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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/hl2/weapon_smg1.cpp | |
| download | archived-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.cpp | 512 |
1 files changed, 512 insertions, 0 deletions
diff --git a/game/server/hl2/weapon_smg1.cpp b/game/server/hl2/weapon_smg1.cpp new file mode 100644 index 0000000..cc9934a --- /dev/null +++ b/game/server/hl2/weapon_smg1.cpp @@ -0,0 +1,512 @@ +//========= 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; +} |