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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/basehlcombatweapon.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/basehlcombatweapon.cpp')
-rw-r--r--mp/src/game/server/hl2/basehlcombatweapon.cpp1044
1 files changed, 522 insertions, 522 deletions
diff --git a/mp/src/game/server/hl2/basehlcombatweapon.cpp b/mp/src/game/server/hl2/basehlcombatweapon.cpp
index 3fbef599..33a700fc 100644
--- a/mp/src/game/server/hl2/basehlcombatweapon.cpp
+++ b/mp/src/game/server/hl2/basehlcombatweapon.cpp
@@ -1,522 +1,522 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "basehlcombatweapon.h"
-#include "soundent.h"
-#include "ai_basenpc.h"
-#include "game.h"
-#include "in_buttons.h"
-#include "gamestats.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-IMPLEMENT_SERVERCLASS_ST( CHLMachineGun, DT_HLMachineGun )
-END_SEND_TABLE()
-
-//=========================================================
-// >> CHLSelectFireMachineGun
-//=========================================================
-BEGIN_DATADESC( CHLMachineGun )
-
- DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
- DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
-
-END_DATADESC()
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-CHLMachineGun::CHLMachineGun( void )
-{
-}
-
-const Vector &CHLMachineGun::GetBulletSpread( void )
-{
- static Vector cone = VECTOR_CONE_3DEGREES;
- return cone;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CHLMachineGun::PrimaryAttack( void )
-{
- // Only the player fires this way so we can cast
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- if (!pPlayer)
- return;
-
- // Abort here to handle burst and auto fire modes
- if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
- return;
-
- m_nShotsFired++;
-
- pPlayer->DoMuzzleFlash();
-
- // To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
- // especially if the weapon we're firing has a really fast rate of fire.
- int iBulletsToFire = 0;
- float fireRate = GetFireRate();
-
- // MUST call sound before removing a round from the clip of a CHLMachineGun
- while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
- {
- WeaponSound(SINGLE, m_flNextPrimaryAttack);
- m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
- iBulletsToFire++;
- }
-
- // Make sure we don't fire more than the amount in the clip, if this weapon uses clips
- if ( UsesClipsForAmmo1() )
- {
- if ( iBulletsToFire > m_iClip1 )
- iBulletsToFire = m_iClip1;
- m_iClip1 -= iBulletsToFire;
- }
-
- m_iPrimaryAttacks++;
- gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
-
- // Fire the bullets
- FireBulletsInfo_t info;
- info.m_iShots = iBulletsToFire;
- info.m_vecSrc = pPlayer->Weapon_ShootPosition( );
- info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
- info.m_vecSpread = pPlayer->GetAttackSpread( this );
- info.m_flDistance = MAX_TRACE_LENGTH;
- info.m_iAmmoType = m_iPrimaryAmmoType;
- info.m_iTracerFreq = 2;
- FireBullets( info );
-
- //Factor in the view kick
- AddViewKick();
-
- CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pPlayer );
-
- if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
- {
- // HEV suit - indicate out of ammo condition
- pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
- }
-
- SendWeaponAnim( GetPrimaryAttackActivity() );
- pPlayer->SetAnimation( PLAYER_ATTACK1 );
-
- // Register a muzzleflash for the AI
- pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &info -
-//-----------------------------------------------------------------------------
-void CHLMachineGun::FireBullets( const FireBulletsInfo_t &info )
-{
- if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
- {
- pPlayer->FireBullets(info);
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Weapon firing conditions
-//-----------------------------------------------------------------------------
-int CHLMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
-{
- if ( m_iClip1 <=0 )
- {
- return COND_NO_PRIMARY_AMMO;
- }
- else if ( flDist < m_fMinRange1 )
- {
- return COND_TOO_CLOSE_TO_ATTACK;
- }
- else if ( flDist > m_fMaxRange1 )
- {
- return COND_TOO_FAR_TO_ATTACK;
- }
- else if ( flDot < 0.5f ) // UNDONE: Why check this here? Isn't the AI checking this already?
