diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/weapon_ar2.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/weapon_ar2.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_ar2.cpp | 1024 |
1 files changed, 512 insertions, 512 deletions
diff --git a/mp/src/game/server/hl2/weapon_ar2.cpp b/mp/src/game/server/hl2/weapon_ar2.cpp index de4e872a..d9c7ec25 100644 --- a/mp/src/game/server/hl2/weapon_ar2.cpp +++ b/mp/src/game/server/hl2/weapon_ar2.cpp @@ -1,512 +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;
-}
+//========= 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; +} |