diff options
Diffstat (limited to 'mp/src/game/server/hl2/weapon_annabelle.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_annabelle.cpp | 700 |
1 files changed, 350 insertions, 350 deletions
diff --git a/mp/src/game/server/hl2/weapon_annabelle.cpp b/mp/src/game/server/hl2/weapon_annabelle.cpp index 047e32a9..94a8a1a8 100644 --- a/mp/src/game/server/hl2/weapon_annabelle.cpp +++ b/mp/src/game/server/hl2/weapon_annabelle.cpp @@ -1,350 +1,350 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Grigori's personal shotgun (npc_monk)
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "npcevent.h"
-#include "basehlcombatweapon_shared.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"
-
-extern ConVar sk_auto_reload_time;
-
-class CWeaponAnnabelle : public CBaseHLCombatWeapon
-{
- DECLARE_DATADESC();
-public:
- DECLARE_CLASS( CWeaponAnnabelle, CBaseHLCombatWeapon );
-
- DECLARE_SERVERCLASS();
-
-private:
- bool m_bNeedPump; // When emptied completely
- bool m_bDelayedFire1; // Fire primary when finished reloading
- bool m_bDelayedFire2; // Fire secondary when finished reloading
-
-public:
- void Precache( void );
-
- int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
-
- virtual const Vector& GetBulletSpread( void )
- {
- static Vector cone = vec3_origin;
- return cone;
- }
-
- virtual int GetMinBurst() { return 1; }
- virtual int GetMaxBurst() { return 3; }
-
- void ItemHolsterFrame( void );
- bool StartReload( void );
- bool Reload( void );
- void FillClip( void );
- void FinishReload( void );
- void CheckHolsterReload( void );
- void Pump( void );
- void DryFire( void );
- virtual float GetFireRate( void ) { return 1.5; };
- virtual float GetMinRestTime() { return 1.0; }
- virtual float GetMaxRestTime() { return 1.5; }
-
- void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
-
- DECLARE_ACTTABLE();
-
- CWeaponAnnabelle(void);
-};
-
-IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelle, DT_WeaponAnnabelle)
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_annabelle, CWeaponAnnabelle );
-#ifndef HL2MP
-PRECACHE_WEAPON_REGISTER(weapon_annabelle);
-#endif
-
-BEGIN_DATADESC( CWeaponAnnabelle )
- DEFINE_FIELD( m_bNeedPump, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bDelayedFire1, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_bDelayedFire2, FIELD_BOOLEAN ),
-END_DATADESC()
-
-acttable_t CWeaponAnnabelle::m_acttable[] =
-{
- { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
- { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
- { ACT_RELOAD, ACT_RELOAD_SMG1, true },
- { ACT_WALK, ACT_WALK_RIFLE, true },
- { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
- { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false },
- { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false },
- { ACT_RUN, ACT_RUN_RIFLE, true },
- { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
- { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false },
- { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false },
- { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
- { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
- { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
-};
-
-IMPLEMENT_ACTTABLE(CWeaponAnnabelle);
-
-void CWeaponAnnabelle::Precache( void )
-{
- CBaseCombatWeapon::Precache();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeaponAnnabelle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
-{
- switch( pEvent->event )
- {
- case EVENT_WEAPON_SHOTGUN_FIRE:
- {
- Vector vecShootOrigin, vecShootDir;
- vecShootOrigin = pOperator->Weapon_ShootPosition();
- CAI_BaseNPC *npc = pOperator->MyNPCPointer();
- ASSERT( npc != NULL );
- WeaponSound( SINGLE_NPC );
- pOperator->DoMuzzleFlash();
- m_iClip1 = m_iClip1 - 1;
-
- vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
- pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
- }
- break;
-
- default:
- CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
- break;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Override so only reload one shell at a time
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-bool CWeaponAnnabelle::StartReload( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if ( pOwner == NULL )
- return false;
-
- if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
- return false;
-
- if (m_iClip1 >= GetMaxClip1())
- return false;
-
- // If shotgun totally emptied then a pump animation is needed
- if (m_iClip1 <= 0)
- {
- m_bNeedPump = true;
- }
-
- int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
-
- if (j <= 0)
- return false;
-
- SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
-
- // Make shotgun shell visible
- SetBodygroup(1,0);
-
- pOwner->m_flNextAttack = gpGlobals->curtime;
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
-
- m_bInReload = true;
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Override so only reload one shell at a time
