aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/shared/hl2mp/weapon_ar2.cpp
diff options
context:
space:
mode:
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/shared/hl2mp/weapon_ar2.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/shared/hl2mp/weapon_ar2.cpp')
-rw-r--r--mp/src/game/shared/hl2mp/weapon_ar2.cpp624
1 files changed, 312 insertions, 312 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_ar2.cpp b/mp/src/game/shared/hl2mp/weapon_ar2.cpp
index 90ed6a5b..5086db1b 100644
--- a/mp/src/game/shared/hl2mp/weapon_ar2.cpp
+++ b/mp/src/game/shared/hl2mp/weapon_ar2.cpp
@@ -1,312 +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;
-}
+//========= 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;
+}