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457 lines
14 KiB
457 lines
14 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include <KeyValues.h> |
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#include "cs_weapon_parse.h" |
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#include "cs_shareddefs.h" |
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#include "weapon_csbase.h" |
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#include "icvar.h" |
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#include "cs_gamerules.h" |
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#include "cs_blackmarket.h" |
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//-------------------------------------------------------------------------------------------------------- |
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struct WeaponTypeInfo |
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{ |
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CSWeaponType type; |
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const char * name; |
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}; |
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//-------------------------------------------------------------------------------------------------------- |
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WeaponTypeInfo s_weaponTypeInfo[] = |
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{ |
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{ WEAPONTYPE_KNIFE, "Knife" }, |
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{ WEAPONTYPE_PISTOL, "Pistol" }, |
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{ WEAPONTYPE_SUBMACHINEGUN, "Submachine Gun" }, // First match is printable |
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{ WEAPONTYPE_SUBMACHINEGUN, "submachinegun" }, |
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{ WEAPONTYPE_SUBMACHINEGUN, "smg" }, |
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{ WEAPONTYPE_RIFLE, "Rifle" }, |
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{ WEAPONTYPE_SHOTGUN, "Shotgun" }, |
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{ WEAPONTYPE_SNIPER_RIFLE, "Sniper Rifle" }, // First match is printable |
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{ WEAPONTYPE_SNIPER_RIFLE, "SniperRifle" }, |
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{ WEAPONTYPE_MACHINEGUN, "Machine Gun" }, // First match is printable |
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{ WEAPONTYPE_MACHINEGUN, "machinegun" }, |
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{ WEAPONTYPE_MACHINEGUN, "mg" }, |
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{ WEAPONTYPE_C4, "C4" }, |
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{ WEAPONTYPE_GRENADE, "Grenade" }, |
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}; |
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struct WeaponNameInfo |
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{ |
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CSWeaponID id; |
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const char *name; |
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}; |
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WeaponNameInfo s_weaponNameInfo[] = |
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{ |
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{ WEAPON_P228, "weapon_p228" }, |
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{ WEAPON_GLOCK, "weapon_glock" }, |
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{ WEAPON_SCOUT, "weapon_scout" }, |
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{ WEAPON_HEGRENADE, "weapon_hegrenade" }, |
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{ WEAPON_XM1014, "weapon_xm1014" }, |
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{ WEAPON_C4, "weapon_c4" }, |
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{ WEAPON_MAC10, "weapon_mac10" }, |
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{ WEAPON_AUG, "weapon_aug" }, |
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{ WEAPON_SMOKEGRENADE, "weapon_smokegrenade" }, |
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{ WEAPON_ELITE, "weapon_elite" }, |
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{ WEAPON_FIVESEVEN, "weapon_fiveseven" }, |
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{ WEAPON_UMP45, "weapon_ump45" }, |
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{ WEAPON_SG550, "weapon_sg550" }, |
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{ WEAPON_GALIL, "weapon_galil" }, |
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{ WEAPON_FAMAS, "weapon_famas" }, |
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{ WEAPON_USP, "weapon_usp" }, |
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{ WEAPON_AWP, "weapon_awp" }, |
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{ WEAPON_MP5NAVY, "weapon_mp5navy" }, |
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{ WEAPON_M249, "weapon_m249" }, |
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{ WEAPON_M3, "weapon_m3" }, |
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{ WEAPON_M4A1, "weapon_m4a1" }, |
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{ WEAPON_TMP, "weapon_tmp" }, |
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{ WEAPON_G3SG1, "weapon_g3sg1" }, |
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{ WEAPON_FLASHBANG, "weapon_flashbang" }, |
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{ WEAPON_DEAGLE, "weapon_deagle" }, |
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{ WEAPON_SG552, "weapon_sg552" }, |
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{ WEAPON_AK47, "weapon_ak47" }, |
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{ WEAPON_KNIFE, "weapon_knife" }, |
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{ WEAPON_P90, "weapon_p90" }, |
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// not sure any of these are needed |
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{ WEAPON_SHIELDGUN, "weapon_shieldgun" }, |
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{ WEAPON_KEVLAR, "weapon_kevlar" }, |
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{ WEAPON_ASSAULTSUIT, "weapon_assaultsuit" }, |
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{ WEAPON_NVG, "weapon_nvg" }, |
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{ WEAPON_NONE, "weapon_none" }, |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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CCSWeaponInfo g_EquipmentInfo[MAX_EQUIPMENT]; |
