You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
513 lines
15 KiB
513 lines
15 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "basecombatweapon.h"
|
||
|
#include "npcevent.h"
|
||
|
#include "basecombatcharacter.h"
|
||
|
#include "ai_basenpc.h"
|
||
|
#include "player.h"
|
||
|
#include "weapon_ar2.h"
|
||
|
#include "grenade_ar2.h"
|
||
|
#include "gamerules.h"
|
||
|
#include "game.h"
|
||
|
#include "in_buttons.h"
|
||
|
#include "ai_memory.h"
|
||
|
#include "soundent.h"
|
||
|
#include "hl2_player.h"
|
||
|
#include "EntityFlame.h"
|
||
|
#include "weapon_flaregun.h"
|
||
|
#include "te_effect_dispatch.h"
|
||
|
#include "prop_combine_ball.h"
|
||
|
#include "beam_shared.h"
|
||
|
#include "npc_combine.h"
|
||
|
#include "rumble_shared.h"
|
||
|
#include "gamestats.h"
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
ConVar sk_weapon_ar2_alt_fire_radius( "sk_weapon_ar2_alt_fire_radius", "10" );
|
||
|
ConVar sk_weapon_ar2_alt_fire_duration( "sk_weapon_ar2_alt_fire_duration", "2" );
|
||
|
ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
|
||
|
BEGIN_DATADESC( CWeaponAR2 )
|
||
|
|
||
|
DEFINE_FIELD( m_flDelayedFire, FIELD_TIME ),
|
||
|
DEFINE_FIELD( m_bShotDelayed, FIELD_BOOLEAN ),
|
||
|
//DEFINE_FIELD( m_nVentPose, FIELD_INTEGER ),
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST(CWeaponAR2, DT_WeaponAR2)
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 );
|
||
|
PRECACHE_WEAPON_REGISTER(weapon_ar2);
|
||
|
|
||
|
acttable_t CWeaponAR2::m_acttable[] =
|
||
|
{
|
||
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
|
||
|
{ ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
|
||
|
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
|
||
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
|
||
|
|
||
|
{ ACT_WALK, ACT_WALK_RIFLE, true },
|
||
|
|
||
|
// Readiness activities (not aiming)
|
||
|
{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
||
|
{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
|
||
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
||
|
|
||
|
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
||
|
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
|
||
|
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
||
|
|
||
|
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
||
|
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
|
||
|
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
||
|
|
||
|
// Readiness activities (aiming)
|
||
|
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
||
|
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
|
||
|
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
||
|
|
||
|
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
||
|
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
|
||
|
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
||
|
|
||
|
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
||
|
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
|
||
|
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
||
|
//End readiness activities
|
||
|
|
||
|
{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
|
||
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
||
|
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
||
|
{ ACT_RUN, ACT_RUN_RIFLE, true },
|
||
|
{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
|
||
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
||
|
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
||
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
|
||
|
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique
|
||
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
|
||
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
|
||
|
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
|
||
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
|
||
|
// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTTABLE(CWeaponAR2);
|
||
|
|
||
|
CWeaponAR2::CWeaponAR2( )
|
||
|
{
|
||
|
m_fMinRange1 = 65;
|
||
|
m_fMaxRange1 = 2048;
|
||
|
|
||
|
m_fMinRange2 = 256;
|
||
|
m_fMaxRange2 = 1024;
|
||
|
|
||
|
m_nShotsFired = 0;
|
||
|
m_nVentPose = -1;
|
||
|
|
||
|
m_bAltFiresUnderwater = false;
|
||
|
}
|
||
|
|
||
|
void CWeaponAR2::Precache( void )
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
UTIL_PrecacheOther( "prop_combine_ball" );
|
||
|
UTIL_PrecacheOther( "env_entity_dissolver" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Handle grenade detonate in-air (even when no ammo is left)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::ItemPostFrame( void )
|
||
|
{
|
||
|
// See if we need to fire off our secondary round
|
||
|
if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
|
||
|
{
|
||
|
DelayedAttack();
|
||
|
}
|
||
|
|
||
|
// Update our pose parameter for the vents
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
CBaseViewModel *pVM = pOwner->GetViewModel();
|
||
|
|
||
|
if ( pVM )
|
||
|
{
|
||
|
if ( m_nVentPose == -1 )
|
||
|
{
|
||
|
m_nVentPose = pVM->LookupPoseParameter( "VentPoses" );
|
||
|
}
|
||
|
|
||
|
float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f );
|
||
|
