You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
242 lines
6.9 KiB
242 lines
6.9 KiB
//========= 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(); |
|
} |
|
|
|
|
|
|