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373 lines
10 KiB
373 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Pistol - hand gun |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "basehlcombatweapon.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 "gamerules.h" |
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#include "in_buttons.h" |
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#include "soundent.h" |
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#include "game.h" |
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#include "vstdlib/random.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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#define PISTOL_FASTEST_REFIRE_TIME 0.1f |
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#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f |
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#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from |
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#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out |
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ConVar pistol_use_new_accuracy( "pistol_use_new_accuracy", "1" ); |
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//----------------------------------------------------------------------------- |
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// CWeaponPistol |
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//----------------------------------------------------------------------------- |
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class CWeaponPistol : public CBaseHLCombatWeapon |
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{ |
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DECLARE_DATADESC(); |
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public: |
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DECLARE_CLASS( CWeaponPistol, CBaseHLCombatWeapon ); |
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CWeaponPistol(void); |
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DECLARE_SERVERCLASS(); |
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void Precache( void ); |
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void ItemPostFrame( void ); |
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void ItemPreFrame( void ); |
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void ItemBusyFrame( void ); |
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void PrimaryAttack( void ); |
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void AddViewKick( void ); |
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void DryFire( void ); |
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); |
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void UpdatePenaltyTime( void ); |
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } |
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Activity GetPrimaryAttackActivity( void ); |
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virtual bool Reload( void ); |
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virtual const Vector& GetBulletSpread( void ) |
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{ |
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// Handle NPCs first |
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static Vector npcCone = VECTOR_CONE_5DEGREES; |
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if ( GetOwner() && GetOwner()->IsNPC() ) |
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return npcCone; |
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static Vector cone; |
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if ( pistol_use_new_accuracy.GetBool() ) |
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{ |
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float ramp = RemapValClamped( m_flAccuracyPenalty, |
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0.0f, |
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PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME, |
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0.0f, |
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1.0f ); |
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// We lerp from very accurate to inaccurate over time |
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VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone ); |
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} |
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else |
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{ |
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// Old value |
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cone = VECTOR_CONE_4DEGREES; |
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} |
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return cone; |
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} |
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virtual int GetMinBurst() |
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{ |
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return 1; |
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} |
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virtual int GetMaxBurst() |
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{ |
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return 3; |
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} |
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virtual float GetFireRate( void ) |
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{ |
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return 0.5f; |
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} |
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DECLARE_ACTTABLE(); |
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private: |
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float m_flSoonestPrimaryAttack; |
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float m_flLastAttackTime; |
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float m_flAccuracyPenalty; |
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int m_nNumShotsFired; |
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}; |
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IMPLEMENT_SERVERCLASS_ST(CWeaponPistol, DT_WeaponPistol) |
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END_SEND_TABLE() |
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LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); |
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PRECACHE_WEAPON_REGISTER( weapon_pistol ); |
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BEGIN_DATADESC( CWeaponPistol ) |
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DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ), |
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DEFINE_FIELD( m_flLastAttackTime, FIELD_TIME ), |
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DEFINE_FIELD( m_flAccuracyPenalty, FIELD_FLOAT ), //NOTENOTE: This is NOT tracking game time |
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DEFINE_FIELD( m_nNumShotsFired, FIELD_INTEGER ), |
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END_DATADESC() |
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acttable_t CWeaponPistol::m_acttable[] = |
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{ |
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{ ACT_IDLE, ACT_IDLE_PISTOL, true }, |
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true }, |
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, |
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{ ACT_RELOAD, ACT_RELOAD_PISTOL, true }, |
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{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true }, |
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{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true }, |
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true }, |
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{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, false }, |
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, false }, |
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{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, false }, |
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, false }, |
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, false }, |
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{ ACT_WALK, ACT_WALK_PISTOL, false }, |
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{ ACT_RUN, ACT_RUN_PISTOL, false }, |
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}; |
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IMPLEMENT_ACTTABLE( CWeaponPistol ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CWeaponPistol::CWeaponPistol( void ) |
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{ |
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m_flSoonestPrimaryAttack = gpGlobals->curtime; |
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m_flAccuracyPenalty = 0.0f; |
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m_fMinRange1 = 24; |
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m_fMaxRange1 = 1500; |
