//========= 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( 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; }