mirror of
https://github.com/nillerusr/source-engine.git
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265 lines
6.9 KiB
C++
265 lines
6.9 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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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "c_hl2mp_player.h"
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#else
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#include "grenade_ar2.h"
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#include "hl2mp_player.h"
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#include "basegrenade_shared.h"
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#endif
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#include "weapon_hl2mpbase.h"
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#include "weapon_hl2mpbase_machinegun.h"
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#ifdef CLIENT_DLL
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#define CWeaponSMG1 C_WeaponSMG1
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#endif
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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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#define SMG1_GRENADE_DAMAGE 100.0f
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#define SMG1_GRENADE_RADIUS 250.0f
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class CWeaponSMG1 : public CHL2MPMachineGun
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{
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public:
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DECLARE_CLASS( CWeaponSMG1, CHL2MPMachineGun );
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CWeaponSMG1();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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void Precache( void );
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void AddViewKick( void );
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void SecondaryAttack( void );
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int GetMinBurst() { return 2; }
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int GetMaxBurst() { return 5; }
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virtual void Equip( CBaseCombatCharacter *pOwner );
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bool Reload( void );
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float GetFireRate( void ) { return 0.075f; } // 13.3hz
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Activity GetPrimaryAttackActivity( void );
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virtual const Vector& GetBulletSpread( void )
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{
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static const Vector cone = VECTOR_CONE_5DEGREES;
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return cone;
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}
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const WeaponProficiencyInfo_t *GetProficiencyValues();
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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protected:
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Vector m_vecTossVelocity;
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float m_flNextGrenadeCheck;
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private:
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CWeaponSMG1( const CWeaponSMG1 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSMG1, DT_WeaponSMG1 )
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BEGIN_NETWORK_TABLE( CWeaponSMG1, DT_WeaponSMG1 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponSMG1 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 );
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PRECACHE_WEAPON_REGISTER(weapon_smg1);
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#ifndef CLIENT_DLL
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acttable_t CWeaponSMG1::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponSMG1);
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#endif
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//=========================================================
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CWeaponSMG1::CWeaponSMG1( )
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{
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m_fMinRange1 = 0;// No minimum range.
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m_fMaxRange1 = 1400;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Precache( void )
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{
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther("grenade_ar2");
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#endif
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Give this weapon longer range when wielded by an ally NPC.
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner )
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{
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m_fMaxRange1 = 1400;
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BaseClass::Equip( pOwner );
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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 CWeaponSMG1::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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//-----------------------------------------------------------------------------
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bool CWeaponSMG1::Reload( void )
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{
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bool fRet;
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float fCacheTime = m_flNextSecondaryAttack;
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fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( fRet )
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{
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// Undo whatever the reload process has done to our secondary
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// attack timer. We allow you to interrupt reloading to fire
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// a grenade.
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m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
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WeaponSound( RELOAD );
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}
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return fRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::AddViewKick( void )
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{
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#define EASY_DAMPEN 0.5f
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#define MAX_VERTICAL_KICK 1.0f //Degrees
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#define SLIDE_LIMIT 2.0f //Seconds
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//Get the view kick
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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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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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::SecondaryAttack( 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 == NULL )
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return;
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//Must have ammo
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if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->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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if( m_bInReload )
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m_bInReload = false;
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// MUST call sound before removing a round from the clip of a CMachineGun
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BaseClass::WeaponSound( WPN_DOUBLE );
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecThrow;
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// Don't autoaim on grenade tosses
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AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
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VectorScale( vecThrow, 1000.0f, vecThrow );
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#ifndef CLIENT_DLL
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//Create the grenade
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CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, vec3_angle, pPlayer );
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pGrenade->SetAbsVelocity( vecThrow );
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pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
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pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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pGrenade->SetThrower( GetOwner() );
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pGrenade->SetDamage( SMG1_GRENADE_DAMAGE );
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pGrenade->SetDamageRadius( SMG1_GRENADE_RADIUS );
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#endif
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Decrease ammo
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pPlayer->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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const WeaponProficiencyInfo_t *CWeaponSMG1::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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{ 10.0/3.0, 0.75 },
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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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