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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.h"
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#include "npcevent.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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#include "game.h"
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#include "in_buttons.h"
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#include "grenade_ar2.h"
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#include "ai_memory.h"
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#include "soundent.h"
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#include "rumble_shared.h"
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#include "gamestats.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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extern ConVar sk_plr_dmg_smg1_grenade;
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class CWeaponSMG1 : public CHLSelectFireMachineGun
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponSMG1, CHLSelectFireMachineGun );
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CWeaponSMG1();
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DECLARE_SERVERCLASS();
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void Precache( void );
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void AddViewKick( void );
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void SecondaryAttack( void );
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int GetMinBurst() { return 2; }
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int GetMaxBurst() { return 5; }
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virtual void Equip( CBaseCombatCharacter *pOwner );
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bool Reload( void );
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float GetFireRate( void ) { return 0.075f; } // 13.3hz
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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int WeaponRangeAttack2Condition(/* float flDot, float flDist */);
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Activity GetPrimaryAttackActivity( void );
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virtual const Vector& GetBulletSpread( void )
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{
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static const Vector cone = VECTOR_CONE_5DEGREES;
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return cone;
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}
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const WeaponProficiencyInfo_t *GetProficiencyValues();
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void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir );
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void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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DECLARE_ACTTABLE();
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protected:
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Vector m_vecTossVelocity;
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float m_flNextGrenadeCheck;
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponSMG1, DT_WeaponSMG1)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 );
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PRECACHE_WEAPON_REGISTER(weapon_smg1);
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BEGIN_DATADESC( CWeaponSMG1 )
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DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
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END_DATADESC()
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acttable_t CWeaponSMG1::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_IDLE, ACT_IDLE_SMG1, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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//End readiness activities
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG1, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponSMG1);
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//=========================================================
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CWeaponSMG1::CWeaponSMG1( )
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{
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m_fMinRange1 = 0;// No minimum range.
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m_fMaxRange1 = 1400;
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m_bAltFiresUnderwater = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Precache( void )
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{
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UTIL_PrecacheOther("grenade_ar2");
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Give this weapon longer range when wielded by an ally NPC.
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner )
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{
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if( pOwner->Classify() == CLASS_PLAYER_ALLY )
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{
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m_fMaxRange1 = 3000;
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}
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else
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{
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m_fMaxRange1 = 1400;
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}
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BaseClass::Equip( pOwner );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
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{
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// FIXME: use the returned number of bullets to account for >10hz firerate
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WeaponSoundRealtime( SINGLE_NPC );
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CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
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pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED,
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MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );
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pOperator->DoMuzzleFlash();
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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 CWeaponSMG1::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
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{
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// Ensure we have enough rounds in the clip
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m_iClip1++;
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Vector vecShootOrigin, vecShootDir;
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QAngle angShootDir;
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GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
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AngleVectors( angShootDir, &vecShootDir );
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FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_SMG1:
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{
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Vector vecShootOrigin, vecShootDir;
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QAngle angDiscard;
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// Support old style attachment point firing
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if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
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{
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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}
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT( npc != NULL );
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
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FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
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}
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break;
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case EVENT_WEAPON_AR2_ALTFIRE:
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{
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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Vector vecShootOrigin, vecShootDir;
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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//vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );
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//Checks if it can fire the grenade
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WeaponRangeAttack2Condition();
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Vector vecThrow = m_vecTossVelocity;
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//If on the rare case the vector is 0 0 0, cancel for avoid launching the grenade without speed
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//This should be on WeaponRangeAttack2Condition(), but for some unknown reason return CASE_NONE
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//doesn't stop the launch
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if( vecThrow == Vector(0, 0, 0) )
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{
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break;
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}
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CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vecShootOrigin, vec3_angle, npc);
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pGrenade->SetAbsVelocity( vecThrow );
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pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400)); //tumble in air
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pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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pGrenade->SetThrower(GetOwner());
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pGrenade->SetGravity(0.5); // lower gravity since grenade is aerodynamic and engine doesn't know it.
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pGrenade->SetDamage( sk_plr_dmg_smg1_grenade.GetFloat() );
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if( g_pGameRules->IsSkillLevel( SKILL_HARD ) )
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{
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m_flNextGrenadeCheck = gpGlobals->curtime + RandomFloat(2, 3);
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}
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else
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{
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m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
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}
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m_iClip2--;
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CWeaponSMG1::GetPrimaryAttackActivity( void )
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{
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if ( m_nShotsFired < 2 )
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return ACT_VM_PRIMARYATTACK;
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if ( m_nShotsFired < 3 )
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return ACT_VM_RECOIL1;
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if ( m_nShotsFired < 4 )
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return ACT_VM_RECOIL2;
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return ACT_VM_RECOIL3;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CWeaponSMG1::Reload( void )
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{
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bool fRet;
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float fCacheTime = m_flNextSecondaryAttack;
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fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( fRet )
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{
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// Undo whatever the reload process has done to our secondary
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// attack timer. We allow you to interrupt reloading to fire
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// a grenade.
