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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/shared/hl2mp/weapon_ar2.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/hl2mp/weapon_ar2.cpp')
| -rw-r--r-- | game/shared/hl2mp/weapon_ar2.cpp | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/game/shared/hl2mp/weapon_ar2.cpp b/game/shared/hl2mp/weapon_ar2.cpp new file mode 100644 index 0000000..5086db1 --- /dev/null +++ b/game/shared/hl2mp/weapon_ar2.cpp @@ -0,0 +1,312 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" + +#ifdef CLIENT_DLL + #include "c_hl2mp_player.h" + #include "c_te_effect_dispatch.h" +#else + #include "hl2mp_player.h" + #include "te_effect_dispatch.h" + #include "prop_combine_ball.h" +#endif + +#include "weapon_ar2.h" +#include "effect_dispatch_data.h" + + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#ifndef CLIENT_DLL +ConVar sk_weapon_ar2_alt_fire_radius( "sk_weapon_ar2_alt_fire_radius", "10" ); +ConVar sk_weapon_ar2_alt_fire_duration( "sk_weapon_ar2_alt_fire_duration", "4" ); +ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" ); +#endif + +//========================================================= +//========================================================= + + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAR2, DT_WeaponAR2 ) + +BEGIN_NETWORK_TABLE( CWeaponAR2, DT_WeaponAR2 ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponAR2 ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 ); +PRECACHE_WEAPON_REGISTER(weapon_ar2); + + +#ifndef CLIENT_DLL + +acttable_t CWeaponAR2::m_acttable[] = +{ + { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false }, + { ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false }, + { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false }, + { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false }, + { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false }, + { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false }, + { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false }, + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false }, +}; + +IMPLEMENT_ACTTABLE(CWeaponAR2); + +#endif + +CWeaponAR2::CWeaponAR2( ) +{ + m_fMinRange1 = 65; + m_fMaxRange1 = 2048; + + m_fMinRange2 = 256; + m_fMaxRange2 = 1024; + + m_nShotsFired = 0; + m_nVentPose = -1; +} + +void CWeaponAR2::Precache( void ) +{ + BaseClass::Precache(); + +#ifndef CLIENT_DLL + + UTIL_PrecacheOther( "prop_combine_ball" ); + UTIL_PrecacheOther( "env_entity_dissolver" ); +#endif + +} + +//----------------------------------------------------------------------------- +// Purpose: Handle grenade detonate in-air (even when no ammo is left) +//----------------------------------------------------------------------------- +void CWeaponAR2::ItemPostFrame( void ) +{ + // See if we need to fire off our secondary round + if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire ) + { + DelayedAttack(); + } + + // Update our pose parameter for the vents + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner ) + { + CBaseViewModel *pVM = pOwner->GetViewModel(); + + if ( pVM ) + { + if ( m_nVentPose == -1 ) + { + m_nVentPose = pVM->LookupPoseParameter( "VentPoses" ); + } + + float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f ); + pVM->SetPoseParameter( m_nVentPose, flVentPose ); + } + } + + BaseClass::ItemPostFrame(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Activity +//----------------------------------------------------------------------------- +Activity CWeaponAR2::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; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &tr - +// nDamageType - +//----------------------------------------------------------------------------- +void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType ) +{ + CEffectData data; + + data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f ); + data.m_vNormal = tr.plane.normal; + + DispatchEffect( "AR2Impact", data ); + + BaseClass::DoImpactEffect( tr, nDamageType ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponAR2::DelayedAttack( void ) +{ + m_bShotDelayed = false; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + // Deplete the clip completely + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration(); + + // Register a muzzleflash for the AI + pOwner->DoMuzzleFlash(); + + WeaponSound( WPN_DOUBLE ); + + // Fire the bullets + Vector vecSrc = pOwner->Weapon_ShootPosition( ); + Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES ); + Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); + + // Fire the bullets + Vector vecVelocity = vecAiming * 1000.0f; + +#ifndef CLIENT_DLL + // Fire the combine ball + CreateCombineBall( vecSrc, + vecVelocity, + sk_weapon_ar2_alt_fire_radius.GetFloat(), + sk_weapon_ar2_alt_fire_mass.GetFloat(), + sk_weapon_ar2_alt_fire_duration.GetFloat(), + pOwner ); + + // View effects + color32 white = {255, 255, 255, 64}; + UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN ); +#endif + + //Disorient the player + QAngle angles = pOwner->GetLocalAngles(); + + angles.x += random->RandomInt( -4, 4 ); + angles.y += random->RandomInt( -4, 4 ); + angles.z = 0; + +// pOwner->SnapEyeAngles( angles ); + + pOwner->ViewPunch( QAngle( SharedRandomInt( "ar2pax", -8, -12 ), SharedRandomInt( "ar2pay", 1, 2 ), 0 ) ); + + // Decrease ammo + pOwner->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; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponAR2::SecondaryAttack( void ) +{ + if ( m_bShotDelayed ) + return; + + // Cannot fire underwater + if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 ) + { + SendWeaponAnim( ACT_VM_DRYFIRE ); + BaseClass::WeaponSound( EMPTY ); + m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; + return; + } + + m_bShotDelayed = true; + m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f; + + SendWeaponAnim( ACT_VM_FIDGET ); + WeaponSound( SPECIAL1 ); +} + +//----------------------------------------------------------------------------- +// Purpose: Override if we're waiting to release a shot +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CWeaponAR2::CanHolster( void ) +{ + if ( m_bShotDelayed ) + return false; + + return BaseClass::CanHolster(); +} + + +bool CWeaponAR2::Deploy( void ) +{ + m_bShotDelayed = false; + m_flDelayedFire = 0.0f; + + return BaseClass::Deploy(); +} + +//----------------------------------------------------------------------------- +// Purpose: Override if we're waiting to release a shot +//----------------------------------------------------------------------------- +bool CWeaponAR2::Reload( void ) +{ + if ( m_bShotDelayed ) + return false; + + return BaseClass::Reload(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponAR2::AddViewKick( void ) +{ + #define EASY_DAMPEN 0.5f + #define MAX_VERTICAL_KICK 8.0f //Degrees + #define SLIDE_LIMIT 5.0f //Seconds + + //Get the view kick + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + if (!pPlayer) + return; + + DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT ); +} + +//----------------------------------------------------------------------------- +const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues() +{ + static WeaponProficiencyInfo_t proficiencyTable[] = + { + { 7.0, 0.75 }, + { 5.00, 0.75 }, + { 3.0, 0.85 }, + { 5.0/3.0, 0.75 }, + { 1.00, 1.0 }, + }; + + COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1); + + return proficiencyTable; +} |