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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/cstrike/bot/cs_bot_event_weapon.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/cstrike/bot/cs_bot_event_weapon.cpp')
| -rw-r--r-- | game/server/cstrike/bot/cs_bot_event_weapon.cpp | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/game/server/cstrike/bot/cs_bot_event_weapon.cpp b/game/server/cstrike/bot/cs_bot_event_weapon.cpp new file mode 100644 index 0000000..90f8b9f --- /dev/null +++ b/game/server/cstrike/bot/cs_bot_event_weapon.cpp @@ -0,0 +1,167 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +// Author: Michael S. Booth ([email protected]), 2003 + +#include "cbase.h" +#include "cs_gamerules.h" +#include "KeyValues.h" + +#include "cs_bot.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//-------------------------------------------------------------------------------------------------------------- +void CCSBot::OnWeaponFire( IGameEvent *event ) +{ + if ( !IsAlive() ) + return; + + // don't react to our own events + CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); + if ( player == this ) + return; + + // for knife fighting - if our victim is attacking or reloading, rush him + /// @todo Propagate events into active state + if (GetEnemy() == player && IsUsingKnife()) + { + ForceRun( 5.0f ); + } + + const float ShortRange = 1000.0f; + const float NormalRange = 2000.0f; + + float range; + + /// @todo Check weapon type (knives are pretty quiet) + /// @todo Use actual volume, account for silencers, etc. + CWeaponCSBase *weapon = (CWeaponCSBase *)((player)?player->GetActiveWeapon():NULL); + + if (weapon == NULL) + return; + + switch( weapon->GetWeaponID() ) + { + // silent "firing" + case WEAPON_HEGRENADE: + case WEAPON_SMOKEGRENADE: + case WEAPON_FLASHBANG: + case WEAPON_SHIELDGUN: + case WEAPON_C4: + return; + + // quiet + case WEAPON_KNIFE: + case WEAPON_TMP: + range = ShortRange; + break; + + // M4A1 - check for silencer + case WEAPON_M4A1: + { + if (weapon->IsSilenced()) + { + range = ShortRange; + } + else + { + range = NormalRange; + } + break; + } + + // USP - check for silencer + case WEAPON_USP: + { + if (weapon->IsSilenced()) + { + range = ShortRange; + } + else + { + range = NormalRange; + } + break; + } + + // loud + case WEAPON_AWP: + range = 99999.0f; + break; + + // normal + default: + range = NormalRange; + break; + } + + OnAudibleEvent( event, player, range, PRIORITY_HIGH, true ); // weapon_fire +} + + +//-------------------------------------------------------------------------------------------------------------- +void CCSBot::OnWeaponFireOnEmpty( IGameEvent *event ) +{ + if ( !IsAlive() ) + return; + + // don't react to our own events + CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); + if ( player == this ) + return; + + // for knife fighting - if our victim is attacking or reloading, rush him + /// @todo Propagate events into active state + if (GetEnemy() == player && IsUsingKnife()) + { + ForceRun( 5.0f ); + } + + OnAudibleEvent( event, player, 1100.0f, PRIORITY_LOW, false ); // weapon_fire_on_empty +} + + +//-------------------------------------------------------------------------------------------------------------- +void CCSBot::OnWeaponReload( IGameEvent *event ) +{ + if ( !IsAlive() ) + return; + + // don't react to our own events + CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); + if ( player == this ) + return; + + // for knife fighting - if our victim is attacking or reloading, rush him + /// @todo Propagate events into active state + if (GetEnemy() == player && IsUsingKnife()) + { + ForceRun( 5.0f ); + } + + OnAudibleEvent( event, player, 1100.0f, PRIORITY_LOW, false ); // weapon_reload +} + + +//-------------------------------------------------------------------------------------------------------------- +void CCSBot::OnWeaponZoom( IGameEvent *event ) +{ + if ( !IsAlive() ) + return; + + // don't react to our own events + CBasePlayer *player = UTIL_PlayerByUserId( event->GetInt( "userid" ) ); + if ( player == this ) + return; + + OnAudibleEvent( event, player, 1100.0f, PRIORITY_LOW, false ); // weapon_zoom +} + + + |