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| 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 /sp/src/game/server/hl2/weapon_sniperrifle.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 'sp/src/game/server/hl2/weapon_sniperrifle.cpp')
| -rw-r--r-- | sp/src/game/server/hl2/weapon_sniperrifle.cpp | 894 |
1 files changed, 447 insertions, 447 deletions
diff --git a/sp/src/game/server/hl2/weapon_sniperrifle.cpp b/sp/src/game/server/hl2/weapon_sniperrifle.cpp index a168a70d..901a73ae 100644 --- a/sp/src/game/server/hl2/weapon_sniperrifle.cpp +++ b/sp/src/game/server/hl2/weapon_sniperrifle.cpp @@ -1,447 +1,447 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Implements a sniper rifle weapon.
-//
-// Primary attack: fires a single high-powered shot, then reloads.
-// Secondary attack: cycles sniper scope through zoom levels.
-//
-// TODO: Circular mask around crosshairs when zoomed in.
-// TODO: Shell ejection.
-// TODO: Finalize kickback.
-// TODO: Animated zoom effect?
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "npcevent.h"
-#include "basehlcombatweapon.h"
-#include "basecombatcharacter.h"
-#include "ai_basenpc.h"
-#include "player.h"
-#include "gamerules.h" // For g_pGameRules
-#include "in_buttons.h"
-#include "soundent.h"
-#include "vstdlib/random.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define SNIPER_CONE_PLAYER vec3_origin // Spread cone when fired by the player.
-#define SNIPER_CONE_NPC vec3_origin // Spread cone when fired by NPCs.
-#define SNIPER_BULLET_COUNT_PLAYER 1 // Fire n bullets per shot fired by the player.
-#define SNIPER_BULLET_COUNT_NPC 1 // Fire n bullets per shot fired by NPCs.
-#define SNIPER_TRACER_FREQUENCY_PLAYER 0 // Draw a tracer every nth shot fired by the player.
-#define SNIPER_TRACER_FREQUENCY_NPC 0 // Draw a tracer every nth shot fired by NPCs.
-#define SNIPER_KICKBACK 3 // Range for punchangle when firing.
-
-#define SNIPER_ZOOM_RATE 0.2 // Interval between zoom levels in seconds.
-
-
-//-----------------------------------------------------------------------------
-// Discrete zoom levels for the scope.
-//-----------------------------------------------------------------------------
-static int g_nZoomFOV[] =
-{
- 20,
- 5
-};
-
-
-class CWeaponSniperRifle : public CBaseHLCombatWeapon
-{
- DECLARE_DATADESC();
-public:
- DECLARE_CLASS( CWeaponSniperRifle, CBaseHLCombatWeapon );
-
- CWeaponSniperRifle(void);
-
- DECLARE_SERVERCLASS();
-
- void Precache( void );
-
- int CapabilitiesGet( void ) const;
-
- const Vector &GetBulletSpread( void );
-
- bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
- void ItemPostFrame( void );
- void PrimaryAttack( void );
- bool Reload( void );
- void Zoom( void );
- virtual float GetFireRate( void ) { return 1; };
-
- void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
-
- DECLARE_ACTTABLE();
-
-protected:
-
- float m_fNextZoom;
- int m_nZoomLevel;
-};
-
-IMPLEMENT_SERVERCLASS_ST(CWeaponSniperRifle, DT_WeaponSniperRifle)
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CWeaponSniperRifle );
-PRECACHE_WEAPON_REGISTER(weapon_sniperrifle);
-
-BEGIN_DATADESC( CWeaponSniperRifle )
-
- DEFINE_FIELD( m_fNextZoom, FIELD_FLOAT ),
- DEFINE_FIELD( m_nZoomLevel, FIELD_INTEGER ),
-
-END_DATADESC()
-
-//-----------------------------------------------------------------------------
-// Maps base activities to weapons-specific ones so our characters do the right things.
-//-----------------------------------------------------------------------------
-acttable_t CWeaponSniperRifle::m_acttable[] =
-{
- { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true }
-};
-
-IMPLEMENT_ACTTABLE(CWeaponSniperRifle);
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor.
