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"
#if defined( CLIENT_DLL )
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "weapon_hl2mpbase_machinegun.h"
#include "in_buttons.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( HL2MPMachineGun, DT_HL2MPMachineGun )
BEGIN_NETWORK_TABLE( CHL2MPMachineGun, DT_HL2MPMachineGun )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CHL2MPMachineGun )
END_PREDICTION_DATA()
//=========================================================
// >> CHLSelectFireMachineGun
//=========================================================
BEGIN_DATADESC( CHL2MPMachineGun )
DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHL2MPMachineGun::CHL2MPMachineGun( void )
{
}
const Vector &CHL2MPMachineGun::GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_3DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHL2MPMachineGun::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();
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
// MUST call sound before removing a round from the clip of a CHLMachineGun
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;
}
CHL2MP_Player *pHL2MPPlayer = ToHL2MPPlayer( pPlayer );
// Fire the bullets
FireBulletsInfo_t info;
info.m_iShots = iBulletsToFire;
info.m_vecSrc = pHL2MPPlayer->Weapon_ShootPosition( );
info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
info.m_vecSpread = pHL2MPPlayer->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();
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 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CHL2MPMachineGun::FireBullets( const FireBulletsInfo_t &info )
{
if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
{
pPlayer->FireBullets(info);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2MPMachineGun::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;
int iSeed = CBaseEntity::GetPredictionRandomSeed() & 255;
//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;
RandomSeed( iSeed );
//Wibble left and right
if ( RandomInt( -1, 1 ) >= 0 )
vecScratch.y *= -1;
iSeed++;
//Wobble up and down
if ( RandomInt( -1, 1 ) >= 0 )
vecScratch.z *= -1;
//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 CHL2MPMachineGun::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 CHL2MPMachineGun::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 CHL2MPMachineGun::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();
}