mirror of
https://github.com/nillerusr/source-engine.git
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1417 lines
36 KiB
C++
1417 lines
36 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 "in_buttons.h"
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#include "takedamageinfo.h"
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#include "weapon_dodbase.h"
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#include "ammodef.h"
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#include "dod_gamerules.h"
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#ifdef CLIENT_DLL
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extern IVModelInfoClient* modelinfo;
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#else
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extern IVModelInfo* modelinfo;
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#include "ilagcompensationmanager.h"
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#endif
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#if defined( CLIENT_DLL )
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#include "vgui/ISurface.h"
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#include "vgui_controls/Controls.h"
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#include "c_dod_player.h"
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#include "hud_crosshair.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#else
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#include "dod_player.h"
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#endif
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#include "effect_dispatch_data.h"
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// ----------------------------------------------------------------------------- //
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// Global functions.
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// ----------------------------------------------------------------------------- //
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bool IsAmmoType( int iAmmoType, const char *pAmmoName )
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{
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return GetAmmoDef()->Index( pAmmoName ) == iAmmoType;
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}
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//--------------------------------------------------------------------------------------------------------
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//
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// Given a weapon ID, return its alias
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//
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const char *WeaponIDToAlias( int id )
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{
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if ( (id >= WEAPON_MAX) || (id < 0) )
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return NULL;
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return s_WeaponAliasInfo[id];
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}
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// ----------------------------------------------------------------------------- //
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// CWeaponDODBase tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBase, DT_WeaponDODBase )
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BEGIN_NETWORK_TABLE( CWeaponDODBase, DT_WeaponDODBase )
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#ifdef CLIENT_DLL
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RecvPropInt( RECVINFO(m_iReloadModelIndex) ),
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RecvPropVector( RECVINFO( m_vInitialDropVelocity ) ),
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RecvPropTime( RECVINFO( m_flSmackTime ) )
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#else
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SendPropVector( SENDINFO( m_vInitialDropVelocity ),
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20, // nbits
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0, // flags
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-3000, // low value
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3000 // high value
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),
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SendPropModelIndex( SENDINFO(m_iReloadModelIndex) ),
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SendPropTime( SENDINFO( m_flSmackTime ) )
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_dod_base, CWeaponDODBase );
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#ifdef GAME_DLL
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BEGIN_DATADESC( CWeaponDODBase )
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DEFINE_FUNCTION( FallThink ),
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DEFINE_FUNCTION( Die ),
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DEFINE_FUNCTION( Smack )
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END_DATADESC()
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#else
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BEGIN_PREDICTION_DATA( CWeaponDODBase )
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DEFINE_PRED_FIELD( m_flSmackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), // for rifle melee attacks
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DEFINE_FIELD( m_bInAttack, FIELD_BOOLEAN )
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END_PREDICTION_DATA()
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#endif
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Vector head_hull_mins( -16, -16, -18 );
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Vector head_hull_maxs( 16, 16, 18 );
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void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity )
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{
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int i, j, k;
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float distance;
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Vector minmaxs[2] = {mins, maxs};
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trace_t tmpTrace;
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Vector vecHullEnd = tr.endpos;
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Vector vecEnd;
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CTraceFilterSimple filter( pEntity, COLLISION_GROUP_NONE );
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distance = 1e6f;
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vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
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UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, &filter, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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tr = tmpTrace;
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return;
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}
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for ( i = 0; i < 2; i++ )
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{
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for ( j = 0; j < 2; j++ )
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{
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for ( k = 0; k < 2; k++ )
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{
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vecEnd.x = vecHullEnd.x + minmaxs[i][0];
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vecEnd.y = vecHullEnd.y + minmaxs[j][1];
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vecEnd.z = vecHullEnd.z + minmaxs[k][2];
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, &filter, &tmpTrace );
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if ( tmpTrace.fraction < 1.0 )
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{
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float thisDistance = (tmpTrace.endpos - vecSrc).Length();
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if ( thisDistance < distance )
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{
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tr = tmpTrace;
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distance = thisDistance;
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}
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}
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}
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}
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}
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}
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// ----------------------------------------------------------------------------- //
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// CWeaponDODBase implementation.
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// ----------------------------------------------------------------------------- //
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CWeaponDODBase::CWeaponDODBase()
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{
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SetPredictionEligible( true );
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m_bInAttack = false;
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m_iAltFireHint = 0;
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AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
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m_flNextPrimaryAttack = 0;
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}
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bool CWeaponDODBase::IsPredicted() const
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{
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return true;
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}
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bool CWeaponDODBase::PlayEmptySound()
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{
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CPASAttenuationFilter filter( this );
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filter.UsePredictionRules();
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EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" );
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return false;
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}
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CBasePlayer* CWeaponDODBase::GetPlayerOwner() const
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{
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return dynamic_cast< CBasePlayer* >( GetOwner() );
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}
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CDODPlayer* CWeaponDODBase::GetDODPlayerOwner() const
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{
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return dynamic_cast< CDODPlayer* >( GetOwner() );
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}
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bool CWeaponDODBase::SendWeaponAnim( int iActivity )
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{
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return BaseClass::SendWeaponAnim( iActivity );
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}
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bool CWeaponDODBase::CanAttack( void )
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{
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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return pPlayer->CanAttack();
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}
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return false;
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}
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bool CWeaponDODBase::ShouldAutoReload( void )
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{
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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if ( pPlayer )
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{
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return pPlayer->ShouldAutoReload();
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}
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return false;
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}
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void CWeaponDODBase::ItemPostFrame()
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{
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if ( m_flSmackTime > 0 && gpGlobals->curtime > m_flSmackTime )
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{
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Smack();
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m_flSmackTime = -1;
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}
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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#ifdef _DEBUG
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CDODGameRules *mp = DODGameRules();
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#endif
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assert( mp );
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if ((m_bInReload) && (pPlayer->m_flNextAttack <= gpGlobals->curtime))
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{
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// complete the reload.