-//-----------------------------------------------------------------------------
-CWeaponSniperRifle::CWeaponSniperRifle( void )
-{
- m_fNextZoom = gpGlobals->curtime;
- m_nZoomLevel = 0;
-
- m_bReloadsSingly = true;
-
- m_fMinRange1 = 65;
- m_fMinRange2 = 65;
- m_fMaxRange1 = 2048;
- m_fMaxRange2 = 2048;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : int
-//-----------------------------------------------------------------------------
-int CWeaponSniperRifle::CapabilitiesGet( void ) const
-{
- return bits_CAP_WEAPON_RANGE_ATTACK1;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Turns off the zoom when the rifle is holstered.
-//-----------------------------------------------------------------------------
-bool CWeaponSniperRifle::Holster( CBaseCombatWeapon *pSwitchingTo )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- if (pPlayer != NULL)
- {
- if ( m_nZoomLevel != 0 )
- {
- if ( pPlayer->SetFOV( this, 0 ) )
- {
- pPlayer->ShowViewModel(true);
- m_nZoomLevel = 0;
- }
- }
- }
-
- return BaseClass::Holster(pSwitchingTo);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Overloaded to handle the zoom functionality.
-//-----------------------------------------------------------------------------
-void CWeaponSniperRifle::ItemPostFrame( void )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- if (pPlayer == NULL)
- {
- return;
- }
-
- if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
- {
- FinishReload();
- m_bInReload = false;
- }
-
- if (pPlayer->m_nButtons & IN_ATTACK2)
- {
- if (m_fNextZoom <= gpGlobals->curtime)
- {
- Zoom();
- pPlayer->m_nButtons &= ~IN_ATTACK2;
- }
- }
- else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
- {
- if ( (m_iClip1 == 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
- {
- m_bFireOnEmpty = true;
- }
-
- // Fire underwater?
- if (pPlayer->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
- {
- WeaponSound(EMPTY);
- m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
- return;
- }
- else
- {
- // If the firing button was just pressed, reset the firing time
- if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
- {
- m_flNextPrimaryAttack = gpGlobals->curtime;
- }
-
- PrimaryAttack();
- }
- }
-
- // -----------------------
- // Reload pressed / Clip Empty
- // -----------------------
- if ( pPlayer->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
- {
- // reload when reload is pressed, or if no buttons are down and weapon is empty.
- Reload();
- }
-
- // -----------------------
- // No buttons down
- // -----------------------
- if (!((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD)))
- {
- // no fire buttons down
- m_bFireOnEmpty = false;
-
- if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime )
- {
- // weapon isn't useable, switch.
- if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pPlayer->SwitchToNextBestWeapon( this ) )
- {
- m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
- return;
- }
- }
- else
- {
- // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
- if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
- {
- Reload();
- return;
- }
- }
-
- WeaponIdle( );
- return;
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponSniperRifle::Precache( void )
-{
- BaseClass::Precache();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Same as base reload but doesn't change the owner's next attack time. This
-// lets us zoom out while reloading. This hack is necessary because our
-// ItemPostFrame is only called when the owner's next attack time has
-// expired.
-// Output : Returns true if the weapon was reloaded, false if no more ammo.
-//-----------------------------------------------------------------------------
-bool CWeaponSniperRifle::Reload( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
- if (!pOwner)
- {
- return false;
- }
-
- if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
- {
- int primary = MIN(GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
- int secondary = MIN(GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
-
- if (primary > 0 || secondary > 0)
- {
- // Play reload on different channel as it happens after every fire
- // and otherwise steals channel away from fire sound
- WeaponSound(RELOAD);
- SendWeaponAnim( ACT_VM_RELOAD );
-
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
-
- m_bInReload = true;
- }
-
- return true;
- }
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponSniperRifle::PrimaryAttack( void )
-{
- // Only the player fires this way so we can cast safely.
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- if (!pPlayer)
- {
- return;
- }
-
- if ( gpGlobals->curtime >= m_flNextPrimaryAttack )
- {
- // If my clip is empty (and I use clips) start reload
- if ( !m_iClip1 )
- {
- Reload();
- return;
- }
-
- // MUST call sound before removing a round from the clip of a CMachineGun dvs: does this apply to the sniper rifle? I don't know.
- WeaponSound(SINGLE);
-
- pPlayer->DoMuzzleFlash();
-
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
-
- // player "shoot" animation
- pPlayer->SetAnimation( PLAYER_ATTACK1 );
-
- // Don't fire again until fire animation has completed
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
- m_iClip1 = m_iClip1 - 1;
-
- Vector vecSrc = pPlayer->Weapon_ShootPosition();
- Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
-
- // Fire the bullets
- pPlayer->FireBullets( SNIPER_BULLET_COUNT_PLAYER, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_PLAYER );
-
- CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
-
- QAngle vecPunch(random->RandomFloat( -SNIPER_KICKBACK, SNIPER_KICKBACK ), 0, 0);
- pPlayer->ViewPunch(vecPunch);
-
- // Indicate out of ammo condition if we run out of ammo.
