Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "soundent.h"
#include "ai_basenpc.h"
#include "game.h"
#include "in_buttons.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST( CHLMachineGun, DT_HLMachineGun )
END_SEND_TABLE()
//=========================================================
// >> CHLSelectFireMachineGun
//=========================================================
BEGIN_DATADESC( CHLMachineGun )
DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHLMachineGun::CHLMachineGun( void )
{
}
const Vector &CHLMachineGun::GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_3DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLMachineGun::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
return;
// Abort here to handle burst and auto fire modes
if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
return;
m_nShotsFired++;
pPlayer->DoMuzzleFlash();
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
int iBulletsToFire = 0;
float fireRate = GetFireRate();
// MUST call sound before removing a round from the clip of a CHLMachineGun
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
WeaponSound(SINGLE, m_flNextPrimaryAttack);
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
iBulletsToFire++;
}
// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
if ( UsesClipsForAmmo1() )
{
if ( iBulletsToFire > m_iClip1 )
iBulletsToFire = m_iClip1;
m_iClip1 -= iBulletsToFire;
}
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
// Fire the bullets
FireBulletsInfo_t info;
info.m_iShots = iBulletsToFire;
info.m_vecSrc = pPlayer->Weapon_ShootPosition( );
info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
info.m_vecSpread = pPlayer->GetAttackSpread( this );
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 2;
FireBullets( info );
//Factor in the view kick
AddViewKick();
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pPlayer );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
SendWeaponAnim( GetPrimaryAttackActivity() );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Register a muzzleflash for the AI
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CHLMachineGun::FireBullets( const FireBulletsInfo_t &info )
{
if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
{
pPlayer->FireBullets(info);
}
}
//-----------------------------------------------------------------------------
// Purpose: Weapon firing conditions
//-----------------------------------------------------------------------------
int CHLMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
{
if ( m_iClip1 <=0 )
{
return COND_NO_PRIMARY_AMMO;
}
else if ( flDist < m_fMinRange1 )
{
return COND_TOO_CLOSE_TO_ATTACK;
}
else if ( flDist > m_fMaxRange1 )
{
return COND_TOO_FAR_TO_ATTACK;
}
else if ( flDot < 0.5f ) // UNDONE: Why check this here? Isn't the AI checking this already?
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLMachineGun::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
{
#define KICK_MIN_X 0.2f //Degrees
#define KICK_MIN_Y 0.2f //Degrees
#define KICK_MIN_Z 0.1f //Degrees
QAngle vecScratch;
//Find how far into our accuracy degradation we are
float duration = ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
float kickPerc = duration / slideLimitTime;
// do this to get a hard discontinuity, clear out anything under 10 degrees punch
pPlayer->ViewPunchReset( 10 );
//Apply this to the view angles as well
vecScratch.x = -( KICK_MIN_X + ( maxVerticleKickAngle * kickPerc ) );
vecScratch.y = -( KICK_MIN_Y + ( maxVerticleKickAngle * kickPerc ) ) / 3;
vecScratch.z = KICK_MIN_Z + ( maxVerticleKickAngle * kickPerc ) / 8;
//Wibble left and right
if ( random->RandomInt( -1, 1 ) >= 0 )
vecScratch.y *= -1;
//Wobble up and down
if ( random->RandomInt( -1, 1 ) >= 0 )
vecScratch.z *= -1;
//If we're in easy, dampen the effect a bit
if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
{
for ( int i = 0; i < 3; i++ )
{
vecScratch[i] *= dampEasy;
}
}
//Clip this to our desired min/max
UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );
//Add it to the view punch
// NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
pPlayer->ViewPunch( vecScratch * 0.5 );
}
//-----------------------------------------------------------------------------
// Purpose: Reset our shots fired
//-----------------------------------------------------------------------------
bool CHLMachineGun::Deploy( void )
{
m_nShotsFired = 0;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose: Make enough sound events to fill the estimated think interval
// returns: number of shots needed
//-----------------------------------------------------------------------------
int CHLMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
{
int numBullets = 0;
// ran out of time, clamp to current
if (m_flNextSoundTime < gpGlobals->curtime)
{
m_flNextSoundTime = gpGlobals->curtime;
}
// make enough sound events to fill up the next estimated think interval
float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
if (m_flNextSoundTime < gpGlobals->curtime + dt)
{
WeaponSound( SINGLE_NPC, m_flNextSoundTime );
m_flNextSoundTime += GetFireRate();
numBullets++;
}
if (m_flNextSoundTime < gpGlobals->curtime + dt)
{
WeaponSound( SINGLE_NPC, m_flNextSoundTime );
m_flNextSoundTime += GetFireRate();
numBullets++;
}
return numBullets;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLMachineGun::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
// Debounce the recoiling counter
if ( ( pOwner->m_nButtons & IN_ATTACK ) == false )
{
m_nShotsFired = 0;
}
BaseClass::ItemPostFrame();
}
IMPLEMENT_SERVERCLASS_ST( CHLSelectFireMachineGun, DT_HLSelectFireMachineGun )
END_SEND_TABLE()
//=========================================================
// >> CHLSelectFireMachineGun
//=========================================================
BEGIN_DATADESC( CHLSelectFireMachineGun )
DEFINE_FIELD( m_iBurstSize, FIELD_INTEGER ),
DEFINE_FIELD( m_iFireMode, FIELD_INTEGER ),
// Function pinters
DEFINE_FUNCTION( BurstThink ),
END_DATADESC()
float CHLSelectFireMachineGun::GetBurstCycleRate( void )
{
// this is the time it takes to fire an entire
// burst, plus whatever amount of delay we want
// to have between bursts.