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m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
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WeaponSound( RELOAD );
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}
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return fRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::AddViewKick( void )
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{
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#define EASY_DAMPEN 0.5f
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#define MAX_VERTICAL_KICK 1.0f //Degrees
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#define SLIDE_LIMIT 2.0f //Seconds
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//Get the view kick
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::SecondaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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//Must have ammo
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if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
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{
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SendWeaponAnim( ACT_VM_DRYFIRE );
|
|
|
|
BaseClass::WeaponSound( EMPTY );
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_bInReload )
|
|
|
|
m_bInReload = false;
|
|
|
|
|
|
|
|
// MUST call sound before removing a round from the clip of a CMachineGun
|
|
|
|
BaseClass::WeaponSound( WPN_DOUBLE );
|
|
|
|
|
|
|
|
pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );
|
|
|
|
|
|
|
|
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
|
|
|
Vector vecThrow;
|
|
|
|
// Don't autoaim on grenade tosses
|
|
|
|
AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
|
|
|
|
VectorScale( vecThrow, 1000.0f, vecThrow );
|
|
|
|
|
|
|
|
//Create the grenade
|
|
|
|
QAngle angles;
|
|
|
|
VectorAngles( vecThrow, angles );
|
|
|
|
CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, angles, pPlayer );
|
|
|
|
pGrenade->SetAbsVelocity( vecThrow );
|
|
|
|
|
|
|
|
pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
|
|
|
|
pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
|
|
|
pGrenade->SetThrower( GetOwner() );
|
|
|
|
pGrenade->SetDamage( sk_plr_dmg_smg1_grenade.GetFloat() );
|
|
|
|
|
|
|
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
|
|
|
|
|
|
|
|
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
// Decrease ammo
|
|
|
|
pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
|
|
|
|
|
|
|
|
// Can shoot again immediately
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
|
|
|
|
|
|
|
|
// Can blow up after a short delay (so have time to release mouse button)
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
|
|
|
|
|
|
|
|
// Register a muzzleflash for the AI.
|
|
|
|
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
|
|
|
|
|
|
|
|
m_iSecondaryAttacks++;
|
|
|
|
gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
|
|
|
|
}
|
|
|
|
|
|
|
|
#define COMBINE_MIN_GRENADE_CLEAR_DIST 256
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : flDot -
|
|
|
|
// flDist -
|
|
|
|
// Output : int
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CWeaponSMG1::WeaponRangeAttack2Condition(/* float flDot, float flDist */)
|
|
|
|
{
|
|
|
|
CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();
|
|
|
|
|
|
|
|
// return COND_NONE;
|
|
|
|
|
|
|
|
/*
|
|
|
|
// --------------------------------------------------------
|
|
|
|
// Assume things haven't changed too much since last time
|
|
|
|
// --------------------------------------------------------
|
|
|
|
if (gpGlobals->curtime < m_flNextGrenadeCheck )
|
|
|
|
return m_lastGrenadeCondition;
|
|
|
|
*/
|
|
|
|
|
|
|
|
// -----------------------
|
|
|
|
// If moving, don't check.
|
|
|
|
// -----------------------
|
|
|
|
if ( npcOwner->IsMoving())
|
|
|
|
return COND_NONE;
|
|
|
|
|
|
|
|
CBaseEntity *pEnemy = npcOwner->GetEnemy();
|
|
|
|
|
|
|
|
if (!pEnemy)
|
|
|
|
return COND_NONE;
|
|
|
|
|
|
|
|
Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
|
|
|
|
if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
|
|
|
|
{
|
|
|
|
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
|
|
|
|
// be grenaded.
|
|
|
|
// don't throw grenades at anything that isn't on the ground!
|
|
|
|
return COND_NONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// --------------------------------------
|
|
|
|
// Get target vector
|
|
|
|
// --------------------------------------
|
|
|
|
Vector vecTarget;
|
|
|
|
if (random->RandomInt(0,1))
|
|
|
|
{
|
|
|
|
// magically know where they are
|
|
|
|
vecTarget = pEnemy->WorldSpaceCenter();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// toss it to where you last saw them
|
|
|
|
vecTarget = vecEnemyLKP;
|
|
|
|
}
|
|
|
|
// vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
|
|
|
|
// estimate position
|
|
|
|
// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;
|
|
|
|
|
|
|
|
|
|
|
|
if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST )
|
|
|
|
{
|
|
|
|
// crap, I don't want to blow myself up
|
|
|
|
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
|
|
|
|
return (COND_NONE);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
// Are any friendlies near the intended grenade impact area?
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
CBaseEntity *pTarget = NULL;
|
|
|
|
|
|
|
|
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL )
|
|
|
|
{
|
|
|
|
//Check to see if the default relationship is hatred, and if so intensify that
|
|
|
|
if ( npcOwner->IRelationType( pTarget ) == D_LI )
|
|
|
|
{
|
|
|
|
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
|
|
|
|
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
|
|
|
|
return (COND_WEAPON_BLOCKED_BY_FRIEND);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
// Check that throw is legal and clear
|
|
|
|
// ---------------------------------------------------------------------
|
|
|
|
// FIXME: speed is based on difficulty...
|
|
|
|
|
|
|
|
Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
|
|
|
|
if ( vecToss != vec3_origin )
|
|
|
|
{
|
|
|
|
m_vecTossVelocity = vecToss;
|
|
|
|
|
|
|
|
// don't check again for a while.
|
|
|
|
// JAY: HL1 keeps checking - test?
|
|
|
|
//m_flNextGrenadeCheck = gpGlobals->curtime;
|
|
|
|
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
|
|
|
|
return COND_CAN_RANGE_ATTACK2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// don't check again for a while.
|
|
|
|
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
|
|
|
|
return COND_WEAPON_SIGHT_OCCLUDED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
const WeaponProficiencyInfo_t *CWeaponSMG1::GetProficiencyValues()
|
|
|
|
{
|
|
|
|
static WeaponProficiencyInfo_t proficiencyTable[] =
|
|
|
|
{
|
|
|
|
{ 7.0, 0.75 },
|
|
|
|
{ 5.00, 0.75 },
|
|
|
|
{ 10.0/3.0, 0.75 },
|
|
|
|
{ 5.0/3.0, 0.75 },
|
|
|
|
{ 1.00, 1.0 },
|
|
|
|
};
|
|
|
|
|
|
|
|
COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
|
|
|
|
|
|
|
|
return proficiencyTable;
|
|
|
|
}
|