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237 lines
5.6 KiB
237 lines
5.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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//#include "basecombatweapon.h" |
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#include "hl1mp_basecombatweapon_shared.h" |
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#include "npcevent.h" |
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//#include "basecombatcharacter.h" |
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//#include "AI_BaseNPC.h" |
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#ifdef CLIENT_DLL |
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#include "hl1/hl1_c_player.h" |
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#else |
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#include "player.h" |
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#endif |
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#include "hl1mp_weapon_mp5.h" |
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//#include "hl1_weapon_mp5.h" |
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#ifdef CLIENT_DLL |
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#else |
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#include "hl1_grenade_mp5.h" |
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#endif |
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#include "gamerules.h" |
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#ifdef CLIENT_DLL |
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#else |
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#include "soundent.h" |
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#include "game.h" |
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#endif |
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#include "in_buttons.h" |
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#include "engine/IEngineSound.h" |
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extern ConVar sk_plr_dmg_mp5_grenade; |
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extern ConVar sk_max_mp5_grenade; |
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extern ConVar sk_mp5_grenade_radius; |
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//========================================================= |
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//========================================================= |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 ); |
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BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponMP5 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 ); |
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PRECACHE_WEAPON_REGISTER(weapon_mp5); |
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//IMPLEMENT_SERVERCLASS_ST( CWeaponMP5, DT_WeaponMP5 ) |
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//END_SEND_TABLE() |
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BEGIN_DATADESC( CWeaponMP5 ) |
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END_DATADESC() |
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CWeaponMP5::CWeaponMP5( ) |
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{ |
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m_bReloadsSingly = false; |
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m_bFiresUnderwater = false; |
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} |
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void CWeaponMP5::Precache( void ) |
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{ |
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BaseClass::Precache(); |
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#ifndef CLIENT_DLL |
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UTIL_PrecacheOther( "grenade_mp5" ); |
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#endif |
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} |
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void CWeaponMP5::PrimaryAttack( 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 ) |
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{ |
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return; |
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} |
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if ( m_iClip1 <= 0 ) |
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{ |
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DryFire(); |
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return; |
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} |
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WeaponSound( SINGLE ); |
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pPlayer->DoMuzzleFlash(); |
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m_iClip1--; |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1; |
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Vector vecSrc = pPlayer->Weapon_ShootPosition(); |
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if ( !g_pGameRules->IsMultiplayer() ) |
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{ |
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// optimized multiplayer. Widened to make it easier to hit a moving player |
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// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); |
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); |
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info.m_pAttacker = pPlayer; |
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info.m_iTracerFreq = 2; |
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pPlayer->FireBullets( info ); |
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} |
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else |
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{ |
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// single player spread |
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// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); |
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); |
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info.m_pAttacker = pPlayer; |
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info.m_iTracerFreq = 2; |
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pPlayer->FireBullets( info ); |
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} |
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EjectShell( pPlayer, 0 ); |
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pPlayer->ViewPunch( QAngle( random->RandomFloat( -0.5f, 0.5f ), 0, 0 ) ); |
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#ifdef CLIENT_DLL |
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pPlayer->DoMuzzleFlash(); |
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#else |
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); |
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#endif |
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#ifdef CLIENT_DLL |
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#else |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 ); |
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#endif |
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if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) |
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{ |
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// HEV suit - indicate out of ammo condition |
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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} |
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) ); |
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} |
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void CWeaponMP5::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) |
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{ |
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return; |
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} |
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if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) |
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{ |
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DryFire( ); |
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return; |
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} |
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WeaponSound(WPN_DOUBLE); |
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pPlayer->DoMuzzleFlash(); |
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Vector vecSrc = pPlayer->Weapon_ShootPosition(); |
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Vector vecThrow = pPlayer->GetAutoaimVector( 0 ) * 800; |
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QAngle angGrenAngle; |
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VectorAngles( vecThrow, angGrenAngle ); |
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#ifdef CLIENT_DLL |
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#else |
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CGrenadeMP5 * m_pMyGrenade = (CGrenadeMP5*)Create( "grenade_mp5", vecSrc, angGrenAngle, GetOwner() ); |
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m_pMyGrenade->SetAbsVelocity( vecThrow ); |
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m_pMyGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), 0, 0 ) ); |
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m_pMyGrenade->SetMoveType( MOVETYPE_FLYGRAVITY ); |
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m_pMyGrenade->SetThrower( GetOwner() ); |
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m_pMyGrenade->SetDamage( sk_plr_dmg_mp5_grenade.GetFloat() * g_pGameRules->GetDamageMultiplier() ); |
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#endif |
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SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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pPlayer->ViewPunch( QAngle( -10, 0, 0 ) ); |
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// Register a muzzleflash for the AI. |
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#if !defined(CLIENT_DLL) |
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); |
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#endif |
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#ifdef CLIENT_DLL |
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#else |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 ); |
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#endif |
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// Decrease ammo |
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pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType ); |
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if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) |
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{ |
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// HEV suit - indicate out of ammo condition |
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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} |
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m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; |
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SetWeaponIdleTime( gpGlobals->curtime + 5.0 ); |
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} |
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void CWeaponMP5::DryFire( void ) |
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{ |
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WeaponSound( EMPTY ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.15; |
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} |
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void CWeaponMP5::WeaponIdle( void ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( pPlayer ) |
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{ |
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pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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} |
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bool bElapsed = HasWeaponIdleTimeElapsed(); |
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BaseClass::WeaponIdle(); |
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if( bElapsed ) |
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SetWeaponIdleTime( gpGlobals->curtime + random->RandomInt( 3, 5 ) ); |
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}
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