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403 lines
11 KiB
C++
403 lines
11 KiB
C++
#include "cbase.h"
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#include "asw_weapon_shotgun_shared.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "c_asw_player.h"
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#include "c_asw_weapon.h"
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#include "c_asw_marine.h"
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#include "c_asw_fx.h"
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#include "c_te_legacytempents.h"
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#else
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#include "asw_lag_compensation.h"
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#include "asw_marine.h"
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#include "asw_marine_resource.h"
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#include "asw_player.h"
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#include "asw_weapon.h"
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#include "npcevent.h"
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#include "shot_manipulator.h"
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#include "asw_shotgun_pellet.h"
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#include "asw_marine_speech.h"
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#include "asw_weapon_ammo_bag_shared.h"
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#endif
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#include "asw_shotgun_pellet_predicted_shared.h"
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#include "asw_marine_skills.h"
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#include "asw_marine_profile.h"
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#include "ai_debug_shared.h"
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#include "asw_weapon_parse.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_NETWORKCLASS_ALIASED( ASW_Weapon_Shotgun, DT_ASW_Weapon_Shotgun )
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BEGIN_NETWORK_TABLE( CASW_Weapon_Shotgun, DT_ASW_Weapon_Shotgun )
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#ifdef CLIENT_DLL
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// recvprops
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RecvPropTime( RECVINFO( m_fSlowTime ) ),
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#else
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// sendprops
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SendPropTime( SENDINFO( m_fSlowTime ) ),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CASW_Weapon_Shotgun )
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DEFINE_PRED_FIELD_TOL( m_fSlowTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( asw_weapon_shotgun, CASW_Weapon_Shotgun );
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PRECACHE_WEAPON_REGISTER(asw_weapon_shotgun);
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extern ConVar asw_weapon_max_shooting_distance;
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extern ConVar asw_weapon_force_scale;
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#ifndef CLIENT_DLL
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extern ConVar asw_debug_marine_damage;
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extern ConVar asw_DebugAutoAim;
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BEGIN_DATADESC( CASW_Weapon_Shotgun )
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END_DATADESC()
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#endif /* not client */
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CASW_Weapon_Shotgun::CASW_Weapon_Shotgun()
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{
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m_fMinRange1 = 0;
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m_fMaxRange1 = 320;
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m_fMinRange2 = 256;
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m_fMaxRange2 = 1024;
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m_fSlowTime = 0;
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#ifdef CLIENT_DLL
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m_flEjectBrassTime = 0.0f;
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m_nEjectBrassCount = 0;
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#endif
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}
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CASW_Weapon_Shotgun::~CASW_Weapon_Shotgun()
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{
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}
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Activity CASW_Weapon_Shotgun::GetPrimaryAttackActivity( void )
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{
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return ACT_VM_PRIMARYATTACK;
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}
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#define PELLET_AIR_VELOCITY 2500
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#define PELLET_WATER_VELOCITY 1500
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void CASW_Weapon_Shotgun::PrimaryAttack( void )
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{
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// If my clip is empty (and I use clips) start reload
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if ( UsesClipsForAmmo1() && !m_iClip1 )
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{
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Reload();
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return;
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}
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CASW_Player *pPlayer = GetCommander();
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CASW_Marine *pMarine = GetMarine();
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if (pMarine) // firing from a marine
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{
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// MUST call sound before removing a round from the clip of a CMachineGun
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WeaponSound(SINGLE);
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if (m_iClip1 <= AmmoClickPoint())
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{
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LowAmmoSound();
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}
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m_bIsFiring = true;
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// tell the marine to tell its weapon to draw the muzzle flash
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pMarine->DoMuzzleFlash();
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// sets the animation on the weapon model iteself
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SendWeaponAnim( GetPrimaryAttackActivity() );
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#ifdef GAME_DLL // check for turning on lag compensation
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if (pPlayer && pMarine->IsInhabited())
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{
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CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
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}
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#endif
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Vector vecSrc = pMarine->Weapon_ShootPosition( );
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// hull trace out to this shoot position, so we can be sure we're not firing from over an alien's head
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trace_t tr;
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CTraceFilterSimple tracefilter(pMarine, COLLISION_GROUP_NONE);
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Vector vecMarineMiddle(pMarine->GetAbsOrigin());
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vecMarineMiddle.z = vecSrc.z;
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AI_TraceHull( vecMarineMiddle, vecSrc, Vector( -10, -10, -20 ), Vector( 10, 10, 10 ), MASK_SHOT, &tracefilter, &tr );
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vecSrc = tr.endpos;
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Vector vecAiming = vec3_origin;
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if ( pPlayer && pMarine->IsInhabited() )
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{
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vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
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}
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else
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{
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#ifndef CLIENT_DLL
