//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "npcevent.h" #ifdef CLIENT_DLL #include "c_hl2mp_player.h" #include "c_te_effect_dispatch.h" #else #include "hl2mp_player.h" #include "te_effect_dispatch.h" #include "prop_combine_ball.h" #endif #include "weapon_ar2.h" #include "effect_dispatch_data.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #ifndef CLIENT_DLL 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", "4" ); ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" ); #endif //========================================================= //========================================================= IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAR2, DT_WeaponAR2 ) BEGIN_NETWORK_TABLE( CWeaponAR2, DT_WeaponAR2 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponAR2 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 ); PRECACHE_WEAPON_REGISTER(weapon_ar2); #ifndef CLIENT_DLL acttable_t CWeaponAR2::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false }, }; IMPLEMENT_ACTTABLE(CWeaponAR2); #endif CWeaponAR2::CWeaponAR2( ) { m_fMinRange1 = 65; m_fMaxRange1 = 2048; m_fMinRange2 = 256; m_fMaxRange2 = 1024; m_nShotsFired = 0; m_nVentPose = -1; } void CWeaponAR2::Precache( void ) { BaseClass::Precache(); #ifndef CLIENT_DLL UTIL_PrecacheOther( "prop_combine_ball" ); UTIL_PrecacheOther( "env_entity_dissolver" ); #endif } //----------------------------------------------------------------------------- // 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(); WeaponSound( WPN_DOUBLE ); // Fire the bullets Vector vecSrc = pOwner->Weapon_ShootPosition( ); Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES ); Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); // Fire the bullets Vector vecVelocity = vecAiming * 1000.0f; #ifndef CLIENT_DLL // 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 ); #endif //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( SharedRandomInt( "ar2pax", -8, -12 ), SharedRandomInt( "ar2pay", 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; SendWeaponAnim( ACT_VM_FIDGET ); WeaponSound( SPECIAL1 ); } //----------------------------------------------------------------------------- // 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(); } bool CWeaponAR2::Deploy( void ) { m_bShotDelayed = false; m_flDelayedFire = 0.0f; return BaseClass::Deploy(); } //----------------------------------------------------------------------------- // Purpose: Override if we're waiting to release a shot //----------------------------------------------------------------------------- bool CWeaponAR2::Reload( void ) { if ( m_bShotDelayed ) return false; return BaseClass::Reload(); } //----------------------------------------------------------------------------- // 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; DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, 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; }