- if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
- {
- pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
- }
- }
-
- // Register a muzzleflash for the AI.
- pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Zooms in using the sniper rifle scope.
-//-----------------------------------------------------------------------------
-void CWeaponSniperRifle::Zoom( void )
-{
- CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
- if (!pPlayer)
- {
- return;
- }
-
- if (m_nZoomLevel >= sizeof(g_nZoomFOV) / sizeof(g_nZoomFOV[0]))
- {
- if ( pPlayer->SetFOV( this, 0 ) )
- {
- pPlayer->ShowViewModel(true);
-
- // Zoom out to the default zoom level
- WeaponSound(SPECIAL2);
- m_nZoomLevel = 0;
- }
- }
- else
- {
- if ( pPlayer->SetFOV( this, g_nZoomFOV[m_nZoomLevel] ) )
- {
- if (m_nZoomLevel == 0)
- {
- pPlayer->ShowViewModel(false);
- }
-
- WeaponSound(SPECIAL1);
-
- m_nZoomLevel++;
- }
- }
-
- m_fNextZoom = gpGlobals->curtime + SNIPER_ZOOM_RATE;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : virtual const Vector&
-//-----------------------------------------------------------------------------
-const Vector &CWeaponSniperRifle::GetBulletSpread( void )
-{
- static Vector cone = SNIPER_CONE_PLAYER;
- return cone;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pEvent -
-// *pOperator -
-//-----------------------------------------------------------------------------
-void CWeaponSniperRifle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
-{
- switch ( pEvent->event )
- {
- case EVENT_WEAPON_SNIPER_RIFLE_FIRE:
- {
- Vector vecShootOrigin, vecShootDir;
- vecShootOrigin = pOperator->Weapon_ShootPosition();
-
- CAI_BaseNPC *npc = pOperator->MyNPCPointer();
- Vector vecSpread;
- if (npc)
- {
- vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
- vecSpread = VECTOR_CONE_PRECALCULATED;
- }
- else
- {
- AngleVectors( pOperator->GetLocalAngles(), &vecShootDir );
- vecSpread = GetBulletSpread();
- }
- WeaponSound( SINGLE_NPC );
- pOperator->FireBullets( SNIPER_BULLET_COUNT_NPC, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_NPC );
- pOperator->DoMuzzleFlash();
- break;
- }
-
- default:
- {
- BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
- break;
- }
- }
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Implements a sniper rifle weapon. +// +// Primary attack: fires a single high-powered shot, then reloads. +// Secondary attack: cycles sniper scope through zoom levels. +// +// TODO: Circular mask around crosshairs when zoomed in. +// TODO: Shell ejection. +// TODO: Finalize kickback. +// TODO: Animated zoom effect? +// +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "basehlcombatweapon.h" +#include "basecombatcharacter.h" +#include "ai_basenpc.h" +#include "player.h" +#include "gamerules.h" // For g_pGameRules +#include "in_buttons.h" +#include "soundent.h" +#include "vstdlib/random.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define SNIPER_CONE_PLAYER vec3_origin // Spread cone when fired by the player. +#define SNIPER_CONE_NPC vec3_origin // Spread cone when fired by NPCs. +#define SNIPER_BULLET_COUNT_PLAYER 1 // Fire n bullets per shot fired by the player. +#define SNIPER_BULLET_COUNT_NPC 1 // Fire n bullets per shot fired by NPCs. +#define SNIPER_TRACER_FREQUENCY_PLAYER 0 // Draw a tracer every nth shot fired by the player. +#define SNIPER_TRACER_FREQUENCY_NPC 0 // Draw a tracer every nth shot fired by NPCs. +#define SNIPER_KICKBACK 3 // Range for punchangle when firing. + +#define SNIPER_ZOOM_RATE 0.2 // Interval between zoom levels in seconds. + + +//----------------------------------------------------------------------------- +// Discrete zoom levels for the scope. +//----------------------------------------------------------------------------- +static int g_nZoomFOV[] = +{ + 20, + 5 +}; + + +class CWeaponSniperRifle : public CBaseHLCombatWeapon +{ + DECLARE_DATADESC(); +public: + DECLARE_CLASS( CWeaponSniperRifle, CBaseHLCombatWeapon ); + + CWeaponSniperRifle(void); + + DECLARE_SERVERCLASS(); + + void Precache( void ); + + int CapabilitiesGet( void ) const; + + const Vector &GetBulletSpread( void ); + + bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); + void ItemPostFrame( void ); + void PrimaryAttack( void ); + bool Reload( void ); + void Zoom( void ); + virtual float GetFireRate( void ) { return 1; }; + + void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); + + DECLARE_ACTTABLE(); + +protected: + + float m_fNextZoom; + int