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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/shared/tf2/weapon_combat_burstrifle.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/tf2/weapon_combat_burstrifle.cpp')
-rw-r--r--game/shared/tf2/weapon_combat_burstrifle.cpp327
1 files changed, 327 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_combat_burstrifle.cpp b/game/shared/tf2/weapon_combat_burstrifle.cpp
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+++ b/game/shared/tf2/weapon_combat_burstrifle.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Burst rifle & Shield combo
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "basetfplayer_shared.h"
+#include "weapon_combatshield.h"
+#include "weapon_combat_usedwithshieldbase.h"
+#include "in_buttons.h"
+#include "plasmaprojectile.h"
+#include "IEffects.h"
+
+#if defined( CLIENT_DLL )
+#include "fx.h"
+
+#define CWeaponCombatBurstRifle C_WeaponCombatBurstRifle
+
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+// Damage CVars
+ConVar weapon_combat_burstrifle_damage( "weapon_combat_burstrifle_damage","10", FCVAR_REPLICATED, "Burst Rifle damage" );
+ConVar weapon_combat_burstrifle_range( "weapon_combat_burstrifle_range","500", FCVAR_REPLICATED, "Burst Rifle maximum range" );
+ConVar weapon_combat_burstrifle_ducking_mod( "weapon_combat_burstrifle_ducking_mod", "0.75", FCVAR_REPLICATED, "Burst Rifle ducking speed modifier" );
+
+#define MAX_RIFLE_POWER 3.0
+#define RIFLE_CHARGE_TIME 2.0
+#define BURSTRIFLE_BOOSTED_FIRERATE 0.015f
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CWeaponCombatBurstRifle : public CWeaponCombatUsedWithShieldBase
+{
+ DECLARE_CLASS( CWeaponCombatBurstRifle, CWeaponCombatUsedWithShieldBase );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponCombatBurstRifle( void );
+
+ virtual void ItemPostFrame( void );
+ virtual void PrimaryAttack( void );
+ virtual float GetFireRate( void );
+ virtual float GetDefaultAnimSpeed( void );
+ virtual const Vector& GetBulletSpread( void );
+
+ // All predicted weapons need to implement and return true
+ virtual bool IsPredicted( void ) const
+ {
+ return true;
+ }
+private:
+ CWeaponCombatBurstRifle( const CWeaponCombatBurstRifle & );
+
+public:
+#if defined( CLIENT_DLL )
+ virtual bool ShouldPredict( void )
+ {
+ if ( GetOwner() &&
+ GetOwner() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+ }
+
+ void GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]);
+ void ViewModelDrawn( C_BaseViewModel *pViewModel );
+
+private:
+
+ void BoostedMuzzleFlash( C_BaseViewModel *pViewModel, const Vector &vecOrigin, const QAngle &angle, float flScale );
+
+ struct model_t *m_pSpriteBurstRifleFlash[5];
+
+#endif
+};
+
+CWeaponCombatBurstRifle::CWeaponCombatBurstRifle( void )
+{
+ SetPredictionEligible( true );
+}
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatBurstRifle, DT_WeaponCombatBurstRifle )
+
+BEGIN_NETWORK_TABLE( CWeaponCombatBurstRifle, DT_WeaponCombatBurstRifle )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponCombatBurstRifle )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_combat_burstrifle, CWeaponCombatBurstRifle );
+PRECACHE_WEAPON_REGISTER(weapon_combat_burstrifle);
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatBurstRifle::ItemPostFrame( void )
+{
+ CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
+ if (!pOwner)
+ return;
+
+ if ( UsesClipsForAmmo1() )
+ {
+ CheckReload();
+ }
+
+ // Handle firing
+ if ( GetShieldState() == SS_DOWN && !m_bInReload )
+ {
+ if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
+ {
+ if ( m_iClip1 > 0 )
+ {
+ // Fire the plasma shot
+ PrimaryAttack();
+ }
+ else
+ {
+ Reload();
+ }
+ }
+
+ // Reload button (or fire button when we're out of ammo)
+ if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
+ {
+ if ( pOwner->m_nButtons & IN_RELOAD )
+ {
+ Reload();
+ }
+ else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
+ {
+ if ( !m_iClip1 && HasPrimaryAmmo() )
+ {
+ Reload();
+ }
+ }
+ }
+ }
+
+ // Prevent shield post frame if we're not ready to attack, or we're charging
+ AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the accuracy derived from weapon and player, and return it
+//-----------------------------------------------------------------------------
+const Vector& CWeaponCombatBurstRifle::GetBulletSpread( void )
+{
+ static Vector cone = VECTOR_CONE_5DEGREES;
+ return cone;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatBurstRifle::PrimaryAttack( void )
+{
