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