diff options
Diffstat (limited to 'game/shared/hl2mp/weapon_pistol.cpp')
| -rw-r--r-- | game/shared/hl2mp/weapon_pistol.cpp | 339 |
1 files changed, 339 insertions, 0 deletions
diff --git a/game/shared/hl2mp/weapon_pistol.cpp b/game/shared/hl2mp/weapon_pistol.cpp new file mode 100644 index 0000000..5a9533c --- /dev/null +++ b/game/shared/hl2mp/weapon_pistol.cpp @@ -0,0 +1,339 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "in_buttons.h" + +#ifdef CLIENT_DLL + #include "c_hl2mp_player.h" +#else + #include "hl2mp_player.h" +#endif + +#include "weapon_hl2mpbasehlmpcombatweapon.h" + +#define PISTOL_FASTEST_REFIRE_TIME 0.1f +#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f + +#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from +#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out + +#ifdef CLIENT_DLL +#define CWeaponPistol C_WeaponPistol +#endif + +//----------------------------------------------------------------------------- +// CWeaponPistol +//----------------------------------------------------------------------------- + +class CWeaponPistol : public CBaseHL2MPCombatWeapon +{ +public: + DECLARE_CLASS( CWeaponPistol, CBaseHL2MPCombatWeapon ); + + CWeaponPistol(void); + + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + void Precache( void ); + void ItemPostFrame( void ); + void ItemPreFrame( void ); + void ItemBusyFrame( void ); + void PrimaryAttack( void ); + void AddViewKick( void ); + void DryFire( void ); + + void UpdatePenaltyTime( void ); + + Activity GetPrimaryAttackActivity( void ); + + virtual bool Reload( void ); + + virtual const Vector& GetBulletSpread( void ) + { + static Vector cone; + + float ramp = RemapValClamped( m_flAccuracyPenalty, + 0.0f, + PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME, + 0.0f, + 1.0f ); + + // We lerp from very accurate to inaccurate over time + VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone ); + + return cone; + } + + virtual int GetMinBurst() + { + return 1; + } + + virtual int GetMaxBurst() + { + return 3; + } + + virtual float GetFireRate( void ) + { + return 0.5f; + } + +#ifndef CLIENT_DLL + DECLARE_ACTTABLE(); +#endif + +private: + CNetworkVar( float, m_flSoonestPrimaryAttack ); + CNetworkVar( float, m_flLastAttackTime ); + CNetworkVar( float, m_flAccuracyPenalty ); + CNetworkVar( int, m_nNumShotsFired ); + +private: + CWeaponPistol( const CWeaponPistol & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol ) + +BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol ) +#ifdef CLIENT_DLL + RecvPropTime( RECVINFO( m_flSoonestPrimaryAttack ) ), + RecvPropTime( RECVINFO( m_flLastAttackTime ) ), + RecvPropFloat( RECVINFO( m_flAccuracyPenalty ) ), + RecvPropInt( RECVINFO( m_nNumShotsFired ) ), +#else + SendPropTime( SENDINFO( m_flSoonestPrimaryAttack ) ), + SendPropTime( SENDINFO( m_flLastAttackTime ) ), + SendPropFloat( SENDINFO( m_flAccuracyPenalty ) ), + SendPropInt( SENDINFO( m_nNumShotsFired ) ), +#endif +END_NETWORK_TABLE() + +#ifdef CLIENT_DLL +BEGIN_PREDICTION_DATA( CWeaponPistol ) + DEFINE_PRED_FIELD( m_flSoonestPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), + DEFINE_PRED_FIELD( m_flLastAttackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), + DEFINE_PRED_FIELD( m_flAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), + DEFINE_PRED_FIELD( m_nNumShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), +END_PREDICTION_DATA() +#endif + +LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); +PRECACHE_WEAPON_REGISTER( weapon_pistol ); + +#ifndef CLIENT_DLL +acttable_t CWeaponPistol::m_acttable[] = +{ + { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, + { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, + { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, + { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, + { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, + { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, + { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, +}; + + +IMPLEMENT_ACTTABLE( CWeaponPistol ); + +#endif + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CWeaponPistol::CWeaponPistol( void ) +{ + m_flSoonestPrimaryAttack = gpGlobals->curtime; + m_flAccuracyPenalty = 0.0f; + + m_fMinRange1 = 24; + m_fMaxRange1 = 1500; + m_fMinRange2 = 24; + m_fMaxRange2 = 200; + + m_bFiresUnderwater = true; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::Precache( void ) +{ + BaseClass::Precache(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::DryFire( void ) +{ + WeaponSound( EMPTY ); + SendWeaponAnim( ACT_VM_DRYFIRE ); + + m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME; + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::PrimaryAttack( void ) +{ + if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f ) + { + m_nNumShotsFired = 0; + } + else + { + m_nNumShotsFired++; + } + + m_flLastAttackTime = gpGlobals->curtime; + m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if( pOwner ) + { + // Each time the player fires the pistol, reset the view punch. This prevents + // the aim from 'drifting off' when the player fires very quickly. This may + // not be the ideal way to achieve this, but it's cheap and it works, which is + // great for a feature we're evaluating. (sjb) + pOwner->ViewPunchReset(); + } + + BaseClass::PrimaryAttack(); + + // Add an accuracy penalty which can move past our maximum penalty time if we're really spastic + m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::UpdatePenaltyTime( void ) +{ + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + // Check our penalty time decay + if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) + { + m_flAccuracyPenalty -= gpGlobals->frametime; + m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::ItemPreFrame( void ) +{ + UpdatePenaltyTime(); + + BaseClass::ItemPreFrame(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::ItemBusyFrame( void ) +{ + UpdatePenaltyTime(); + + BaseClass::ItemBusyFrame(); +} + +//----------------------------------------------------------------------------- +// Purpose: Allows firing as fast as button is pressed +//----------------------------------------------------------------------------- +void CWeaponPistol::ItemPostFrame( void ) +{ + BaseClass::ItemPostFrame(); + + if ( m_bInReload ) + return; + + CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); + + if ( pOwner == NULL ) + return; + + if ( pOwner->m_nButtons & IN_ATTACK2 ) + { + m_flLastAttackTime = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; + m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; + m_flNextPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; + } + + //Allow a refire as fast as the player can click + if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) + { + m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f; + } + else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) ) + { + DryFire(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +Activity CWeaponPistol::GetPrimaryAttackActivity( void ) +{ + if ( m_nNumShotsFired < 1 ) + return ACT_VM_PRIMARYATTACK; + + if ( m_nNumShotsFired < 2 ) + return ACT_VM_RECOIL1; + + if ( m_nNumShotsFired < 3 ) + return ACT_VM_RECOIL2; + + return ACT_VM_RECOIL3; +} + +//----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +bool CWeaponPistol::Reload( void ) +{ + bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); + if ( fRet ) + { + WeaponSound( RELOAD ); + m_flAccuracyPenalty = 0.0f; + } + return fRet; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponPistol::AddViewKick( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + + if ( pPlayer == NULL ) + return; + + QAngle viewPunch; + + viewPunch.x = SharedRandomFloat( "pistolpax", 0.25f, 0.5f ); + viewPunch.y = SharedRandomFloat( "pistolpay", -.6f, .6f ); + viewPunch.z = 0.0f; + + //Add it to the view punch + pPlayer->ViewPunch( viewPunch ); +} |