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
+ if (!pPlayer)
+ return;
+
+ WeaponSound(SINGLE);
+
+ // Fire the bullets
+ Vector vecSrc = pPlayer->Weapon_ShootPosition( );
+ Vector vecSpread = GetBulletSpread();
+ Vector vecAiming, vecRight, vecUp;
+ pPlayer->EyeVectors( &vecAiming, &vecRight, &vecUp );
+
+ // Add some inaccuracy
+ int seed = 0;
+ float x, y, z;
+ do
+ {
+ float x1, x2, y1, y2;
+
+ // Note the additional seed because otherwise we get the same set of random #'s and will get stuck
+ // in an infinite loop here potentially
+ // FIXME: Can we use a gaussian random # function instead? ywb
+ x1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
+ x2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
+ y1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
+ y2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
+
+ x = x1 + x2;
+ y = y1 + y2;
+
+ z = x*x+y*y;
+ } while (z > 1);
+ Vector vecDir = vecAiming + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp;
+
+ PlayAttackAnimation( GetPrimaryAttackActivity() );
+
+ // Shift it down a bit so the firer can see it
+ Vector right, forward;
+ AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, &forward, &right, NULL );
+ Vector vecStartSpot = vecSrc;
+
+ // Get the firing position
+#ifdef CLIENT_DLL
+ // On our client, grab the viewmodel's firing position
+ Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
+#else
+ // For everyone else, grab the weapon model's position
+ /*
+ Vector vecWorldOffset;
+ QAngle angIgnore;
+ GetAttachment( LookupAttachment( "muzzle" ), vecWorldOffset, angIgnore );
+ */
+
+ Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
+#endif
+ Vector gunOffset = vecWorldOffset - vecStartSpot;
+
+ CPowerPlasmaProjectile *pPlasma = CPowerPlasmaProjectile::CreatePredicted( vecStartSpot, vecDir, gunOffset, DMG_ENERGYBEAM, pPlayer );
+ if ( pPlasma )
+ {
+ pPlasma->SetDamage( weapon_combat_burstrifle_damage.GetFloat() );
+ pPlasma->m_hOwner = pPlayer;
+ pPlasma->SetPower( 2.0 );
+ pPlasma->SetMaxRange( weapon_combat_burstrifle_range.GetFloat() );
+ pPlasma->Activate();
+ }
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
+ m_iClip1 = m_iClip1 - 1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CWeaponCombatBurstRifle::GetFireRate( void )
+{
+ if ( !inv_demo.GetFloat() )
+ {
+ float flFireRate = ( SequenceDuration() * 0.6f ) + SHARED_RANDOMFLOAT( 0.0, 0.035f );
+
+ CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
+ if ( pPlayer )
+ {
+ // Ducking players should fire more rapidly.
+ if ( pPlayer->GetFlags() & FL_DUCKING )
+ {
+ flFireRate *= weapon_combat_burstrifle_ducking_mod.GetFloat();
+ }
+ }
+
+ return flFireRate;
+ }
+
+ // Get the player and check to see if we are powered up.
+ CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
+ if ( pPlayer && pPlayer->HasPowerup( POWERUP_BOOST ) )
+ {
+ return BURSTRIFLE_BOOSTED_FIRERATE;
+ }
+
+ return SHARED_RANDOMFLOAT( 0.075f, 0.15f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Match the anim speed to the weapon speed while crouching
+//-----------------------------------------------------------------------------
+float CWeaponCombatBurstRifle::GetDefaultAnimSpeed( void )
+{
+ if ( GetOwner() && GetOwner()->IsPlayer() )
+ {
+ if ( GetOwner()->GetFlags() & FL_DUCKING )
+ return (1.0 + (1.0 - weapon_combat_burstrifle_ducking_mod.GetFloat()) );
+ }
+
+ return 1.0;
+}
+
+#if defined ( CLIENT_DLL )
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatBurstRifle::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel,
+ float controllers[MAXSTUDIOBONECTRLS])
+{
+ float flAmmoCount;
+ C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
+ if ( pPlayer && pPlayer->IsDamageBoosted() )
+ {
+ flAmmoCount = random->RandomFloat( 0.0f, 1.0f );
+ }
+ else
+ {
+ // Dial shows ammo count!
+ flAmmoCount = ( float )m_iClip1 / ( float )GetMaxClip1();
+ }
+
+ // Add some shake
+ flAmmoCount += RandomFloat( -0.02, 0.02 );
+ controllers[0] = flAmmoCount;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponCombatBurstRifle::ViewModelDrawn( C_BaseViewModel *pViewModel )
+{
+ C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
+ if ( pPlayer && pPlayer->IsDamageBoosted() )
+ {
+ Vector vecBarrelPos;
+ QAngle angMuzzle;
+ int iAttachment = pViewModel->LookupAttachment( "muzzle" );
+ pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );
+
+ unsigned char color[3];
+ color[0] = 50;
+ color[1] = 128;
+ color[2] = 50;
+ FX_Smoke( vecBarrelPos, angMuzzle, 0.5, 1, &color[0], 192 );
+ }
+}
+#endif