- {
- return COND_NOT_FACING_ATTACK;
- }
-
- return COND_CAN_RANGE_ATTACK1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CHLMachineGun::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
-{
- #define KICK_MIN_X 0.2f //Degrees
- #define KICK_MIN_Y 0.2f //Degrees
- #define KICK_MIN_Z 0.1f //Degrees
-
- QAngle vecScratch;
-
- //Find how far into our accuracy degradation we are
- float duration = ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
- float kickPerc = duration / slideLimitTime;
-
- // do this to get a hard discontinuity, clear out anything under 10 degrees punch
- pPlayer->ViewPunchReset( 10 );
-
- //Apply this to the view angles as well
- vecScratch.x = -( KICK_MIN_X + ( maxVerticleKickAngle * kickPerc ) );
- vecScratch.y = -( KICK_MIN_Y + ( maxVerticleKickAngle * kickPerc ) ) / 3;
- vecScratch.z = KICK_MIN_Z + ( maxVerticleKickAngle * kickPerc ) / 8;
-
- //Wibble left and right
- if ( random->RandomInt( -1, 1 ) >= 0 )
- vecScratch.y *= -1;
-
- //Wobble up and down
- if ( random->RandomInt( -1, 1 ) >= 0 )
- vecScratch.z *= -1;
-
- //If we're in easy, dampen the effect a bit
- if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
- {
- for ( int i = 0; i < 3; i++ )
- {
- vecScratch[i] *= dampEasy;
- }
- }
-
- //Clip this to our desired min/max
- UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );
-
- //Add it to the view punch
- // NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
- pPlayer->ViewPunch( vecScratch * 0.5 );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Reset our shots fired
-//-----------------------------------------------------------------------------
-bool CHLMachineGun::Deploy( void )
-{
- m_nShotsFired = 0;
-
- return BaseClass::Deploy();
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Make enough sound events to fill the estimated think interval
-// returns: number of shots needed
-//-----------------------------------------------------------------------------
-int CHLMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
-{
- int numBullets = 0;
-
- // ran out of time, clamp to current
- if (m_flNextSoundTime < gpGlobals->curtime)
- {
- m_flNextSoundTime = gpGlobals->curtime;
- }
-
- // make enough sound events to fill up the next estimated think interval
- float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
- if (m_flNextSoundTime < gpGlobals->curtime + dt)
- {
- WeaponSound( SINGLE_NPC, m_flNextSoundTime );
- m_flNextSoundTime += GetFireRate();
- numBullets++;
- }
- if (m_flNextSoundTime < gpGlobals->curtime + dt)
- {
- WeaponSound( SINGLE_NPC, m_flNextSoundTime );
- m_flNextSoundTime += GetFireRate();
- numBullets++;
- }
-
- return numBullets;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CHLMachineGun::ItemPostFrame( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- // Debounce the recoiling counter
- if ( ( pOwner->m_nButtons & IN_ATTACK ) == false )
- {
- m_nShotsFired = 0;
- }
-
- BaseClass::ItemPostFrame();
-}
-
-IMPLEMENT_SERVERCLASS_ST( CHLSelectFireMachineGun, DT_HLSelectFireMachineGun )
-END_SEND_TABLE()
-
-//=========================================================
-// >> CHLSelectFireMachineGun
-//=========================================================
-BEGIN_DATADESC( CHLSelectFireMachineGun )
-
- DEFINE_FIELD( m_iBurstSize, FIELD_INTEGER ),
- DEFINE_FIELD( m_iFireMode, FIELD_INTEGER ),
-
- // Function pinters
- DEFINE_FUNCTION( BurstThink ),
-
-END_DATADESC()
-
-
-
-float CHLSelectFireMachineGun::GetBurstCycleRate( void )
-{
- // this is the time it takes to fire an entire
- // burst, plus whatever amount of delay we want
- // to have between bursts.
- return 0.5f;
-}
-
-float CHLSelectFireMachineGun::GetFireRate( void )
-{
- switch( m_iFireMode )
- {
- case FIREMODE_FULLAUTO:
- // the time between rounds fired on full auto
- return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
- break;
-
- case FIREMODE_3RNDBURST:
- // the time between rounds fired within a single burst
- return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
- break;
-
- default:
- return 0.1f;
- break;
- }
-}
-
-bool CHLSelectFireMachineGun::Deploy( void )
-{
- // Forget about any bursts this weapon was firing when holstered
- m_iBurstSize = 0;
- return BaseClass::Deploy();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CHLSelectFireMachineGun::PrimaryAttack( void )
-{
- if (m_bFireOnEmpty)
- {
- return;
- }
- switch( m_iFireMode )
- {
- case FIREMODE_FULLAUTO:
- BaseClass::PrimaryAttack();
- // Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
- SetWeaponIdleTime( gpGlobals->curtime + 3.0f );
- break;
-
- case FIREMODE_3RNDBURST:
- m_iBurstSize = GetBurstSize();
-
- // Call the think function directly so that the first round gets fired immediately.