m_nZoomLevel; +}; + +IMPLEMENT_SERVERCLASS_ST(CWeaponSniperRifle, DT_WeaponSniperRifle) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CWeaponSniperRifle ); +PRECACHE_WEAPON_REGISTER(weapon_sniperrifle); + +BEGIN_DATADESC( CWeaponSniperRifle ) + + DEFINE_FIELD( m_fNextZoom, FIELD_FLOAT ), + DEFINE_FIELD( m_nZoomLevel, FIELD_INTEGER ), + +END_DATADESC() + +//----------------------------------------------------------------------------- +// Maps base activities to weapons-specific ones so our characters do the right things. +//----------------------------------------------------------------------------- +acttable_t CWeaponSniperRifle::m_acttable[] = +{ + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true } +}; + +IMPLEMENT_ACTTABLE(CWeaponSniperRifle); + + +//----------------------------------------------------------------------------- +// Purpose: Constructor. +//----------------------------------------------------------------------------- +CWeaponSniperRifle::CWeaponSniperRifle( void ) +{ + m_fNextZoom = gpGlobals->curtime; + m_nZoomLevel = 0; + + m_bReloadsSingly = true; + + m_fMinRange1 = 65; + m_fMinRange2 = 65; + m_fMaxRange1 = 2048; + m_fMaxRange2 = 2048; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : int +//----------------------------------------------------------------------------- +int CWeaponSniperRifle::CapabilitiesGet( void ) const +{ + return bits_CAP_WEAPON_RANGE_ATTACK1; +} + + + +//----------------------------------------------------------------------------- +// Purpose: Turns off the zoom when the rifle is holstered. +//----------------------------------------------------------------------------- +bool CWeaponSniperRifle::Holster( CBaseCombatWeapon *pSwitchingTo ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + if (pPlayer != NULL) + { + if ( m_nZoomLevel != 0 ) + { + if ( pPlayer->SetFOV( this, 0 ) ) + { + pPlayer->ShowViewModel(true); + m_nZoomLevel = 0; + } + } + } + + return BaseClass::Holster(pSwitchingTo); +} + + +//----------------------------------------------------------------------------- +// Purpose: Overloaded to handle the zoom functionality. +//----------------------------------------------------------------------------- +void CWeaponSniperRifle::ItemPostFrame( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + if (pPlayer == NULL) + { + return; + } + + if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) + { + FinishReload(); + m_bInReload = false; + } + + if (pPlayer->m_nButtons & IN_ATTACK2) + { + if (m_fNextZoom <= gpGlobals->curtime) + { + Zoom(); + pPlayer->m_nButtons &= ~IN_ATTACK2; + } + } + else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) + { + if ( (m_iClip1 == 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) ) + { + m_bFireOnEmpty = true; + } + + // Fire underwater? + if (pPlayer->GetWaterLevel() == 3 && m_bFiresUnderwater == false) + { + WeaponSound(EMPTY); + m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; + return; + } + else + { + // If the firing button was just pressed, reset the firing time + if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) + { + m_flNextPrimaryAttack = gpGlobals->curtime; + } + + PrimaryAttack(); + } + } + + // ----------------------- + // Reload pressed / Clip Empty + // ----------------------- + if ( pPlayer->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) + { + // reload when reload is pressed, or if no buttons are down and weapon is empty. + Reload(); + } + + // ----------------------- + // No buttons down + // ----------------------- + if (!((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD))) + { + // no fire buttons down + m_bFireOnEmpty = false; + + if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) + { + // weapon isn't useable, switch. + if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pPlayer->SwitchToNextBestWeapon( this ) ) + { + m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; + return; + } + } + else + { + // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing + if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) + { + Reload(); + return; + } + } + + WeaponIdle( ); + return; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponSniperRifle::Precache( void ) +{ + BaseClass::Precache(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Same as base reload but doesn't change the owner's next attack time. This +// lets us zoom out while reloading. This hack is necessary because our +// ItemPostFrame is