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:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#include "c_te_effect_dispatch.h"
#else
#include "hl2mp_player.h"
#include "te_effect_dispatch.h"
#include "prop_combine_ball.h"
#endif
#include "weapon_ar2.h"
#include "effect_dispatch_data.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifndef CLIENT_DLL
ConVar sk_weapon_ar2_alt_fire_radius( "sk_weapon_ar2_alt_fire_radius", "10" );
ConVar sk_weapon_ar2_alt_fire_duration( "sk_weapon_ar2_alt_fire_duration", "4" );
ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
#endif
//=========================================================
//=========================================================
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAR2, DT_WeaponAR2 )
BEGIN_NETWORK_TABLE( CWeaponAR2, DT_WeaponAR2 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponAR2 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 );
PRECACHE_WEAPON_REGISTER(weapon_ar2);
#ifndef CLIENT_DLL
acttable_t CWeaponAR2::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
};
IMPLEMENT_ACTTABLE(CWeaponAR2);
#endif
CWeaponAR2::CWeaponAR2( )
{
m_fMinRange1 = 65;
m_fMaxRange1 = 2048;
m_fMinRange2 = 256;
m_fMaxRange2 = 1024;
m_nShotsFired = 0;
m_nVentPose = -1;
}
void CWeaponAR2::Precache( void )
{
BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "prop_combine_ball" );
UTIL_PrecacheOther( "env_entity_dissolver" );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Handle grenade detonate in-air (even when no ammo is left)
//-----------------------------------------------------------------------------
void CWeaponAR2::ItemPostFrame( void )
{
// See if we need to fire off our secondary round
if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
{
DelayedAttack();
}
// Update our pose parameter for the vents
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
CBaseViewModel *pVM = pOwner->GetViewModel();
if ( pVM )
{
if ( m_nVentPose == -1 )
{
m_nVentPose = pVM->LookupPoseParameter( "VentPoses" );
}
float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f );
pVM->SetPoseParameter( m_nVentPose, flVentPose );
}
}
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CWeaponAR2::GetPrimaryAttackActivity( void )
{
if ( m_nShotsFired < 2 )
return ACT_VM_PRIMARYATTACK;
if ( m_nShotsFired < 3 )
return ACT_VM_RECOIL1;
if ( m_nShotsFired < 4 )
return ACT_VM_RECOIL2;
return ACT_VM_RECOIL3;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &tr -
// nDamageType -
//-----------------------------------------------------------------------------
void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType )
{
CEffectData data;
data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f );
data.m_vNormal = tr.plane.normal;
DispatchEffect( "AR2Impact", data );
BaseClass::DoImpactEffect( tr, nDamageType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::DelayedAttack( void )
{
m_bShotDelayed = false;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
// Deplete the clip completely
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
// Register a muzzleflash for the AI
pOwner->DoMuzzleFlash();
WeaponSound( WPN_DOUBLE );
// Fire the bullets
Vector vecSrc = pOwner->Weapon_ShootPosition( );
Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
// Fire the bullets
Vector vecVelocity = vecAiming * 1000.0f;
#ifndef CLIENT_DLL
// Fire the combine ball
CreateCombineBall( vecSrc,
vecVelocity,
sk_weapon_ar2_alt_fire_radius.GetFloat(),
sk_weapon_ar2_alt_fire_mass.GetFloat(),
sk_weapon_ar2_alt_fire_duration.GetFloat(),
pOwner );
// View effects
color32 white = {255, 255, 255, 64};
UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN );
#endif
//Disorient the player
QAngle angles = pOwner->GetLocalAngles();
angles.x += random->RandomInt( -4, 4 );
angles.y += random->RandomInt( -4, 4 );
angles.z = 0;
// pOwner->SnapEyeAngles( angles );
pOwner->ViewPunch( QAngle( SharedRandomInt( "ar2pax", -8, -12 ), SharedRandomInt( "ar2pay", 1, 2 ), 0 ) );
// Decrease ammo
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
// Can shoot again immediately
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
// Can blow up after a short delay (so have time to release mouse button)
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::SecondaryAttack( void )
{
if ( m_bShotDelayed )
return;
// Cannot fire underwater
if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 )
{
SendWeaponAnim( ACT_VM_DRYFIRE );
BaseClass::WeaponSound( EMPTY );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
return;
}
m_bShotDelayed = true;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;
SendWeaponAnim( ACT_VM_FIDGET );
WeaponSound( SPECIAL1 );
}
//-----------------------------------------------------------------------------
// Purpose: Override if we're waiting to release a shot
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponAR2::CanHolster( void )
{
if ( m_bShotDelayed )
return false;
return BaseClass::CanHolster();
}
bool CWeaponAR2::Deploy( void )
{
m_bShotDelayed = false;
m_flDelayedFire = 0.0f;
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose: Override if we're waiting to release a shot
//-----------------------------------------------------------------------------
bool CWeaponAR2::Reload( void )
{
if ( m_bShotDelayed )
return false;
return BaseClass::Reload();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::AddViewKick( void )
{
#define EASY_DAMPEN 0.5f
#define MAX_VERTICAL_KICK 8.0f //Degrees
#define SLIDE_LIMIT 5.0f //Seconds
//Get the view kick
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
return;
DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues()
{
static WeaponProficiencyInfo_t proficiencyTable[] =
{
{ 7.0, 0.75 },
{ 5.00, 0.75 },
{ 3.0, 0.85 },
{ 5.0/3.0, 0.75 },
{ 1.00, 1.0 },
};
COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return proficiencyTable;
}