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431 lines
13 KiB
431 lines
13 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "basehlcombatweapon_shared.h"
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#include "hl2_player_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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LINK_ENTITY_TO_CLASS( basehlcombatweapon, CBaseHLCombatWeapon );
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseHLCombatWeapon , DT_BaseHLCombatWeapon )
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BEGIN_NETWORK_TABLE( CBaseHLCombatWeapon , DT_BaseHLCombatWeapon )
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#if !defined( CLIENT_DLL )
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// SendPropInt( SENDINFO( m_bReflectViewModelAnimations ), 1, SPROP_UNSIGNED ),
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#else
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// RecvPropInt( RECVINFO( m_bReflectViewModelAnimations ) ),
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#endif
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END_NETWORK_TABLE()
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#if !defined( CLIENT_DLL )
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#include "globalstate.h"
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CBaseHLCombatWeapon )
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DEFINE_FIELD( m_bLowered, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flRaiseTime, FIELD_TIME ),
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DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ),
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DEFINE_FIELD( m_iPrimaryAttacks, FIELD_INTEGER ),
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DEFINE_FIELD( m_iSecondaryAttacks, FIELD_INTEGER ),
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END_DATADESC()
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#endif
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BEGIN_PREDICTION_DATA( CBaseHLCombatWeapon )
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END_PREDICTION_DATA()
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ConVar sk_auto_reload_time( "sk_auto_reload_time", "3", FCVAR_REPLICATED );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHLCombatWeapon::ItemHolsterFrame( void )
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{
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BaseClass::ItemHolsterFrame();
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// Must be player held
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if ( GetOwner() && GetOwner()->IsPlayer() == false )
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return;
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// We can't be active
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if ( GetOwner()->GetActiveWeapon() == this )
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return;
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// If it's been longer than three seconds, reload
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if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )
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{
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// Just load the clip with no animations
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FinishReload();
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m_flHolsterTime = gpGlobals->curtime;
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CBaseHLCombatWeapon::CanLower()
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{
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if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Drops the weapon into a lowered pose
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseHLCombatWeapon::Lower( void )
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{
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//Don't bother if we don't have the animation
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if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE )
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return false;
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m_bLowered = true;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Brings the weapon up to the ready position
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseHLCombatWeapon::Ready( void )
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{
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//Don't bother if we don't have the animation
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if ( SelectWeightedSequence( ACT_VM_LOWERED_TO_IDLE ) == ACTIVITY_NOT_AVAILABLE )
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return false;
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m_bLowered = false;
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m_flRaiseTime = gpGlobals->curtime + 0.5f;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseHLCombatWeapon::Deploy( void )
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{
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// If we should be lowered, deploy in the lowered position
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// We have to ask the player if the last time it checked, the weapon was lowered
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if ( GetOwner() && GetOwner()->IsPlayer() )
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{
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CHL2_Player *pPlayer = assert_cast<CHL2_Player*>( GetOwner() );
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if ( pPlayer->IsWeaponLowered() )
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{
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if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) != ACTIVITY_NOT_AVAILABLE )
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{
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if ( DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_IDLE_LOWERED, (char*)GetAnimPrefix() ) )
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{
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m_bLowered = true;
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// Stomp the next attack time to fix the fact that the lower idles are long
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pPlayer->SetNextAttack( gpGlobals->curtime + 1.0 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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return true;
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}
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}
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}
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}
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m_bLowered = false;
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseHLCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( BaseClass::Holster( pSwitchingTo ) )
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{
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m_flHolsterTime = gpGlobals->curtime;
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBaseHLCombatWeapon::WeaponShouldBeLowered( void )
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{
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// Can't be in the middle of another animation
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if ( GetIdealActivity() != ACT_VM_IDLE_LOWERED && GetIdealActivity() != ACT_VM_IDLE &&
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GetIdealActivity() != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity() != ACT_VM_LOWERED_TO_IDLE )
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return false;
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if ( m_bLowered )
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return true;
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#if !defined( CLIENT_DLL )
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if ( GlobalEntity_GetState( "friendly_encounter" ) == GLOBAL_ON )
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return true;
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#endif
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows the weapon to choose proper weapon idle animation
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//-----------------------------------------------------------------------------
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void CBaseHLCombatWeapon::WeaponIdle( void )
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{
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//See if we should idle high or low
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if ( WeaponShouldBeLowered() )
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{
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#if !defined( CLIENT_DLL )
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CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(GetOwner());
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if( pPlayer )
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{
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pPlayer->Weapon_Lower();
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}
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#endif
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// Move to lowered position if we're not there yet
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if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED
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&& GetActivity() != ACT_TRANSITION )
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{
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SendWeaponAnim( ACT_VM_IDLE_LOWERED );
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}
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else if ( HasWeaponIdleTimeElapsed() )
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{
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// Keep idling low
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SendWeaponAnim( ACT_VM_IDLE_LOWERED );
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}
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}
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else
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{
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// See if we need to raise immediately
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if ( m_flRaiseTime < gpGlobals->curtime && GetActivity() == ACT_VM_IDLE_LOWERED )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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else if ( HasWeaponIdleTimeElapsed() )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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}
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float g_lateralBob;
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float g_verticalBob;
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#if defined( CLIENT_DLL ) && ( !defined( HL2MP ) && !defined( PORTAL ) )
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#define HL2_BOB_CYCLE_MIN 1.0f
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#define HL2_BOB_CYCLE_MAX 0.45f
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#define HL2_BOB 0.002f
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#define HL2_BOB_UP 0.5f
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static ConVar cl_bobcycle( "cl_bobcycle","0.8" );
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static ConVar cl_bob( "cl_bob","0.002" );
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static ConVar cl_bobup( "cl_bobup","0.5" );
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// Register these cvars if needed for easy tweaking
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static ConVar v_iyaw_cycle( "v_iyaw_cycle", "2"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_iroll_cycle( "v_iroll_cycle", "0.5"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_ipitch_cycle( "v_ipitch_cycle", "1"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_iyaw_level( "v_iyaw_level", "0.3"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_iroll_level( "v_iroll_level", "0.1"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_ipitch_level( "v_ipitch_level", "0.3"/*, FCVAR_UNREGISTERED*/ );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : float
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//-----------------------------------------------------------------------------
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float CBaseHLCombatWeapon::CalcViewmodelBob( void )
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{
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static float bobtime;
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static float lastbobtime;
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float cycle;
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CBasePlayer *player = ToBasePlayer( GetOwner() );
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//Assert( player );
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//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
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if ( ( !gpGlobals->frametime ) || ( player == NULL ) )
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{
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//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
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return 0.0f;// just use old value
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}
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//Find the speed of the player
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float speed = player->GetLocalVelocity().Length2D();
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//FIXME: This maximum speed value must come from the server.