only called when the owner's next attack time has +// expired. +// Output : Returns true if the weapon was reloaded, false if no more ammo. +//----------------------------------------------------------------------------- +bool CWeaponSniperRifle::Reload( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + if (!pOwner) + { + return false; + } + + if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0) + { + int primary = MIN(GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); + int secondary = MIN(GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType)); + + if (primary > 0 || secondary > 0) + { + // Play reload on different channel as it happens after every fire + // and otherwise steals channel away from fire sound + WeaponSound(RELOAD); + SendWeaponAnim( ACT_VM_RELOAD ); + + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + + m_bInReload = true; + } + + return true; + } + + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponSniperRifle::PrimaryAttack( void ) +{ + // Only the player fires this way so we can cast safely. + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + if (!pPlayer) + { + return; + } + + if ( gpGlobals->curtime >= m_flNextPrimaryAttack ) + { + // If my clip is empty (and I use clips) start reload + if ( !m_iClip1 ) + { + Reload(); + return; + } + + // MUST call sound before removing a round from the clip of a CMachineGun dvs: does this apply to the sniper rifle? I don't know. + WeaponSound(SINGLE); + + pPlayer->DoMuzzleFlash(); + + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + + // player "shoot" animation + pPlayer->SetAnimation( PLAYER_ATTACK1 ); + + // Don't fire again until fire animation has completed + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + m_iClip1 = m_iClip1 - 1; + + Vector vecSrc = pPlayer->Weapon_ShootPosition(); + Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); + + // Fire the bullets + pPlayer->FireBullets( SNIPER_BULLET_COUNT_PLAYER, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_PLAYER ); + + CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 ); + + QAngle vecPunch(random->RandomFloat( -SNIPER_KICKBACK, SNIPER_KICKBACK ), 0, 0); + pPlayer->ViewPunch(vecPunch); + + // Indicate out of ammo condition if we run out of ammo. + if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) + { + pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); + } + } + + // Register a muzzleflash for the AI. + pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Zooms in using the sniper rifle scope. +//----------------------------------------------------------------------------- +void CWeaponSniperRifle::Zoom( void ) +{ + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + if (!pPlayer) + { + return; + } + + if (m_nZoomLevel >= sizeof(g_nZoomFOV) / sizeof(g_nZoomFOV[0])) + { + if ( pPlayer->SetFOV( this, 0 ) ) + { + pPlayer->ShowViewModel(true); + + // Zoom out to the default zoom level + WeaponSound(SPECIAL2); + m_nZoomLevel = 0; + } + } + else + { + if ( pPlayer->SetFOV( this, g_nZoomFOV[m_nZoomLevel] ) ) + { + if (m_nZoomLevel == 0) + { + pPlayer->ShowViewModel(false); + } + + WeaponSound(SPECIAL1); + + m_nZoomLevel++; + } + } + + m_fNextZoom = gpGlobals->curtime + SNIPER_ZOOM_RATE; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : virtual const Vector& +//----------------------------------------------------------------------------- +const Vector &CWeaponSniperRifle::GetBulletSpread( void ) +{ + static Vector cone = SNIPER_CONE_PLAYER; + return cone; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEvent - +// *pOperator - +//----------------------------------------------------------------------------- +void CWeaponSniperRifle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + switch ( pEvent->event ) + { + case EVENT_WEAPON_SNIPER_RIFLE_FIRE: + { + Vector vecShootOrigin, vecShootDir; + vecShootOrigin = pOperator->Weapon_ShootPosition(); + + CAI_BaseNPC *npc = pOperator->MyNPCPointer(); + Vector vecSpread; + if (npc) + { + vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); + vecSpread = VECTOR_CONE_PRECALCULATED; + } + else + { + AngleVectors( pOperator->GetLocalAngles(), &vecShootDir ); + vecSpread = GetBulletSpread(); + } + WeaponSound( SINGLE_NPC ); + pOperator->FireBullets( SNIPER_BULLET_COUNT_NPC, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_NPC ); + pOperator->DoMuzzleFlash(); + break; + } + + default: + { + BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } + } +} + |