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264 lines
6.9 KiB
264 lines
6.9 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 "grenade_ar2.h" |
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#include "hl2mp_player.h" |
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#include "basegrenade_shared.h" |
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#endif |
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#include "weapon_hl2mpbase.h" |
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#include "weapon_hl2mpbase_machinegun.h" |
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#ifdef CLIENT_DLL |
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#define CWeaponSMG1 C_WeaponSMG1 |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define SMG1_GRENADE_DAMAGE 100.0f |
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#define SMG1_GRENADE_RADIUS 250.0f |
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class CWeaponSMG1 : public CHL2MPMachineGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponSMG1, CHL2MPMachineGun ); |
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CWeaponSMG1(); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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void Precache( void ); |
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void AddViewKick( void ); |
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void SecondaryAttack( void ); |
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int GetMinBurst() { return 2; } |
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int GetMaxBurst() { return 5; } |
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virtual void Equip( CBaseCombatCharacter *pOwner ); |
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bool Reload( void ); |
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float GetFireRate( void ) { return 0.075f; } // 13.3hz |
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Activity GetPrimaryAttackActivity( void ); |
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virtual const Vector& GetBulletSpread( void ) |
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{ |
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static const Vector cone = VECTOR_CONE_5DEGREES; |
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return cone; |
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} |
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const WeaponProficiencyInfo_t *GetProficiencyValues(); |
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#ifndef CLIENT_DLL |
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DECLARE_ACTTABLE(); |
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#endif |
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protected: |
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Vector m_vecTossVelocity; |
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float m_flNextGrenadeCheck; |
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private: |
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CWeaponSMG1( const CWeaponSMG1 & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSMG1, DT_WeaponSMG1 ) |
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BEGIN_NETWORK_TABLE( CWeaponSMG1, DT_WeaponSMG1 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponSMG1 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 ); |
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PRECACHE_WEAPON_REGISTER(weapon_smg1); |
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#ifndef CLIENT_DLL |
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acttable_t CWeaponSMG1::m_acttable[] = |
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{ |
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false }, |
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false }, |
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false }, |
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false }, |
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false }, |
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG1, false }, |
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false }, |
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false }, |
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}; |
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IMPLEMENT_ACTTABLE(CWeaponSMG1); |
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#endif |
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//========================================================= |
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CWeaponSMG1::CWeaponSMG1( ) |
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{ |
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m_fMinRange1 = 0;// No minimum range. |
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m_fMaxRange1 = 1400; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponSMG1::Precache( void ) |
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{ |
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#ifndef CLIENT_DLL |
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UTIL_PrecacheOther("grenade_ar2"); |
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#endif |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Give this weapon longer range when wielded by an ally NPC. |
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//----------------------------------------------------------------------------- |
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void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner ) |
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{ |
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m_fMaxRange1 = 1400; |
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BaseClass::Equip( pOwner ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Activity |
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//----------------------------------------------------------------------------- |
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Activity CWeaponSMG1::GetPrimaryAttackActivity( void ) |
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{ |
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if ( m_nShotsFired < 2 ) |
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return ACT_VM_PRIMARYATTACK; |
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if ( m_nShotsFired < 3 ) |
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return ACT_VM_RECOIL1; |
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if ( m_nShotsFired < 4 ) |
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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 CWeaponSMG1::Reload( void ) |
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{ |
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bool fRet; |
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float fCacheTime = m_flNextSecondaryAttack; |
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fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); |
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if ( fRet ) |
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{ |
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// Undo whatever the reload process has done to our secondary |
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// attack timer. We allow you to interrupt reloading to fire |
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// a grenade. |
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m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime; |
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WeaponSound( RELOAD ); |
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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 CWeaponSMG1::AddViewKick( void ) |
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{ |
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#define EASY_DAMPEN 0.5f |
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#define MAX_VERTICAL_KICK 1.0f //Degrees |
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#define SLIDE_LIMIT 2.0f //Seconds |
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//Get the view kick |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( pPlayer == NULL ) |
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return; |
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DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponSMG1::SecondaryAttack( void ) |
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{ |
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// Only the player fires this way so we can cast |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( pPlayer == NULL ) |
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return; |
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//Must have ammo |
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if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) ) |
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{ |
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SendWeaponAnim( ACT_VM_DRYFIRE ); |
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BaseClass::WeaponSound( EMPTY ); |
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; |
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return; |
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} |
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if( m_bInReload ) |
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m_bInReload = false; |
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// MUST call sound before removing a round from the clip of a CMachineGun |
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BaseClass::WeaponSound( WPN_DOUBLE ); |
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Vector vecSrc = pPlayer->Weapon_ShootPosition(); |
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Vector vecThrow; |
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// Don't autoaim on grenade tosses |
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AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow ); |
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VectorScale( vecThrow, 1000.0f, vecThrow ); |
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#ifndef CLIENT_DLL |
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//Create the grenade |
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CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, vec3_angle, pPlayer ); |
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pGrenade->SetAbsVelocity( vecThrow ); |
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pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) ); |
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pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); |
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pGrenade->SetThrower( GetOwner() ); |
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pGrenade->SetDamage( SMG1_GRENADE_DAMAGE ); |
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pGrenade->SetDamageRadius( SMG1_GRENADE_RADIUS ); |
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#endif |
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SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// Decrease ammo |
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pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType ); |
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// Can shoot again immediately |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; |
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// Can blow up after a short delay (so have time to release mouse button) |
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f; |
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} |
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//----------------------------------------------------------------------------- |
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const WeaponProficiencyInfo_t *CWeaponSMG1::GetProficiencyValues() |
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{ |
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static WeaponProficiencyInfo_t proficiencyTable[] = |
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{ |
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{ 7.0, 0.75 }, |
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{ 5.00, 0.75 }, |
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{ 10.0/3.0, 0.75 }, |
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{ 5.0/3.0, 0.75 }, |
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{ 1.00, 1.0 }, |
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}; |
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COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1); |
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return proficiencyTable; |
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}
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