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void PrepareEquipmentInfo( void ) |
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{ |
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// MoeMod : dont use memset here |
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for(int i = 0; i < MAX_EQUIPMENT; ++i) |
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g_EquipmentInfo[i] = {}; |
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g_EquipmentInfo[2].SetWeaponPrice( CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR ) ); |
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g_EquipmentInfo[2].SetDefaultPrice( KEVLAR_PRICE ); |
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g_EquipmentInfo[2].SetPreviousPrice( CSGameRules()->GetBlackMarketPreviousPriceForWeapon( WEAPON_KEVLAR ) ); |
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g_EquipmentInfo[2].m_iTeam = TEAM_UNASSIGNED; |
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Q_strcpy( g_EquipmentInfo[2].szClassName, "weapon_vest" ); |
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#ifdef CLIENT_DLL |
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g_EquipmentInfo[2].iconActive = new CHudTexture; |
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g_EquipmentInfo[2].iconActive->cCharacterInFont = 't'; |
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#endif |
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g_EquipmentInfo[1].SetWeaponPrice( CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_ASSAULTSUIT ) ); |
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g_EquipmentInfo[1].SetDefaultPrice( ASSAULTSUIT_PRICE ); |
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g_EquipmentInfo[1].SetPreviousPrice( CSGameRules()->GetBlackMarketPreviousPriceForWeapon( WEAPON_ASSAULTSUIT ) ); |
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g_EquipmentInfo[1].m_iTeam = TEAM_UNASSIGNED; |
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Q_strcpy( g_EquipmentInfo[1].szClassName, "weapon_vesthelm" ); |
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#ifdef CLIENT_DLL |
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g_EquipmentInfo[1].iconActive = new CHudTexture; |
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g_EquipmentInfo[1].iconActive->cCharacterInFont = 'u'; |
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#endif |
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g_EquipmentInfo[0].SetWeaponPrice( CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_NVG ) ); |
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g_EquipmentInfo[0].SetPreviousPrice( CSGameRules()->GetBlackMarketPreviousPriceForWeapon( WEAPON_NVG ) ); |
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g_EquipmentInfo[0].SetDefaultPrice( NVG_PRICE ); |
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g_EquipmentInfo[0].m_iTeam = TEAM_UNASSIGNED; |
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Q_strcpy( g_EquipmentInfo[0].szClassName, "weapon_nvgs" ); |
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#ifdef CLIENT_DLL |
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g_EquipmentInfo[0].iconActive = new CHudTexture; |
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g_EquipmentInfo[0].iconActive->cCharacterInFont = 's'; |
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#endif |
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} |
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//-------------------------------------------------------------------------------------------------------------- |
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CCSWeaponInfo * GetWeaponInfo( CSWeaponID weaponID ) |
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{ |
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if ( weaponID == WEAPON_NONE ) |
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return NULL; |
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if ( weaponID >= WEAPON_KEVLAR ) |
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{ |
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int iIndex = (WEAPON_MAX - weaponID) - 1; |
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return &g_EquipmentInfo[iIndex]; |
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} |
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const char *weaponName = WeaponIdAsString(weaponID); |
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( weaponName ); |
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if ( hWpnInfo == GetInvalidWeaponInfoHandle() ) |
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{ |
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return NULL; |
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} |
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CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) ); |
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return pWeaponInfo; |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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const char* WeaponClassAsString( CSWeaponType weaponType ) |
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{ |
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for ( int i = 0; i < ARRAYSIZE(s_weaponTypeInfo); ++i ) |
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{ |
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if ( s_weaponTypeInfo[i].type == weaponType ) |
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{ |
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return s_weaponTypeInfo[i].name; |
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} |
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} |
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return NULL; |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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CSWeaponType WeaponClassFromString( const char* weaponType ) |
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{ |
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for ( int i = 0; i < ARRAYSIZE(s_weaponTypeInfo); ++i ) |
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{ |
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if ( !Q_stricmp( s_weaponTypeInfo[i].name, weaponType ) ) |
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{ |
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return s_weaponTypeInfo[i].type; |