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int j = MIN( GetMaxClip1() - m_iClip1, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) );
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// Add them to the clip
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m_iClip1 += j;
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pPlayer->RemoveAmmo( j, m_iPrimaryAmmoType );
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m_bInReload = false;
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FinishReload();
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}
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if ((pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
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{
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if ( m_iClip2 != -1 && !pPlayer->GetAmmoCount( GetSecondaryAmmoType() ) )
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{
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m_bFireOnEmpty = TRUE;
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}
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SecondaryAttack();
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pPlayer->m_nButtons &= ~IN_ATTACK2;
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}
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else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime ) && !m_bInAttack )
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{
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if ( (m_iClip1 == 0/* && pszAmmo1()*/) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) ) )
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{
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m_bFireOnEmpty = TRUE;
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}
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if( CanAttack() )
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PrimaryAttack();
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}
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else if ( pPlayer->m_nButtons & IN_RELOAD && GetMaxClip1() != WEAPON_NOCLIP && !m_bInReload && m_flNextPrimaryAttack < gpGlobals->curtime)
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{
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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Reload();
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}
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else if ( !(pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) ) )
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{
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// no fire buttons down
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m_bFireOnEmpty = false;
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m_bInAttack = false; //reset semi-auto
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if ( !IsUseable() && m_flNextPrimaryAttack < gpGlobals->curtime )
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{
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// Intentionally blank -- used to switch weapons here
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}
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else if( ShouldAutoReload() )
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{
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// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
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if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
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{
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Reload();
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return;
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}
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}
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WeaponIdle( );
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return;
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}
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}
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void CWeaponDODBase::WeaponIdle()
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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SendWeaponAnim( GetIdleActivity() );
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m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
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}
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Activity CWeaponDODBase::GetIdleActivity( void )
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{
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return ACT_VM_IDLE;
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}
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const CDODWeaponInfo &CWeaponDODBase::GetDODWpnData() const
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{
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const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
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const CDODWeaponInfo *pDODInfo;
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#ifdef _DEBUG
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pDODInfo = dynamic_cast< const CDODWeaponInfo* >( pWeaponInfo );
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Assert( pDODInfo );
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#else
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pDODInfo = static_cast< const CDODWeaponInfo* >( pWeaponInfo );
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#endif
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return *pDODInfo;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CWeaponDODBase::GetViewModel( int /*viewmodelindex = 0 -- this is ignored in the base class here*/ ) const
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{
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if ( GetPlayerOwner() == NULL )
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{
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return BaseClass::GetViewModel();
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}
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return GetWpnData().szViewModel;
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}
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void CWeaponDODBase::Precache( void )
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{
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// precache base first, it loads weapon scripts
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BaseClass::Precache();
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PrecacheScriptSound( "Default.ClipEmpty_Rifle" );
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PrecacheParticleSystem( "muzzle_pistols" );
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PrecacheParticleSystem( "muzzle_fullyautomatic" );
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PrecacheParticleSystem( "muzzle_rifles" );
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PrecacheParticleSystem( "muzzle_rockets" );
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PrecacheParticleSystem( "muzzle_mg42" );
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PrecacheParticleSystem( "view_muzzle_pistols" );
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PrecacheParticleSystem( "view_muzzle_fullyautomatic" );
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PrecacheParticleSystem( "view_muzzle_rifles" );
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PrecacheParticleSystem( "view_muzzle_rockets" );
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PrecacheParticleSystem( "view_muzzle_mg42" );
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const CDODWeaponInfo &info = GetDODWpnData();
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int iWpnNameLen = Q_strlen(info.m_szReloadModel);
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#ifdef DEBUG
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// Make sure that if we declare an alt weapon, that we have criteria to show it
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// and vice-versa
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//Assert( ((info.m_iAltWpnCriteria & (ALTWPN_CRITERIA_RELOADING | ALTWPN_CRITERIA_FIRING)) > 0 ) ==
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// (iWpnNameLen > 0) );
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#endif
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if( iWpnNameLen > 0 )
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m_iReloadModelIndex = CBaseEntity::PrecacheModel( info.m_szReloadModel );
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}
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bool CWeaponDODBase::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt )
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{
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CBasePlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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{
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return false;
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}
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pOwner->SetAnimationExtension( szAnimExt );
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SetViewModel();
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SendWeaponAnim( iActivity );
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pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() );
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m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, gpGlobals->curtime );
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m_flNextSecondaryAttack = gpGlobals->curtime;
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SetWeaponVisible( true );
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SetWeaponModelIndex( szWeaponModel );
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CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
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Assert( vm );
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if( vm )
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{
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//set sleeves to proper team
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switch( pOwner->GetTeamNumber() )
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{
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case TEAM_ALLIES:
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vm->m_nSkin = SLEEVE_ALLIES;
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break;
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case TEAM_AXIS:
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vm->m_nSkin = SLEEVE_AXIS;
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break;
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default:
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Assert( !"TEAM_UNASSIGNED or spectator getting a view model assigned" );
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break;
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}
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}
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return true;
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}
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void CWeaponDODBase::SetWeaponModelIndex( const char *pName )
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{
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m_iWorldModelIndex = modelinfo->GetModelIndex( pName );
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}
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bool CWeaponDODBase::CanBeSelected( void )
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{
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if ( !VisibleInWeaponSelection() )
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return false;
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return true;
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}
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bool CWeaponDODBase::CanDeploy( void )
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{
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return BaseClass::CanDeploy();
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}
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bool CWeaponDODBase::CanHolster( void )
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{
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return BaseClass::CanHolster();
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}
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void CWeaponDODBase::Drop( const Vector &vecVelocity )
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{
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#ifndef CLIENT_DLL
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if ( m_iAltFireHint )
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{
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->StopHintTimer( m_iAltFireHint );
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}
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}
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#endif
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// cancel any reload in progress
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m_bInReload = false;
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m_flSmackTime = -1;
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m_vInitialDropVelocity = vecVelocity;
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BaseClass::Drop( m_vInitialDropVelocity );
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}
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bool CWeaponDODBase::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->SetFOV( pPlayer, 0 ); // reset the default FOV.
