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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/shared/hl2mp/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/shared/hl2mp/weapon_ar2.cpp')
| -rw-r--r-- | mp/src/game/shared/hl2mp/weapon_ar2.cpp | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_ar2.cpp b/mp/src/game/shared/hl2mp/weapon_ar2.cpp new file mode 100644 index 00000000..90ed6a5b --- /dev/null +++ b/mp/src/game/shared/hl2mp/weapon_ar2.cpp @@ -0,0 +1,312 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+
+#ifdef CLIENT_DLL
+ #include "c_hl2mp_player.h"
+ #include "c_te_effect_dispatch.h"
+#else
+ #include "hl2mp_player.h"
+ #include "te_effect_dispatch.h"
+ #include "prop_combine_ball.h"
+#endif
+
+#include "weapon_ar2.h"
+#include "effect_dispatch_data.h"
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#ifndef CLIENT_DLL
+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", "4" );
+ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
+#endif
+
+//=========================================================
+//=========================================================
+
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAR2, DT_WeaponAR2 )
+
+BEGIN_NETWORK_TABLE( CWeaponAR2, DT_WeaponAR2 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponAR2 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 );
+PRECACHE_WEAPON_REGISTER(weapon_ar2);
+
+
+#ifndef CLIENT_DLL
+
+acttable_t CWeaponAR2::m_acttable[] =
+{
+ { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
+ { ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
+ { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
+ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
+ { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
+ { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_AR2, false },
+ { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponAR2);
+
+#endif
+
+CWeaponAR2::CWeaponAR2( )
+{
+ m_fMinRange1 = 65;
+ m_fMaxRange1 = 2048;
+
+ m_fMinRange2 = 256;
+ m_fMaxRange2 = 1024;
+
+ m_nShotsFired = 0;
+ m_nVentPose = -1;
+}
+
+void CWeaponAR2::Precache( void )
+{
+ BaseClass::Precache();
+
+#ifndef CLIENT_DLL
+
+ UTIL_PrecacheOther( "prop_combine_ball" );
+ UTIL_PrecacheOther( "env_entity_dissolver" );
+#endif
+
+}
+
+//-----------------------------------------------------------------------------
+// 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();
+
+ WeaponSound( WPN_DOUBLE );
+
+ // Fire the bullets
+ Vector vecSrc = pOwner->Weapon_ShootPosition( );
+ Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
+ Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
+
+ // Fire the bullets
+ Vector vecVelocity = vecAiming * 1000.0f;
+
+#ifndef CLIENT_DLL
+ // 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 );
+#endif
+
+ //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( SharedRandomInt( "ar2pax", -8, -12 ), SharedRandomInt( "ar2pay", 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;
+
+ SendWeaponAnim( ACT_VM_FIDGET );
+ WeaponSound( SPECIAL1 );
+}
+
+//-----------------------------------------------------------------------------
+// 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();
+}
+
+
+bool CWeaponAR2::Deploy( void )
+{
+ m_bShotDelayed = false;
+ m_flDelayedFire = 0.0f;
+
+ return BaseClass::Deploy();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Override if we're waiting to release a shot
+//-----------------------------------------------------------------------------
+bool CWeaponAR2::Reload( void )
+{
+ if ( m_bShotDelayed )
+ return false;
+
+ return BaseClass::Reload();
+}
+
+//-----------------------------------------------------------------------------
+// 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;
+
+ DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, 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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