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339 lines
7.6 KiB
339 lines
7.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Hornetgun |
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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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#include "hl1mp_basecombatweapon_shared.h" |
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//#include "basecombatcharacter.h" |
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//#include "AI_BaseNPC.h" |
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#include "gamerules.h" |
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#include "in_buttons.h" |
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#ifdef CLIENT_DLL |
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#include "hl1/c_hl1mp_player.h" |
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#else |
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#include "hl1mp_player.h" |
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#include "soundent.h" |
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#include "game.h" |
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#endif |
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#include "vstdlib/random.h" |
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#include "engine/IEngineSound.h" |
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#if !defined(CLIENT_DLL) |
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#include "hl1_npc_hornet.h" |
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#endif |
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//----------------------------------------------------------------------------- |
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// CWeaponHgun |
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//----------------------------------------------------------------------------- |
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#ifdef CLIENT_DLL |
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#define CWeaponHgun C_WeaponHgun |
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#endif |
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class CWeaponHgun : public CBaseHL1MPCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponHgun, CBaseHL1MPCombatWeapon ); |
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public: |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponHgun( void ); |
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void Precache( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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void WeaponIdle( void ); |
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); |
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bool Reload( void ); |
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virtual void ItemPostFrame( void ); |
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// DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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private: |
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// float m_flRechargeTime; |
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// int m_iFirePhase; |
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CNetworkVar( float, m_flRechargeTime ); |
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CNetworkVar( int, m_iFirePhase ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHgun, DT_WeaponHgun ); |
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BEGIN_NETWORK_TABLE( CWeaponHgun, DT_WeaponHgun ) |
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#ifdef CLIENT_DLL |
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RecvPropFloat( RECVINFO( m_flRechargeTime ) ), |
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RecvPropInt( RECVINFO( m_iFirePhase ) ), |
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#else |
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SendPropFloat( SENDINFO( m_flRechargeTime ) ), |
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SendPropInt( SENDINFO( m_iFirePhase ) ), |
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#endif |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponHgun ) |
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#ifdef CLIENT_DLL |
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DEFINE_PRED_FIELD( m_flRechargeTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_iFirePhase, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), |
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#endif |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CWeaponHgun ); |
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PRECACHE_WEAPON_REGISTER( weapon_hornetgun ); |
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//IMPLEMENT_SERVERCLASS_ST( CWeaponHgun, DT_WeaponHgun ) |
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//END_SEND_TABLE() |
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BEGIN_DATADESC( CWeaponHgun ) |
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DEFINE_FIELD( m_flRechargeTime, FIELD_TIME ), |
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DEFINE_FIELD( m_iFirePhase, FIELD_INTEGER ), |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CWeaponHgun::CWeaponHgun( void ) |
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{ |
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m_bReloadsSingly = false; |
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m_bFiresUnderwater = true; |
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m_flRechargeTime = 0.0; |
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m_iFirePhase = 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponHgun::Precache( void ) |
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{ |
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#ifndef CLIENT_DLL |
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UTIL_PrecacheOther( "hornet" ); |
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#endif |
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BaseClass::Precache(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponHgun::PrimaryAttack( void ) |
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{ |
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CHL1_Player *pPlayer = ToHL1Player( 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_iPrimaryAmmoType ) <= 0 ) |
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{ |
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return; |
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} |
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WeaponSound( SINGLE ); |
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#if !defined(CLIENT_DLL) |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 ); |
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#endif |
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pPlayer->DoMuzzleFlash(); |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vForward, vRight, vUp; |
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QAngle vecAngles; |
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pPlayer->EyeVectors( &vForward, &vRight, &vUp ); |
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VectorAngles( vForward, vecAngles ); |
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#if !defined(CLIENT_DLL) |
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", pPlayer->Weapon_ShootPosition() + vForward * 16 + vRight * 8 + vUp * -12, vecAngles, pPlayer ); |
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pHornet->SetAbsVelocity( vForward * 300 ); |
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#endif |
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m_flRechargeTime = gpGlobals->curtime + 0.5; |
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); |
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pPlayer->ViewPunch( QAngle( -2, 0, 0 ) ); |
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25; |
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if (m_flNextPrimaryAttack < gpGlobals->curtime ) |
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{ |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.25; |
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} |
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SetWeaponIdleTime( random->RandomFloat( 10, 15 ) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponHgun::SecondaryAttack( void ) |
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{ |
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CHL1_Player *pPlayer = ToHL1Player( 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_iPrimaryAmmoType ) <= 0 ) |
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{ |
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return; |
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} |
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WeaponSound( SINGLE ); |
