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313 lines
8.0 KiB
C++
313 lines
8.0 KiB
C++
//========= 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 "npcevent.h"
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#ifdef CLIENT_DLL
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#include "c_hl2mp_player.h"
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#include "c_te_effect_dispatch.h"
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#else
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#include "hl2mp_player.h"
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#include "te_effect_dispatch.h"
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#include "prop_combine_ball.h"
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#endif
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#include "weapon_ar2.h"
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#include "effect_dispatch_data.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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#ifndef CLIENT_DLL
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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", "4" );
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ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
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#endif
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//=========================================================
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//=========================================================
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAR2, DT_WeaponAR2 )
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BEGIN_NETWORK_TABLE( CWeaponAR2, DT_WeaponAR2 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponAR2 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 );
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PRECACHE_WEAPON_REGISTER(weapon_ar2);
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#ifndef CLIENT_DLL
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acttable_t CWeaponAR2::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponAR2);
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#endif
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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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}
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void CWeaponAR2::Precache( void )
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{
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BaseClass::Precache();
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "prop_combine_ball" );
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UTIL_PrecacheOther( "env_entity_dissolver" );
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#endif
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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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WeaponSound( WPN_DOUBLE );
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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_2DEGREES );
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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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#ifndef CLIENT_DLL
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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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#endif
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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( SharedRandomInt( "ar2pax", -8, -12 ), SharedRandomInt( "ar2pay", 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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SendWeaponAnim( ACT_VM_FIDGET );
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WeaponSound( SPECIAL1 );
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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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bool CWeaponAR2::Deploy( void )
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{
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m_bShotDelayed = false;
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m_flDelayedFire = 0.0f;
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return BaseClass::Deploy();
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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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//-----------------------------------------------------------------------------
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void CWeaponAR2::AddViewKick( void )
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{
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#define EASY_DAMPEN 0.5f
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#define MAX_VERTICAL_KICK 8.0f //Degrees
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#define SLIDE_LIMIT 5.0f //Seconds
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//Get the view kick
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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return;
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DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
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}
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//-----------------------------------------------------------------------------
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const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues()
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{
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static WeaponProficiencyInfo_t proficiencyTable[] =
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{
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{ 7.0, 0.75 },
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{ 5.00, 0.75 },
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{ 3.0, 0.85 },
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{ 5.0/3.0, 0.75 },
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{ 1.00, 1.0 },
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};
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COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
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return proficiencyTable;
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}
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