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415 lines
12 KiB
415 lines
12 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Minigun |
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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 "weapon_combat_usedwithshieldbase.h" |
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#include "in_buttons.h" |
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#include "takedamageinfo.h" |
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#include "SoundEmitterSystem/isoundemittersystembase.h" |
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#include "tf_gamerules.h" |
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// Damage CVars |
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ConVar weapon_minigun_damage( "weapon_minigun_damage","10", FCVAR_REPLICATED, "Minigun damage per pellet" ); |
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ConVar weapon_minigun_range( "weapon_minigun_range","1500", FCVAR_REPLICATED, "Minigun maximum range" ); |
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ConVar weapon_minigun_pellets( "weapon_minigun_pellets","2", FCVAR_REPLICATED, "Minigun pellets per fire" ); |
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ConVar weapon_minigun_ducking_mod( "weapon_minigun_ducking_mod", "0.75", FCVAR_REPLICATED, "Minigun ducking speed modifier" ); |
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#if defined( CLIENT_DLL ) |
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#include "hud.h" |
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#include "fx.h" |
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#define CWeaponMinigun C_WeaponMinigun |
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extern ConVar zoom_sensitivity_ratio; |
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extern ConVar default_fov; |
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#else |
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#endif |
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// Time taken to fully wind up/down |
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#define MINIGUN_WIND_TIME 2 |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CWeaponMinigun : public CWeaponCombatUsedWithShieldBase |
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{ |
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DECLARE_CLASS( CWeaponMinigun, CWeaponCombatUsedWithShieldBase ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponMinigun( void ); |
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virtual void Precache(); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual const Vector& GetBulletSpread( void ); |
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virtual void ItemPostFrame( void ); |
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virtual void PrimaryAttack( void ); |
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virtual void AddViewKick( void ); |
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virtual float GetFireRate( void ); |
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virtual float GetDefaultAnimSpeed( void ); |
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virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd ); |
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// All predicted weapons need to implement and return true |
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virtual bool IsPredicted( void ) const |
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{ |
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return true; |
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} |
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void ReduceRotation( void ); |
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void AttemptToReload( void ); |
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#if defined( CLIENT_DLL ) |
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public: |
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virtual bool ShouldPredict( void ) |
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{ |
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if ( GetOwner() && |
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GetOwner() == C_BasePlayer::GetLocalPlayer() ) |
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return true; |
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return BaseClass::ShouldPredict(); |
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} |
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ); |
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virtual void OnDataChanged( DataUpdateType_t updateType ); |
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virtual void ClientThink( void ); |
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#endif |
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public: |
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float m_flOwnersMaxSpeed; |
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CNetworkVar( float, m_flRotationSpeed ); // When 1, firing commences. |
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bool m_bSoundPlaying; |
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private: |
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CWeaponMinigun( const CWeaponMinigun & ); |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CWeaponMinigun::CWeaponMinigun( void ) |
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{ |
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SetPredictionEligible( true ); |
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m_flRotationSpeed = 0; |
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m_bSoundPlaying = false; |
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} |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMinigun, DT_WeaponMinigun ) |
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BEGIN_NETWORK_TABLE( CWeaponMinigun, DT_WeaponMinigun ) |
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#if !defined( CLIENT_DLL ) |
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SendPropFloat( SENDINFO( m_flRotationSpeed ), 8, SPROP_ROUNDDOWN, 0, 1 ), |
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#else |
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RecvPropFloat( RECVINFO( m_flRotationSpeed ) ), |
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#endif |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponMinigun ) |
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DEFINE_PRED_FIELD_TOL( m_flRotationSpeed, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.01f ), |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_minigun, CWeaponMinigun ); |
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PRECACHE_WEAPON_REGISTER(weapon_minigun); |
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void CWeaponMinigun::Precache() |
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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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//----------------------------------------------------------------------------- |
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bool CWeaponMinigun::Holster( CBaseCombatWeapon *pSwitchingTo ) |
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{ |
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m_flRotationSpeed = 0; |
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return BaseClass::Holster( pSwitchingTo ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the accuracy derived from weapon and player, and return it |
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//----------------------------------------------------------------------------- |
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const Vector& CWeaponMinigun::GetBulletSpread( void ) |
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{ |
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static Vector cone = VECTOR_CONE_8DEGREES; |