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#if !defined(CLIENT_DLL) |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 ); |
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#endif |
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pPlayer->DoMuzzleFlash(); |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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CBaseEntity *pHornet; |
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Vector vecSrc; |
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Vector vForward, vRight, vUp; |
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QAngle vecAngles; |
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pPlayer->EyeVectors( &vForward, &vRight, &vUp ); |
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VectorAngles( vForward, vecAngles ); |
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vecSrc = pPlayer->Weapon_ShootPosition() + vForward * 16 + vRight * 8 + vUp * -12; |
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m_iFirePhase++; |
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switch ( m_iFirePhase ) |
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{ |
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case 1: |
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vecSrc = vecSrc + vUp * 8; |
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break; |
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case 2: |
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vecSrc = vecSrc + vUp * 8; |
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vecSrc = vecSrc + vRight * 8; |
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break; |
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case 3: |
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vecSrc = vecSrc + vRight * 8; |
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break; |
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case 4: |
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vecSrc = vecSrc + vUp * -8; |
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vecSrc = vecSrc + vRight * 8; |
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break; |
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case 5: |
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vecSrc = vecSrc + vUp * -8; |
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break; |
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case 6: |
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vecSrc = vecSrc + vUp * -8; |
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vecSrc = vecSrc + vRight * -8; |
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break; |
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case 7: |
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vecSrc = vecSrc + vRight * -8; |
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break; |
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case 8: |
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vecSrc = vecSrc + vUp * 8; |
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vecSrc = vecSrc + vRight * -8; |
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m_iFirePhase = 0; |
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break; |
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} |
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#ifdef CLIENT_DLL |
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pHornet = NULL; |
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#else |
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pHornet = CBaseEntity::Create( "hornet", vecSrc, vecAngles, pPlayer ); |
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pHornet->SetAbsVelocity( vForward * 1200 ); |
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pHornet->SetThink( &CNPC_Hornet::StartDart ); |
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#endif |
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m_flRechargeTime = gpGlobals->curtime + 0.5; |
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pPlayer->ViewPunch( QAngle( -2, 0, 0 ) ); |
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.1; |
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SetWeaponIdleTime( random->RandomFloat( 10, 15 ) ); |
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} |
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void CWeaponHgun::WeaponIdle( void ) |
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{ |
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if ( !HasWeaponIdleTimeElapsed() ) |
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return; |
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int iAnim; |
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float flRand = random->RandomFloat( 0, 1 ); |
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if ( flRand <= 0.75 ) |
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{ |
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iAnim = ACT_VM_IDLE; |
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} |
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else |
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{ |
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iAnim = ACT_VM_FIDGET; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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bool CWeaponHgun::Holster( CBaseCombatWeapon *pSwitchingTo ) |
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{ |
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bool bRet; |
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bRet = BaseClass::Holster( pSwitchingTo ); |
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if ( bRet ) |
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{ |
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CHL1_Player *pPlayer = ToHL1Player( GetOwner() ); |
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if ( pPlayer ) |
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{ |
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#if !defined(CLIENT_DLL) |
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//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. |
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int iCount = pPlayer->GetAmmoCount( m_iPrimaryAmmoType ); |
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if ( iCount <= 0 ) |
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{ |
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pPlayer->GiveAmmo( iCount+1, m_iPrimaryAmmoType, true ); |
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} |
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#endif |
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} |
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} |
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return bRet; |
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} |
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bool CWeaponHgun::Reload( void ) |
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{ |
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if ( m_flRechargeTime >= gpGlobals->curtime ) |
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{ |
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return true; |
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} |
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CHL1_Player *pPlayer = ToHL1Player( GetOwner() ); |
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if ( !pPlayer ) |
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{ |
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return true; |
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} |
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#ifdef CLIENT_DLL |
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#else |
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if ( !g_pGameRules->CanHaveAmmo( pPlayer, m_iPrimaryAmmoType ) ) |
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return true; |
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while ( ( m_flRechargeTime < gpGlobals->curtime ) && g_pGameRules->CanHaveAmmo( pPlayer, m_iPrimaryAmmoType ) ) |
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{ |
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pPlayer->GiveAmmo( 1, m_iPrimaryAmmoType, true ); |
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m_flRechargeTime += 0.5; |
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} |
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#endif |
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return true; |
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} |
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void CWeaponHgun::ItemPostFrame( void ) |
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{ |
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Reload(); |
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BaseClass::ItemPostFrame(); |
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}
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