source-engine/game/shared/hl2/basehlcombatweapon_shared.cpp
2025-02-02 01:43:34 +05:00

628 lines
20 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon_shared.h"
#if defined(EZ2) && defined(GAME_DLL)
#include "npcevent.h"
#endif
#include "hl2_player_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( basehlcombatweapon, CBaseHLCombatWeapon );
IMPLEMENT_NETWORKCLASS_ALIASED( BaseHLCombatWeapon , DT_BaseHLCombatWeapon )
BEGIN_NETWORK_TABLE( CBaseHLCombatWeapon , DT_BaseHLCombatWeapon )
#if !defined( CLIENT_DLL )
// SendPropInt( SENDINFO( m_bReflectViewModelAnimations ), 1, SPROP_UNSIGNED ),
#else
// RecvPropInt( RECVINFO( m_bReflectViewModelAnimations ) ),
#endif
END_NETWORK_TABLE()
#if !defined( CLIENT_DLL )
#include "globalstate.h"
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CBaseHLCombatWeapon )
DEFINE_FIELD( m_bLowered, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flRaiseTime, FIELD_TIME ),
DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ),
DEFINE_FIELD( m_iPrimaryAttacks, FIELD_INTEGER ),
DEFINE_FIELD( m_iSecondaryAttacks, FIELD_INTEGER ),
END_DATADESC()
#endif
BEGIN_PREDICTION_DATA( CBaseHLCombatWeapon )
END_PREDICTION_DATA()
ConVar sk_auto_reload_time( "sk_auto_reload_time", "3", FCVAR_REPLICATED );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHLCombatWeapon::ItemHolsterFrame( void )
{
BaseClass::ItemHolsterFrame();
// Must be player held
if ( GetOwner() && GetOwner()->IsPlayer() == false )
return;
// We can't be active
if ( GetOwner()->GetActiveWeapon() == this )
return;
// If it's been longer than three seconds, reload
if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )
{
// Just load the clip with no animations
FinishReload();
m_flHolsterTime = gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseHLCombatWeapon::CanLower()
{
if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Drops the weapon into a lowered pose
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHLCombatWeapon::Lower( void )
{
//Don't bother if we don't have the animation
if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE )
return false;
m_bLowered = true;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Brings the weapon up to the ready position
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHLCombatWeapon::Ready( void )
{
//Don't bother if we don't have the animation
if ( SelectWeightedSequence( ACT_VM_LOWERED_TO_IDLE ) == ACTIVITY_NOT_AVAILABLE )
return false;
m_bLowered = false;
m_flRaiseTime = gpGlobals->curtime + 0.5f;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHLCombatWeapon::Deploy( void )
{
// If we should be lowered, deploy in the lowered position
// We have to ask the player if the last time it checked, the weapon was lowered
if ( GetOwner() && GetOwner()->IsPlayer() )
{
CHL2_Player *pPlayer = assert_cast<CHL2_Player*>( GetOwner() );
if ( pPlayer->IsWeaponLowered() )
{
if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) != ACTIVITY_NOT_AVAILABLE )
{
if ( DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_IDLE_LOWERED, (char*)GetAnimPrefix() ) )
{
m_bLowered = true;
// Stomp the next attack time to fix the fact that the lower idles are long
pPlayer->SetNextAttack( gpGlobals->curtime + 1.0 );
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
return true;
}
}
}
}
m_bLowered = false;
#if defined(EZ2) && defined(GAME_DLL)
if ( BaseClass::Deploy() )
{
if ( GetLeftHandGun() )
{
GetLeftHandGun()->RemoveEffects( EF_NODRAW );
}
return true;
}
return false;
#else
return BaseClass::Deploy();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHLCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( BaseClass::Holster( pSwitchingTo ) )
{
#if defined(EZ2) && defined(GAME_DLL)
if ( GetLeftHandGun() )
{
GetLeftHandGun()->AddEffects( EF_NODRAW );
}
#endif
m_flHolsterTime = gpGlobals->curtime;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseHLCombatWeapon::WeaponShouldBeLowered( void )
{
// Can't be in the middle of another animation
if ( GetIdealActivity() != ACT_VM_IDLE_LOWERED && GetIdealActivity() != ACT_VM_IDLE &&
GetIdealActivity() != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity() != ACT_VM_LOWERED_TO_IDLE )
