Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

328 lines
9.6 KiB

5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Burst rifle & Shield combo
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetfplayer_shared.h"
#include "weapon_combatshield.h"
#include "weapon_combat_usedwithshieldbase.h"
#include "in_buttons.h"
#include "plasmaprojectile.h"
#include "IEffects.h"
#if defined( CLIENT_DLL )
#include "fx.h"
#define CWeaponCombatBurstRifle C_WeaponCombatBurstRifle
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Damage CVars
ConVar weapon_combat_burstrifle_damage( "weapon_combat_burstrifle_damage","10", FCVAR_REPLICATED, "Burst Rifle damage" );
ConVar weapon_combat_burstrifle_range( "weapon_combat_burstrifle_range","500", FCVAR_REPLICATED, "Burst Rifle maximum range" );
ConVar weapon_combat_burstrifle_ducking_mod( "weapon_combat_burstrifle_ducking_mod", "0.75", FCVAR_REPLICATED, "Burst Rifle ducking speed modifier" );
#define MAX_RIFLE_POWER 3.0
#define RIFLE_CHARGE_TIME 2.0
#define BURSTRIFLE_BOOSTED_FIRERATE 0.015f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CWeaponCombatBurstRifle : public CWeaponCombatUsedWithShieldBase
{
DECLARE_CLASS( CWeaponCombatBurstRifle, CWeaponCombatUsedWithShieldBase );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCombatBurstRifle( void );
virtual void ItemPostFrame( void );
virtual void PrimaryAttack( void );
virtual float GetFireRate( void );
virtual float GetDefaultAnimSpeed( void );
virtual const Vector& GetBulletSpread( void );
// All predicted weapons need to implement and return true
virtual bool IsPredicted( void ) const
{
return true;
}
private:
CWeaponCombatBurstRifle( const CWeaponCombatBurstRifle & );
public:
#if defined( CLIENT_DLL )
virtual bool ShouldPredict( void )
{
if ( GetOwner() &&
GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
void GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]);
void ViewModelDrawn( C_BaseViewModel *pViewModel );
private:
void BoostedMuzzleFlash( C_BaseViewModel *pViewModel, const Vector &vecOrigin, const QAngle &angle, float flScale );
struct model_t *m_pSpriteBurstRifleFlash[5];
#endif
};
CWeaponCombatBurstRifle::CWeaponCombatBurstRifle( void )
{
SetPredictionEligible( true );
}
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatBurstRifle, DT_WeaponCombatBurstRifle )
BEGIN_NETWORK_TABLE( CWeaponCombatBurstRifle, DT_WeaponCombatBurstRifle )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatBurstRifle )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_combat_burstrifle, CWeaponCombatBurstRifle );
PRECACHE_WEAPON_REGISTER(weapon_combat_burstrifle);
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::ItemPostFrame( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if (!pOwner)
return;
if ( UsesClipsForAmmo1() )
{
CheckReload();
}
// Handle firing
if ( GetShieldState() == SS_DOWN && !m_bInReload )
{
if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
{
if ( m_iClip1 > 0 )
{
// Fire the plasma shot
PrimaryAttack();
}
else
{
Reload();
}
}
// Reload button (or fire button when we're out of ammo)
if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
if ( pOwner->m_nButtons & IN_RELOAD )
{
Reload();
}
else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
{
if ( !m_iClip1 && HasPrimaryAmmo() )
{
Reload();
}
}
}
}
// Prevent shield post frame if we're not ready to attack, or we're charging
AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
}
//-----------------------------------------------------------------------------
// Purpose: Get the accuracy derived from weapon and player, and return it
//-----------------------------------------------------------------------------
const Vector& CWeaponCombatBurstRifle::GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_5DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
if (!pPlayer)
return;
WeaponSound(SINGLE);
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecSpread = GetBulletSpread();