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return cone; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponMinigun::ItemPostFrame( void ) |
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{ |
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); |
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if (!pOwner) |
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return; |
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// This should work, and avoids sending extra network data. If it doesn't, we'll have to send down the unchanged max speed. |
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if ( !m_flRotationSpeed ) |
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{ |
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m_flOwnersMaxSpeed = pOwner->MaxSpeed(); |
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} |
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float flLastRotationSpeed = m_flRotationSpeed; |
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CheckReload(); |
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// Handle firing |
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if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) |
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{ |
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if ( m_iClip1 > 0 ) |
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{ |
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if ( m_flRotationSpeed < 0.99 ) |
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{ |
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// If we're starting, play the sound |
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m_flRotationSpeed = min(1, m_flRotationSpeed + (gpGlobals->frametime / MINIGUN_WIND_TIME) ); |
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} |
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else |
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{ |
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PrimaryAttack(); |
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} |
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} |
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else |
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{ |
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AttemptToReload(); |
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} |
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} |
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// Reload button (or fire button when we're out of ammo) |
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if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) |
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{ |
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if ( pOwner->m_nButtons & IN_RELOAD ) |
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{ |
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AttemptToReload(); |
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} |
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else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) ) |
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{ |
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if ( !m_iClip1 && HasPrimaryAmmo() ) |
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{ |
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AttemptToReload(); |
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} |
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else |
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{ |
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ReduceRotation(); |
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} |
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} |
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} |
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// If the speed changed, modify our movement speed |
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if ( m_flRotationSpeed != flLastRotationSpeed ) |
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{ |
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pOwner->SetMaxSpeed( m_flOwnersMaxSpeed * (1.0 - (m_flRotationSpeed * 0.5)) ); |
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} |
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WeaponIdle(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponMinigun::ReduceRotation( void ) |
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{ |
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if ( m_flRotationSpeed > 0 ) |
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{ |
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m_flRotationSpeed = MAX(0, m_flRotationSpeed - (gpGlobals->frametime / MINIGUN_WIND_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 CWeaponMinigun::AttemptToReload( void ) |
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{ |
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// Wind down before reloading |
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if ( m_flRotationSpeed > 0 ) |
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{ |
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ReduceRotation(); |
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} |
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else |
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{ |
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Reload(); |
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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 CWeaponMinigun::PrimaryAttack( void ) |
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{ |
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner(); |
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if (!pPlayer) |
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return; |
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// Fire the bullets |
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Vector vecSrc = pPlayer->Weapon_ShootPosition( ); |
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Vector vecAiming; |
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pPlayer->EyeVectors( &vecAiming ); |
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PlayAttackAnimation( GetPrimaryAttackActivity() ); |
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// Make a satisfying force, and knock them into the air |
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float flForceScale = (100) * 75 * 4; |
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Vector vecForce = vecAiming; |
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vecForce.z += 0.7; |
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vecForce *= flForceScale; |
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CTakeDamageInfo info( this, pPlayer, vecForce, vec3_origin, weapon_minigun_damage.GetFloat(), DMG_BULLET | DMG_BUCKSHOT); |
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TFGameRules()->FireBullets( info, weapon_minigun_pellets.GetFloat(), |
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vecSrc, vecAiming, GetBulletSpread(), weapon_minigun_range.GetFloat(), m_iPrimaryAmmoType, 0, entindex(), 0 ); |
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AddViewKick(); |
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); |
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m_iClip1 = m_iClip1 - 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponMinigun::AddViewKick( void ) |
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{ |
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// Get the view kick |
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CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() ); |
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if ( !pPlayer ) |
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return; |
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QAngle viewPunch; |
