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diff --git a/game/server/hl2/weapon_alyxgun.cpp b/game/server/hl2/weapon_alyxgun.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+
+#include "weapon_alyxgun.h"
+#include "npcevent.h"
+#include "ai_basenpc.h"
+#include "globalstate.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+IMPLEMENT_SERVERCLASS_ST(CWeaponAlyxGun, DT_WeaponAlyxGun)
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( weapon_alyxgun, CWeaponAlyxGun );
+PRECACHE_WEAPON_REGISTER(weapon_alyxgun);
+
+BEGIN_DATADESC( CWeaponAlyxGun )
+END_DATADESC()
+
+acttable_t CWeaponAlyxGun::m_acttable[] =
+{
+ { ACT_IDLE, ACT_IDLE_PISTOL, true },
+ { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
+ { ACT_RELOAD, ACT_RELOAD_PISTOL, true },
+ { ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
+ { ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
+ { ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
+ { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
+ { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true },
+ { ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
+ { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
+ { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
+
+ // Readiness activities (not aiming)
+ { ACT_IDLE_RELAXED, ACT_IDLE_PISTOL, false },//never aims
+ { ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
+ { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
+ { ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
+
+ { ACT_WALK_RELAXED, ACT_WALK, false },//never aims
+ { ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
+ { ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
+ { ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
+
+ { ACT_RUN_RELAXED, ACT_RUN, false },//never aims
+ { ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
+ { ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
+ { ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
+
+ // Readiness activities (aiming)
+ { ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
+ { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
+ { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
+ { ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
+
+ { ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
+ { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
+ { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
+ { ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
+
+ { ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
+ { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
+ { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
+ { ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
+ //End readiness activities
+
+ // Crouch activities
+ { ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
+ { ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
+ { ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
+
+ // Readiness translations
+ { ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
+ { ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
+ { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
+ { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
+
+
+// { ACT_ARM, ACT_ARM_PISTOL, true },
+// { ACT_DISARM, ACT_DISARM_PISTOL, true },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponAlyxGun);
+
+#define TOOCLOSETIMER_OFF 0.0f
+#define ALYX_TOOCLOSETIMER 1.0f // Time an enemy must be tooclose before Alyx is allowed to shoot it.
+
+//=========================================================
+CWeaponAlyxGun::CWeaponAlyxGun( )
+{
+ m_fMinRange1 = 1;
+ m_fMaxRange1 = 5000;
+
+ m_flTooCloseTimer = TOOCLOSETIMER_OFF;
+
+#ifdef HL2_EPISODIC
+ m_fMinRange1 = 60;
+ m_fMaxRange1 = 2048;
+#endif//HL2_EPISODIC
+}
+
+CWeaponAlyxGun::~CWeaponAlyxGun( )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponAlyxGun::Precache( void )
+{
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+void CWeaponAlyxGun::Equip( CBaseCombatCharacter *pOwner )
+{
+ BaseClass::Equip( pOwner );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Try to encourage Alyx not to use her weapon at point blank range,
+// but don't prevent her from defending herself if cornered.
+// Input : flDot -
+// flDist -
+// Output : int
+//-----------------------------------------------------------------------------
+int CWeaponAlyxGun::WeaponRangeAttack1Condition( float flDot, float flDist )
+{
+#ifdef HL2_EPISODIC
+
+ if( flDist < m_fMinRange1 )
+ {
+ // If Alyx is not able to fire because an enemy is too close, start a timer.
+ // If the condition persists, allow her to ignore it and defend herself. The idea
+ // is to stop Alyx being content to fire point blank at enemies if she's able to move
+ // away, without making her defenseless if she's not able to move.
+ float flTime;
+
+ if( m_flTooCloseTimer == TOOCLOSETIMER_OFF )
+ {
+ m_flTooCloseTimer = gpGlobals->curtime;
+ }
+
+ flTime = gpGlobals->curtime - m_flTooCloseTimer;
+
+ if( flTime > ALYX_TOOCLOSETIMER )
+ {
+ // Fake the range to allow Alyx to shoot.