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} |
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} |
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return WEAPONTYPE_UNKNOWN; |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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CSWeaponType WeaponClassFromWeaponID( CSWeaponID weaponID ) |
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{ |
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const char *weaponStr = WeaponIDToAlias( weaponID ); |
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const char *translatedAlias = GetTranslatedWeaponAlias( weaponStr ); |
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char wpnName[128]; |
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Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", translatedAlias ); |
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WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( wpnName ); |
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if ( hWpnInfo != GetInvalidWeaponInfoHandle() ) |
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{ |
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CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) ); |
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if ( pWeaponInfo ) |
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{ |
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return pWeaponInfo->m_WeaponType; |
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} |
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} |
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return WEAPONTYPE_UNKNOWN; |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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const char * WeaponIdAsString( CSWeaponID weaponID ) |
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{ |
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for ( int i = 0; i < ARRAYSIZE(s_weaponNameInfo); ++i ) |
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{ |
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if (s_weaponNameInfo[i].id == weaponID ) |
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return s_weaponNameInfo[i].name; |
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} |
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return NULL; |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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CSWeaponID WeaponIdFromString( const char *szWeaponName ) |
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{ |
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for ( int i = 0; i < ARRAYSIZE(s_weaponNameInfo); ++i ) |
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{ |
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if ( Q_stricmp(s_weaponNameInfo[i].name, szWeaponName) == 0 ) |
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return s_weaponNameInfo[i].id; |
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} |
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return WEAPON_NONE; |
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} |
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//-------------------------------------------------------------------------------------------------------- |
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void ParseVector( KeyValues *keyValues, const char *keyName, Vector& vec ) |
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{ |
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vec.x = vec.y = vec.z = 0.0f; |
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if ( !keyValues || !keyName ) |
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return; |
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const char *vecString = keyValues->GetString( keyName, "0 0 0" ); |
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if ( vecString && *vecString ) |
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{ |
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float x = 0.0f, y = 0.0f, z = 0.0f; |
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if ( 3 == sscanf( vecString, "%f %f %f", &x, &y, &z ) ) |
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{ |
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vec.x = x; |
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vec.y = y; |
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vec.z = z; |
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} |
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} |
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} |
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FileWeaponInfo_t* CreateWeaponInfo() |
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{ |
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return new CCSWeaponInfo; |
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} |
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CCSWeaponInfo::CCSWeaponInfo() |
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{ |
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m_flMaxSpeed = 1; // This should always be set in the script. |
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m_szAddonModel[0] = 0; |
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} |
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int CCSWeaponInfo::GetWeaponPrice( void ) const |
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{ |
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return m_iWeaponPrice; |
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} |
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int CCSWeaponInfo::GetDefaultPrice( void ) |
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{ |
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return m_iDefaultPrice; |
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} |
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int CCSWeaponInfo::GetPrevousPrice( void ) |
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{ |
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return m_iPreviousPrice; |
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} |
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void CCSWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) |
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{ |
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BaseClass::Parse( pKeyValuesData, szWeaponName ); |
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m_flMaxSpeed = (float)pKeyValuesData->GetInt( "MaxPlayerSpeed", 1 ); |
