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-rw-r--r--game/shared/tf2/weapon_minigun.cpp415
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diff --git a/game/shared/tf2/weapon_minigun.cpp b/game/shared/tf2/weapon_minigun.cpp
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+++ b/game/shared/tf2/weapon_minigun.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Minigun
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "weapon_combat_usedwithshieldbase.h"
+#include "in_buttons.h"
+#include "takedamageinfo.h"
+#include "SoundEmitterSystem/isoundemittersystembase.h"
+#include "tf_gamerules.h"
+
+// Damage CVars
+ConVar weapon_minigun_damage( "weapon_minigun_damage","10", FCVAR_REPLICATED, "Minigun damage per pellet" );
+ConVar weapon_minigun_range( "weapon_minigun_range","1500", FCVAR_REPLICATED, "Minigun maximum range" );
+ConVar weapon_minigun_pellets( "weapon_minigun_pellets","2", FCVAR_REPLICATED, "Minigun pellets per fire" );
+ConVar weapon_minigun_ducking_mod( "weapon_minigun_ducking_mod", "0.75", FCVAR_REPLICATED, "Minigun ducking speed modifier" );
+
+#if defined( CLIENT_DLL )
+#include "hud.h"
+#include "fx.h"
+#define CWeaponMinigun C_WeaponMinigun
+extern ConVar zoom_sensitivity_ratio;
+extern ConVar default_fov;
+#else
+#endif
+
+// Time taken to fully wind up/down
+#define MINIGUN_WIND_TIME 2
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CWeaponMinigun : public CWeaponCombatUsedWithShieldBase
+{
+ DECLARE_CLASS( CWeaponMinigun, CWeaponCombatUsedWithShieldBase );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponMinigun( void );
+
+ virtual void Precache();
+
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+ virtual const Vector& GetBulletSpread( void );
+ virtual void ItemPostFrame( void );
+ virtual void PrimaryAttack( void );
+ virtual void AddViewKick( void );
+ virtual float GetFireRate( void );
+ virtual float GetDefaultAnimSpeed( void );
+ virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd );
+
+ // All predicted weapons need to implement and return true
+ virtual bool IsPredicted( void ) const
+ {
+ return true;
+ }
+
+ void ReduceRotation( void );
+ void AttemptToReload( void );
+
+#if defined( CLIENT_DLL )
+public:
+ virtual bool ShouldPredict( void )
+ {
+ if ( GetOwner() &&
+ GetOwner() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+ }
+
+ virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual void ClientThink( void );
+#endif
+
+public:
+ float m_flOwnersMaxSpeed;
+ CNetworkVar( float, m_flRotationSpeed ); // When 1, firing commences.
+ bool m_bSoundPlaying;
+
+private:
+ CWeaponMinigun( const CWeaponMinigun & );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CWeaponMinigun::CWeaponMinigun( void )
+{
+ SetPredictionEligible( true );
+ m_flRotationSpeed = 0;
+ m_bSoundPlaying = false;
+}
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMinigun, DT_WeaponMinigun )
+
+BEGIN_NETWORK_TABLE( CWeaponMinigun, DT_WeaponMinigun )
+#if !defined( CLIENT_DLL )
+ SendPropFloat( SENDINFO( m_flRotationSpeed ), 8, SPROP_ROUNDDOWN, 0, 1 ),
+#else
+ RecvPropFloat( RECVINFO( m_flRotationSpeed ) ),
+#endif
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponMinigun )
+ DEFINE_PRED_FIELD_TOL( m_flRotationSpeed, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.01f ),
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_minigun, CWeaponMinigun );
+PRECACHE_WEAPON_REGISTER(weapon_minigun);
+
+void CWeaponMinigun::Precache()
+{
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CWeaponMinigun::Holster( CBaseCombatWeapon *pSwitchingTo )
+{
+ m_flRotationSpeed = 0;
+
+ return BaseClass::Holster( pSwitchingTo );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the accuracy derived from weapon and player, and return it
+//-----------------------------------------------------------------------------
+const Vector& CWeaponMinigun::GetBulletSpread( void )
+{
+ static Vector cone = VECTOR_CONE_8DEGREES;
+ return cone;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::ItemPostFrame( void )
+{
+ CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
+ if (!pOwner)
+ return;
+
+ // This should work, and avoids sending extra network data. If it doesn't, we'll have to send down the unchanged max speed.