pVM->SetPoseParameter( m_nVentPose, flVentPose );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::ItemPostFrame();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : Activity
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CWeaponAR2::GetPrimaryAttackActivity( void )
|
||
|
{
|
||
|
if ( m_nShotsFired < 2 )
|
||
|
return ACT_VM_PRIMARYATTACK;
|
||
|
|
||
|
if ( m_nShotsFired < 3 )
|
||
|
return ACT_VM_RECOIL1;
|
||
|
|
||
|
if ( m_nShotsFired < 4 )
|
||
|
return ACT_VM_RECOIL2;
|
||
|
|
||
|
return ACT_VM_RECOIL3;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &tr -
|
||
|
// nDamageType -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType )
|
||
|
{
|
||
|
CEffectData data;
|
||
|
|
||
|
data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f );
|
||
|
data.m_vNormal = tr.plane.normal;
|
||
|
|
||
|
DispatchEffect( "AR2Impact", data );
|
||
|
|
||
|
BaseClass::DoImpactEffect( tr, nDamageType );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::DelayedAttack( void )
|
||
|
{
|
||
|
m_bShotDelayed = false;
|
||
|
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if ( pOwner == NULL )
|
||
|
return;
|
||
|
|
||
|
// Deplete the clip completely
|
||
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
|
||
|
m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
|
||
|
|
||
|
// Register a muzzleflash for the AI
|
||
|
pOwner->DoMuzzleFlash();
|
||
|
pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
|
||
|
|
||
|
WeaponSound( WPN_DOUBLE );
|
||
|
|
||
|
pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART );
|
||
|
|
||
|
// Fire the bullets
|
||
|
Vector vecSrc = pOwner->Weapon_ShootPosition( );
|
||
|
Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
|
||
|
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
|
||
|
|
||
|
// Fire the bullets
|
||
|
Vector vecVelocity = vecAiming * 1000.0f;
|
||
|
|
||
|
// Fire the combine ball
|
||
|
CreateCombineBall( vecSrc,
|
||
|
vecVelocity,
|
||
|
sk_weapon_ar2_alt_fire_radius.GetFloat(),
|
||
|
sk_weapon_ar2_alt_fire_mass.GetFloat(),
|
||
|
sk_weapon_ar2_alt_fire_duration.GetFloat(),
|
||
|
pOwner );
|
||
|
|
||
|
// View effects
|
||
|
color32 white = {255, 255, 255, 64};
|
||
|
UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN );
|
||
|
|
||
|
//Disorient the player
|
||
|
QAngle angles = pOwner->GetLocalAngles();
|
||
|
|
||
|
angles.x += random->RandomInt( -4, 4 );
|
||
|
angles.y += random->RandomInt( -4, 4 );
|
||
|
angles.z = 0;
|
||
|
|
||
|
pOwner->SnapEyeAngles( angles );
|
||
|
|
||
|
pOwner->ViewPunch( QAngle( random->RandomInt( -8, -12 ), random->RandomInt( 1, 2 ), 0 ) );
|
||
|
|
||
|
// Decrease ammo
|
||
|
pOwner->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;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::SecondaryAttack( void )
|
||
|
{
|
||
|
if ( m_bShotDelayed )
|
||
|
return;
|
||
|
|
||
|
// Cannot fire underwater
|
||
|
if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_DRYFIRE );
|
||
|
BaseClass::WeaponSound( EMPTY );
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_bShotDelayed = true;
|
||
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;
|
||
|
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
if( pPlayer )
|
||
|
{
|
||
|
pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART );
|
||
|
}
|
||
|
|
||
|
SendWeaponAnim( ACT_VM_FIDGET );
|
||
|
WeaponSound( SPECIAL1 );
|
||
|
|
||
|
m_iSecondaryAttacks++;
|
||
|
gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override if we're waiting to release a shot
|
||
|
// Output : Returns true on success, false on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponAR2::CanHolster( void )
|
||
|
{
|
||
|
if ( m_bShotDelayed )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::CanHolster();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Override if we're waiting to release a shot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponAR2::Reload( void )
|
||
|
{
|
||
|
if ( m_bShotDelayed )
|
||
|
return false;
|
||
|
|
||
|
return BaseClass::Reload();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pOperator -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
|
||
|
{
|
||
|
Vector vecShootOrigin, vecShootDir;
|
||
|
|
||
|
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
|
||
|
ASSERT( npc != NULL );
|
||
|
|
||
|
if ( bUseWeaponAngles )
|
||
|
{
|
||
|
QAngle angShootDir;
|
||
|
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
|
||
|
AngleVectors( angShootDir, &vecShootDir );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vecShootOrigin = pOperator->Weapon_ShootPosition();
|
||
|
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
|
||
|
}
|
||
|
|
||
|
WeaponSoundRealtime( SINGLE_NPC );
|
||
|
|
||
|
CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
|
||
|
|
||
|
pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
|
||
|
|
||
|
// NOTENOTE: This is overriden on the client-side
|
||
|
// pOperator->DoMuzzleFlash();
|
||
|
|
||
|
m_iClip1 = m_iClip1 - 1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
|
||
|
{
|
||
|
WeaponSound( WPN_DOUBLE );
|
||
|
|
||
|
if ( !GetOwner() )
|
||
|
return;
|
||
|
|
||
|
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
|
||
|
if ( !pNPC )
|
||
|
return;
|
||
|
|
||
|
// Fire!