return false;
if ( m_bLowered )
return true;
#if !defined( CLIENT_DLL )
if ( GlobalEntity_GetState( "friendly_encounter" ) == GLOBAL_ON )
return true;
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Allows the weapon to choose proper weapon idle animation
//-----------------------------------------------------------------------------
void CBaseHLCombatWeapon::WeaponIdle( void )
{
//See if we should idle high or low
if ( WeaponShouldBeLowered() )
{
#if !defined( CLIENT_DLL )
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(GetOwner());
if( pPlayer )
{
pPlayer->Weapon_Lower();
}
#endif
// Move to lowered position if we're not there yet
if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED
&& GetActivity() != ACT_TRANSITION )
{
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
else if ( HasWeaponIdleTimeElapsed() )
{
// Keep idling low
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
}
else
{
// See if we need to raise immediately
if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED )
{
SendWeaponAnim( ACT_VM_IDLE );
}
else if ( HasWeaponIdleTimeElapsed() )
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
}
#if defined(EZ2) && defined(GAME_DLL)
// HACKHACK: Draws directly from npc_assassin private animevents
extern int AE_PISTOL_FIRE_LEFT;
extern int AE_PISTOL_FIRE_RIGHT;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHLCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
// For dual wielding
if (pEvent->event == AE_PISTOL_FIRE_RIGHT)
{
Vector vecShootOrigin, vecShootDir;
vecShootOrigin = pOperator->Weapon_ShootPosition();
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT( npc != NULL );
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
return;
}
else if (pEvent->event == AE_PISTOL_FIRE_LEFT)
{
Vector vecShootOrigin, vecShootDir;
// Use the dual wield's attachment directly
CBaseAnimating *pLeftHandGun = GetLeftHandGun();
if (pLeftHandGun)
{
pLeftHandGun->GetAttachment( pLeftHandGun->LookupAttachment( "muzzle" ), vecShootOrigin );
}
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT( npc != NULL );
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
return;
}
else
{
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
}
}
acttable_t CBaseHLCombatWeapon::m_dual_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_DUAL_PISTOLS, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_DUAL_PISTOLS, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_DUAL_PISTOLS, true },
{ ACT_RELOAD, ACT_RELOAD_DUAL_PISTOLS, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_DUAL_PISTOLS, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_DUAL_PISTOLS, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_DUAL_PISTOLS,true },
{ ACT_RELOAD_LOW, ACT_RELOAD_DUAL_PISTOLS_LOW, false },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_DUAL_PISTOLS_LOW, false },
{ ACT_COVER_LOW, ACT_COVER_DUAL_PISTOLS_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_DUAL_PISTOLS_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_DUAL_PISTOLS, false },
{ ACT_WALK, ACT_WALK_DUAL_PISTOLS, false },
{ ACT_RUN, ACT_RUN_DUAL_PISTOLS, false },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_DUAL_PISTOLS_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_DUAL_PISTOLS_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_DUAL_PISTOLS, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_RELAXED, ACT_WALK_DUAL_PISTOLS_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_DUAL_PISTOLS_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_DUAL_PISTOLS, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
{ ACT_RUN_RELAXED, ACT_RUN_DUAL_PISTOLS_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_DUAL_PISTOLS_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_DUAL_PISTOLS, false },//always aims
{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_DUAL_PISTOLS_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_DUAL_PISTOLS_STIMULATED, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_DUAL_PISTOLS, false },//always aims