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// MaxSpeed() is not sufficient for dealing with sprinting - jdw
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speed = clamp( speed, -320, 320 );
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float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f );
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bobtime += ( gpGlobals->curtime - lastbobtime ) * bob_offset;
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lastbobtime = gpGlobals->curtime;
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//Calculate the vertical bob
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cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX)*HL2_BOB_CYCLE_MAX;
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cycle /= HL2_BOB_CYCLE_MAX;
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if ( cycle < HL2_BOB_UP )
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{
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cycle = M_PI * cycle / HL2_BOB_UP;
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}
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else
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{
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cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP);
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}
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g_verticalBob = speed*0.005f;
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g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin(cycle);
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g_verticalBob = clamp( g_verticalBob, -7.0f, 4.0f );
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//Calculate the lateral bob
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cycle = bobtime - (int)(bobtime/HL2_BOB_CYCLE_MAX*2)*HL2_BOB_CYCLE_MAX*2;
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cycle /= HL2_BOB_CYCLE_MAX*2;
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if ( cycle < HL2_BOB_UP )
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{
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cycle = M_PI * cycle / HL2_BOB_UP;
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}
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else
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{
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cycle = M_PI + M_PI*(cycle-HL2_BOB_UP)/(1.0 - HL2_BOB_UP);
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}
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g_lateralBob = speed*0.005f;
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g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin(cycle);
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g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f );
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//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
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return 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &angles -
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// viewmodelindex -
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//-----------------------------------------------------------------------------
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void CBaseHLCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
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{
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Vector forward, right;
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AngleVectors( angles, &forward, &right, NULL );
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CalcViewmodelBob();
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// Apply bob, but scaled down to 40%
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VectorMA( origin, g_verticalBob * 0.1f, forward, origin );
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// Z bob a bit more
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origin[2] += g_verticalBob * 0.1f;
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// bob the angles
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angles[ ROLL ] += g_verticalBob * 0.5f;
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angles[ PITCH ] -= g_verticalBob * 0.4f;
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angles[ YAW ] -= g_lateralBob * 0.3f;
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VectorMA( origin, g_lateralBob * 0.8f, right, origin );
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}
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//-----------------------------------------------------------------------------
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Vector CBaseHLCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency )
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{
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return BaseClass::GetBulletSpread( proficiency );
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}
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//-----------------------------------------------------------------------------
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float CBaseHLCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency )
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{
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return BaseClass::GetSpreadBias( proficiency );
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}
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//-----------------------------------------------------------------------------
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const WeaponProficiencyInfo_t *CBaseHLCombatWeapon::GetProficiencyValues()
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{
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return NULL;
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}
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#else
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// Server stubs
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float CBaseHLCombatWeapon::CalcViewmodelBob( void )
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{
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return 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &angles -
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// viewmodelindex -
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//-----------------------------------------------------------------------------
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void CBaseHLCombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
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{
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}
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//-----------------------------------------------------------------------------
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Vector CBaseHLCombatWeapon::GetBulletSpread( WeaponProficiency_t proficiency )
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{
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Vector baseSpread = BaseClass::GetBulletSpread( proficiency );
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const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues();
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float flModifier = (pProficiencyValues)[ proficiency ].spreadscale;
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return ( baseSpread * flModifier );
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}
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//-----------------------------------------------------------------------------
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float CBaseHLCombatWeapon::GetSpreadBias( WeaponProficiency_t proficiency )
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{
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const WeaponProficiencyInfo_t *pProficiencyValues = GetProficiencyValues();
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return (pProficiencyValues)[ proficiency ].bias;
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}
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//-----------------------------------------------------------------------------
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const WeaponProficiencyInfo_t *CBaseHLCombatWeapon::GetProficiencyValues()
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{
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return GetDefaultProficiencyValues();
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}
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//-----------------------------------------------------------------------------
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const WeaponProficiencyInfo_t *CBaseHLCombatWeapon::GetDefaultProficiencyValues()
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{
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// Weapon proficiency table. Keep this in sync with WeaponProficiency_t enum in the header!!
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static WeaponProficiencyInfo_t g_BaseWeaponProficiencyTable[] =
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{
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{ 2.50, 1.0 },
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{ 2.00, 1.0 },
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{ 1.50, 1.0 },
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{ 1.25, 1.0 },
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{ 1.00, 1.0 },
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};
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COMPILE_TIME_ASSERT( ARRAYSIZE(g_BaseWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
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return g_BaseWeaponProficiencyTable;
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}
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#endif
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