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viewPunch.x = SHARED_RANDOMFLOAT( -0.5f, 0.5f ); |
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viewPunch.y = SHARED_RANDOMFLOAT( -1.0f, 1.0f ); |
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viewPunch.z = 0; |
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if ( pPlayer->GetFlags() & FL_DUCKING ) |
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{ |
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viewPunch *= 0.25; |
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} |
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pPlayer->ViewPunch( viewPunch ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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float CWeaponMinigun::GetFireRate( void ) |
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{ |
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float flFireRate = SHARED_RANDOMFLOAT( 0.05, 0.1 ); |
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() ); |
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if ( pPlayer ) |
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{ |
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// Ducking players should fire more rapidly. |
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if ( pPlayer->GetFlags() & FL_DUCKING ) |
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{ |
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flFireRate *= weapon_minigun_ducking_mod.GetFloat(); |
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} |
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} |
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return flFireRate; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Match the anim speed to the weapon speed while crouching |
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//----------------------------------------------------------------------------- |
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float CWeaponMinigun::GetDefaultAnimSpeed( void ) |
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{ |
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if ( GetOwner() && GetOwner()->IsPlayer() ) |
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{ |
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if ( GetOwner()->GetFlags() & FL_DUCKING ) |
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return (1.0 + (1.0 - weapon_minigun_ducking_mod.GetFloat()) ); |
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} |
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return 1.0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Draw the minigun effect |
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//----------------------------------------------------------------------------- |
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void CWeaponMinigun::BulletWasFired( const Vector &vecStart, const Vector &vecEnd ) |
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{ |
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UTIL_Tracer( (Vector&)vecStart, (Vector&)vecEnd, entindex(), 1, 5000, false, "MinigunTracer" ); |
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} |
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#if defined ( CLIENT_DLL ) |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CWeaponMinigun::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) |
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{ |
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// Suppress the shell ejection from the HL2 model we're using for prototyping |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : updateType - |
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//----------------------------------------------------------------------------- |
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void CWeaponMinigun::OnDataChanged( DataUpdateType_t updateType ) |
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{ |
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BaseClass::OnDataChanged( updateType ); |
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if ( updateType == DATA_UPDATE_CREATED ) |
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{ |
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ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS ); |
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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 CWeaponMinigun::ClientThink() |
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{ |
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner(); |
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if (!pPlayer) |
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return; |
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if ( m_flRotationSpeed ) |
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{ |
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WeaponSound_t nSound = SPECIAL1; |
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// If we're firing, play that sound instead |
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if ( m_flRotationSpeed >= 0.99 ) |
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{ |
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nSound = SINGLE; |
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} |
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else |
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{ |
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m_bSoundPlaying = true; |
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} |
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// If we have some sounds from the weapon classname.txt file, play a random one of them |
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const char *shootsound = GetShootSound( nSound ); |
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if ( !shootsound || !shootsound[0] ) |
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return; |
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CSoundParameters params; |
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if ( !GetParametersForSound( shootsound, params, NULL ) ) |
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return; |
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// Shift pitch according to barrel rotation |
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float flPitch = 30 + (90 * m_flRotationSpeed); |
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CPASAttenuationFilter filter( GetOwner(), params.soundlevel ); |
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Vector vecOrigin = GetOwner()->GetAbsOrigin(); |
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EmitSound_t ep; |
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ep.m_nChannel = CHAN_WEAPON; |
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ep.m_pSoundName = shootsound; |
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ep.m_flVolume = params.volume; |
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ep.m_SoundLevel = params.soundlevel; |
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ep.m_nFlags = SND_CHANGE_PITCH; |
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ep.m_nPitch = (int)flPitch; |
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ep.m_pOrigin = &vecOrigin; |
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EmitSound( filter, GetOwner()->entindex(), ep ); |
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} |
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else if ( m_bSoundPlaying ) |
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{ |
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m_bSoundPlaying = false; |
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StopWeaponSound( SPECIAL1 ); |
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StopWeaponSound( SINGLE ); |
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} |
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} |
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#endif |