+ flDist = m_fMinRange1 + 1.0f;
+ }
+ }
+ else
+ {
+ m_flTooCloseTimer = TOOCLOSETIMER_OFF;
+ }
+
+ int nBaseCondition = BaseClass::WeaponRangeAttack1Condition( flDot, flDist );
+
+ // While in a vehicle, we extend our aiming cone (this relies on COND_NOT_FACING_ATTACK
+ // TODO: This needs to be rolled in at the animation level
+ if ( GetOwner()->IsInAVehicle() )
+ {
+ Vector vecRoughDirection = ( GetOwner()->GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter() );
+ Vector vecRight;
+ GetVectors( NULL, &vecRight, NULL );
+ bool bRightSide = ( DotProduct( vecRoughDirection, vecRight ) > 0.0f );
+ float flTargetDot = ( bRightSide ) ? -0.7f : 0.0f;
+
+ if ( nBaseCondition == COND_NOT_FACING_ATTACK && flDot >= flTargetDot )
+ {
+ nBaseCondition = COND_CAN_RANGE_ATTACK1;
+ }
+ }
+
+ return nBaseCondition;
+
+#else
+
+ return BaseClass::WeaponRangeAttack1Condition( flDot, flDist );
+
+#endif//HL2_EPISODIC
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : flDot -
+// flDist -
+// Output : int
+//-----------------------------------------------------------------------------
+int CWeaponAlyxGun::WeaponRangeAttack2Condition( float flDot, float flDist )
+{
+ return COND_NONE;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOperator -
+//-----------------------------------------------------------------------------
+void CWeaponAlyxGun::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
+{
+ Vector vecShootOrigin, vecShootDir;
+ CAI_BaseNPC *npc = pOperator->MyNPCPointer();
+ ASSERT( npc != NULL );
+
+ if ( bUseWeaponAngles )
+ {
+ QAngle angShootDir;
+ GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
+ AngleVectors( angShootDir, &vecShootDir );
+ }
+ else
+ {
+ vecShootOrigin = pOperator->Weapon_ShootPosition();
+ vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
+ }
+
+ WeaponSound( SINGLE_NPC );
+
+ if( hl2_episodic.GetBool() )
+ {
+ pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1 );
+ }
+ else
+ {
+ pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
+ }
+
+ pOperator->DoMuzzleFlash();
+
+ if( hl2_episodic.GetBool() )
+ {
+ // Never fire Alyx's last bullet just in case there's an emergency
+ // and she needs to be able to shoot without reloading.
+ if( m_iClip1 > 1 )
+ {
+ m_iClip1 = m_iClip1 - 1;
+ }
+ }
+ else
+ {
+ m_iClip1 = m_iClip1 - 1;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponAlyxGun::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
+{
+ // Ensure we have enough rounds in the clip
+ m_iClip1++;
+
+ // HACK: We need the gun to fire its muzzle flash
+ if ( bSecondary == false )
+ {
+ SetActivity( ACT_RANGE_ATTACK_PISTOL, 0.0f );
+ }
+
+ FireNPCPrimaryAttack( pOperator, true );
+}
+
+//-----------------------------------------------------------------------------
+void CWeaponAlyxGun::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ switch( pEvent->event )
+ {
+ case EVENT_WEAPON_PISTOL_FIRE:
+ {
+ FireNPCPrimaryAttack( pOperator, false );
+ break;
+ }
+
+ default:
+ BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Whether or not Alyx is in the injured mode
+//-----------------------------------------------------------------------------
+bool IsAlyxInInjuredMode( void )
+{
+ if ( hl2_episodic.GetBool() == false )
+ return false;
+
+ return ( GlobalEntity_GetState("ep2_alyx_injured") == GLOBAL_ON );
+}
+
+//-----------------------------------------------------------------------------
+const Vector& CWeaponAlyxGun::GetBulletSpread( void )
+{
+ static const Vector cone = VECTOR_CONE_2DEGREES;
+ static const Vector injuredCone = VECTOR_CONE_6DEGREES;
+
+ if ( IsAlyxInInjuredMode() )
+ return injuredCone;
+
+ return cone;
+}
+
+//-----------------------------------------------------------------------------
+float CWeaponAlyxGun::GetMinRestTime( void )
+{
+ if ( IsAlyxInInjuredMode() )
+ return 1.5f;
+
+ return BaseClass::GetMinRestTime();
+}
+
+//-----------------------------------------------------------------------------
+float CWeaponAlyxGun::GetMaxRestTime( void )
+{
+ if ( IsAlyxInInjuredMode() )
+ return 3.0f;
+
+ return BaseClass::GetMaxRestTime();
+}