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if ( m_iAltFireHint )
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{
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pPlayer->StopHintTimer( m_iAltFireHint );
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}
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}
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#endif
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m_bInReload = false;
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m_flSmackTime = -1;
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return BaseClass::Holster( pSwitchingTo );
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}
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bool CWeaponDODBase::Deploy()
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{
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->SetFOV( pPlayer, 0 );
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if ( m_iAltFireHint )
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{
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pPlayer->StartHintTimer( m_iAltFireHint );
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}
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}
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#endif
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return BaseClass::Deploy();
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}
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#ifdef CLIENT_DLL
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void CWeaponDODBase::PostDataUpdate( DataUpdateType_t updateType )
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{
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// We need to do this before the C_BaseAnimating code starts to drive
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// clientside animation sequences on this model, which will be using bad sequences for the world model.
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int iDesiredModelIndex = 0;
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C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
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if ( localplayer && localplayer == GetOwner() && !C_BasePlayer::ShouldDrawLocalPlayer() ) // FIXME: use localplayer->ShouldDrawThisPlayer() instead.
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{
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iDesiredModelIndex = m_iViewModelIndex;
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}
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else
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{
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iDesiredModelIndex = GetWorldModelIndex();
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// Our world models never animate
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SetSequence( 0 );
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}
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if ( GetModelIndex() != iDesiredModelIndex )
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{
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SetModelIndex( iDesiredModelIndex );
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}
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BaseClass::PostDataUpdate( updateType );
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}
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void CWeaponDODBase::OnDataChanged( DataUpdateType_t type )
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{
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if ( m_iState == WEAPON_NOT_CARRIED && m_iOldState != WEAPON_NOT_CARRIED )
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{
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// we are being notified of the weapon being dropped
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// add an interpolation history so the movement is smoother
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// Now stick our initial velocity into the interpolation history
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CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
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interpolator.ClearHistory();
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float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
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// Add a sample 1 second back.
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Vector vCurOrigin = GetLocalOrigin() - m_vInitialDropVelocity;
|
|
interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );
|
|
|
|
// Add the current sample.
|
|
vCurOrigin = GetLocalOrigin();
|
|
interpolator.AddToHead( changeTime, &vCurOrigin, false );
|
|
|
|
Vector estVel;
|
|
EstimateAbsVelocity( estVel );
|
|
|
|
/*Msg( "estimated velocity ( %.1f %.1f %.1f ) initial velocity ( %.1f %.1f %.1f )\n",
|
|
estVel.x,
|
|
estVel.y,
|
|
estVel.z,
|
|
m_vInitialDropVelocity.m_Value.x,
|
|
m_vInitialDropVelocity.m_Value.y,
|
|
m_vInitialDropVelocity.m_Value.z );*/
|
|
|
|
OnWeaponDropped();
|
|
}
|
|
|
|
BaseClass::OnDataChanged( type );
|
|
|
|
if ( GetPredictable() && !ShouldPredict() )
|
|
ShutdownPredictable();
|
|
}
|
|
|
|
