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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/weapon_ar2.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/weapon_ar2.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_ar2.cpp | 512 |
1 files changed, 512 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/weapon_ar2.cpp b/mp/src/game/server/hl2/weapon_ar2.cpp new file mode 100644 index 00000000..de4e872a --- /dev/null +++ b/mp/src/game/server/hl2/weapon_ar2.cpp @@ -0,0 +1,512 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "basecombatweapon.h"
+#include "npcevent.h"
+#include "basecombatcharacter.h"
+#include "ai_basenpc.h"
+#include "player.h"
+#include "weapon_ar2.h"
+#include "grenade_ar2.h"
+#include "gamerules.h"
+#include "game.h"
+#include "in_buttons.h"
+#include "ai_memory.h"
+#include "soundent.h"
+#include "hl2_player.h"
+#include "EntityFlame.h"
+#include "weapon_flaregun.h"
+#include "te_effect_dispatch.h"
+#include "prop_combine_ball.h"
+#include "beam_shared.h"
+#include "npc_combine.h"
+#include "rumble_shared.h"
+#include "gamestats.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+ConVar sk_weapon_ar2_alt_fire_radius( "sk_weapon_ar2_alt_fire_radius", "10" );
+ConVar sk_weapon_ar2_alt_fire_duration( "sk_weapon_ar2_alt_fire_duration", "2" );
+ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
+
+//=========================================================
+//=========================================================
+
+BEGIN_DATADESC( CWeaponAR2 )
+
+ DEFINE_FIELD( m_flDelayedFire, FIELD_TIME ),
+ DEFINE_FIELD( m_bShotDelayed, FIELD_BOOLEAN ),
+ //DEFINE_FIELD( m_nVentPose, FIELD_INTEGER ),
+
+END_DATADESC()
+
+IMPLEMENT_SERVERCLASS_ST(CWeaponAR2, DT_WeaponAR2)
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 );
+PRECACHE_WEAPON_REGISTER(weapon_ar2);
+
+acttable_t CWeaponAR2::m_acttable[] =
+{
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
+ { ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
+ { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
+ { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
+
+ { ACT_WALK, ACT_WALK_RIFLE, true },
+
+// Readiness activities (not aiming)
+ { ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
+ { ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
+ { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
+
+ { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
+ { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
+ { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
+
+ { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
+ { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
+ { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
+
+// Readiness activities (aiming)
+ { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
+ { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
+ { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
+
+ { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
+ { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
+ { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
+
+ { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
+ { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
+ { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
+//End readiness activities
+
+ { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
+ { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
+ { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
+ { ACT_RUN, ACT_RUN_RIFLE, true },
+ { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
+ { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
+ { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
+ { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
+ { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique
+ { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
+ { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
+ { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
+ { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
+// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponAR2);
+
+CWeaponAR2::CWeaponAR2( )
+{
+ m_fMinRange1 = 65;
+ m_fMaxRange1 = 2048;
+
+ m_fMinRange2 = 256;
+ m_fMaxRange2 = 1024;
+
+ m_nShotsFired = 0;
+ m_nVentPose = -1;
+
+ m_bAltFiresUnderwater = false;
+}
+
+void CWeaponAR2::Precache( void )
+{
+ BaseClass::Precache();
+
+ UTIL_PrecacheOther( "prop_combine_ball" );
+ UTIL_PrecacheOther( "env_entity_dissolver" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Handle grenade detonate in-air (even when no ammo is left)
+//-----------------------------------------------------------------------------
+void CWeaponAR2::ItemPostFrame( void )
+{
+ // See if we need to fire off our secondary round
+ if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire )
+ {
+ DelayedAttack();
+ }
+