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m_iDefaultPrice = m_iWeaponPrice = pKeyValuesData->GetInt( "WeaponPrice", -1 ); |
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if ( m_iWeaponPrice == -1 ) |
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{ |
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// This weapon should have the price in its script. |
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Assert( false ); |
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} |
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if ( CSGameRules()->IsBlackMarket() ) |
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{ |
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CSWeaponID iWeaponID = AliasToWeaponID( GetTranslatedWeaponAlias ( szWeaponName ) ); |
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m_iDefaultPrice = m_iWeaponPrice; |
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m_iPreviousPrice = CSGameRules()->GetBlackMarketPreviousPriceForWeapon( iWeaponID ); |
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m_iWeaponPrice = CSGameRules()->GetBlackMarketPriceForWeapon( iWeaponID ); |
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} |
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m_flArmorRatio = pKeyValuesData->GetFloat( "WeaponArmorRatio", 1 ); |
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m_iCrosshairMinDistance = pKeyValuesData->GetInt( "CrosshairMinDistance", 4 ); |
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m_iCrosshairDeltaDistance = pKeyValuesData->GetInt( "CrosshairDeltaDistance", 3 ); |
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m_bCanUseWithShield = !!pKeyValuesData->GetInt( "CanEquipWithShield", false ); |
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m_flMuzzleScale = pKeyValuesData->GetFloat( "MuzzleFlashScale", 1 ); |
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const char *pMuzzleFlashStyle = pKeyValuesData->GetString( "MuzzleFlashStyle", "CS_MUZZLEFLASH_NORM" ); |
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if( pMuzzleFlashStyle ) |
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{ |
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if ( Q_stricmp( pMuzzleFlashStyle, "CS_MUZZLEFLASH_X" ) == 0 ) |
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{ |
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m_iMuzzleFlashStyle = CS_MUZZLEFLASH_X; |
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} |
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else if ( Q_stricmp( pMuzzleFlashStyle, "CS_MUZZLEFLASH_NONE" ) == 0 ) |
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{ |
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m_iMuzzleFlashStyle = CS_MUZZLEFLASH_NONE; |
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} |
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else |
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{ |
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m_iMuzzleFlashStyle = CS_MUZZLEFLASH_NORM; |
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} |
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} |
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else |
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{ |
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Assert( false ); |
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} |
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m_iPenetration = pKeyValuesData->GetInt( "Penetration", 1 ); |
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m_iDamage = pKeyValuesData->GetInt( "Damage", 42 ); // Douglas Adams 1952 - 2001 |
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m_flRange = pKeyValuesData->GetFloat( "Range", 8192.0f ); |
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m_flRangeModifier = pKeyValuesData->GetFloat( "RangeModifier", 0.98f ); |
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m_iBullets = pKeyValuesData->GetInt( "Bullets", 1 ); |
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m_flCycleTime = pKeyValuesData->GetFloat( "CycleTime", 0.15 ); |
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m_bAccuracyQuadratic= pKeyValuesData->GetInt( "AccuracyQuadratic", 0 ); |
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m_flAccuracyDivisor = pKeyValuesData->GetFloat( "AccuracyDivisor", -1 ); // -1 = off |
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m_flAccuracyOffset = pKeyValuesData->GetFloat( "AccuracyOffset", 0 ); |
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m_flMaxInaccuracy = pKeyValuesData->GetFloat( "MaxInaccuracy", 0 ); |
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// new accuracy model parameters |
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m_fSpread[0] = pKeyValuesData->GetFloat("Spread", 0.0f); |
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m_fInaccuracyCrouch[0] = pKeyValuesData->GetFloat("InaccuracyCrouch", 0.0f); |
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m_fInaccuracyStand[0] = pKeyValuesData->GetFloat("InaccuracyStand", 0.0f); |
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m_fInaccuracyJump[0] = pKeyValuesData->GetFloat("InaccuracyJump", 0.0f); |
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m_fInaccuracyLand[0] = pKeyValuesData->GetFloat("InaccuracyLand", 0.0f); |
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m_fInaccuracyLadder[0] = pKeyValuesData->GetFloat("InaccuracyLadder", 0.0f); |
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m_fInaccuracyImpulseFire[0] = pKeyValuesData->GetFloat("InaccuracyFire", 0.0f); |
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m_fInaccuracyMove[0] = pKeyValuesData->GetFloat("InaccuracyMove", 0.0f); |
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m_fSpread[1] = pKeyValuesData->GetFloat("SpreadAlt", 0.0f); |
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m_fInaccuracyCrouch[1] = pKeyValuesData->GetFloat("InaccuracyCrouchAlt", 0.0f); |
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m_fInaccuracyStand[1] = pKeyValuesData->GetFloat("InaccuracyStandAlt", 0.0f); |
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m_fInaccuracyJump[1] = pKeyValuesData->GetFloat("InaccuracyJumpAlt", 0.0f); |
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m_fInaccuracyLand[1] = pKeyValuesData->GetFloat("InaccuracyLandAlt", 0.0f); |
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m_fInaccuracyLadder[1] = pKeyValuesData->GetFloat("InaccuracyLadderAlt", 0.0f); |
