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"
#include "weapon_alyxgun.h"
#include "npcevent.h"
#include "ai_basenpc.h"
#include "globalstate.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGun, DT_WeaponAlyxGun)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_alyxgun, CWeaponAlyxGun );
PRECACHE_WEAPON_REGISTER(weapon_alyxgun);
BEGIN_DATADESC( CWeaponAlyxGun )
END_DATADESC()
acttable_t CWeaponAlyxGun::m_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true },
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
//End readiness activities
// Crouch activities
{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
{ ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
// Readiness translations
{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
// { ACT_ARM, ACT_ARM_PISTOL, true },
// { ACT_DISARM, ACT_DISARM_PISTOL, true },
};
IMPLEMENT_ACTTABLE(CWeaponAlyxGun);
#define TOOCLOSETIMER_OFF 0.0f
#define ALYX_TOOCLOSETIMER 1.0f // Time an enemy must be tooclose before Alyx is allowed to shoot it.
//=========================================================
CWeaponAlyxGun::CWeaponAlyxGun( )
{
m_fMinRange1 = 1;
m_fMaxRange1 = 5000;
m_flTooCloseTimer = TOOCLOSETIMER_OFF;
#ifdef HL2_EPISODIC
m_fMinRange1 = 60;
m_fMaxRange1 = 2048;
#endif//HL2_EPISODIC
}
CWeaponAlyxGun::~CWeaponAlyxGun( )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAlyxGun::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponAlyxGun::Equip( CBaseCombatCharacter *pOwner )
{
BaseClass::Equip( pOwner );
}
//-----------------------------------------------------------------------------
// Purpose: Try to encourage Alyx not to use her weapon at point blank range,
// but don't prevent her from defending herself if cornered.
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponAlyxGun::WeaponRangeAttack1Condition( float flDot, float flDist )
{
#ifdef HL2_EPISODIC
if( flDist < m_fMinRange1 )
{
// If Alyx is not able to fire because an enemy is too close, start a timer.
// If the condition persists, allow her to ignore it and defend herself. The idea
// is to stop Alyx being content to fire point blank at enemies if she's able to move
// away, without making her defenseless if she's not able to move.
float flTime;
if( m_flTooCloseTimer == TOOCLOSETIMER_OFF )
{
m_flTooCloseTimer = gpGlobals->curtime;
}
flTime = gpGlobals->curtime - m_flTooCloseTimer;
if( flTime > ALYX_TOOCLOSETIMER )
{
// Fake the range to allow Alyx to shoot.
flDist = m_fMinRange1 + 1.0f;
}
}
else
{
m_flTooCloseTimer = TOOCLOSETIMER_OFF;
}
int nBaseCondition = BaseClass::WeaponRangeAttack1Condition( flDot, flDist );
// While in a vehicle, we extend our aiming cone (this relies on COND_NOT_FACING_ATTACK
// TODO: This needs to be rolled in at the animation level
if ( GetOwner()->IsInAVehicle() )
{
Vector vecRoughDirection = ( GetOwner()->GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() );
Vector vecRight;
GetVectors( NULL, &vecRight, NULL );
bool bRightSide = ( DotProduct( vecRoughDirection, vecRight ) > 0.0f );
float flTargetDot = ( bRightSide ) ? -0.7f : 0.0f;
if ( nBaseCondition == COND_NOT_FACING_ATTACK && flDot >= flTargetDot )
{
nBaseCondition = COND_CAN_RANGE_ATTACK1;
}
}
return nBaseCondition;
#else
return BaseClass::WeaponRangeAttack1Condition( flDot, flDist );
#endif//HL2_EPISODIC
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponAlyxGun::WeaponRangeAttack2Condition( float flDot, float flDist )
{
return COND_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOperator -
//-----------------------------------------------------------------------------
void CWeaponAlyxGun::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
{
Vector vecShootOrigin, vecShootDir;
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT( npc != NULL );
if ( bUseWeaponAngles )
{
QAngle angShootDir;
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
AngleVectors( angShootDir, &vecShootDir );
}
else
{
vecShootOrigin = pOperator->Weapon_ShootPosition();
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
}
WeaponSound( SINGLE_NPC );
if( hl2_episodic.GetBool() )
{
pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1 );
}
else
{
pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
}
pOperator->DoMuzzleFlash();
if( hl2_episodic.GetBool() )
{
// Never fire Alyx's last bullet just in case there's an emergency
// and she needs to be able to shoot without reloading.
if( m_iClip1 > 1 )
{
m_iClip1 = m_iClip1 - 1;
}
}
else
{
m_iClip1 = m_iClip1 - 1;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAlyxGun::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
// Ensure we have enough rounds in the clip
m_iClip1++;
// HACK: We need the gun to fire its muzzle flash
if ( bSecondary == false )
{
SetActivity( ACT_RANGE_ATTACK_PISTOL, 0.0f );
}
FireNPCPrimaryAttack( pOperator, true );
}
//-----------------------------------------------------------------------------
void CWeaponAlyxGun::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_PISTOL_FIRE:
{
FireNPCPrimaryAttack( pOperator, false );
break;
}
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not Alyx is in the injured mode
//-----------------------------------------------------------------------------
bool IsAlyxInInjuredMode( void )
{
if ( hl2_episodic.GetBool() == false )
return false;
return ( GlobalEntity_GetState("ep2_alyx_injured") == GLOBAL_ON );
}
//-----------------------------------------------------------------------------
const Vector& CWeaponAlyxGun::GetBulletSpread( void )
{
static const Vector cone = VECTOR_CONE_2DEGREES;
static const Vector injuredCone = VECTOR_CONE_6DEGREES;
if ( IsAlyxInInjuredMode() )
return injuredCone;
return cone;
}
//-----------------------------------------------------------------------------
float CWeaponAlyxGun::GetMinRestTime( void )
{
if ( IsAlyxInInjuredMode() )
return 1.5f;
return BaseClass::GetMinRestTime();
}
//-----------------------------------------------------------------------------
float CWeaponAlyxGun::GetMaxRestTime( void )
{
if ( IsAlyxInInjuredMode() )
return 3.0f;
return BaseClass::GetMaxRestTime();
}