|
||
|
Vector vecSrc;
|
||
|
Vector vecAiming;
|
||
|
|
||
|
if ( bUseWeaponAngles )
|
||
|
{
|
||
|
QAngle angShootDir;
|
||
|
GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir );
|
||
|
AngleVectors( angShootDir, &vecAiming );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vecSrc = pNPC->Weapon_ShootPosition( );
|
||
|
|
||
|
Vector vecTarget;
|
||
|
|
||
|
CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>( pNPC );
|
||
|
if ( pSoldier )
|
||
|
{
|
||
|
// In the distant misty past, elite soldiers tried to use bank shots.
|
||
|
// Therefore, we must ask them specifically what direction they are shooting.
|
||
|
vecTarget = pSoldier->GetAltFireTarget();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// All other users of the AR2 alt-fire shoot directly at their enemy.
|
||
|
if ( !pNPC->GetEnemy() )
|
||
|
return;
|
||
|
|
||
|
vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc );
|
||
|
}
|
||
|
|
||
|
vecAiming = vecTarget - vecSrc;
|
||
|
VectorNormalize( vecAiming );
|
||
|
}
|
||
|
|
||
|
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
|
||
|
|
||
|
float flAmmoRatio = 1.0f;
|
||
|
float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() );
|
||
|
float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() );
|
||
|
|
||
|
// Fire the bullets
|
||
|
Vector vecVelocity = vecAiming * 1000.0f;
|
||
|
|
||
|
// Fire the combine ball
|
||
|
CreateCombineBall( vecSrc,
|
||
|
vecVelocity,
|
||
|
flRadius,
|
||
|
sk_weapon_ar2_alt_fire_mass.GetFloat(),
|
||
|
flDuration,
|
||
|
pNPC );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
|
||
|
{
|
||
|
if ( bSecondary )
|
||
|
{
|
||
|
FireNPCSecondaryAttack( pOperator, true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Ensure we have enough rounds in the clip
|
||
|
m_iClip1++;
|
||
|
|
||
|
FireNPCPrimaryAttack( pOperator, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pEvent -
|
||
|
// *pOperator -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
|
||
|
{
|
||
|
switch( pEvent->event )
|
||
|
{
|
||
|
case EVENT_WEAPON_AR2:
|
||
|
{
|
||
|
FireNPCPrimaryAttack( pOperator, false );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case EVENT_WEAPON_AR2_ALTFIRE:
|
||
|
{
|
||
|
FireNPCSecondaryAttack( pOperator, false );
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponAR2::AddViewKick( void )
|
||
|
{
|
||
|
#define EASY_DAMPEN 0.5f
|
||
|
#define MAX_VERTICAL_KICK 8.0f //Degrees
|
||
|
#define SLIDE_LIMIT 5.0f //Seconds
|
||
|
|
||
|
//Get the view kick
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if (!pPlayer)
|
||
|
return;
|
||
|
|
||
|
float flDuration = m_fFireDuration;
|
||
|
|
||
|
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
|
||
|
{
|
||
|
// On the 360 (or in any configuration using the 360 aiming scheme), don't let the
|
||
|
// AR2 progressive into the late, highly inaccurate stages of its kick. Just
|
||
|
// spoof the time to make it look (to the kicking code) like we haven't been
|
||
|
// firing for very long.
|
||
|
flDuration = MIN( flDuration, 0.75f );
|
||
|
}
|
||
|
|
||
|
DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, flDuration, SLIDE_LIMIT );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues()
|
||
|
{
|
||
|
static WeaponProficiencyInfo_t proficiencyTable[] =
|
||
|
{
|
||
|
{ 7.0, 0.75 },
|
||
|
{ 5.00, 0.75 },
|
||
|
{ 3.0, 0.85 },
|
||
|
{ 5.0/3.0, 0.75 },
|
||
|
{ 1.00, 1.0 },
|
||
|
};
|
||
|
|
||
|
COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
|
||
|
|
||
|
return proficiencyTable;
|
||
|
}
|