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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/weapon_smg1.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/hl2/weapon_smg1.cpp')
-rw-r--r--game/server/hl2/weapon_smg1.cpp512
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diff --git a/game/server/hl2/weapon_smg1.cpp b/game/server/hl2/weapon_smg1.cpp
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+++ b/game/server/hl2/weapon_smg1.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "basehlcombatweapon.h"
+#include "npcevent.h"
+#include "basecombatcharacter.h"
+#include "ai_basenpc.h"
+#include "player.h"
+#include "game.h"
+#include "in_buttons.h"
+#include "grenade_ar2.h"
+#include "ai_memory.h"
+#include "soundent.h"
+#include "rumble_shared.h"
+#include "gamestats.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+extern ConVar sk_plr_dmg_smg1_grenade;
+
+class CWeaponSMG1 : public CHLSelectFireMachineGun
+{
+ DECLARE_DATADESC();
+public:
+ DECLARE_CLASS( CWeaponSMG1, CHLSelectFireMachineGun );
+
+ CWeaponSMG1();
+
+ DECLARE_SERVERCLASS();
+
+ void Precache( void );
+ void AddViewKick( void );
+ void SecondaryAttack( void );
+
+ int GetMinBurst() { return 2; }
+ int GetMaxBurst() { return 5; }
+
+ virtual void Equip( CBaseCombatCharacter *pOwner );
+ bool Reload( void );
+
+ float GetFireRate( void ) { return 0.075f; } // 13.3hz
+ int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
+ int WeaponRangeAttack2Condition( float flDot, float flDist );
+ Activity GetPrimaryAttackActivity( void );
+
+ virtual const Vector& GetBulletSpread( void )
+ {
+ static const Vector cone = VECTOR_CONE_5DEGREES;
+ return cone;
+ }
+
+ const WeaponProficiencyInfo_t *GetProficiencyValues();
+
+ void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir );
+ void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
+ void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
+
+ DECLARE_ACTTABLE();
+
+protected:
+
+ Vector m_vecTossVelocity;
+ float m_flNextGrenadeCheck;
+};
+
+IMPLEMENT_SERVERCLASS_ST(CWeaponSMG1, DT_WeaponSMG1)
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 );
+PRECACHE_WEAPON_REGISTER(weapon_smg1);
+
+BEGIN_DATADESC( CWeaponSMG1 )
+
+ DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
+ DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
+
+END_DATADESC()
+
+acttable_t CWeaponSMG1::m_acttable[] =
+{
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
+ { ACT_RELOAD, ACT_RELOAD_SMG1, true },
+ { ACT_IDLE, ACT_IDLE_SMG1, true },
+ { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
+
+ { ACT_WALK, ACT_WALK_RIFLE, true },
+ { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
+
+// Readiness activities (not aiming)
+ { ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
+ { ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
+ { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
+
+ { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
+ { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
+ { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
+
+ { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
+ { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
+ { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
+
+// Readiness activities (aiming)
+ { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
+ { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
+ { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
+
+ { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
+ { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
+ { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
+
+ { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
+ { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
+ { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
+//End readiness activities
+
+ { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
+ { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
+ { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
+ { ACT_RUN, ACT_RUN_RIFLE, true },
+ { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
+ { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
+ { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
+ { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG1, true },
+ { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true },
+ { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
+ { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
+ { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
+ { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponSMG1);
+
+//=========================================================
+CWeaponSMG1::CWeaponSMG1( )
+{
+ m_fMinRange1 = 0;// No minimum range.
+ m_fMaxRange1 = 1400;
+
+ m_bAltFiresUnderwater = false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::Precache( void )
+{
+ UTIL_PrecacheOther("grenade_ar2");
+
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Give this weapon longer range when wielded by an ally NPC.
