default:
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return 0.1f;
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break;
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}
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}
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bool CHLSelectFireMachineGun::Deploy( void )
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{
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// Forget about any bursts this weapon was firing when holstered
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m_iBurstSize = 0;
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CHLSelectFireMachineGun::PrimaryAttack( void )
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{
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if (m_bFireOnEmpty)
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{
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return;
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}
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switch( m_iFireMode )
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{
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case FIREMODE_FULLAUTO:
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BaseClass::PrimaryAttack();
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// Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
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SetWeaponIdleTime( gpGlobals->curtime + 3.0f );
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break;
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case FIREMODE_3RNDBURST:
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m_iBurstSize = GetBurstSize();
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// Call the think function directly so that the first round gets fired immediately.
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BurstThink();
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SetThink( &CHLSelectFireMachineGun::BurstThink );
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m_flNextPrimaryAttack = gpGlobals->curtime + GetBurstCycleRate();
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m_flNextSecondaryAttack = gpGlobals->curtime + GetBurstCycleRate();
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// Pick up the rest of the burst through the think function.
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SetNextThink( gpGlobals->curtime + GetFireRate() );
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break;
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}
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner )
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{
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m_iPrimaryAttacks++;
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gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CHLSelectFireMachineGun::SecondaryAttack( void )
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{
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// change fire modes.
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switch( m_iFireMode )
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{
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case FIREMODE_FULLAUTO:
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//Msg( "Burst\n" );
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m_iFireMode = FIREMODE_3RNDBURST;
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WeaponSound(SPECIAL2);
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break;
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case FIREMODE_3RNDBURST:
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//Msg( "Auto\n" );
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m_iFireMode = FIREMODE_FULLAUTO;
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WeaponSound(SPECIAL1);
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break;
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}
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SendWeaponAnim( GetSecondaryAttackActivity() );
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner )
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{
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m_iSecondaryAttacks++;
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gamestats->Event_WeaponFired( pOwner, false, GetClassname() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CHLSelectFireMachineGun::BurstThink( void )
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{
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CHLMachineGun::PrimaryAttack();
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m_iBurstSize--;
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if( m_iBurstSize == 0 )
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{
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// The burst is over!
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SetThink(NULL);
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// idle immediately to stop the firing animation
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SetWeaponIdleTime( gpGlobals->curtime );
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return;
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}
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SetNextThink( gpGlobals->curtime + GetFireRate() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CHLSelectFireMachineGun::WeaponSound( WeaponSound_t shoot_type, float soundtime /*= 0.0f*/ )
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{
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if (shoot_type == SINGLE)
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{
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switch( m_iFireMode )
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{
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case FIREMODE_FULLAUTO:
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BaseClass::WeaponSound( SINGLE, soundtime );
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break;
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case FIREMODE_3RNDBURST:
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if( m_iBurstSize == GetBurstSize() && m_iClip1 >= m_iBurstSize )
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{
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// First round of a burst, and enough bullets remaining in the clip to fire the whole burst
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BaseClass::WeaponSound( BURST, soundtime );
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}
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else if( m_iClip1 < m_iBurstSize )
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{
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// Not enough rounds remaining in the magazine to fire a burst, so play the gunshot
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// sounds individually as each round is fired.
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BaseClass::WeaponSound( SINGLE, soundtime );
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}
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break;
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}
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return;
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}
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BaseClass::WeaponSound( shoot_type, soundtime );
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}
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|
// BUGBUG: These need to be rethought
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CHLSelectFireMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
|
||
|
{
|
||
|
if (m_iClip1 <=0)
|
||
|
{
|
||
|
return COND_NO_PRIMARY_AMMO;
|
||
|
}
|
||
|
else if ( flDist < m_fMinRange1)
|
||
|
{
|
||
|
return COND_TOO_CLOSE_TO_ATTACK;
|
||
|
}
|
||
|
else if (flDist > m_fMaxRange1)
|
||
|
{
|
||
|
return COND_TOO_FAR_TO_ATTACK;
|
||
|
}
|
||
|
else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
|
||
|
{
|
||
|
return COND_NOT_FACING_ATTACK;
|
||
|
}
|
||
|
|
||
|
return COND_CAN_RANGE_ATTACK1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CHLSelectFireMachineGun::WeaponRangeAttack2Condition( float flDot, float flDist )
|
||
|
{
|
||
|
return COND_NONE; // FIXME: disabled for now
|
||
|
|
||
|
// m_iClip2 == -1 when no secondary clip is used
|
||
|
if ( m_iClip2 == 0 && UsesSecondaryAmmo() )
|
||
|
{
|
||
|
return COND_NO_SECONDARY_AMMO;
|
||
|
}
|
||
|
else if ( flDist < m_fMinRange2 )
|
||
|
{
|
||
|
// Don't return COND_TOO_CLOSE_TO_ATTACK only for primary attack
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
else if (flDist > m_fMaxRange2 )
|
||
|
{
|
||
|
// Don't return COND_TOO_FAR_TO_ATTACK only for primary attack
|
||
|
return COND_NONE;
|
||
|
}
|
||
|
else if ( flDot < 0.5 ) // UNDONE: Why check this here? Isn't the AI checking this already?
|
||
|
{
|
||
|
return COND_NOT_FACING_ATTACK;
|
||
|
}
|
||
|
|
||
|
return COND_CAN_RANGE_ATTACK2;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHLSelectFireMachineGun::CHLSelectFireMachineGun( void )
|
||
|
{
|
||
|
m_fMinRange1 = 65;
|
||
|
m_fMinRange2 = 65;
|
||
|
m_fMaxRange1 = 1024;
|
||
|
m_fMaxRange2 = 1024;
|
||
|
m_iFireMode = FIREMODE_FULLAUTO;
|
||
|
}
|