int CWeaponDODBase::GetWorldModelIndex( void )
|
|
{
|
|
if( m_bUseAltWeaponModel && GetOwner() != NULL )
|
|
return m_iReloadModelIndex;
|
|
else
|
|
return m_iWorldModelIndex;
|
|
}
|
|
|
|
bool CWeaponDODBase::ShouldPredict()
|
|
{
|
|
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
|
|
return true;
|
|
|
|
return BaseClass::ShouldPredict();
|
|
}
|
|
|
|
void CWeaponDODBase::ProcessMuzzleFlashEvent()
|
|
{
|
|
CDODPlayer *pPlayer = GetDODPlayerOwner();
|
|
if ( pPlayer )
|
|
pPlayer->ProcessMuzzleFlashEvent();
|
|
|
|
BaseClass::ProcessMuzzleFlashEvent();
|
|
}
|
|
#else
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Get the accuracy derived from weapon and player, and return it
|
|
//-----------------------------------------------------------------------------
|
|
const Vector& CWeaponDODBase::GetBulletSpread()
|
|
{
|
|
static Vector cone = VECTOR_CONE_8DEGREES;
|
|
return cone;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponDODBase::ItemBusyFrame()
|
|
{
|
|
if( ShouldAutoReload() && !m_bInReload )
|
|
{
|
|
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
|
|
if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
|
|
{
|
|
Reload();
|
|
}
|
|
}
|
|
|
|
BaseClass::ItemBusyFrame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Match the anim speed to the weapon speed while crouching
|
|
//-----------------------------------------------------------------------------
|
|
float CWeaponDODBase::GetDefaultAnimSpeed()
|
|
{
|
|
return 1.0;
|
|
}
|
|
|
|
bool CWeaponDODBase::ShouldRemoveOnRoundRestart()
|
|
{
|
|
if ( GetPlayerOwner() )
|
|
return false;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Materialize - make a CWeaponDODBase visible and tangible
|
|
//=========================================================
|
|
void CWeaponDODBase::Materialize()
|
|
{
|
|
if ( IsEffectActive( EF_NODRAW ) )
|
|
{
|
|
RemoveEffects( EF_NODRAW );
|
|
DoMuzzleFlash();
|
|
}
|
|
|
|
AddSolidFlags( FSOLID_TRIGGER );
|
|
|
|
SetThink (&CWeaponDODBase::SUB_Remove);
|
|
SetNextThink( gpGlobals->curtime + 1 );
|
|
}
|
|
|
|
//=========================================================
|
|
// AttemptToMaterialize - the item is trying to rematerialize,
|
|
// should it do so now or wait longer?
|
|
//=========================================================
|
|
void CWeaponDODBase::AttemptToMaterialize()
|
|
{
|
|
float time = g_pGameRules->FlWeaponTryRespawn( this );
|
|
|
|
if ( time == 0 )
|
|
{
|
|
Materialize();
|
|
return;
|
|
}
|
|
|
|
SetNextThink( gpGlobals->curtime + time );
|
|
}
|
|
|
|
//=========================================================
|
|
// CheckRespawn - a player is taking this weapon, should
|
|
// it respawn?
|
|
//=========================================================
|
|
void CWeaponDODBase::CheckRespawn()
|
|
{
|
|
//GOOSEMAN : Do not respawn weapons!
|
|
return;
|
|
}
|
|
|
|
|
|
//=========================================================
|
|
// Respawn- this item is already in the world, but it is
|
|
// invisible and intangible. Make it visible and tangible.
|
|
//=========================================================
|
|
CBaseEntity* CWeaponDODBase::Respawn()
|
|
{
|
|
// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
|
|
// will decide when to make the weapon visible and touchable.
|
|
CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetAbsAngles(), GetOwner() );
|
|
|
|
if ( pNewWeapon )
|
|
{
|
|
pNewWeapon->AddEffects( EF_NODRAW );// invisible for now
|
|
pNewWeapon->SetTouch( NULL );// no touch
|
|
pNewWeapon->SetThink( &CWeaponDODBase::AttemptToMaterialize );
|
|
|
|
UTIL_DropToFloor( this, MASK_SOLID );
|
|
|
|
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
|
|
// but when it should respawn is based on conditions belonging to the weapon that was taken.
|
|
pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) );
|
|
}
|
|
else
|
|
{
|
|
Msg( "Respawn failed to create %s!\n", GetClassname() );
|
|
}
|
|
|
|
return pNewWeapon;
|
|
}
|
|
|
|
bool CWeaponDODBase::Reload()
|
|
{
|
|
return BaseClass::Reload();
|
|
}
|
|
|
|
void CWeaponDODBase::Spawn()
|
|
{
|
|
BaseClass::Spawn();
|
|
|
|
// Set this here to allow players to shoot dropped weapons
|
|
SetCollisionGroup( COLLISION_GROUP_WEAPON );
|
|
|
|
SetExtraAmmoCount(0); //Start with no additional ammo
|
|
|
|
CollisionProp()->UseTriggerBounds( true, 10.0f );
|
|
}
|
|
|
|
void CWeaponDODBase::SetDieThink( bool bDie )
|
|
{
|
|
if( bDie )
|
|
SetContextThink( &CWeaponDODBase::Die, gpGlobals->curtime + 45.0f, "DieContext" );
|
|
else
|
|
SetContextThink( NULL, gpGlobals->curtime, "DieContext" );
|
|
}
|
|
|
|
void CWeaponDODBase::Die( void )
|
|
{
|
|
UTIL_Remove( this );
|
|
}
|
|
|
|
#endif
|
|
|
|
void CWeaponDODBase::OnPickedUp( CBaseCombatCharacter *pNewOwner )
|
|
{
|
|
BaseClass::OnPickedUp( pNewOwner );
|
|
|
|
#if !defined( CLIENT_DLL )
|
|
SetDieThink( false );
|
|
#endif
|
|
}
|
|
|
|
bool CWeaponDODBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
|
|
{
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
if (!pOwner)
|
|
return false;
|
|
|
|
// If I don't have any spare ammo, I can't reload
|
|
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
|
|
return false;
|
|
|
|
bool bReload = false;
|
|
|
|
// If you don't have clips, then don't try to reload them.