- BurstThink();
- SetThink( &CHLSelectFireMachineGun::BurstThink );
- m_flNextPrimaryAttack = gpGlobals->curtime + GetBurstCycleRate();
- m_flNextSecondaryAttack = gpGlobals->curtime + GetBurstCycleRate();
-
- // Pick up the rest of the burst through the think function.
- SetNextThink( gpGlobals->curtime + GetFireRate() );
- break;
- }
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner )
- {
- m_iPrimaryAttacks++;
- gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CHLSelectFireMachineGun::SecondaryAttack( void )
-{
- // change fire modes.
-
- switch( m_iFireMode )
- {
- case FIREMODE_FULLAUTO:
- //Msg( "Burst\n" );
- m_iFireMode = FIREMODE_3RNDBURST;
- WeaponSound(SPECIAL2);
- break;
-
- case FIREMODE_3RNDBURST:
- //Msg( "Auto\n" );
- m_iFireMode = FIREMODE_FULLAUTO;
- WeaponSound(SPECIAL1);
- break;
- }
-
- SendWeaponAnim( GetSecondaryAttackActivity() );
-
- m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
-
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
- if ( pOwner )
- {
- m_iSecondaryAttacks++;
- gamestats->Event_WeaponFired( pOwner, false, GetClassname() );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CHLSelectFireMachineGun::BurstThink( void )
-{
- CHLMachineGun::PrimaryAttack();
-
- m_iBurstSize--;
-
- if( m_iBurstSize == 0 )
- {
- // The burst is over!
- SetThink(NULL);
-
- // idle immediately to stop the firing animation
- SetWeaponIdleTime( gpGlobals->curtime );
- return;
- }
-
- SetNextThink( gpGlobals->curtime + GetFireRate() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CHLSelectFireMachineGun::WeaponSound( WeaponSound_t shoot_type, float soundtime /*= 0.0f*/ )
-{
- if (shoot_type == SINGLE)
- {
- switch( m_iFireMode )
- {
- case FIREMODE_FULLAUTO:
- BaseClass::WeaponSound( SINGLE, soundtime );
- break;
-
- case FIREMODE_3RNDBURST:
- if( m_iBurstSize == GetBurstSize() && m_iClip1 >= m_iBurstSize )
- {
- // First round of a burst, and enough bullets remaining in the clip to fire the whole burst
- BaseClass::WeaponSound( BURST, soundtime );
- }
- else if( m_iClip1 < m_iBurstSize )
- {
- // Not enough rounds remaining in the magazine to fire a burst, so play the gunshot
- // sounds individually as each round is fired.
- BaseClass::WeaponSound( SINGLE, soundtime );
- }
-
- break;
- }
- return;
- }
-
- BaseClass::WeaponSound( shoot_type, soundtime );
-}
-
-// BUGBUG: These need to be rethought
-//-----------------------------------------------------------------------------
-int CHLSelectFireMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
-{
- if (m_iClip1 <=0)
- {
- return COND_NO_PRIMARY_AMMO;
- }
- else if ( flDist < m_fMinRange1)
- {
- return COND_TOO_CLOSE_TO_ATTACK;
- }
- else if (flDist > m_fMaxRange1)
- {
- return COND_TOO_FAR_TO_ATTACK;
- }
- else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
- {
- return COND_NOT_FACING_ATTACK;
- }
-
- return COND_CAN_RANGE_ATTACK1;
-}
-
-//-----------------------------------------------------------------------------
-int CHLSelectFireMachineGun::WeaponRangeAttack2Condition( float flDot, float flDist )
-{
- return COND_NONE; // FIXME: disabled for now
-
- // m_iClip2 == -1 when no secondary clip is used
- if ( m_iClip2 == 0 && UsesSecondaryAmmo() )
- {
- return COND_NO_SECONDARY_AMMO;
- }
- else if ( flDist < m_fMinRange2 )
- {
- // Don't return COND_TOO_CLOSE_TO_ATTACK only for primary attack
- return COND_NONE;
- }
- else if (flDist > m_fMaxRange2 )
- {
- // Don't return COND_TOO_FAR_TO_ATTACK only for primary attack
- return COND_NONE;
- }
- else if ( flDot < 0.5 ) // UNDONE: Why check this here? Isn't the AI checking this already?
