mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
313 lines
8.0 KiB
C++
313 lines
8.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "npcevent.h"
|
|
|
|
#ifdef CLIENT_DLL
|
|
#include "c_hl2mp_player.h"
|
|
#include "c_te_effect_dispatch.h"
|
|
#else
|
|
#include "hl2mp_player.h"
|
|
#include "te_effect_dispatch.h"
|
|
#include "prop_combine_ball.h"
|
|
#endif
|
|
|
|
#include "weapon_ar2.h"
|
|
#include "effect_dispatch_data.h"
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#ifndef CLIENT_DLL
|
|
ConVar sk_weapon_ar2_alt_fire_radius( "sk_weapon_ar2_alt_fire_radius", "10" );
|
|
ConVar sk_weapon_ar2_alt_fire_duration( "sk_weapon_ar2_alt_fire_duration", "4" );
|
|
ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
|
|
#endif
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAR2, DT_WeaponAR2 )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponAR2, DT_WeaponAR2 )
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponAR2 )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 );
|
|
PRECACHE_WEAPON_REGISTER(weapon_ar2);
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
acttable_t CWeaponAR2::m_acttable[] =
|
|
{
|
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
|
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
|
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
|
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
|
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
|
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponAR2);
|
|
|
|
#endif
|
|
|
|
CWeaponAR2::CWeaponAR2( )
|
|
{
|
|
m_fMinRange1 = 65;
|
|
m_fMaxRange1 = 2048;
|
|
|
|
m_fMinRange2 = 256;
|
|
m_fMaxRange2 = 1024;
|
|
|
|
m_nShotsFired = 0;
|
|
m_nVentPose = -1;
|
|
}
|
|
|
|
void CWeaponAR2::Precache( void )
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
UTIL_PrecacheOther( "prop_combine_ball" );
|
|
UTIL_PrecacheOther( "env_entity_dissolver" );
|
|
#endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handle grenade detonate in-air (even when no ammo is left)
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAR2::ItemPostFrame( void )
|
|
{
|
|
// See if we need to fire off our secondary round
|
|
if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
|
|
{
|
|
DelayedAttack();
|
|
}
|
|
|
|
// Update our pose parameter for the vents
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner )
|
|
{
|
|
CBaseViewModel *pVM = pOwner->GetViewModel();
|
|
|
|
if ( pVM )
|
|
{
|
|
if ( m_nVentPose == -1 )
|
|
{
|
|
m_nVentPose = pVM->LookupPoseParameter( "VentPoses" );
|
|
}
|
|
|
|
float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f );
|
|
pVM->SetPoseParameter( m_nVentPose, flVentPose );
|
|
}
|
|
}
|
|
|
|
BaseClass::ItemPostFrame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Activity
|
|
//-----------------------------------------------------------------------------
|
|
Activity CWeaponAR2::GetPrimaryAttackActivity( void )
|
|
{
|
|
if ( m_nShotsFired < 2 )
|
|
return ACT_VM_PRIMARYATTACK;
|
|
|
|
if ( m_nShotsFired < 3 )
|
|
return ACT_VM_RECOIL1;
|
|
|
|
if ( m_nShotsFired < 4 )
|
|
return ACT_VM_RECOIL2;
|
|
|
|
return ACT_VM_RECOIL3;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &tr -
|
|
// nDamageType -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType )
|
|
{
|
|
CEffectData data;
|
|
|
|
data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f );
|
|
data.m_vNormal = tr.plane.normal;
|
|
|
|
DispatchEffect( "AR2Impact", data );
|
|
|
|
BaseClass::DoImpactEffect( tr, nDamageType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAR2::DelayedAttack( void )
|
|
{
|
|
m_bShotDelayed = false;
|
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
if ( pOwner == NULL )
|
|
return;
|
|
|
|
// Deplete the clip completely
|
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
|
|
m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
|
|
|
|
// Register a muzzleflash for the AI
|
|
pOwner->DoMuzzleFlash();
|
|
|
|
WeaponSound( WPN_DOUBLE );
|
|
|
|
// Fire the bullets
|
|
Vector vecSrc = pOwner->Weapon_ShootPosition( );
|
|
Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
|
|
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
|
|
|
|
// Fire the bullets
|
|
Vector vecVelocity = vecAiming * 1000.0f;
|
|
|
|
#ifndef CLIENT_DLL
|
|
// Fire the combine ball
|
|
CreateCombineBall( vecSrc,
|
|
vecVelocity,
|
|
sk_weapon_ar2_alt_fire_radius.GetFloat(),
|
|
sk_weapon_ar2_alt_fire_mass.GetFloat(),
|
|
sk_weapon_ar2_alt_fire_duration.GetFloat(),
|
|
pOwner );
|
|
|
|
// View effects
|
|
color32 white = {255, 255, 255, 64};
|
|
UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN );
|
|
#endif
|
|
|
|
//Disorient the player
|
|
QAngle angles = pOwner->GetLocalAngles();
|
|
|
|
angles.x += random->RandomInt( -4, 4 );
|
|
angles.y += random->RandomInt( -4, 4 );
|
|
angles.z = 0;
|
|
|
|
// pOwner->SnapEyeAngles( angles );
|
|
|
|
pOwner->ViewPunch( QAngle( SharedRandomInt( "ar2pax", -8, -12 ), SharedRandomInt( "ar2pay", 1, 2 ), 0 ) );
|
|
|
|
// Decrease ammo
|
|
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
|
|
|
|
// Can shoot again immediately
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
|
|
|
|
// Can blow up after a short delay (so have time to release mouse button)
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAR2::SecondaryAttack( void )
|
|
{
|
|
if ( m_bShotDelayed )
|
|
return;
|
|
|
|
// Cannot fire underwater
|
|
if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 )
|
|
{
|
|
SendWeaponAnim( ACT_VM_DRYFIRE );
|
|
BaseClass::WeaponSound( EMPTY );
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
|
|
return;
|
|
}
|
|
|
|
m_bShotDelayed = true;
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;
|
|
|
|
SendWeaponAnim( ACT_VM_FIDGET );
|
|
WeaponSound( SPECIAL1 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override if we're waiting to release a shot
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponAR2::CanHolster( void )
|
|
{
|
|
if ( m_bShotDelayed )
|
|
return false;
|
|
|
|
return BaseClass::CanHolster();
|
|
}
|
|
|
|
|
|
bool CWeaponAR2::Deploy( void )
|
|
{
|
|
m_bShotDelayed = false;
|
|
m_flDelayedFire = 0.0f;
|
|
|
|
return BaseClass::Deploy();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override if we're waiting to release a shot
|
|
//-----------------------------------------------------------------------------
|
|
bool CWeaponAR2::Reload( void )
|
|
{
|
|
if ( m_bShotDelayed )
|
|
return false;
|
|
|
|
return BaseClass::Reload();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
|
|
DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, 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;
|
|
}
|