{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_AIM_RELAXED, ACT_WALK_DUAL_PISTOLS_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_DUAL_PISTOLS, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_DUAL_PISTOLS, false },//always aims
{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_DUAL_PISTOLS_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_DUAL_PISTOLS, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_DUAL_PISTOLS, false },//always aims
{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
//End readiness activities
// Crouch activities
{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
{ ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_DUAL_PISTOLS_LOW, false },//always aims
{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_DUAL_PISTOLS_LOW, false },//always aims
// Readiness translations
{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
//{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_PISTOL, true },
//{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_PISTOL, true },
//{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_PISTOL, true },
//{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_PISTOL, true },
{ ACT_RANGE_AIM_MED, ACT_RANGE_AIM_DUAL_PISTOLS_MED, false },
{ ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_DUAL_PISTOLS_MED, false },
//{ ACT_COVER_WALL_R, ACT_COVER_WALL_R_DUAL_PISTOLS, false },
//{ ACT_COVER_WALL_L, ACT_COVER_WALL_L_DUAL_PISTOLS, false },
//{ ACT_COVER_WALL_LOW_R, ACT_COVER_WALL_LOW_R_DUAL_PISTOLS, false },
//{ ACT_COVER_WALL_LOW_L, ACT_COVER_WALL_LOW_L_DUAL_PISTOLS, false },
// HL2:DM activities (for third-person animations in SP)
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_DUAL_PISTOLS, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_DUAL_PISTOLS, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_DUAL_PISTOLS, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_DUAL_PISTOLS, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_DUAL_PISTOLS, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_DUAL_PISTOLS, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_DUAL_PISTOLS, false },
{ ACT_HL2MP_WALK, ACT_HL2MP_WALK_DUAL_PISTOLS, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_DUAL_PISTOLS, false },
};
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CBaseHLCombatWeapon::ActivityOverride( Activity baseAct, bool *pRequired )
{
if (GetLeftHandGun())
{
acttable_t *pTable = m_dual_acttable;
int actCount = ARRAYSIZE( m_dual_acttable );
for (int i = 0; i < actCount; i++, pTable++)
{
if (baseAct == pTable->baseAct)
{
if (pRequired)
{
*pRequired = pTable->required;
}
return (Activity)pTable->weaponAct;
}
}
}
return BaseClass::ActivityOverride( baseAct, pRequired );
}
#endif
float g_lateralBob;
float g_verticalBob;
#if defined( CLIENT_DLL ) && ( !defined( HL2MP ) && !defined( PORTAL ) )
#define HL2_BOB_CYCLE_MIN 1.0f
#define HL2_BOB_CYCLE_MAX 0.45f
#define HL2_BOB 0.002f
#define HL2_BOB_UP 0.5f
static ConVar cl_bobcycle( "cl_bobcycle","0.8" );
static ConVar cl_bob( "cl_bob","0.002" );
static ConVar cl_bobup( "cl_bobup","0.5" );
// Register these cvars if needed for easy tweaking
static ConVar v_iyaw_cycle( "v_iyaw_cycle", "2"/*, FCVAR_UNREGISTERED*/ );
static ConVar v_iroll_cycle( "v_iroll_cycle", "0.5"/*, FCVAR_UNREGISTERED*/ );
static ConVar v_ipitch_cycle( "v_ipitch_cycle", "1"/*, FCVAR_UNREGISTERED*/ );
static ConVar v_iyaw_level( "v_iyaw_level", "0.3"/*, FCVAR_UNREGISTERED*/ );
static ConVar v_iroll_level( "v_iroll_level", "0.1"/*, FCVAR_UNREGISTERED*/ );
static ConVar v_ipitch_level( "v_ipitch_level", "0.3"/*, FCVAR_UNREGISTERED*/ );
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBaseHLCombatWeapon::CalcViewmodelBob( void )
{
static float bobtime;
static float lastbobtime;
float cycle;
CBasePlayer *player = ToBasePlayer( GetOwner() );
//Assert( player );
//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
if ( ( !gpGlobals->frametime ) || ( player == NULL ) )
{
//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;// just use old value
}
//Find the speed of the player
float speed = player->GetLocalVelocity().Length2D();
//FIXME: This maximum speed value must come from the server.