- {
- return COND_NOT_FACING_ATTACK;
- }
-
- return COND_CAN_RANGE_ATTACK2;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-//-----------------------------------------------------------------------------
-CHLSelectFireMachineGun::CHLSelectFireMachineGun( void )
-{
- m_fMinRange1 = 65;
- m_fMinRange2 = 65;
- m_fMaxRange1 = 1024;
- m_fMaxRange2 = 1024;
- m_iFireMode = FIREMODE_FULLAUTO;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "basehlcombatweapon.h"
+#include "soundent.h"
+#include "ai_basenpc.h"
+#include "game.h"
+#include "in_buttons.h"
+#include "gamestats.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+IMPLEMENT_SERVERCLASS_ST( CHLMachineGun, DT_HLMachineGun )
+END_SEND_TABLE()
+
+//=========================================================
+// >> CHLSelectFireMachineGun
+//=========================================================
+BEGIN_DATADESC( CHLMachineGun )
+
+ DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
+ DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CHLMachineGun::CHLMachineGun( void )
+{
+}
+
+const Vector &CHLMachineGun::GetBulletSpread( void )
+{
+ static Vector cone = VECTOR_CONE_3DEGREES;
+ return cone;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLMachineGun::PrimaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+ if (!pPlayer)
+ return;
+
+ // Abort here to handle burst and auto fire modes
+ if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
+ return;
+
+ m_nShotsFired++;
+
+ pPlayer->DoMuzzleFlash();
+
+ // To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
+ // especially if the weapon we're firing has a really fast rate of fire.
+ int iBulletsToFire = 0;
+ float fireRate = GetFireRate();
+
+ // MUST call sound before removing a round from the clip of a CHLMachineGun
+ while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
+ {
+ WeaponSound(SINGLE, m_flNextPrimaryAttack);
+ m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
+ iBulletsToFire++;
+ }
+
+ // Make sure we don't fire more than the amount in the clip, if this weapon uses clips
+ if ( UsesClipsForAmmo1() )
+ {
+ if ( iBulletsToFire > m_iClip1 )
+ iBulletsToFire = m_iClip1;
+ m_iClip1 -= iBulletsToFire;
+ }
+
+ m_iPrimaryAttacks++;
+ gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
+
+ // Fire the bullets
+ FireBulletsInfo_t info;
+ info.m_iShots = iBulletsToFire;
+ info.m_vecSrc = pPlayer->Weapon_ShootPosition( );
+ info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
+ info.m_vecSpread = pPlayer->GetAttackSpread( this );
+ info.m_flDistance = MAX_TRACE_LENGTH;
+ info.m_iAmmoType = m_iPrimaryAmmoType;
+ info.m_iTracerFreq = 2;
+ FireBullets( info );
+
+ //Factor in the view kick
+ AddViewKick();
+
+ CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pPlayer );
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
+ }
+
+ SendWeaponAnim( GetPrimaryAttackActivity() );
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ // Register a muzzleflash for the AI
+ pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &info -
+//-----------------------------------------------------------------------------
+void CHLMachineGun::FireBullets( const FireBulletsInfo_t &info )
+{
+ if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
+ {
+ pPlayer->FireBullets(info);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Weapon firing conditions
+//-----------------------------------------------------------------------------
+int CHLMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
+{
+ if ( m_iClip1 <=0 )
+ {
+ return COND_NO_PRIMARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange1 )
+ {
+ return COND_TOO_CLOSE_TO_ATTACK;
+ }
+ else if ( flDist > m_fMaxRange1 )
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+ else if ( flDot < 0.5f ) // UNDONE: Why check this here? Isn't the AI checking this already?