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vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
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#endif
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}
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if (true) // hitscan pellets
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{
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#ifndef CLIENT_DLL
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if (asw_DebugAutoAim.GetBool())
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{
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NDebugOverlay::Line(vecSrc, vecSrc + vecAiming * asw_weapon_max_shooting_distance.GetFloat(), 64, 0, 64, false, 120.0);
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}
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#endif
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int iPellets = GetNumPellets();
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for (int i=0;i<iPellets;i++)
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{
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, GetAngularBulletSpread(), asw_weapon_max_shooting_distance.GetFloat(), m_iPrimaryAmmoType );
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info.m_pAttacker = pMarine;
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info.m_iTracerFreq = 1;
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info.m_nFlags = FIRE_BULLETS_NO_PIERCING_SPARK | FIRE_BULLETS_HULL | FIRE_BULLETS_ANGULAR_SPREAD;
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info.m_flDamage = GetWeaponDamage();
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info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat();
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#ifndef CLIENT_DLL
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if (asw_debug_marine_damage.GetBool())
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Msg("Weapon dmg = %f\n", info.m_flDamage);
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info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
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#endif
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// shotgun bullets have a base 50% chance of piercing
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//float fPiercingChance = 0.5f;
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//if (pMarine->GetMarineResource() && pMarine->GetMarineProfile() && pMarine->GetMarineProfile()->GetMarineClass() == MARINE_CLASS_SPECIAL_WEAPONS)
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//fPiercingChance += MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_PIERCING);
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//pMarine->FirePenetratingBullets(info, 5, fPiercingChance);
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//pMarine->FirePenetratingBullets(info, 5, 1.0f, i, false );
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pMarine->FirePenetratingBullets(info, 0, 1.0f, i, false );
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}
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}
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else // projectile pellets
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{
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#ifndef CLIENT_DLL
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CShotManipulator Manipulator( vecAiming );
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int iPellets = GetNumPellets();
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for (int i=0;i<iPellets;i++)
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{
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// create a pellet at some random spread direction
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//CASW_Shotgun_Pellet *pPellet =
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Vector newVel = Manipulator.ApplySpread(GetBulletSpread());
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//Vector newVel = ApplySpread( vecAiming, GetBulletSpread() );
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if ( pMarine->GetWaterLevel() == 3 )
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newVel *= PELLET_WATER_VELOCITY;
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else
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newVel *= PELLET_AIR_VELOCITY;
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newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1)));
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CreatePellet(vecSrc, newVel, pMarine);
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//CASW_Shotgun_Pellet_Predicted::CreatePellet(vecSrc, newVel, pPlayer, pMarine);
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}
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#endif
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}
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// increment shooting stats
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#ifndef CLIENT_DLL
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if (pMarine && pMarine->GetMarineResource())
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{
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pMarine->GetMarineResource()->UsedWeapon(this, 1);
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pMarine->OnWeaponFired( this, GetNumPellets() );
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}
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#endif
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// decrement ammo
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m_iClip1 -= 1;
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#ifdef GAME_DLL
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CASW_Marine *pMarine = GetMarine();
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if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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// check he doesn't have ammo in an ammo bay
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CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0));
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if (!pAmmoBag)
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pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1));
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if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this))
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pMarine->OnWeaponOutOfAmmo(true);
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}
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#endif
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}
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if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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else
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m_flNextPrimaryAttack = gpGlobals->curtime;
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m_fSlowTime = gpGlobals->curtime + 0.1f;
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}
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void CASW_Weapon_Shotgun::Precache()
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{
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PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
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PrecacheModel( "swarm/sprites/greylaser1.vmt" );
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PrecacheScriptSound("ASW_Shotgun.ReloadA");
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PrecacheScriptSound("ASW_Shotgun.ReloadB");
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PrecacheScriptSound("ASW_Shotgun.ReloadC");
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther("asw_shotgun_pellet");
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#endif
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BaseClass::Precache();
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}
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bool CASW_Weapon_Shotgun::ShouldMarineMoveSlow()
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{
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return m_fSlowTime > gpGlobals->curtime;
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}
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#ifdef CLIENT_DLL
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ConVar asw_shotgun_shell_delay( "asw_shotgun_shell_delay", "0.8f", FCVAR_NONE, "Delay on shell casing after firing shotgun" );
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void CASW_Weapon_Shotgun::OnMuzzleFlashed()
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{
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BaseClass::OnMuzzleFlashed();
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Vector attachOrigin;
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QAngle attachAngles;
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m_nEjectBrassCount++;