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner )
+{
+ if( pOwner->Classify() == CLASS_PLAYER_ALLY )
+ {
+ m_fMaxRange1 = 3000;
+ }
+ else
+ {
+ m_fMaxRange1 = 1400;
+ }
+
+ BaseClass::Equip( pOwner );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
+{
+ // FIXME: use the returned number of bullets to account for >10hz firerate
+ WeaponSoundRealtime( SINGLE_NPC );
+
+ CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
+ pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED,
+ MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );
+
+ pOperator->DoMuzzleFlash();
+ m_iClip1 = m_iClip1 - 1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
+{
+ // Ensure we have enough rounds in the clip
+ m_iClip1++;
+
+ Vector vecShootOrigin, vecShootDir;
+ QAngle angShootDir;
+ GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
+ AngleVectors( angShootDir, &vecShootDir );
+ FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ switch( pEvent->event )
+ {
+ case EVENT_WEAPON_SMG1:
+ {
+ Vector vecShootOrigin, vecShootDir;
+ QAngle angDiscard;
+
+ // Support old style attachment point firing
+ if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
+ {
+ vecShootOrigin = pOperator->Weapon_ShootPosition();
+ }
+
+ CAI_BaseNPC *npc = pOperator->MyNPCPointer();
+ ASSERT( npc != NULL );
+ vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
+
+ FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
+ }
+ break;
+
+ /*//FIXME: Re-enable
+ case EVENT_WEAPON_AR2_GRENADE:
+ {
+ CAI_BaseNPC *npc = pOperator->MyNPCPointer();
+
+ Vector vecShootOrigin, vecShootDir;
+ vecShootOrigin = pOperator->Weapon_ShootPosition();
+ vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );
+
+ Vector vecThrow = m_vecTossVelocity;
+
+ CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecShootOrigin, vec3_angle, npc );
+ pGrenade->SetAbsVelocity( vecThrow );
+ pGrenade->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) );
+ pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY );
+ pGrenade->m_hOwner = npc;
+ pGrenade->m_pMyWeaponAR2 = this;
+ pGrenade->SetDamage(sk_npc_dmg_ar2_grenade.GetFloat());
+
+ // FIXME: arrgg ,this is hard coded into the weapon???
+ m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
+
+ m_iClip2--;
+ }
+ break;
+ */
+
+ default:
+ BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Activity
+//-----------------------------------------------------------------------------
+Activity CWeaponSMG1::GetPrimaryAttackActivity( void )
+{
+ if ( m_nShotsFired < 2 )
+ return ACT_VM_PRIMARYATTACK;
+
+ if ( m_nShotsFired < 3 )
+ return ACT_VM_RECOIL1;
+
+ if ( m_nShotsFired < 4 )
+ return ACT_VM_RECOIL2;
+
+ return ACT_VM_RECOIL3;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CWeaponSMG1::Reload( void )
+{
+ bool fRet;
+ float fCacheTime = m_flNextSecondaryAttack;
+
+ fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
+ if ( fRet )
+ {
+ // Undo whatever the reload process has done to our secondary
+ // attack timer. We allow you to interrupt reloading to fire
+ // a grenade.
+ m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
+
+ WeaponSound( RELOAD );
+ }
+
+ return fRet;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::AddViewKick( void )
+{
+ #define EASY_DAMPEN 0.5f
+ #define MAX_VERTICAL_KICK 1.0f //Degrees
+ #define SLIDE_LIMIT 2.0f //Seconds
+
+ //Get the view kick
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::SecondaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ //Must have ammo
+ if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
+ {
+ SendWeaponAnim( ACT_VM_DRYFIRE );
+ BaseClass::WeaponSound( EMPTY );
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
+ return;
+ }
+
+ if( m_bInReload )
+ m_bInReload = false;
+
+ // MUST call sound before removing a round from the clip of a CMachineGun
+ BaseClass::WeaponSound( WPN_DOUBLE );
+
+ pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecThrow;
+ // Don't autoaim on grenade tosses
+ AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
+ VectorScale( vecThrow, 1000.0f, vecThrow );
+
+ //Create the grenade
+ QAngle angles;
+ VectorAngles( vecThrow, angles );
+ CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, angles, pPlayer );
+ pGrenade->SetAbsVelocity( vecThrow );
+
+ pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
+ pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
+ pGrenade->SetThrower( GetOwner() );
+ pGrenade->SetDamage( sk_plr_dmg_smg1_grenade.GetFloat() );
+
+ SendWeaponAnim( ACT_VM_SECONDARYATTACK );
+
+ CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ // Decrease ammo
+ pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
+
+ // Can shoot again immediately
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
+
+ // Can blow up after a short delay (so have time to release mouse button)
+ m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
+
+ // Register a muzzleflash for the AI.
+ pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+
+ m_iSecondaryAttacks++;
+ gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
+}
+
+#define COMBINE_MIN_GRENADE_CLEAR_DIST 256
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : flDot -
+// flDist -
+// Output : int
+//-----------------------------------------------------------------------------
+int CWeaponSMG1::WeaponRangeAttack2Condition( float flDot, float flDist )
+{
+ CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();
+
+ return COND_NONE;
+
+/*
+ // --------------------------------------------------------
+ // Assume things haven't changed too much since last time
+ // --------------------------------------------------------
+ if (gpGlobals->curtime < m_flNextGrenadeCheck )
+ return m_lastGrenadeCondition;
+*/
+
+ // -----------------------
+ // If moving, don't check.
+ // -----------------------
+ if ( npcOwner->IsMoving())
+ return COND_NONE;
+
+ CBaseEntity *pEnemy = npcOwner->GetEnemy();
+
+ if (!pEnemy)
+ return COND_NONE;
+
+ Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
+ if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
+ {
+ //!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
+ // be grenaded.
+ // don't throw grenades at anything that isn't on the ground!
+ return COND_NONE;
+ }
+
+ // --------------------------------------
+ // Get target vector
+ // --------------------------------------
+ Vector vecTarget;
+ if (random->RandomInt(0,1))
+ {
+ // magically know where they are
+ vecTarget = pEnemy->WorldSpaceCenter();
+ }
+ else
+ {
+ // toss it to where you last saw them
+ vecTarget = vecEnemyLKP;
+ }
+ // vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
+ // estimate position
+ // vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;
+
+
+ if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST )
+ {
+ // crap, I don't want to blow myself up
+ m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
+ return (COND_NONE);
+ }
+
+ // ---------------------------------------------------------------------
+ // Are any friendlies near the intended grenade impact area?
+ // ---------------------------------------------------------------------
+ CBaseEntity *pTarget = NULL;
+
+ while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL )
+ {
+ //Check to see if the default relationship is hatred, and if so intensify that
+ if ( npcOwner->IRelationType( pTarget ) == D_LI )
+ {
+ // crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
+ m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
+ return (COND_WEAPON_BLOCKED_BY_FRIEND);
+ }
+ }
+
+ // ---------------------------------------------------------------------
+ // Check that throw is legal and clear
+ // ---------------------------------------------------------------------
+ // FIXME: speed is based on difficulty...
+
+ Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
+ if ( vecToss != vec3_origin )
+ {
+ m_vecTossVelocity = vecToss;
+
+ // don't check again for a while.
+ // JAY: HL1 keeps checking - test?
+ //m_flNextGrenadeCheck = gpGlobals->curtime;
+ m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
+ return COND_CAN_RANGE_ATTACK2;
+ }
+ else
+ {
+ // don't check again for a while.
+ m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
+ return COND_WEAPON_SIGHT_OCCLUDED;
+ }
+}
+
+//-----------------------------------------------------------------------------
+const WeaponProficiencyInfo_t *CWeaponSMG1::GetProficiencyValues()
+{
+ static WeaponProficiencyInfo_t proficiencyTable[] =
+ {
+ { 7.0, 0.75 },
+ { 5.00, 0.75 },
+ { 10.0/3.0, 0.75 },
+ { 5.0/3.0, 0.75 },
+ { 1.00, 1.0 },
+ };
+
+ COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
+
+ return proficiencyTable;
+}