return 0.5f;
}
float CHLSelectFireMachineGun::GetFireRate( void )
{
switch( m_iFireMode )
{
case FIREMODE_FULLAUTO:
// the time between rounds fired on full auto
return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
break;
case FIREMODE_3RNDBURST:
// the time between rounds fired within a single burst
return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
break;
default:
return 0.1f;
break;
}
}
bool CHLSelectFireMachineGun::Deploy( void )
{
// Forget about any bursts this weapon was firing when holstered
m_iBurstSize = 0;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::PrimaryAttack( void )
{
if (m_bFireOnEmpty)
{
return;
}
switch( m_iFireMode )
{
case FIREMODE_FULLAUTO:
BaseClass::PrimaryAttack();
// Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
SetWeaponIdleTime( gpGlobals->curtime + 3.0f );
break;
case FIREMODE_3RNDBURST:
m_iBurstSize = GetBurstSize();
// Call the think function directly so that the first round gets fired immediately.
BurstThink();
SetThink( &CHLSelectFireMachineGun::BurstThink );
m_flNextPrimaryAttack = gpGlobals->curtime + GetBurstCycleRate();
m_flNextSecondaryAttack = gpGlobals->curtime + GetBurstCycleRate();
// Pick up the rest of the burst through the think function.
SetNextThink( gpGlobals->curtime + GetFireRate() );
break;
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::SecondaryAttack( void )
{
// change fire modes.
switch( m_iFireMode )
{
case FIREMODE_FULLAUTO:
//Msg( "Burst\n" );
m_iFireMode = FIREMODE_3RNDBURST;
WeaponSound(SPECIAL2);
break;
case FIREMODE_3RNDBURST:
//Msg( "Auto\n" );
m_iFireMode = FIREMODE_FULLAUTO;
WeaponSound(SPECIAL1);
break;
}
SendWeaponAnim( GetSecondaryAttackActivity() );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
m_iSecondaryAttacks++;
gamestats->Event_WeaponFired( pOwner, false, GetClassname() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::BurstThink( void )
{
CHLMachineGun::PrimaryAttack();
m_iBurstSize--;
if( m_iBurstSize == 0 )
{
// The burst is over!
SetThink(NULL);
// idle immediately to stop the firing animation
SetWeaponIdleTime( gpGlobals->curtime );
return;
}
SetNextThink( gpGlobals->curtime + GetFireRate() );
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::WeaponSound( WeaponSound_t shoot_type, float soundtime /*= 0.0f*/ )
{
if (shoot_type == SINGLE)
{
switch( m_iFireMode )
{
case FIREMODE_FULLAUTO:
BaseClass::WeaponSound( SINGLE, soundtime );
break;
case FIREMODE_3RNDBURST:
if( m_iBurstSize == GetBurstSize() && m_iClip1 >= m_iBurstSize )
{
// First round of a burst, and enough bullets remaining in the clip to fire the whole burst
BaseClass::WeaponSound( BURST, soundtime );
}
else if( m_iClip1 < m_iBurstSize )
{
// Not enough rounds remaining in the magazine to fire a burst, so play the gunshot
// sounds individually as each round is fired.
BaseClass::WeaponSound( SINGLE, soundtime );
}
break;
}
return;
}
BaseClass::WeaponSound( shoot_type, soundtime );
}
// BUGBUG: These need to be rethought
//-----------------------------------------------------------------------------
int CHLSelectFireMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
{
if (m_iClip1 <=0)
{
return COND_NO_PRIMARY_AMMO;
}
else if ( flDist < m_fMinRange1)
{
return COND_TOO_CLOSE_TO_ATTACK;
}
else if (flDist > m_fMaxRange1)
{
return COND_TOO_FAR_TO_ATTACK;
}
else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
int CHLSelectFireMachineGun::WeaponRangeAttack2Condition( float flDot, float flDist )
{
return COND_NONE; // FIXME: disabled for now
// m_iClip2 == -1 when no secondary clip is used
if ( m_iClip2 == 0 && UsesSecondaryAmmo() )
{
return COND_NO_SECONDARY_AMMO;
}
else if ( flDist < m_fMinRange2 )
{
// Don't return COND_TOO_CLOSE_TO_ATTACK only for primary attack
return COND_NONE;
}
else if (flDist > m_fMaxRange2 )
{
// Don't return COND_TOO_FAR_TO_ATTACK only for primary attack
return COND_NONE;
}
else if ( flDot < 0.5 ) // UNDONE: Why check this here? Isn't the AI checking this already?
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK2;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHLSelectFireMachineGun::CHLSelectFireMachineGun( void )
{
m_fMinRange1 = 65;
m_fMinRange2 = 65;
m_fMaxRange1 = 1024;
m_fMaxRange2 = 1024;
m_iFireMode = FIREMODE_FULLAUTO;
}