Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
//#include "basecombatweapon.h"
#include "hl1mp_basecombatweapon_shared.h"
#include "npcevent.h"
//#include "basecombatcharacter.h"
//#include "AI_BaseNPC.h"
#ifdef CLIENT_DLL
#include "hl1/hl1_c_player.h"
#else
#include "player.h"
#endif
#include "hl1mp_weapon_mp5.h"
//#include "hl1_weapon_mp5.h"
#ifdef CLIENT_DLL
#else
#include "hl1_grenade_mp5.h"
#endif
#include "gamerules.h"
#ifdef CLIENT_DLL
#else
#include "soundent.h"
#include "game.h"
#endif
#include "in_buttons.h"
#include "engine/IEngineSound.h"
extern ConVar sk_plr_dmg_mp5_grenade;
extern ConVar sk_max_mp5_grenade;
extern ConVar sk_mp5_grenade_radius;
//=========================================================
//=========================================================
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 );
BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponMP5 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 );
PRECACHE_WEAPON_REGISTER(weapon_mp5);
//IMPLEMENT_SERVERCLASS_ST( CWeaponMP5, DT_WeaponMP5 )
//END_SEND_TABLE()
BEGIN_DATADESC( CWeaponMP5 )
END_DATADESC()
CWeaponMP5::CWeaponMP5( )
{
m_bReloadsSingly = false;
m_bFiresUnderwater = false;
}
void CWeaponMP5::Precache( void )
{
BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "grenade_mp5" );
#endif
}
void CWeaponMP5::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
if ( m_iClip1 <= 0 )
{
DryFire();
return;
}
WeaponSound( SINGLE );
pPlayer->DoMuzzleFlash();
m_iClip1--;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if ( !g_pGameRules->IsMultiplayer() )
{
// optimized multiplayer. Widened to make it easier to hit a moving player
// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
info.m_pAttacker = pPlayer;
info.m_iTracerFreq = 2;
pPlayer->FireBullets( info );
}
else
{
// single player spread
// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
info.m_pAttacker = pPlayer;
info.m_iTracerFreq = 2;
pPlayer->FireBullets( info );
}
EjectShell( pPlayer, 0 );
pPlayer->ViewPunch( QAngle( random->RandomFloat( -2, 2 ), 0, 0 ) );
#ifdef CLIENT_DLL
pPlayer->DoMuzzleFlash();
#else
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
#endif
#ifdef CLIENT_DLL
#else
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
#endif
if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
}
void CWeaponMP5::SecondaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 )
{
DryFire( );
return;
}
WeaponSound(WPN_DOUBLE);
pPlayer->DoMuzzleFlash();
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecThrow = pPlayer->GetAutoaimVector( 0 ) * 800;
QAngle angGrenAngle;
VectorAngles( vecThrow, angGrenAngle );
#ifdef CLIENT_DLL
#else
CGrenadeMP5 * m_pMyGrenade = (CGrenadeMP5*)Create( "grenade_mp5", vecSrc, angGrenAngle, GetOwner() );
m_pMyGrenade->SetAbsVelocity( vecThrow );
m_pMyGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), 0, 0 ) );
m_pMyGrenade->SetMoveType( MOVETYPE_FLYGRAVITY );
m_pMyGrenade->SetThrower( GetOwner() );
m_pMyGrenade->SetDamage( sk_plr_dmg_mp5_grenade.GetFloat() * g_pGameRules->GetDamageMultiplier() );
#endif
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
// Register a muzzleflash for the AI.
#if !defined(CLIENT_DLL)
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
#endif
#ifdef CLIENT_DLL
#else
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
#endif
// Decrease ammo
pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 )
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
}
void CWeaponMP5::DryFire( void )
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.15;
}
void CWeaponMP5::WeaponIdle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer )
{
pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
}
bool bElapsed = HasWeaponIdleTimeElapsed();
BaseClass::WeaponIdle();
if( bElapsed )
SetWeaponIdleTime( gpGlobals->curtime + random->RandomInt( 3, 5 ) );
}