+ if ( !m_flRotationSpeed )
+ {
+ m_flOwnersMaxSpeed = pOwner->MaxSpeed();
+ }
+
+ float flLastRotationSpeed = m_flRotationSpeed;
+
+ CheckReload();
+
+ // Handle firing
+ if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
+ {
+ if ( m_iClip1 > 0 )
+ {
+ if ( m_flRotationSpeed < 0.99 )
+ {
+ // If we're starting, play the sound
+ m_flRotationSpeed = min(1, m_flRotationSpeed + (gpGlobals->frametime / MINIGUN_WIND_TIME) );
+ }
+ else
+ {
+ PrimaryAttack();
+ }
+ }
+ else
+ {
+ AttemptToReload();
+ }
+ }
+
+ // Reload button (or fire button when we're out of ammo)
+ if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
+ {
+ if ( pOwner->m_nButtons & IN_RELOAD )
+ {
+ AttemptToReload();
+ }
+ else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
+ {
+ if ( !m_iClip1 && HasPrimaryAmmo() )
+ {
+ AttemptToReload();
+ }
+ else
+ {
+ ReduceRotation();
+ }
+ }
+ }
+
+ // If the speed changed, modify our movement speed
+ if ( m_flRotationSpeed != flLastRotationSpeed )
+ {
+ pOwner->SetMaxSpeed( m_flOwnersMaxSpeed * (1.0 - (m_flRotationSpeed * 0.5)) );
+ }
+
+ WeaponIdle();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::ReduceRotation( void )
+{
+ if ( m_flRotationSpeed > 0 )
+ {
+ m_flRotationSpeed = MAX(0, m_flRotationSpeed - (gpGlobals->frametime / MINIGUN_WIND_TIME) );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::AttemptToReload( void )
+{
+ // Wind down before reloading
+ if ( m_flRotationSpeed > 0 )
+ {
+ ReduceRotation();
+ }
+ else
+ {
+ Reload();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::PrimaryAttack( void )
+{
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
+ if (!pPlayer)
+ return;
+
+ // Fire the bullets
+ Vector vecSrc = pPlayer->Weapon_ShootPosition( );
+ Vector vecAiming;
+ pPlayer->EyeVectors( &vecAiming );
+
+ PlayAttackAnimation( GetPrimaryAttackActivity() );
+
+ // Make a satisfying force, and knock them into the air
+ float flForceScale = (100) * 75 * 4;
+ Vector vecForce = vecAiming;
+ vecForce.z += 0.7;
+ vecForce *= flForceScale;
+
+ CTakeDamageInfo info( this, pPlayer, vecForce, vec3_origin, weapon_minigun_damage.GetFloat(), DMG_BULLET | DMG_BUCKSHOT);
+ TFGameRules()->FireBullets( info, weapon_minigun_pellets.GetFloat(),
+ vecSrc, vecAiming, GetBulletSpread(), weapon_minigun_range.GetFloat(), m_iPrimaryAmmoType, 0, entindex(), 0 );
+
+ AddViewKick();
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
+ m_iClip1 = m_iClip1 - 1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::AddViewKick( void )
+{
+ // Get the view kick
+ CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
+ if ( !pPlayer )
+ return;
+
+ QAngle viewPunch;
+ viewPunch.x = SHARED_RANDOMFLOAT( -0.5f, 0.5f );
+ viewPunch.y = SHARED_RANDOMFLOAT( -1.0f, 1.0f );
+ viewPunch.z = 0;
+
+ if ( pPlayer->GetFlags() & FL_DUCKING )
+ {
+ viewPunch *= 0.25;
+ }
+
+ pPlayer->ViewPunch( viewPunch );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+float CWeaponMinigun::GetFireRate( void )
+{
+ float flFireRate = SHARED_RANDOMFLOAT( 0.05, 0.1 );
+
+ CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
+ if ( pPlayer )
+ {
+ // Ducking players should fire more rapidly.
+ if ( pPlayer->GetFlags() & FL_DUCKING )
+ {
+ flFireRate *= weapon_minigun_ducking_mod.GetFloat();
+ }
+ }
+
+ return flFireRate;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Match the anim speed to the weapon speed while crouching
+//-----------------------------------------------------------------------------
+float CWeaponMinigun::GetDefaultAnimSpeed( void )
+{
+ if ( GetOwner() && GetOwner()->IsPlayer() )
+ {
+ if ( GetOwner()->GetFlags() & FL_DUCKING )
+ return (1.0 + (1.0 - weapon_minigun_ducking_mod.GetFloat()) );
+ }
+
+ return 1.0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw the minigun effect
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::BulletWasFired( const Vector &vecStart, const Vector &vecEnd )
+{
+ UTIL_Tracer( (Vector&)vecStart, (Vector&)vecEnd, entindex(), 1, 5000, false, "MinigunTracer" );
+}
+
+#if defined ( CLIENT_DLL )
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CWeaponMinigun::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
+{
+ // Suppress the shell ejection from the HL2 model we're using for prototyping
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : updateType -
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::OnDataChanged( DataUpdateType_t updateType )
+{
+ BaseClass::OnDataChanged( updateType );
+
+ if ( updateType == DATA_UPDATE_CREATED )
+ {
+ ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_ALWAYS );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponMinigun::ClientThink()
+{
+ CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
+ if (!pPlayer)
+ return;
+
+ if ( m_flRotationSpeed )
+ {
+ WeaponSound_t nSound = SPECIAL1;
+
+ // If we're firing, play that sound instead
+ if ( m_flRotationSpeed >= 0.99 )
+ {
+ nSound = SINGLE;
+ }
+ else
+ {
+ m_bSoundPlaying = true;
+ }
+
+ // If we have some sounds from the weapon classname.txt file, play a random one of them
+ const char *shootsound = GetShootSound( nSound );
+ if ( !shootsound || !shootsound[0] )
+ return;
+
+ CSoundParameters params;
+ if ( !GetParametersForSound( shootsound, params, NULL ) )
+ return;
+
+ // Shift pitch according to barrel rotation
+ float flPitch = 30 + (90 * m_flRotationSpeed);
+
+ CPASAttenuationFilter filter( GetOwner(), params.soundlevel );
+ Vector vecOrigin = GetOwner()->GetAbsOrigin();
+
+ EmitSound_t ep;
+ ep.m_nChannel = CHAN_WEAPON;
+ ep.m_pSoundName = shootsound;
+ ep.m_flVolume = params.volume;
+ ep.m_SoundLevel = params.soundlevel;
+ ep.m_nFlags = SND_CHANGE_PITCH;
+ ep.m_nPitch = (int)flPitch;
+ ep.m_pOrigin = &vecOrigin;
+
+
+ EmitSound( filter, GetOwner()->entindex(), ep );
+ }
+ else if ( m_bSoundPlaying )
+ {
+ m_bSoundPlaying = false;
+ StopWeaponSound( SPECIAL1 );
+ StopWeaponSound( SINGLE );
+ }
+}
+
+#endif \ No newline at end of file