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_RANGE_ATTACK1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHLMachineGun::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
+{
+ #define KICK_MIN_X 0.2f //Degrees
+ #define KICK_MIN_Y 0.2f //Degrees
+ #define KICK_MIN_Z 0.1f //Degrees
+
+ QAngle vecScratch;
+
+ //Find how far into our accuracy degradation we are
+ float duration = ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
+ float kickPerc = duration / slideLimitTime;
+
+ // do this to get a hard discontinuity, clear out anything under 10 degrees punch
+ pPlayer->ViewPunchReset( 10 );
+
+ //Apply this to the view angles as well
+ vecScratch.x = -( KICK_MIN_X + ( maxVerticleKickAngle * kickPerc ) );
+ vecScratch.y = -( KICK_MIN_Y + ( maxVerticleKickAngle * kickPerc ) ) / 3;
+ vecScratch.z = KICK_MIN_Z + ( maxVerticleKickAngle * kickPerc ) / 8;
+
+ //Wibble left and right
+ if ( random->RandomInt( -1, 1 ) >= 0 )
+ vecScratch.y *= -1;
+
+ //Wobble up and down
+ if ( random->RandomInt( -1, 1 ) >= 0 )
+ vecScratch.z *= -1;
+
+ //If we're in easy, dampen the effect a bit
+ if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
+ {
+ for ( int i = 0; i < 3; i++ )
+ {
+ vecScratch[i] *= dampEasy;
+ }
+ }
+
+ //Clip this to our desired min/max
+ UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );
+
+ //Add it to the view punch
+ // NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
+ pPlayer->ViewPunch( vecScratch * 0.5 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset our shots fired
+//-----------------------------------------------------------------------------
+bool CHLMachineGun::Deploy( void )
+{
+ m_nShotsFired = 0;
+
+ return BaseClass::Deploy();
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Make enough sound events to fill the estimated think interval
+// returns: number of shots needed
+//-----------------------------------------------------------------------------
+int CHLMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
+{
+ int numBullets = 0;
+
+ // ran out of time, clamp to current
+ if (m_flNextSoundTime < gpGlobals->curtime)
+ {
+ m_flNextSoundTime = gpGlobals->curtime;
+ }
+
+ // make enough sound events to fill up the next estimated think interval
+ float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
+ if (m_flNextSoundTime < gpGlobals->curtime + dt)
+ {
+ WeaponSound( SINGLE_NPC, m_flNextSoundTime );
+ m_flNextSoundTime += GetFireRate();
+ numBullets++;
+ }
+ if (m_flNextSoundTime < gpGlobals->curtime + dt)
+ {
+ WeaponSound( SINGLE_NPC, m_flNextSoundTime );
+ m_flNextSoundTime += GetFireRate();
+ numBullets++;
+ }
+
+ return numBullets;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHLMachineGun::ItemPostFrame( void )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ // Debounce the recoiling counter
+ if ( ( pOwner->m_nButtons & IN_ATTACK ) == false )
+ {
+ m_nShotsFired = 0;
+ }
+
+ BaseClass::ItemPostFrame();
+}
+
+IMPLEMENT_SERVERCLASS_ST( CHLSelectFireMachineGun, DT_HLSelectFireMachineGun )
+END_SEND_TABLE()
+
+//=========================================================
+// >> CHLSelectFireMachineGun
+//=========================================================
+BEGIN_DATADESC( CHLSelectFireMachineGun )
+
+ DEFINE_FIELD( m_iBurstSize, FIELD_INTEGER ),
+ DEFINE_FIELD( m_iFireMode, FIELD_INTEGER ),
+
+ // Function pinters
+ DEFINE_FUNCTION( BurstThink ),
+
+END_DATADESC()
+
+
+
+float CHLSelectFireMachineGun::GetBurstCycleRate( void )
+{
+ // this is the time it takes to fire an entire
+ // burst, plus whatever amount of delay we want
+ // to have between bursts.
+ return 0.5f;
+}
+
+float CHLSelectFireMachineGun::GetFireRate( void )
+{
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ // the time between rounds fired on full auto
+ return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
+ break;
+
+ case FIREMODE_3RNDBURST:
+ // the time between rounds fired within a single burst
+ return 0.1f; // 600 rounds per minute = 0.1 seconds per bullet
+ break;
+
+ default:
+ return 0.1f;
+ break;
+ }
+}
+
+bool CHLSelectFireMachineGun::Deploy( void )
+{
+ // Forget about any bursts this weapon was firing when holstered
+ m_iBurstSize = 0;
+ return BaseClass::Deploy();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::PrimaryAttack( void )
+{
+ if (m_bFireOnEmpty)
+ {
+ return;
+ }
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ BaseClass::PrimaryAttack();
+ // Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
+ SetWeaponIdleTime( gpGlobals->curtime + 3.0f );
+ break;
+
+ case FIREMODE_3RNDBURST:
+ m_iBurstSize = GetBurstSize();
+
+ // Call the think function directly so that the first round gets fired immediately.
