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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/shared/hl2mp/weapon_smg1.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/shared/hl2mp/weapon_smg1.cpp')
-rw-r--r--sp/src/game/shared/hl2mp/weapon_smg1.cpp264
1 files changed, 264 insertions, 0 deletions
diff --git a/sp/src/game/shared/hl2mp/weapon_smg1.cpp b/sp/src/game/shared/hl2mp/weapon_smg1.cpp
new file mode 100644
index 00000000..bc1b3c66
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+++ b/sp/src/game/shared/hl2mp/weapon_smg1.cpp
@@ -0,0 +1,264 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "in_buttons.h"
+
+#ifdef CLIENT_DLL
+ #include "c_hl2mp_player.h"
+#else
+ #include "grenade_ar2.h"
+ #include "hl2mp_player.h"
+ #include "basegrenade_shared.h"
+#endif
+
+#include "weapon_hl2mpbase.h"
+#include "weapon_hl2mpbase_machinegun.h"
+
+#ifdef CLIENT_DLL
+#define CWeaponSMG1 C_WeaponSMG1
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+#define SMG1_GRENADE_DAMAGE 100.0f
+#define SMG1_GRENADE_RADIUS 250.0f
+
+class CWeaponSMG1 : public CHL2MPMachineGun
+{
+public:
+ DECLARE_CLASS( CWeaponSMG1, CHL2MPMachineGun );
+
+ CWeaponSMG1();
+
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+
+ void Precache( void );
+ void AddViewKick( void );
+ void SecondaryAttack( void );
+
+ int GetMinBurst() { return 2; }
+ int GetMaxBurst() { return 5; }
+
+ virtual void Equip( CBaseCombatCharacter *pOwner );
+ bool Reload( void );
+
+ float GetFireRate( void ) { return 0.075f; } // 13.3hz
+ Activity GetPrimaryAttackActivity( void );
+
+ virtual const Vector& GetBulletSpread( void )
+ {
+ static const Vector cone = VECTOR_CONE_5DEGREES;
+ return cone;
+ }
+
+ const WeaponProficiencyInfo_t *GetProficiencyValues();
+
+#ifndef CLIENT_DLL
+ DECLARE_ACTTABLE();
+#endif
+
+protected:
+
+ Vector m_vecTossVelocity;
+ float m_flNextGrenadeCheck;
+
+private:
+ CWeaponSMG1( const CWeaponSMG1 & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSMG1, DT_WeaponSMG1 )
+
+BEGIN_NETWORK_TABLE( CWeaponSMG1, DT_WeaponSMG1 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponSMG1 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 );
+PRECACHE_WEAPON_REGISTER(weapon_smg1);
+
+#ifndef CLIENT_DLL
+acttable_t CWeaponSMG1::m_acttable[] =
+{
+ { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
+ { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
+ { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
+ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
+ { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
+ { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG1, false },
+ { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },
+};
+
+IMPLEMENT_ACTTABLE(CWeaponSMG1);
+#endif
+
+//=========================================================
+CWeaponSMG1::CWeaponSMG1( )
+{
+ m_fMinRange1 = 0;// No minimum range.
+ m_fMaxRange1 = 1400;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::Precache( void )
+{
+#ifndef CLIENT_DLL
+ UTIL_PrecacheOther("grenade_ar2");
+#endif
+
+ BaseClass::Precache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Give this weapon longer range when wielded by an ally NPC.
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner )
+{
+ m_fMaxRange1 = 1400;
+
+ BaseClass::Equip( pOwner );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Activity
+//-----------------------------------------------------------------------------
+Activity CWeaponSMG1::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;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CWeaponSMG1::Reload( void )
+{
+ bool fRet;
+ float fCacheTime = m_flNextSecondaryAttack;
+
+ fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
+ if ( fRet )
+ {
+ // Undo whatever the reload process has done to our secondary
+ // attack timer. We allow you to interrupt reloading to fire
+ // a grenade.
+ m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
+
+ WeaponSound( RELOAD );
+ }
+
+ return fRet;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::AddViewKick( void )
+{
+ #define EASY_DAMPEN 0.5f
+ #define MAX_VERTICAL_KICK 1.0f //Degrees
+ #define SLIDE_LIMIT 2.0f //Seconds
+
+ //Get the view kick
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponSMG1::SecondaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ //Must have ammo
+ if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) )
+ {
+ SendWeaponAnim( ACT_VM_DRYFIRE );
+ BaseClass::WeaponSound( EMPTY );
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
+ return;
+ }
+
+ if( m_bInReload )
+ m_bInReload = false;
+
+ // MUST call sound before removing a round from the clip of a CMachineGun
+ BaseClass::WeaponSound( WPN_DOUBLE );
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecThrow;
+ // Don't autoaim on grenade tosses
+ AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow );
+ VectorScale( vecThrow, 1000.0f, vecThrow );
+
+#ifndef CLIENT_DLL
+ //Create the grenade
+ CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, vec3_angle, pPlayer );
+ pGrenade->SetAbsVelocity( vecThrow );
+
+ pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) );
+ pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
+ pGrenade->SetThrower( GetOwner() );
+ pGrenade->SetDamage( SMG1_GRENADE_DAMAGE );
+ pGrenade->SetDamageRadius( SMG1_GRENADE_RADIUS );
+#endif
+
+ SendWeaponAnim( ACT_VM_SECONDARYATTACK );
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ // Decrease ammo
+ pPlayer->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;
+}
+
+//-----------------------------------------------------------------------------
+const WeaponProficiencyInfo_t *CWeaponSMG1::GetProficiencyValues()
+{
+ static WeaponProficiencyInfo_t proficiencyTable[] =
+ {
+ { 7.0, 0.75 },
+ { 5.00, 0.75 },
+ { 10.0/3.0, 0.75 },
+ { 5.0/3.0, 0.75 },
+ { 1.00, 1.0 },
+ };
+
+ COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
+
+ return proficiencyTable;
+}