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339 lines
9.4 KiB
339 lines
9.4 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 "npcevent.h" |
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#include "in_buttons.h" |
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#ifdef CLIENT_DLL |
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#include "c_hl2mp_player.h" |
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#else |
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#include "hl2mp_player.h" |
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#endif |
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#include "weapon_hl2mpbasehlmpcombatweapon.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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#ifdef CLIENT_DLL |
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#define CWeaponPistol C_WeaponPistol |
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#endif |
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//----------------------------------------------------------------------------- |
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// CWeaponPistol |
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//----------------------------------------------------------------------------- |
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class CWeaponPistol : public CBaseHL2MPCombatWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponPistol, CBaseHL2MPCombatWeapon ); |
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CWeaponPistol(void); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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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 UpdatePenaltyTime( void ); |
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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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static Vector cone; |
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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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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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#ifndef CLIENT_DLL |
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DECLARE_ACTTABLE(); |
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#endif |
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private: |
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CNetworkVar( float, m_flSoonestPrimaryAttack ); |
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CNetworkVar( float, m_flLastAttackTime ); |
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CNetworkVar( float, m_flAccuracyPenalty ); |
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CNetworkVar( int, m_nNumShotsFired ); |
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private: |
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CWeaponPistol( const CWeaponPistol & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol ) |
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BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol ) |
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#ifdef CLIENT_DLL |
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RecvPropTime( RECVINFO( m_flSoonestPrimaryAttack ) ), |
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RecvPropTime( RECVINFO( m_flLastAttackTime ) ), |
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RecvPropFloat( RECVINFO( m_flAccuracyPenalty ) ), |
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RecvPropInt( RECVINFO( m_nNumShotsFired ) ), |
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#else |
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SendPropTime( SENDINFO( m_flSoonestPrimaryAttack ) ), |
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SendPropTime( SENDINFO( m_flLastAttackTime ) ), |
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SendPropFloat( SENDINFO( m_flAccuracyPenalty ) ), |
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SendPropInt( SENDINFO( m_nNumShotsFired ) ), |
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#endif |
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END_NETWORK_TABLE() |
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#ifdef CLIENT_DLL |
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BEGIN_PREDICTION_DATA( CWeaponPistol ) |
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DEFINE_PRED_FIELD( m_flSoonestPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_flLastAttackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_flAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_nNumShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), |
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END_PREDICTION_DATA() |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); |
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PRECACHE_WEAPON_REGISTER( weapon_pistol ); |
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#ifndef CLIENT_DLL |
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acttable_t CWeaponPistol::m_acttable[] = |
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{ |
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, |
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, |
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, |
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, |
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, |
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, |
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, |
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, |
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}; |
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IMPLEMENT_ACTTABLE( CWeaponPistol ); |
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#endif |
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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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//----------------------------------------------------------------------------- |
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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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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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} |
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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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if ( pOwner->m_nButtons & IN_ATTACK2 ) |
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{ |
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m_flLastAttackTime = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; |
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; |
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m_flNextPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; |
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} |
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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 = SharedRandomFloat( "pistolpax", 0.25f, 0.5f ); |
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viewPunch.y = SharedRandomFloat( "pistolpay", -.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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