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m_flEjectBrassTime = gpGlobals->curtime + asw_shotgun_shell_delay.GetFloat();
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if( GetAttachment( LookupAttachment("muzzle"), attachOrigin, attachAngles ) )
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{
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FX_ASW_ShotgunSmoke(attachOrigin, attachAngles);
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}
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}
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#endif
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#ifndef CLIENT_DLL
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CASW_Shotgun_Pellet* CASW_Weapon_Shotgun::CreatePellet(Vector vecSrc, Vector newVel, CASW_Marine *pMarine)
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{
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if (!pMarine)
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return NULL;
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AngularImpulse rotSpeed(0,0,720);
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float flDamage = GetWeaponDamage();
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if (asw_debug_marine_damage.GetBool())
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Msg("Weapon dmg = %f\n", flDamage);
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flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
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Msg("Creating shotgun pellet\n");
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return CASW_Shotgun_Pellet::Shotgun_Pellet_Create( vecSrc, QAngle(0,0,0),
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newVel, rotSpeed, pMarine, flDamage);
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}
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#endif
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bool CASW_Weapon_Shotgun::SupportsBayonet()
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{
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return true;
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}
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float CASW_Weapon_Shotgun::GetWeaponDamage()
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{
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float flDamage = GetWeaponInfo()->m_flBaseDamage;
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if ( GetMarine() )
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{
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flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_ACCURACY, ASW_MARINE_SUBSKILL_ACCURACY_SHOTGUN_DMG);
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}
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//CALL_ATTRIB_HOOK_FLOAT( flDamage, mod_damage_done );
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return flDamage;
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}
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int CASW_Weapon_Shotgun::GetNumPellets()
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{
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return GetWeaponInfo()->m_iNumPellets;
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}
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#ifdef CLIENT_DLL
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bool CASW_Weapon_Shotgun::ShouldUseFastReloadAnim()
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{
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if (GetMarine())
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{
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return (MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_RELOADING) < 1.06f);
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}
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return true;
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}
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const char* CASW_Weapon_Shotgun::GetPartialReloadSound(int iPart)
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{
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if (ShouldUseFastReloadAnim()) // if we're using the pistol anim, use different sounds
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{
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switch (iPart)
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{
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case 1: return "ASW_Shotgun.ReloadC"; break;
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case 2: return NULL; break; // no sound at the end if we're doing a quick reload
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default: break;
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};
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return "ASW_Shotgun.ReloadB";
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}
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switch (iPart)
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{
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case 1: return "ASW_Shotgun.ReloadB"; break;
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case 2: return "ASW_Shotgun.ReloadC"; break;
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default: break;
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};
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return "ASW_Shotgun.ReloadA";
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}
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#endif
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int CASW_Weapon_Shotgun::ASW_SelectWeaponActivity(int idealActivity)
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{
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#ifdef CLIENT_DLL
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if (idealActivity == ACT_RELOAD && ShouldUseFastReloadAnim()) // if our marine is so skilled the normal reload will look bad, use the pistol style reload
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{
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return ACT_RELOAD_PISTOL;
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}
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#endif
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switch( idealActivity )
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{
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case ACT_WALK: idealActivity = ACT_WALK_AIM_RIFLE; break;
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case ACT_RUN: idealActivity = ACT_RUN_AIM_RIFLE; break;
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case ACT_IDLE: idealActivity = ACT_IDLE_RIFLE; break;
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case ACT_RELOAD: idealActivity = ACT_RELOAD; break;
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default: break;
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}
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return idealActivity;
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}
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float CASW_Weapon_Shotgun::GetFireRate()
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{
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//float flRate = 1.0f;
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float flRate = GetWeaponInfo()->m_flFireRate;
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//CALL_ATTRIB_HOOK_FLOAT( flRate, mod_fire_rate );
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return flRate;
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}
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#ifdef CLIENT_DLL
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void CASW_Weapon_Shotgun::ClientThink()
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{
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BaseClass::ClientThink();
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if ( m_nEjectBrassCount > 0 && gpGlobals->curtime >= m_flEjectBrassTime )
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{
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int iAttachment = LookupAttachment( "eject1" );
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if( iAttachment != -1 )
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{
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for ( int i = 0; i < m_nEjectBrassCount; i++ )
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{
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EjectParticleBrass( "weapon_shell_casing_shotgun", iAttachment );
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}
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}
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m_nEjectBrassCount = 0;
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}
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}
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#endif |