|
|
if ( UsesClipsForAmmo1() )
|
|
{
|
|
// need to reload primary clip?
|
|
int primary = min(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
|
|
if ( primary != 0 )
|
|
{
|
|
bReload = true;
|
|
}
|
|
}
|
|
|
|
if ( UsesClipsForAmmo2() )
|
|
{
|
|
// need to reload secondary clip?
|
|
int secondary = min(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
|
|
if ( secondary != 0 )
|
|
{
|
|
bReload = true;
|
|
}
|
|
}
|
|
|
|
if ( !bReload )
|
|
return false;
|
|
|
|
CDODPlayer *pPlayer = GetDODPlayerOwner();
|
|
if ( pPlayer )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
PlayWorldReloadSound( pPlayer );
|
|
#else
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
|
|
#endif
|
|
}
|
|
|
|
SendWeaponAnim( iActivity );
|
|
|
|
// Play the player's reload animation
|
|
if ( pOwner->IsPlayer() )
|
|
{
|
|
( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD );
|
|
}
|
|
|
|
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
|
|
pOwner->SetNextAttack( flSequenceEndTime );
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
|
|
|
|
m_bInReload = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
void CWeaponDODBase::PlayWorldReloadSound( CDODPlayer *pPlayer )
|
|
{
|
|
Assert( pPlayer );
|
|
|
|
const char *shootsound = GetShootSound( RELOAD );
|
|
if ( !shootsound || !shootsound[0] )
|
|
return;
|
|
|
|
CSoundParameters params;
|
|
|
|
if ( !GetParametersForSound( shootsound, params, NULL ) )
|
|
return;
|
|
|
|
// Play weapon sound from the owner
|
|
CPASAttenuationFilter filter( pPlayer, params.soundlevel );
|
|
filter.RemoveRecipient( pPlayer ); // no local player, that is done in the model
|
|
|
|
EmitSound( filter, pPlayer->entindex(), shootsound, NULL, 0.0 );
|
|
}
|
|
#endif
|
|
|
|
bool CWeaponDODBase::IsUseable()
|
|
{
|
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
|
|
|
if ( Clip1() <= 0 )
|
|
{
|
|
if ( pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 && GetMaxClip1() != -1 )
|
|
{
|
|
// clip is empty (or nonexistant) and the player has no more ammo of this type.
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
ConVar dod_meleeattackforcescale( "dod_meleeattackforcescale", "8.0", FCVAR_CHEAT | FCVAR_GAMEDLL );
|
|
#endif
|
|
|
|
void CWeaponDODBase::RifleButt( void )
|
|
{
|
|
//MeleeAttack( 60, MELEE_DMG_BUTTSTOCK | MELEE_DMG_SECONDARYATTACK, 0.2f, 0.9f );
|
|
}
|
|
|
|
void CWeaponDODBase::Bayonet( void )
|
|
{
|
|
//MeleeAttack( 60, MELEE_DMG_BAYONET | MELEE_DMG_SECONDARYATTACK, 0.2f, 0.9f );
|
|
}
|
|
|
|
void CWeaponDODBase::Punch( void )
|
|
{
|
|
MeleeAttack( 60, MELEE_DMG_FIST | MELEE_DMG_SECONDARYATTACK, 0.2f, 0.4f );
|
|
}
|
|
|
|
//--------------------------------------------
|
|
// iDamageAmount - how much damage to give
|
|
// iDamageType - DMG_ bits
|
|
// flDmgDelay - delay between attack and the giving of damage, usually timed to animation
|
|
// flAttackDelay - time until we can next attack
|
|
//--------------------------------------------
|
|
CBaseEntity *CWeaponDODBase::MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay )
|
|
{
|
|
if ( !CanAttack() )
|
|
return NULL;
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
|
|
#if !defined (CLIENT_DLL)
|
|
// Move other players back to history positions based on local player's lag
|
|
lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
|
|
#endif
|
|
|
|
Vector vForward, vRight, vUp;
|
|
AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
|
|
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
|
Vector vecEnd = vecSrc + vForward * 48;
|
|
|
|
CTraceFilterSimple filter( pPlayer, COLLISION_GROUP_NONE );
|
|
|
|
int iTraceMask = MASK_SOLID | CONTENTS_HITBOX | CONTENTS_DEBRIS;
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( vecSrc, vecEnd, iTraceMask, &filter, &tr );
|
|
|
|
const float rayExtension = 40.0f;
|
|
UTIL_ClipTraceToPlayers( vecSrc, vecEnd + vForward * rayExtension, iTraceMask, &filter, &tr );
|
|
|
|
// If the exact forward trace did not hit, try a larger swept box
|
|
if ( tr.fraction >= 1.0 )
|
|
{
|
|
Vector head_hull_mins( -16, -16, -18 );
|
|
Vector head_hull_maxs( 16, 16, 18 );
|
|
|
|
UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, &filter, &tr );
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
// Calculate the point of intersection of the line (or hull) and the object we hit
|
|
// This is and approximation of the "best" intersection
|
|
CBaseEntity *pHit = tr.m_pEnt;
|
|
if ( !pHit || pHit->IsBSPModel() )
|
|
FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer );
|
|
vecEnd = tr.endpos; // This is the point on the actual surface (the hull could have hit space)
|
|
|
|
// Make sure it is in front of us
|
|
Vector vecToEnd = vecEnd - vecSrc;
|
|
VectorNormalize( vecToEnd );
|
|
|
|
// if zero length, always hit
|
|
if ( vecToEnd.Length() > 0 )
|
|
{
|
|
float dot = DotProduct( vForward, vecToEnd );
|
|
|
|
// sanity that our hit is within range
|
|
if ( abs(dot) < 0.95 )
|
|
{
|
|
// fake that we actually missed
|
|
tr.fraction = 1.0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
WeaponSound( MELEE_MISS );
|
|
|
|
bool bDidHit = ( tr.fraction < 1.0f );
|
|
|
|
if ( bDidHit ) //if the swing hit
|
|
{
|
|
// delay the decal a bit
|
|
m_trHit = tr;
|
|
|
|
// Store the ent in an EHANDLE, just in case it goes away by the time we get into our think function.