+ // Update our pose parameter for the vents
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner )
+ {
+ CBaseViewModel *pVM = pOwner->GetViewModel();
+
+ if ( pVM )
+ {
+ if ( m_nVentPose == -1 )
+ {
+ m_nVentPose = pVM->LookupPoseParameter( "VentPoses" );
+ }
+
+ float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f );
+ pVM->SetPoseParameter( m_nVentPose, flVentPose );
+ }
+ }
+
+ BaseClass::ItemPostFrame();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Activity
+//-----------------------------------------------------------------------------
+Activity CWeaponAR2::GetPrimaryAttackActivity( void )
+{
+ if ( m_nShotsFired < 2 )
+ return ACT_VM_PRIMARYATTACK;
+
+ if ( m_nShotsFired < 3 )
+ return ACT_VM_RECOIL1;
+
+ if ( m_nShotsFired < 4 )
+ return ACT_VM_RECOIL2;
+
+ return ACT_VM_RECOIL3;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &tr -
+// nDamageType -
+//-----------------------------------------------------------------------------
+void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType )
+{
+ CEffectData data;
+
+ data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f );
+ data.m_vNormal = tr.plane.normal;
+
+ DispatchEffect( "AR2Impact", data );
+
+ BaseClass::DoImpactEffect( tr, nDamageType );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponAR2::DelayedAttack( void )
+{
+ m_bShotDelayed = false;
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ // Deplete the clip completely
+ SendWeaponAnim( ACT_VM_SECONDARYATTACK );
+ m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
+
+ // Register a muzzleflash for the AI
+ pOwner->DoMuzzleFlash();
+ pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+
+ WeaponSound( WPN_DOUBLE );
+
+ pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART );
+
+ // Fire the bullets
+ Vector vecSrc = pOwner->Weapon_ShootPosition( );
+ Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
+ Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
+
+ // Fire the bullets
+ Vector vecVelocity = vecAiming * 1000.0f;
+
+ // Fire the combine ball
+ CreateCombineBall( vecSrc,
+ vecVelocity,
+ sk_weapon_ar2_alt_fire_radius.GetFloat(),
+ sk_weapon_ar2_alt_fire_mass.GetFloat(),
+ sk_weapon_ar2_alt_fire_duration.GetFloat(),
+ pOwner );
+
+ // View effects
+ color32 white = {255, 255, 255, 64};
+ UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN );
+
+ //Disorient the player
+ QAngle angles = pOwner->GetLocalAngles();
+
+ angles.x += random->RandomInt( -4, 4 );
+ angles.y += random->RandomInt( -4, 4 );
+ angles.z = 0;
+
+ pOwner->SnapEyeAngles( angles );
+
+ pOwner->ViewPunch( QAngle( random->RandomInt( -8, -12 ), random->RandomInt( 1, 2 ), 0 ) );
+
+ // Decrease ammo
+ pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
+
+ // Can shoot again immediately
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
+
+ // Can blow up after a short delay (so have time to release mouse button)
+ m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponAR2::SecondaryAttack( void )
+{
+ if ( m_bShotDelayed )
+ return;
+
+ // Cannot fire underwater
+ if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 )
+ {
+ SendWeaponAnim( ACT_VM_DRYFIRE );
+ BaseClass::WeaponSound( EMPTY );
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
+ return;
+ }
+
+ m_bShotDelayed = true;
+ m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;
+
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+ if( pPlayer )
+ {
+ pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART );
+ }
+
+ SendWeaponAnim( ACT_VM_FIDGET );
+ WeaponSound( SPECIAL1 );
+
+ m_iSecondaryAttacks++;
+ gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override if we're waiting to release a shot
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CWeaponAR2::CanHolster( void )
+{
+ if ( m_bShotDelayed )
+ return false;
+
+ return BaseClass::CanHolster();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override if we're waiting to release a shot
+//-----------------------------------------------------------------------------
+bool CWeaponAR2::Reload( void )
+{
+ if ( m_bShotDelayed )
+ return false;
+
+ return BaseClass::Reload();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOperator -
+//-----------------------------------------------------------------------------
+void CWeaponAR2::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 );
+ }
+
+ WeaponSoundRealtime( SINGLE_NPC );
+
+ CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
+
+ pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
+
+ // NOTENOTE: This is overriden on the client-side
+ // pOperator->DoMuzzleFlash();
+
+ m_iClip1 = m_iClip1 - 1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
+{
+ WeaponSound( WPN_DOUBLE );
+
+ if ( !GetOwner() )
+ return;
+
+ CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
+ if ( !pNPC )
+ return;
+
+ // Fire!
