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415 lines
12 KiB
415 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Minigun
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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 "weapon_combat_usedwithshieldbase.h"
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#include "in_buttons.h"
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#include "takedamageinfo.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "tf_gamerules.h"
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// Damage CVars
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ConVar weapon_minigun_damage( "weapon_minigun_damage","10", FCVAR_REPLICATED, "Minigun damage per pellet" );
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ConVar weapon_minigun_range( "weapon_minigun_range","1500", FCVAR_REPLICATED, "Minigun maximum range" );
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ConVar weapon_minigun_pellets( "weapon_minigun_pellets","2", FCVAR_REPLICATED, "Minigun pellets per fire" );
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ConVar weapon_minigun_ducking_mod( "weapon_minigun_ducking_mod", "0.75", FCVAR_REPLICATED, "Minigun ducking speed modifier" );
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#if defined( CLIENT_DLL )
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#include "hud.h"
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#include "fx.h"
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#define CWeaponMinigun C_WeaponMinigun
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extern ConVar zoom_sensitivity_ratio;
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extern ConVar default_fov;
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#else
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#endif
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// Time taken to fully wind up/down
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#define MINIGUN_WIND_TIME 2
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CWeaponMinigun : public CWeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( CWeaponMinigun, CWeaponCombatUsedWithShieldBase );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponMinigun( void );
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virtual void Precache();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual const Vector& GetBulletSpread( void );
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual void AddViewKick( void );
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virtual float GetFireRate( void );
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virtual float GetDefaultAnimSpeed( void );
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virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd );
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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void ReduceRotation( void );
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void AttemptToReload( void );
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#if defined( CLIENT_DLL )
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public:
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() &&
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GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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#endif
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public:
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float m_flOwnersMaxSpeed;
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CNetworkVar( float, m_flRotationSpeed ); // When 1, firing commences.
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bool m_bSoundPlaying;
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private:
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CWeaponMinigun( const CWeaponMinigun & );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponMinigun::CWeaponMinigun( void )
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{
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SetPredictionEligible( true );
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m_flRotationSpeed = 0;
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m_bSoundPlaying = false;
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}
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMinigun, DT_WeaponMinigun )
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BEGIN_NETWORK_TABLE( CWeaponMinigun, DT_WeaponMinigun )
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#if !defined( CLIENT_DLL )
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SendPropFloat( SENDINFO( m_flRotationSpeed ), 8, SPROP_ROUNDDOWN, 0, 1 ),
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#else
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RecvPropFloat( RECVINFO( m_flRotationSpeed ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponMinigun )
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DEFINE_PRED_FIELD_TOL( m_flRotationSpeed, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.01f ),
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_minigun, CWeaponMinigun );
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PRECACHE_WEAPON_REGISTER(weapon_minigun);
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void CWeaponMinigun::Precache()
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponMinigun::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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m_flRotationSpeed = 0;
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return BaseClass::Holster( pSwitchingTo );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the accuracy derived from weapon and player, and return it
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//-----------------------------------------------------------------------------
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const Vector& CWeaponMinigun::GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_8DEGREES;
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return cone;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::ItemPostFrame( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if (!pOwner)
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return;
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// This should work, and avoids sending extra network data. If it doesn't, we'll have to send down the unchanged max speed.