|
|
m_pTraceHitEnt = tr.m_pEnt;
|
|
|
|
m_iSmackDamage = iDamageAmount;
|
|
m_iSmackDamageType = iDamageType;
|
|
|
|
m_flSmackTime = gpGlobals->curtime + flDmgDelay;
|
|
}
|
|
|
|
SendWeaponAnim( GetMeleeActivity() );
|
|
|
|
// player animation
|
|
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_SECONDARY_ATTACK );
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + flAttackDelay;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + flAttackDelay;
|
|
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
|
|
|
|
#ifndef CLIENT_DLL
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "attacker", pPlayer->GetUserID() );
|
|
event->SetInt( "weapon", GetAltWeaponID() );
|
|
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
lagcompensation->FinishLagCompensation( pPlayer );
|
|
#endif //CLIENT_DLL
|
|
|
|
return tr.m_pEnt;
|
|
}
|
|
|
|
//Think function to delay the impact decal until the animation is finished playing
|
|
void CWeaponDODBase::Smack()
|
|
{
|
|
Assert( GetPlayerOwner() );
|
|
|
|
if ( !GetPlayerOwner() )
|
|
return;
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
// Check that we are still facing the victim
|
|
Vector vForward, vRight, vUp;
|
|
AngleVectors( pPlayer->EyeAngles(), &vForward, &vRight, &vUp );
|
|
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
|
Vector vecEnd = vecSrc + vForward * 48;
|
|
|
|
CTraceFilterSimple filter( pPlayer, COLLISION_GROUP_NONE );
|
|
|
|
int iTraceMask = MASK_SOLID | CONTENTS_HITBOX | CONTENTS_DEBRIS;
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( vecSrc, vecEnd, iTraceMask, &filter, &tr );
|
|
|
|
const float rayExtension = 40.0f;
|
|
UTIL_ClipTraceToPlayers( vecSrc, vecEnd + vForward * rayExtension, iTraceMask, &filter, &tr );
|
|
|
|
if ( tr.fraction >= 1.0 )
|
|
{
|
|
Vector head_hull_mins( -16, -16, -18 );
|
|
Vector head_hull_maxs( 16, 16, 18 );
|
|
|
|
UTIL_TraceHull( vecSrc, vecEnd, head_hull_mins, head_hull_maxs, MASK_SOLID, &filter, &tr );
|
|
if ( tr.fraction < 1.0 )
|
|
{
|
|
// Calculate the point of intersection of the line (or hull) and the object we hit
|
|
// This is and approximation of the "best" intersection
|
|
CBaseEntity *pHit = tr.m_pEnt;
|
|
if ( !pHit || pHit->IsBSPModel() )
|
|
FindHullIntersection( vecSrc, tr, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, pPlayer );
|
|
vecEnd = tr.endpos; // This is the point on the actual surface (the hull could have hit space)
|
|
}
|
|
}
|
|
|
|
m_trHit = tr;
|
|
|
|
if ( !m_trHit.m_pEnt || (m_trHit.surface.flags & SURF_SKY) )
|
|
return;
|
|
|
|
if ( m_trHit.fraction == 1.0 )
|
|
return;
|
|
|
|
CPASAttenuationFilter attenuationFilter( this );
|
|
attenuationFilter.UsePredictionRules();
|
|
|
|
if( m_trHit.m_pEnt->IsPlayer() )
|
|
{
|
|
if ( m_iSmackDamageType & MELEE_DMG_STRONGATTACK )
|
|
WeaponSound( SPECIAL1 );
|
|
else
|
|
WeaponSound( MELEE_HIT );
|
|
}
|
|
else
|
|
WeaponSound( MELEE_HIT_WORLD );
|
|
|
|
int iDamageType = DMG_CLUB | DMG_NEVERGIB;
|
|
|
|
#ifndef CLIENT_DLL
|
|
//if they hit the bounding box, just assume a chest hit
|
|
if( m_trHit.hitgroup == HITGROUP_GENERIC )
|
|
m_trHit.hitgroup = HITGROUP_CHEST;
|
|
|
|
float flDamage = (float)m_iSmackDamage;
|
|
|
|
CTakeDamageInfo info( pPlayer, pPlayer, flDamage, iDamageType );
|
|
|
|
if ( m_iSmackDamageType & MELEE_DMG_SECONDARYATTACK )
|
|
info.SetDamageCustom( MELEE_DMG_SECONDARYATTACK );
|
|
|
|
float flScale = (1.0f / flDamage) * dod_meleeattackforcescale.GetFloat();
|
|
|
|
Vector vecForceDir = vForward;
|
|
|
|
CalculateMeleeDamageForce( &info, vecForceDir, m_trHit.endpos, flScale );
|
|
|
|
Assert( m_trHit.m_pEnt != GetPlayerOwner() );
|
|
|
|
m_trHit.m_pEnt->DispatchTraceAttack( info, vForward, &m_trHit );
|
|
ApplyMultiDamage();
|
|
#endif
|
|
|
|
// We've gotten minidumps where this happened.