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m_fInaccuracyImpulseFire[1] = pKeyValuesData->GetFloat("InaccuracyFireAlt", 0.0f); |
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m_fInaccuracyMove[1] = pKeyValuesData->GetFloat("InaccuracyMoveAlt", 0.0f); |
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m_fInaccuracyReload = pKeyValuesData->GetFloat("InaccuracyReload", 0.0f); |
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m_fInaccuracyAltSwitch = pKeyValuesData->GetFloat("InaccuracyAltSwitch", 0.0f); |
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m_fRecoveryTimeCrouch = pKeyValuesData->GetFloat("RecoveryTimeCrouch", 1.0f); |
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m_fRecoveryTimeStand = pKeyValuesData->GetFloat("RecoveryTimeStand", 1.0f); |
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m_flTimeToIdleAfterFire = pKeyValuesData->GetFloat( "TimeToIdle", 2 ); |
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m_flIdleInterval = pKeyValuesData->GetFloat( "IdleInterval", 20 ); |
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// Figure out what team can have this weapon. |
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m_iTeam = TEAM_UNASSIGNED; |
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const char *pTeam = pKeyValuesData->GetString( "Team", NULL ); |
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if ( pTeam ) |
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{ |
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if ( Q_stricmp( pTeam, "CT" ) == 0 ) |
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{ |
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m_iTeam = TEAM_CT; |
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} |
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else if ( Q_stricmp( pTeam, "TERRORIST" ) == 0 ) |
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{ |
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m_iTeam = TEAM_TERRORIST; |
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} |
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else if ( Q_stricmp( pTeam, "ANY" ) == 0 ) |
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{ |
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m_iTeam = TEAM_UNASSIGNED; |
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} |
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else |
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{ |
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Assert( false ); |
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} |
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} |
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else |
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{ |
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Assert( false ); |
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} |
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const char *pWrongTeamMsg = pKeyValuesData->GetString( "WrongTeamMsg", "" ); |
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Q_strncpy( m_WrongTeamMsg, pWrongTeamMsg, sizeof( m_WrongTeamMsg ) ); |
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const char *pShieldViewModel = pKeyValuesData->GetString( "shieldviewmodel", "" ); |
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Q_strncpy( m_szShieldViewModel, pShieldViewModel, sizeof( m_szShieldViewModel ) ); |
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const char *pAnimEx = pKeyValuesData->GetString( "PlayerAnimationExtension", "m4" ); |
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Q_strncpy( m_szAnimExtension, pAnimEx, sizeof( m_szAnimExtension ) ); |
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// Default is 2000. |
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m_flBotAudibleRange = pKeyValuesData->GetFloat( "BotAudibleRange", 2000.0f ); |
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const char *pTypeString = pKeyValuesData->GetString( "WeaponType", "" ); |
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m_WeaponType = WeaponClassFromString(pTypeString); |
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m_bFullAuto = pKeyValuesData->GetBool("FullAuto"); |
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// Read the addon model. |
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Q_strncpy( m_szAddonModel, pKeyValuesData->GetString( "AddonModel" ), sizeof( m_szAddonModel ) ); |
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// Read the dropped model. |
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Q_strncpy( m_szDroppedModel, pKeyValuesData->GetString( "DroppedModel" ), sizeof( m_szDroppedModel ) ); |
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// Read the silencer model. |
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Q_strncpy( m_szSilencerModel, pKeyValuesData->GetString( "SilencerModel" ), sizeof( m_szSilencerModel ) ); |
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#ifndef CLIENT_DLL |
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// Enforce consistency for the weapon here, since that way we don't need to save off the model bounds |
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// for all time. |
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// Moved to pure_server_minimal.txt |
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// engine->ForceExactFile( UTIL_VarArgs("scripts/%s.ctx", szWeaponName ) ); |
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// Model bounds are rounded to the nearest integer, then extended by 1 |
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engine->ForceModelBounds( szWorldModel, Vector( -15, -12, -18 ), Vector( 44, 16, 19 ) ); |
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if ( m_szAddonModel[0] ) |
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{ |
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engine->ForceModelBounds( m_szAddonModel, Vector( -5, -5, -6 ), Vector( 13, 5, 7 ) ); |
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} |
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if ( m_szSilencerModel[0] ) |
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{ |
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engine->ForceModelBounds( m_szSilencerModel, Vector( -15, -12, -18 ), Vector( 44, 16, 19 ) ); |
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} |
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#endif // !CLIENT_DLL |
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} |
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