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512 lines
15 KiB
512 lines
15 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 "npcevent.h" |
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#include "basecombatcharacter.h" |
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#include "ai_basenpc.h" |
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#include "player.h" |
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#include "weapon_ar2.h" |
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#include "grenade_ar2.h" |
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#include "gamerules.h" |
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#include "game.h" |
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#include "in_buttons.h" |
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#include "ai_memory.h" |
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#include "soundent.h" |
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#include "hl2_player.h" |
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#include "EntityFlame.h" |
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#include "weapon_flaregun.h" |
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#include "te_effect_dispatch.h" |
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#include "prop_combine_ball.h" |
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#include "beam_shared.h" |
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#include "npc_combine.h" |
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#include "rumble_shared.h" |
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#include "gamestats.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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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", "2" ); |
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ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" ); |
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//========================================================= |
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//========================================================= |
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BEGIN_DATADESC( CWeaponAR2 ) |
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DEFINE_FIELD( m_flDelayedFire, FIELD_TIME ), |
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DEFINE_FIELD( m_bShotDelayed, FIELD_BOOLEAN ), |
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//DEFINE_FIELD( m_nVentPose, FIELD_INTEGER ), |
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END_DATADESC() |
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IMPLEMENT_SERVERCLASS_ST(CWeaponAR2, DT_WeaponAR2) |
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END_SEND_TABLE() |
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LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 ); |
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PRECACHE_WEAPON_REGISTER(weapon_ar2); |
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acttable_t CWeaponAR2::m_acttable[] = |
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{ |
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true }, |
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique |
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{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique |
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique |
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{ ACT_WALK, ACT_WALK_RIFLE, true }, |
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// Readiness activities (not aiming) |
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims |
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false }, |
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims |
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims |
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false }, |
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims |
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims |
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false }, |
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims |
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// Readiness activities (aiming) |
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims |
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false }, |
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims |
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims |
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false }, |
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims |
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims |
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false }, |
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims |
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//End readiness activities |
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, |
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, |
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, |
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{ ACT_RUN, ACT_RUN_RIFLE, true }, |
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, |
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, |
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, |
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false }, |
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique |
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false }, |
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique |
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, |
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true }, |
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// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true }, |
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}; |
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IMPLEMENT_ACTTABLE(CWeaponAR2); |
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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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m_bAltFiresUnderwater = false; |
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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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UTIL_PrecacheOther( "prop_combine_ball" ); |
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UTIL_PrecacheOther( "env_entity_dissolver" ); |
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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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pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); |
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WeaponSound( WPN_DOUBLE ); |
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pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART ); |
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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_SCALE_DEFAULT ); |
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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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// 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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//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( random->RandomInt( -8, -12 ), random->RandomInt( 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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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if( pPlayer ) |
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{ |
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pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART ); |
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} |
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SendWeaponAnim( ACT_VM_FIDGET ); |
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WeaponSound( SPECIAL1 ); |
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m_iSecondaryAttacks++; |
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gamestats->Event_WeaponFired( pPlayer, false, GetClassname() ); |
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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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//----------------------------------------------------------------------------- |
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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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// Input : *pOperator - |
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//----------------------------------------------------------------------------- |
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void CWeaponAR2::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) |
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{ |
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Vector vecShootOrigin, vecShootDir; |
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CAI_BaseNPC *npc = pOperator->MyNPCPointer(); |
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ASSERT( npc != NULL ); |
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if ( bUseWeaponAngles ) |
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{ |
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QAngle angShootDir; |
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GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir ); |
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AngleVectors( angShootDir, &vecShootDir ); |
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} |
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else |
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{ |
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vecShootOrigin = pOperator->Weapon_ShootPosition(); |
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); |
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} |
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WeaponSoundRealtime( SINGLE_NPC ); |
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CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() ); |
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pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); |
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// NOTENOTE: This is overriden on the client-side |
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// pOperator->DoMuzzleFlash(); |
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m_iClip1 = m_iClip1 - 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) |
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{ |
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WeaponSound( WPN_DOUBLE ); |
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if ( !GetOwner() ) |
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return; |
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); |
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if ( !pNPC ) |
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return; |
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// Fire! |
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Vector vecSrc; |
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Vector vecAiming; |
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if ( bUseWeaponAngles ) |
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{ |
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QAngle angShootDir; |
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GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir ); |
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AngleVectors( angShootDir, &vecAiming ); |
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} |
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else |
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{ |
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vecSrc = pNPC->Weapon_ShootPosition( ); |
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Vector vecTarget; |
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CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>( pNPC ); |
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if ( pSoldier ) |
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{ |
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// In the distant misty past, elite soldiers tried to use bank shots. |
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// Therefore, we must ask them specifically what direction they are shooting. |
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vecTarget = pSoldier->GetAltFireTarget(); |
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} |
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else |
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{ |
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// All other users of the AR2 alt-fire shoot directly at their enemy. |
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if ( !pNPC->GetEnemy() ) |
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return; |
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vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc ); |
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} |
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vecAiming = vecTarget - vecSrc; |
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VectorNormalize( vecAiming ); |
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} |
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Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); |
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float flAmmoRatio = 1.0f; |
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float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() ); |
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float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() ); |
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// Fire the bullets |
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Vector vecVelocity = vecAiming * 1000.0f; |
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// Fire the combine ball |
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CreateCombineBall( vecSrc, |
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vecVelocity, |
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flRadius, |
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sk_weapon_ar2_alt_fire_mass.GetFloat(), |
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flDuration, |
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pNPC ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponAR2::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) |
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{ |
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if ( bSecondary ) |
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{ |
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FireNPCSecondaryAttack( pOperator, true ); |
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} |
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else |
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{ |
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// Ensure we have enough rounds in the clip |
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m_iClip1++; |
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FireNPCPrimaryAttack( pOperator, true ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pEvent - |
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// *pOperator - |
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//----------------------------------------------------------------------------- |
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void CWeaponAR2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case EVENT_WEAPON_AR2: |
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{ |
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FireNPCPrimaryAttack( pOperator, false ); |
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} |
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break; |
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case EVENT_WEAPON_AR2_ALTFIRE: |
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{ |
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FireNPCSecondaryAttack( pOperator, false ); |
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} |
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break; |
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default: |
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CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator ); |
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break; |
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} |
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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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float flDuration = m_fFireDuration; |
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if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) |
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{ |
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// On the 360 (or in any configuration using the 360 aiming scheme), don't let the |
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// AR2 progressive into the late, highly inaccurate stages of its kick. Just |
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// spoof the time to make it look (to the kicking code) like we haven't been |
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// firing for very long. |
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flDuration = MIN( flDuration, 0.75f ); |
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} |
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DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, flDuration, 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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