// MaxSpeed() is not sufficient for dealing with sprinting - jdw
speed = clamp( speed, -320, 320 );
float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f );
bobtime += ( gpGlobals->curtime - lastbobtime ) * bob_offset;
lastbobtime = gpGlobals->curtime;
//Calculate the vertical bob
cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX)*HL2_BOB_CYCLE_MAX;
cycle /= HL2_BOB_CYCLE_MAX;
if ( cycle < HL2_BOB_UP )
{
cycle = M_PI * cycle / HL2_BOB_UP;
}
else
{
cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP);
}
g_verticalBob = speed*0.005f;
g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin(cycle);
g_verticalBob = clamp( g_verticalBob, -7.0f, 4.0f );
//Calculate the lateral bob
cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX*2)*HL2_BOB_CYCLE_MAX*2;
cycle /= HL2_BOB_CYCLE_MAX*2;
if ( cycle < HL2_BOB_UP )
{
cycle = M_PI * cycle / HL2_BOB_UP;
}
else
{
cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP);
}
g_lateralBob = speed*0.005f;
g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin(cycle);
g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f );
#ifdef MAPBASE
if (GetBobScale() != 1.0f)
{
//g_verticalBob *= GetBobScale();
g_lateralBob *= GetBobScale();
}
#endif
//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &angles -
// viewmodelindex -
//-----------------------------------------------------------------------------
void CBaseHLCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
{
Vector forward, right;
AngleVectors( angles, &forward, &right, NULL );
CalcViewmodelBob();
// Apply bob, but scaled down to 40%
VectorMA( origin, g_verticalBob * 0.1f, forward, origin );
// Z bob a bit more
origin[2] += g_verticalBob * 0.1f;
// bob the angles
angles[ ROLL ] += g_verticalBob * 0.5f;
angles[ PITCH ] -= g_verticalBob * 0.4f;
angles[ YAW ] -= g_lateralBob * 0.3f;
VectorMA( origin, g_lateralBob * 0.8f, right, origin );
}
//-----------------------------------------------------------------------------
Vector CBaseHLCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency )
{
return BaseClass::GetBulletSpread( proficiency );
}
//-----------------------------------------------------------------------------
float CBaseHLCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency )
{
return BaseClass::GetSpreadBias( proficiency );
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBaseHLCombatWeapon::GetProficiencyValues()
{
return NULL;
}
#else
// Server stubs
float CBaseHLCombatWeapon::CalcViewmodelBob( void )
{
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &angles -
// viewmodelindex -
//-----------------------------------------------------------------------------
void CBaseHLCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
{
}
//-----------------------------------------------------------------------------
Vector CBaseHLCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency )
{
Vector baseSpread = BaseClass::GetBulletSpread( proficiency );
const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues();
float flModifier = (pProficiencyValues)[ proficiency ].spreadscale;
return ( baseSpread * flModifier );
}
//-----------------------------------------------------------------------------
float CBaseHLCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency )
{
const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues();
return (pProficiencyValues)[ proficiency ].bias;
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBaseHLCombatWeapon::GetProficiencyValues()
{
return GetDefaultProficiencyValues();
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBaseHLCombatWeapon::GetDefaultProficiencyValues()
{
// Weapon proficiency table. Keep this in sync with WeaponProficiency_t enum in the header!!
static WeaponProficiencyInfo_t g_BaseWeaponProficiencyTable[] =
{
{ 2.50, 1.0 },
{ 2.00, 1.0 },
{ 1.50, 1.0 },
{ 1.25, 1.0 },
{ 1.00, 1.0 },
};
COMPILE_TIME_ASSERT( ARRAYSIZE(g_BaseWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return g_BaseWeaponProficiencyTable;
}
#endif