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m_fMinRange2 = 24; |
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m_fMaxRange2 = 200; |
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m_bFiresUnderwater = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponPistol::Precache( void ) |
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{ |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : |
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// Output : |
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//----------------------------------------------------------------------------- |
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void CWeaponPistol::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_PISTOL_FIRE: |
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{ |
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Vector vecShootOrigin, vecShootDir; |
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vecShootOrigin = pOperator->Weapon_ShootPosition(); |
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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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CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() ); |
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WeaponSound( SINGLE_NPC ); |
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pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); |
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pOperator->DoMuzzleFlash(); |
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m_iClip1 = m_iClip1 - 1; |
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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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//----------------------------------------------------------------------------- |
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void CWeaponPistol::DryFire( void ) |
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{ |
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WeaponSound( EMPTY ); |
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SendWeaponAnim( ACT_VM_DRYFIRE ); |
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME; |
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponPistol::PrimaryAttack( void ) |
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{ |
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if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f ) |
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{ |
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m_nNumShotsFired = 0; |
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} |
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else |
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{ |
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m_nNumShotsFired++; |
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} |
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m_flLastAttackTime = gpGlobals->curtime; |
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, GetOwner() ); |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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if( pOwner ) |
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{ |
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// Each time the player fires the pistol, reset the view punch. This prevents |
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// the aim from 'drifting off' when the player fires very quickly. This may |
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// not be the ideal way to achieve this, but it's cheap and it works, which is |
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// great for a feature we're evaluating. (sjb) |
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pOwner->ViewPunchReset(); |
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} |
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BaseClass::PrimaryAttack(); |
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// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic |
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m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME; |
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m_iPrimaryAttacks++; |
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gamestats->Event_WeaponFired( pOwner, true, GetClassname() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponPistol::UpdatePenaltyTime( void ) |
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{ |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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if ( pOwner == NULL ) |
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return; |
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// Check our penalty time decay |
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) |
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{ |
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m_flAccuracyPenalty -= gpGlobals->frametime; |
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m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponPistol::ItemPreFrame( void ) |
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{ |
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UpdatePenaltyTime(); |
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BaseClass::ItemPreFrame(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponPistol::ItemBusyFrame( void ) |
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{ |
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UpdatePenaltyTime(); |
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BaseClass::ItemBusyFrame(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Allows firing as fast as button is pressed |
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//----------------------------------------------------------------------------- |
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void CWeaponPistol::ItemPostFrame( void ) |
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{ |
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BaseClass::ItemPostFrame(); |
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if ( m_bInReload ) |
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return; |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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if ( pOwner == NULL ) |
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return; |
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//Allow a refire as fast as the player can click |
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f; |
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} |
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else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) ) |
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{ |
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DryFire(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : int |
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//----------------------------------------------------------------------------- |
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Activity CWeaponPistol::GetPrimaryAttackActivity( void ) |
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{ |
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if ( m_nNumShotsFired < 1 ) |
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return ACT_VM_PRIMARYATTACK; |
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if ( m_nNumShotsFired < 2 ) |
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return ACT_VM_RECOIL1; |
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if ( m_nNumShotsFired < 3 ) |
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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 CWeaponPistol::Reload( void ) |
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{ |
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bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); |
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if ( fRet ) |
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{ |
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WeaponSound( RELOAD ); |
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m_flAccuracyPenalty = 0.0f; |
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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 CWeaponPistol::AddViewKick( void ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( pPlayer == NULL ) |
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return; |
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QAngle viewPunch; |
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viewPunch.x = random->RandomFloat( 0.25f, 0.5f ); |
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viewPunch.y = random->RandomFloat( -.6f, .6f ); |
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viewPunch.z = 0.0f; |
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//Add it to the view punch |
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pPlayer->ViewPunch( viewPunch ); |
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}
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