|
|
if ( !GetPlayerOwner() )
|
|
return;
|
|
|
|
CEffectData data;
|
|
data.m_vOrigin = m_trHit.endpos;
|
|
data.m_vStart = m_trHit.startpos;
|
|
data.m_nSurfaceProp = m_trHit.surface.surfaceProps;
|
|
data.m_nHitBox = m_trHit.hitbox;
|
|
#ifdef CLIENT_DLL
|
|
data.m_hEntity = m_trHit.m_pEnt->GetRefEHandle();
|
|
#else
|
|
data.m_nEntIndex = m_trHit.m_pEnt->entindex();
|
|
#endif
|
|
|
|
CPASFilter effectfilter( data.m_vOrigin );
|
|
|
|
#ifndef CLIENT_DLL
|
|
effectfilter.RemoveRecipient( GetPlayerOwner() );
|
|
#endif
|
|
|
|
data.m_vAngles = GetPlayerOwner()->GetAbsAngles();
|
|
data.m_fFlags = 0x1; //IMPACT_NODECAL;
|
|
data.m_nDamageType = iDamageType;
|
|
|
|
bool bHitPlayer = m_trHit.m_pEnt && m_trHit.m_pEnt->IsPlayer();
|
|
|
|
// don't do any impacts if we hit a teammate and ff is off
|
|
if ( bHitPlayer &&
|
|
m_trHit.m_pEnt->GetTeamNumber() == GetPlayerOwner()->GetTeamNumber() &&
|
|
!friendlyfire.GetBool() )
|
|
return;
|
|
|
|
if ( bHitPlayer )
|
|
{
|
|
te->DispatchEffect( effectfilter, 0.0, data.m_vOrigin, "Impact", data );
|
|
}
|
|
else if ( m_iSmackDamageType & MELEE_DMG_EDGE )
|
|
{
|
|
data.m_nDamageType = DMG_SLASH;
|
|
te->DispatchEffect( effectfilter, 0.0, data.m_vOrigin, "KnifeSlash", data );
|
|
}
|
|
}
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
float g_lateralBob = 0;
|
|
float g_verticalBob = 0;
|
|
|
|
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 CWeaponDODBase::CalcViewmodelBob( void )
|
|
{
|
|
static float bobtime;
|
|
static float lastbobtime;
|
|
static float lastspeed;
|
|
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();
|
|
float flmaxSpeedDelta = MAX( 0, (gpGlobals->curtime - lastbobtime) * 320.0f );
|
|
|
|
// don't allow too big speed changes
|
|
speed = clamp( speed, lastspeed-flmaxSpeedDelta, lastspeed+flmaxSpeedDelta );
|
|
speed = clamp( speed, -320, 320 );
|
|
|
|
lastspeed = speed;
|
|
|
|
//FIXME: This maximum speed value must come from the server.