+ BurstThink();
+ SetThink( &CHLSelectFireMachineGun::BurstThink );
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetBurstCycleRate();
+ m_flNextSecondaryAttack = gpGlobals->curtime + GetBurstCycleRate();
+
+ // Pick up the rest of the burst through the think function.
+ SetNextThink( gpGlobals->curtime + GetFireRate() );
+ break;
+ }
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ if ( pOwner )
+ {
+ m_iPrimaryAttacks++;
+ gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::SecondaryAttack( void )
+{
+ // change fire modes.
+
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ //Msg( "Burst\n" );
+ m_iFireMode = FIREMODE_3RNDBURST;
+ WeaponSound(SPECIAL2);
+ break;
+
+ case FIREMODE_3RNDBURST:
+ //Msg( "Auto\n" );
+ m_iFireMode = FIREMODE_FULLAUTO;
+ WeaponSound(SPECIAL1);
+ break;
+ }
+
+ SendWeaponAnim( GetSecondaryAttackActivity() );
+
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+ if ( pOwner )
+ {
+ m_iSecondaryAttacks++;
+ gamestats->Event_WeaponFired( pOwner, false, GetClassname() );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::BurstThink( void )
+{
+ CHLMachineGun::PrimaryAttack();
+
+ m_iBurstSize--;
+
+ if( m_iBurstSize == 0 )
+ {
+ // The burst is over!
+ SetThink(NULL);
+
+ // idle immediately to stop the firing animation
+ SetWeaponIdleTime( gpGlobals->curtime );
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + GetFireRate() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//
+//
+//-----------------------------------------------------------------------------
+void CHLSelectFireMachineGun::WeaponSound( WeaponSound_t shoot_type, float soundtime /*= 0.0f*/ )
+{
+ if (shoot_type == SINGLE)
+ {
+ switch( m_iFireMode )
+ {
+ case FIREMODE_FULLAUTO:
+ BaseClass::WeaponSound( SINGLE, soundtime );
+ break;
+
+ case FIREMODE_3RNDBURST:
+ if( m_iBurstSize == GetBurstSize() && m_iClip1 >= m_iBurstSize )
+ {
+ // First round of a burst, and enough bullets remaining in the clip to fire the whole burst
+ BaseClass::WeaponSound( BURST, soundtime );
+ }
+ else if( m_iClip1 < m_iBurstSize )
+ {
+ // Not enough rounds remaining in the magazine to fire a burst, so play the gunshot
+ // sounds individually as each round is fired.
+ BaseClass::WeaponSound( SINGLE, soundtime );
+ }
+
+ break;
+ }
+ return;
+ }
+
+ BaseClass::WeaponSound( shoot_type, soundtime );
+}
+
+// BUGBUG: These need to be rethought
+//-----------------------------------------------------------------------------
+int CHLSelectFireMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
+{
+ if (m_iClip1 <=0)
+ {
+ return COND_NO_PRIMARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange1)
+ {
+ return COND_TOO_CLOSE_TO_ATTACK;
+ }
+ else if (flDist > m_fMaxRange1)
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+ else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_RANGE_ATTACK1;
+}
+
+//-----------------------------------------------------------------------------
+int CHLSelectFireMachineGun::WeaponRangeAttack2Condition( float flDot, float flDist )
+{
+ return COND_NONE; // FIXME: disabled for now
+
+ // m_iClip2 == -1 when no secondary clip is used
+ if ( m_iClip2 == 0 && UsesSecondaryAmmo() )
+ {
+ return COND_NO_SECONDARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange2 )
+ {
+ // Don't return COND_TOO_CLOSE_TO_ATTACK only for primary attack
+ return COND_NONE;
+ }
+ else if (flDist > m_fMaxRange2 )
+ {
+ // Don't return COND_TOO_FAR_TO_ATTACK only for primary attack
+ return COND_NONE;
+ }
+ else if ( flDot < 0.5 ) // UNDONE: Why check this here? Isn't the AI checking this already?
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_RANGE_ATTACK2;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CHLSelectFireMachineGun::CHLSelectFireMachineGun( void )
+{
+ m_fMinRange1 = 65;
+ m_fMinRange2 = 65;
+ m_fMaxRange1 = 1024;
+ m_fMaxRange2 = 1024;
+ m_iFireMode = FIREMODE_FULLAUTO;
+}