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 "npcevent.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#define PISTOL_FASTEST_REFIRE_TIME 0.1f
#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f
#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
#ifdef CLIENT_DLL
#define CWeaponPistol C_WeaponPistol
#endif
//-----------------------------------------------------------------------------
// CWeaponPistol
//-----------------------------------------------------------------------------
class CWeaponPistol : public CBaseHL2MPCombatWeapon
{
public:
DECLARE_CLASS( CWeaponPistol, CBaseHL2MPCombatWeapon );
CWeaponPistol(void);
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
void Precache( void );
void ItemPostFrame( void );
void ItemPreFrame( void );
void ItemBusyFrame( void );
void PrimaryAttack( void );
void AddViewKick( void );
void DryFire( void );
void UpdatePenaltyTime( void );
Activity GetPrimaryAttackActivity( void );
virtual bool Reload( void );
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
float ramp = RemapValClamped( m_flAccuracyPenalty,
0.0f,
PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME,
0.0f,
1.0f );
// We lerp from very accurate to inaccurate over time
VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
return cone;
}
virtual int GetMinBurst()
{
return 1;
}
virtual int GetMaxBurst()
{
return 3;
}
virtual float GetFireRate( void )
{
return 0.5f;
}
#ifndef CLIENT_DLL
DECLARE_ACTTABLE();
#endif
private:
CNetworkVar( float, m_flSoonestPrimaryAttack );
CNetworkVar( float, m_flLastAttackTime );
CNetworkVar( float, m_flAccuracyPenalty );
CNetworkVar( int, m_nNumShotsFired );
private:
CWeaponPistol( const CWeaponPistol & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol )
BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol )
#ifdef CLIENT_DLL
RecvPropTime( RECVINFO( m_flSoonestPrimaryAttack ) ),
RecvPropTime( RECVINFO( m_flLastAttackTime ) ),
RecvPropFloat( RECVINFO( m_flAccuracyPenalty ) ),
RecvPropInt( RECVINFO( m_nNumShotsFired ) ),
#else
SendPropTime( SENDINFO( m_flSoonestPrimaryAttack ) ),
SendPropTime( SENDINFO( m_flLastAttackTime ) ),
SendPropFloat( SENDINFO( m_flAccuracyPenalty ) ),
SendPropInt( SENDINFO( m_nNumShotsFired ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponPistol )
DEFINE_PRED_FIELD( m_flSoonestPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flLastAttackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nNumShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol );
PRECACHE_WEAPON_REGISTER( weapon_pistol );
#ifndef CLIENT_DLL
acttable_t CWeaponPistol::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
};
IMPLEMENT_ACTTABLE( CWeaponPistol );
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponPistol::CWeaponPistol( void )
{
m_flSoonestPrimaryAttack = gpGlobals->curtime;
m_flAccuracyPenalty = 0.0f;
m_fMinRange1 = 24;
m_fMaxRange1 = 1500;
m_fMinRange2 = 24;
m_fMaxRange2 = 200;
m_bFiresUnderwater = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::DryFire( void )
{
WeaponSound( EMPTY );
SendWeaponAnim( ACT_VM_DRYFIRE );
m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::PrimaryAttack( void )
{
if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f )
{
m_nNumShotsFired = 0;
}
else
{
m_nNumShotsFired++;
}
m_flLastAttackTime = gpGlobals->curtime;
m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( pOwner )
{
// Each time the player fires the pistol, reset the view punch. This prevents
// the aim from 'drifting off' when the player fires very quickly. This may
// not be the ideal way to achieve this, but it's cheap and it works, which is
// great for a feature we're evaluating. (sjb)
pOwner->ViewPunchReset();
}
BaseClass::PrimaryAttack();
// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::UpdatePenaltyTime( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
// Check our penalty time decay
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
{
m_flAccuracyPenalty -= gpGlobals->frametime;
m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::ItemPreFrame( void )
{
UpdatePenaltyTime();
BaseClass::ItemPreFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::ItemBusyFrame( void )
{
UpdatePenaltyTime();
BaseClass::ItemBusyFrame();
}
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponPistol::ItemPostFrame( void )
{
BaseClass::ItemPostFrame();
if ( m_bInReload )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
if ( pOwner->m_nButtons & IN_ATTACK2 )
{
m_flLastAttackTime = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
m_flNextPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
}
//Allow a refire as fast as the player can click
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
}
else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
{
DryFire();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
Activity CWeaponPistol::GetPrimaryAttackActivity( void )
{
if ( m_nNumShotsFired < 1 )
return ACT_VM_PRIMARYATTACK;
if ( m_nNumShotsFired < 2 )
return ACT_VM_RECOIL1;
if ( m_nNumShotsFired < 3 )
return ACT_VM_RECOIL2;
return ACT_VM_RECOIL3;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponPistol::Reload( void )
{
bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
WeaponSound( RELOAD );
m_flAccuracyPenalty = 0.0f;
}
return fRet;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::AddViewKick( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
QAngle viewPunch;
viewPunch.x = SharedRandomFloat( "pistolpax", 0.25f, 0.5f );
viewPunch.y = SharedRandomFloat( "pistolpay", -.6f, .6f );
viewPunch.z = 0.0f;
//Add it to the view punch
pPlayer->ViewPunch( viewPunch );
}