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if ( !m_flRotationSpeed )
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{
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m_flOwnersMaxSpeed = pOwner->MaxSpeed();
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}
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float flLastRotationSpeed = m_flRotationSpeed;
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CheckReload();
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// Handle firing
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if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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if ( m_iClip1 > 0 )
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{
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if ( m_flRotationSpeed < 0.99 )
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{
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// If we're starting, play the sound
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m_flRotationSpeed = min(1, m_flRotationSpeed + (gpGlobals->frametime / MINIGUN_WIND_TIME) );
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}
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else
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{
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PrimaryAttack();
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}
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}
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else
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{
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AttemptToReload();
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}
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}
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// Reload button (or fire button when we're out of ammo)
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if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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if ( pOwner->m_nButtons & IN_RELOAD )
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{
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AttemptToReload();
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}
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else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
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{
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if ( !m_iClip1 && HasPrimaryAmmo() )
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{
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AttemptToReload();
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}
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else
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{
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ReduceRotation();
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}
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}
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}
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// If the speed changed, modify our movement speed
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if ( m_flRotationSpeed != flLastRotationSpeed )
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{
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pOwner->SetMaxSpeed( m_flOwnersMaxSpeed * (1.0 - (m_flRotationSpeed * 0.5)) );
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}
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WeaponIdle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::ReduceRotation( void )
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{
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if ( m_flRotationSpeed > 0 )
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{
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m_flRotationSpeed = MAX(0, m_flRotationSpeed - (gpGlobals->frametime / MINIGUN_WIND_TIME) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::AttemptToReload( void )
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{
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// Wind down before reloading
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if ( m_flRotationSpeed > 0 )
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{
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ReduceRotation();
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}
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else
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{
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Reload();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::PrimaryAttack( void )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
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if (!pPlayer)
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return;
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// Fire the bullets
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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Vector vecAiming;
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pPlayer->EyeVectors( &vecAiming );
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PlayAttackAnimation( GetPrimaryAttackActivity() );
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// Make a satisfying force, and knock them into the air
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float flForceScale = (100) * 75 * 4;
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Vector vecForce = vecAiming;
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vecForce.z += 0.7;
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vecForce *= flForceScale;
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CTakeDamageInfo info( this, pPlayer, vecForce, vec3_origin, weapon_minigun_damage.GetFloat(), DMG_BULLET | DMG_BUCKSHOT);
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TFGameRules()->FireBullets( info, weapon_minigun_pellets.GetFloat(),
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vecSrc, vecAiming, GetBulletSpread(), weapon_minigun_range.GetFloat(), m_iPrimaryAmmoType, 0, entindex(), 0 );
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AddViewKick();
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::AddViewKick( void )
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{
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// Get the view kick
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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QAngle viewPunch;
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viewPunch.x = SHARED_RANDOMFLOAT( -0.5f, 0.5f );
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viewPunch.y = SHARED_RANDOMFLOAT( -1.0f, 1.0f );
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viewPunch.z = 0;
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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viewPunch *= 0.25;
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}
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pPlayer->ViewPunch( viewPunch );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponMinigun::GetFireRate( void )
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{
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float flFireRate = SHARED_RANDOMFLOAT( 0.05, 0.1 );
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
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if ( pPlayer )
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{
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// Ducking players should fire more rapidly.
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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flFireRate *= weapon_minigun_ducking_mod.GetFloat();
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}
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}
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return flFireRate;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Match the anim speed to the weapon speed while crouching
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//-----------------------------------------------------------------------------
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float CWeaponMinigun::GetDefaultAnimSpeed( void )
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{
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if ( GetOwner() && GetOwner()->IsPlayer() )
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{
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if ( GetOwner()->GetFlags() & FL_DUCKING )
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return (1.0 + (1.0 - weapon_minigun_ducking_mod.GetFloat()) );
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}
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return 1.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the minigun effect
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::BulletWasFired( const Vector &vecStart, const Vector &vecEnd )
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{
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UTIL_Tracer( (Vector&)vecStart, (Vector&)vecEnd, entindex(), 1, 5000, false, "MinigunTracer" );
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}
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#if defined ( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CWeaponMinigun::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
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{
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// Suppress the shell ejection from the HL2 model we're using for prototyping
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponMinigun::ClientThink()
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
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if (!pPlayer)
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return;
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if ( m_flRotationSpeed )
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{
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WeaponSound_t nSound = SPECIAL1;
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// If we're firing, play that sound instead
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if ( m_flRotationSpeed >= 0.99 )
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{
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nSound = SINGLE;
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}
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else
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{
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m_bSoundPlaying = true;
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}
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// If we have some sounds from the weapon classname.txt file, play a random one of them
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const char *shootsound = GetShootSound( nSound );
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if ( !shootsound || !shootsound[0] )
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return;
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CSoundParameters params;
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if ( !GetParametersForSound( shootsound, params, NULL ) )
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return;
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// Shift pitch according to barrel rotation
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float flPitch = 30 + (90 * m_flRotationSpeed);
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CPASAttenuationFilter filter( GetOwner(), params.soundlevel );
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Vector vecOrigin = GetOwner()->GetAbsOrigin();
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EmitSound_t ep;
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ep.m_nChannel = CHAN_WEAPON;
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ep.m_pSoundName = shootsound;
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ep.m_flVolume = params.volume;
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ep.m_SoundLevel = params.soundlevel;
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ep.m_nFlags = SND_CHANGE_PITCH;
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ep.m_nPitch = (int)flPitch;
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ep.m_pOrigin = &vecOrigin;
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EmitSound( filter, GetOwner()->entindex(), ep );
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}
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else if ( m_bSoundPlaying )
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{
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m_bSoundPlaying = false;
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StopWeaponSound( SPECIAL1 );
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StopWeaponSound( SINGLE );
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}
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}
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#endif
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