+ Vector vecSrc;
+ Vector vecAiming;
+
+ if ( bUseWeaponAngles )
+ {
+ QAngle angShootDir;
+ GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir );
+ AngleVectors( angShootDir, &vecAiming );
+ }
+ else
+ {
+ vecSrc = pNPC->Weapon_ShootPosition( );
+
+ Vector vecTarget;
+
+ CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>( pNPC );
+ if ( pSoldier )
+ {
+ // In the distant misty past, elite soldiers tried to use bank shots.
+ // Therefore, we must ask them specifically what direction they are shooting.
+ vecTarget = pSoldier->GetAltFireTarget();
+ }
+ else
+ {
+ // All other users of the AR2 alt-fire shoot directly at their enemy.
+ if ( !pNPC->GetEnemy() )
+ return;
+
+ vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc );
+ }
+
+ vecAiming = vecTarget - vecSrc;
+ VectorNormalize( vecAiming );
+ }
+
+ Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
+
+ float flAmmoRatio = 1.0f;
+ float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() );
+ float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() );
+
+ // Fire the bullets
+ Vector vecVelocity = vecAiming * 1000.0f;
+
+ // Fire the combine ball
+ CreateCombineBall( vecSrc,
+ vecVelocity,
+ flRadius,
+ sk_weapon_ar2_alt_fire_mass.GetFloat(),
+ flDuration,
+ pNPC );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponAR2::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
+{
+ if ( bSecondary )
+ {
+ FireNPCSecondaryAttack( pOperator, true );
+ }
+ else
+ {
+ // Ensure we have enough rounds in the clip
+ m_iClip1++;
+
+ FireNPCPrimaryAttack( pOperator, true );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pEvent -
+// *pOperator -
+//-----------------------------------------------------------------------------
+void CWeaponAR2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ switch( pEvent->event )
+ {
+ case EVENT_WEAPON_AR2:
+ {
+ FireNPCPrimaryAttack( pOperator, false );
+ }
+ break;
+
+ case EVENT_WEAPON_AR2_ALTFIRE:
+ {
+ FireNPCSecondaryAttack( pOperator, false );
+ }
+ break;
+
+ default:
+ CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponAR2::AddViewKick( void )
+{
+ #define EASY_DAMPEN 0.5f
+ #define MAX_VERTICAL_KICK 8.0f //Degrees
+ #define SLIDE_LIMIT 5.0f //Seconds
+
+ //Get the view kick
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if (!pPlayer)
+ return;
+
+ float flDuration = m_fFireDuration;
+
+ if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
+ {
+ // On the 360 (or in any configuration using the 360 aiming scheme), don't let the
+ // AR2 progressive into the late, highly inaccurate stages of its kick. Just
+ // spoof the time to make it look (to the kicking code) like we haven't been
+ // firing for very long.
+ flDuration = MIN( flDuration, 0.75f );
+ }
+
+ DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, flDuration, SLIDE_LIMIT );
+}
+
+//-----------------------------------------------------------------------------
+const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues()
+{
+ static WeaponProficiencyInfo_t proficiencyTable[] =
+ {
+ { 7.0, 0.75 },
+ { 5.00, 0.75 },
+ { 3.0, 0.85 },
+ { 5.0/3.0, 0.75 },
+ { 1.00, 1.0 },
+ };
+
+ COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
+
+ return proficiencyTable;
+}
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