|
|
// MaxSpeed() is not sufficient for dealing with sprinting - jdw
|
|
|
|
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/cl_bobcycle.GetFloat())*cl_bobcycle.GetFloat();
|
|
cycle /= cl_bobcycle.GetFloat();
|
|
|
|
if ( cycle < cl_bobup.GetFloat() )
|
|
{
|
|
cycle = M_PI * cycle / cl_bobup.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
cycle = M_PI + M_PI*(cycle-cl_bobup.GetFloat())/(1.0 - cl_bobup.GetFloat());
|
|
}
|
|
|
|
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/cl_bobcycle.GetFloat()*2)*cl_bobcycle.GetFloat()*2;
|
|
cycle /= cl_bobcycle.GetFloat()*2;
|
|
|
|
if ( cycle < cl_bobup.GetFloat() )
|
|
{
|
|
cycle = M_PI * cycle / cl_bobup.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
cycle = M_PI + M_PI*(cycle-cl_bobup.GetFloat())/(1.0 - cl_bobup.GetFloat());
|
|
}
|
|
|
|
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 );
|
|
|
|
//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 CWeaponDODBase::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 * 0.4f, 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 * 0.2f, right, origin );
|
|
}
|
|
|
|
#include "c_te_effect_dispatch.h"
|
|
|
|
#define NUM_MUZZLE_FLASH_TYPES 4
|
|
|
|
bool CWeaponDODBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
|
|
{
|
|
if( event == 5001 )
|
|
{
|
|
if ( ShouldDrawMuzzleFlash() )
|
|
{
|
|
Assert( GetOwnerEntity() == C_BasePlayer::GetLocalPlayer() );
|
|
|
|
const char *pszMuzzleFlashEffect;
|
|
|
|
switch( GetDODWpnData().m_iMuzzleFlashType )
|
|
{
|
|
case DOD_MUZZLEFLASH_PISTOL:
|
|
pszMuzzleFlashEffect = "view_muzzle_pistols";
|
|
break;
|
|
case DOD_MUZZLEFLASH_AUTO:
|
|
pszMuzzleFlashEffect = "view_muzzle_fullyautomatic";
|
|
break;
|
|
case DOD_MUZZLEFLASH_RIFLE:
|
|
pszMuzzleFlashEffect = "view_muzzle_rifles";
|
|
break;
|
|
case DOD_MUZZLEFLASH_MG:
|
|
pszMuzzleFlashEffect = "view_muzzle_miniguns";
|
|
break;
|
|
case DOD_MUZZLEFLASH_ROCKET:
|
|
pszMuzzleFlashEffect = "view_muzzle_rockets";
|
|
break;
|
|
case DOD_MUZZLEFLASH_MG42:
|
|
pszMuzzleFlashEffect = "view_muzzle_mg42";
|
|
break;
|
|
default:
|
|
pszMuzzleFlashEffect = NULL;
|
|
break;
|
|
}
|
|
|
|
if ( pszMuzzleFlashEffect )
|
|
{
|
|
pViewModel->ParticleProp()->Create( pszMuzzleFlashEffect, PATTACH_POINT_FOLLOW, 1 );
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else if( event == 6002 )
|
|
{
|
|
CEffectData data;
|
|
data.m_nHitBox = atoi( options );
|
|
data.m_hEntity = GetPlayerOwner() ? GetPlayerOwner()->GetRefEHandle() : INVALID_EHANDLE_INDEX;
|
|
pViewModel->GetAttachment( 2, data.m_vOrigin, data.m_vAngles );
|
|
|
|
DispatchEffect( "DOD_EjectBrass", data );
|
|
return true;
|
|
}
|
|
|
|
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
|
|
}
|
|
|
|
bool CWeaponDODBase::ShouldAutoEjectBrass( void )
|
|
{
|
|
// Don't eject brass if further than N units from the local player
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pLocalPlayer )
|
|
return true;
|
|
|
|
float flMaxDistSqr = 250;
|
|
flMaxDistSqr *= flMaxDistSqr;
|
|
|
|
float flDistSqr = pLocalPlayer->EyePosition().DistToSqr( GetAbsOrigin() );
|
|
return ( flDistSqr < flMaxDistSqr );
|
|
}
|
|
|
|
bool CWeaponDODBase::GetEjectBrassShellType( void )
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
void CWeaponDODBase::SetUseAltModel( bool bUseAltModel )
|
|
{
|
|
m_bUseAltWeaponModel = bUseAltModel;
|
|
}
|
|
|
|
void CWeaponDODBase::CheckForAltWeapon( int iCurrentState )
|
|
{
|
|
int iCriteria = GetDODWpnData().m_iAltWpnCriteria;
|
|
|
|
bool bUseAltModel = false;
|
|
|
|
if( ( iCriteria & iCurrentState ) != 0 )
|
|
bUseAltModel = true;
|
|
|
|
SetUseAltModel( bUseAltModel );
|
|
}
|
|
|
|
Vector CWeaponDODBase::GetDesiredViewModelOffset( C_DODPlayer *pOwner )
|
|
{
|
|
Vector viewOffset = pOwner->GetViewOffset();
|
|
|
|
float flPercent = ( viewOffset.z - VEC_PRONE_VIEW_SCALED( pOwner ).z ) / ( VEC_VIEW_SCALED( pOwner ).z - VEC_PRONE_VIEW_SCALED( pOwner ).z );
|
|
|
|
return ( flPercent * GetDODWpnData().m_vecViewNormalOffset +
|
|
( 1.0 - flPercent ) * GetDODWpnData().m_vecViewProneOffset );
|
|
}
|
|
|
|
bool CWeaponDODBase::ShouldDraw( void )
|
|
{
|
|
if ( GetModel() == NULL )
|
|
{
|
|
// XXX(johns): Removed, doesn't seem to be the proper spot for this warning given that weapons can call
|
|
// ShouldDraw before their properties are filled.
|
|
|
|
// C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
|
|
|
|
// Warning( "BADNESS! Tell Matt that the weapon '%s' tried to draw with a null model ( %d, %d, %s ) \n",
|
|
// GetDODWpnData().szClassName,
|
|
// m_iWorldModelIndex.Get(), m_iReloadModelIndex.Get(), m_bUseAltWeaponModel ? "alt" : "not alt" );
|
|
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::ShouldDraw();
|
|
}
|
|
|
|
#else
|
|
|
|
void CWeaponDODBase::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
|
|
{
|
|
|
|
}
|
|
|
|
float CWeaponDODBase::CalcViewmodelBob( void )
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
void CWeaponDODBase::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
if ( CanDrop() == false )
|
|
return;
|
|
|
|
CDODPlayer *pPlayer = ToDODPlayer( pActivator );
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->PickUpWeapon( this );
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|