Vector vecAiming, vecRight, vecUp;
pPlayer->EyeVectors( &vecAiming, &vecRight, &vecUp );
// Add some inaccuracy
int seed = 0;
float x, y, z;
do
{
float x1, x2, y1, y2;
// Note the additional seed because otherwise we get the same set of random #'s and will get stuck
// in an infinite loop here potentially
// FIXME: Can we use a gaussian random # function instead? ywb
x1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
x2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
y1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
y2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
x = x1 + x2;
y = y1 + y2;
z = x*x+y*y;
} while (z > 1);
Vector vecDir = vecAiming + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp;
PlayAttackAnimation( GetPrimaryAttackActivity() );
// Shift it down a bit so the firer can see it
Vector right, forward;
AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, &forward, &right, NULL );
Vector vecStartSpot = vecSrc;
// Get the firing position
#ifdef CLIENT_DLL
// On our client, grab the viewmodel's firing position
Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
#else
// For everyone else, grab the weapon model's position
/*
Vector vecWorldOffset;
QAngle angIgnore;
GetAttachment( LookupAttachment( "muzzle" ), vecWorldOffset, angIgnore );
*/
Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
#endif
Vector gunOffset = vecWorldOffset - vecStartSpot;
CPowerPlasmaProjectile *pPlasma = CPowerPlasmaProjectile::CreatePredicted( vecStartSpot, vecDir, gunOffset, DMG_ENERGYBEAM, pPlayer );
if ( pPlasma )
{
pPlasma->SetDamage( weapon_combat_burstrifle_damage.GetFloat() );
pPlasma->m_hOwner = pPlayer;
pPlasma->SetPower( 2.0 );
pPlasma->SetMaxRange( weapon_combat_burstrifle_range.GetFloat() );
pPlasma->Activate();
}
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponCombatBurstRifle::GetFireRate( void )
{
if ( !inv_demo.GetFloat() )
{
float flFireRate = ( SequenceDuration() * 0.6f ) + SHARED_RANDOMFLOAT( 0.0, 0.035f );
CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
if ( pPlayer )
{
// Ducking players should fire more rapidly.
if ( pPlayer->GetFlags() & FL_DUCKING )
{
flFireRate *= weapon_combat_burstrifle_ducking_mod.GetFloat();
}
}
return flFireRate;
}
// Get the player and check to see if we are powered up.
CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
if ( pPlayer && pPlayer->HasPowerup( POWERUP_BOOST ) )
{
return BURSTRIFLE_BOOSTED_FIRERATE;
}
return SHARED_RANDOMFLOAT( 0.075f, 0.15f );
}
//-----------------------------------------------------------------------------
// Purpose: Match the anim speed to the weapon speed while crouching
//-----------------------------------------------------------------------------
float CWeaponCombatBurstRifle::GetDefaultAnimSpeed( void )
{
if ( GetOwner() && GetOwner()->IsPlayer() )
{
if ( GetOwner()->GetFlags() & FL_DUCKING )
return (1.0 + (1.0 - weapon_combat_burstrifle_ducking_mod.GetFloat()) );
}
return 1.0;
}
#if defined ( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel,
float controllers[MAXSTUDIOBONECTRLS])
{
float flAmmoCount;
C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
if ( pPlayer && pPlayer->IsDamageBoosted() )
{
flAmmoCount = random->RandomFloat( 0.0f, 1.0f );
}
else
{
// Dial shows ammo count!
flAmmoCount = ( float )m_iClip1 / ( float )GetMaxClip1();
}
// Add some shake
flAmmoCount += RandomFloat( -0.02, 0.02 );
controllers[0] = flAmmoCount;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::ViewModelDrawn( C_BaseViewModel *pViewModel )
{
C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
if ( pPlayer && pPlayer->IsDamageBoosted() )
{
Vector vecBarrelPos;
QAngle angMuzzle;
int iAttachment = pViewModel->LookupAttachment( "muzzle" );
pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );
unsigned char color[3];
color[0] = 50;
color[1] = 128;
color[2] = 50;
FX_Smoke( vecBarrelPos, angMuzzle, 0.5, 1, &color[0], 192 );
}
}
#endif