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-bool CWeaponAnnabelle::Reload( void )
-{
- // Check that StartReload was called first
- if (!m_bInReload)
- {
- Warning("ERROR: Shotgun Reload called incorrectly!\n");
- }
-
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if ( pOwner == NULL )
- return false;
-
- if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
- return false;
-
- if (m_iClip1 >= GetMaxClip1())
- return false;
-
- int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
-
- if (j <= 0)
- return false;
-
- FillClip();
- // Play reload on different channel as otherwise steals channel away from fire sound
- WeaponSound(RELOAD);
- SendWeaponAnim( ACT_VM_RELOAD );
-
- pOwner->m_flNextAttack = gpGlobals->curtime;
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Play finish reload anim and fill clip
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeaponAnnabelle::FinishReload( void )
-{
- // Make shotgun shell invisible
- SetBodygroup(1,1);
-
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if ( pOwner == NULL )
- return;
-
- m_bInReload = false;
-
- // Finish reload animation
- SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
-
- pOwner->m_flNextAttack = gpGlobals->curtime;
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Play finish reload anim and fill clip
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeaponAnnabelle::FillClip( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if ( pOwner == NULL )
- return;
-
- // Add them to the clip
- if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
- {
- if ( Clip1() < GetMaxClip1() )
- {
- m_iClip1++;
- pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Play weapon pump anim
-// Input :
-// Output :
-//-----------------------------------------------------------------------------
-void CWeaponAnnabelle::Pump( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
-
- if ( pOwner == NULL )
- return;
-
- m_bNeedPump = false;
-
- WeaponSound( SPECIAL1 );
-
- // Finish reload animation
- SendWeaponAnim( ACT_SHOTGUN_PUMP );
-
- pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//
-//
-//-----------------------------------------------------------------------------
-void CWeaponAnnabelle::DryFire( void )
-{
- WeaponSound(EMPTY);
- SendWeaponAnim( ACT_VM_DRYFIRE );
-
- m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CWeaponAnnabelle::ItemHolsterFrame( void )
-{
- // Must be player held
- if ( GetOwner() && GetOwner()->IsPlayer() == false )
- return;
-
- // We can't be active
- if ( GetOwner()->GetActiveWeapon() == this )
- return;
-
- // If it's been longer than three seconds, reload
- if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )
- {
- // Reset the timer
- m_flHolsterTime = gpGlobals->curtime;
-
- if ( GetOwner() == NULL )
- return;
-
- if ( m_iClip1 == GetMaxClip1() )
- return;
-
- // Just load the clip with no animations
- int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) );
-
- GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() );
- m_iClip1 += ammoFill;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-//-----------------------------------------------------------------------------
-CWeaponAnnabelle::CWeaponAnnabelle( void )
-{
- m_bReloadsSingly = true;
-
- m_bNeedPump = false;
- m_bDelayedFire1 = false;
- m_bDelayedFire2 = false;
-
- m_fMinRange1 = 0.0;
- m_fMaxRange1 = 500;
- m_fMinRange2 = 0.0;
- m_fMaxRange2 = 200;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Grigori's personal shotgun (npc_monk) +// +//=============================================================================// + +#include "cbase.h" +#include "npcevent.h" +#include "basehlcombatweapon_shared.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" + +extern ConVar sk_auto_reload_time; + +class CWeaponAnnabelle : public CBaseHLCombatWeapon +{ + DECLARE_DATADESC(); +public: + DECLARE_CLASS( CWeaponAnnabelle, CBaseHLCombatWeapon ); + + DECLARE_SERVERCLASS(); + +private: + bool m_bNeedPump; // When emptied completely + bool m_bDelayedFire1; // Fire primary when finished reloading + bool m_bDelayedFire2; // Fire secondary when finished reloading + +public: + void Precache( void ); + + int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } + + virtual const Vector& GetBulletSpread( void ) + { + static Vector cone = vec3_origin; + return cone; + } + + virtual int GetMinBurst() { return 1; } + virtual int GetMaxBurst() { return 3; } + + void ItemHolsterFrame( void ); + bool StartReload( void ); + bool Reload( void ); + void FillClip( void ); + void FinishReload( void ); + void CheckHolsterReload( void ); + void Pump( void ); + void DryFire( void ); + virtual float GetFireRate( void ) { return 1.5; }; + virtual float GetMinRestTime() { return 1.0; } + virtual float GetMaxRestTime() { return 1.5; } + + void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); + + DECLARE_ACTTABLE(); + + CWeaponAnnabelle(void); +}; + +IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelle, DT_WeaponAnnabelle) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_annabelle, CWeaponAnnabelle ); +#ifndef HL2MP +PRECACHE_WEAPON_REGISTER(weapon_annabelle); +#endif + +BEGIN_DATADESC( CWeaponAnnabelle ) + DEFINE_FIELD( m_bNeedPump, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bDelayedFire1, FIELD_BOOLEAN ), + DEFINE_FIELD( m_bDelayedFire2, FIELD_BOOLEAN ), +END_DATADESC() + +acttable_t CWeaponAnnabelle::m_acttable[] = +{ + { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true }, + { ACT_RELOAD, ACT_RELOAD_SMG1, true }, + { ACT_WALK, ACT_WALK_RIFLE, true }, + { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, + { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false }, + { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false }, + { ACT_RUN, ACT_RUN_RIFLE, true }, + { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, + { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false }, + { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false }, + { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true }, + { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, + { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, +}; + +IMPLEMENT_ACTTABLE(CWeaponAnnabelle); + +void CWeaponAnnabelle::Precache( void ) +{ + CBaseCombatWeapon::Precache(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeaponAnnabelle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + switch( pEvent->event ) + { + case EVENT_WEAPON_SHOTGUN_FIRE: + { + Vector vecShootOrigin, vecShootDir; + vecShootOrigin = pOperator->Weapon_ShootPosition(); + CAI_BaseNPC *npc = pOperator->MyNPCPointer(); + ASSERT( npc != NULL ); + WeaponSound( SINGLE_NPC ); + pOperator->DoMuzzleFlash(); + m_iClip1 = m_iClip1 - 1; + + vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); + pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 ); + } + break; + + default: + CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Override so only reload one shell at a time +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CWeaponAnnabelle::StartReload( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + return false; + + if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0) + return false; + + if (m_iClip1 >= GetMaxClip1()) + return false; + + // If shotgun totally emptied then a pump animation is needed + if (m_iClip1 <= 0) + { + m_bNeedPump = true; + } + + int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); + + if (j <= 0) + return false; + + SendWeaponAnim( ACT_SHOTGUN_RELOAD_START ); + + // Make shotgun shell visible + SetBodygroup(1,0); + + pOwner->m_flNextAttack = gpGlobals->curtime; + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + + m_bInReload = true; + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Override so only reload one shell at a time +// Input : +// Output : +//----------------------------------------------------------------------------- +bool CWeaponAnnabelle::Reload( void ) +{ + // Check that StartReload was called first + if (!m_bInReload) + { + Warning("ERROR: Shotgun Reload called incorrectly!\n"); + } + + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + return false; + + if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0) + return false; + + if (m_iClip1 >= GetMaxClip1()) + return false; + + int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); + + if (j <= 0) + return false; + + FillClip(); + // Play reload on different channel as otherwise steals channel away from fire sound + WeaponSound(RELOAD); + SendWeaponAnim( ACT_VM_RELOAD ); + + pOwner->m_flNextAttack = gpGlobals->curtime; + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Play finish reload anim and fill clip +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeaponAnnabelle::FinishReload( void ) +{ + // Make shotgun shell invisible + SetBodygroup(1,1); + + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + return; + + m_bInReload = false; + + // Finish reload animation + SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); + + pOwner->m_flNextAttack = gpGlobals->curtime; + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); +} + +//----------------------------------------------------------------------------- +// Purpose: Play finish reload anim and fill clip +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeaponAnnabelle::FillClip( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + return; + + // Add them to the clip + if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) + { + if ( Clip1() < GetMaxClip1() ) + { + m_iClip1++; + pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Play weapon pump anim +// Input : +// Output : +//----------------------------------------------------------------------------- +void CWeaponAnnabelle::Pump( void ) +{ + CBaseCombatCharacter *pOwner = GetOwner(); + + if ( pOwner == NULL ) + return; + + m_bNeedPump = false; + + WeaponSound( SPECIAL1 ); + + // Finish reload animation + SendWeaponAnim( ACT_SHOTGUN_PUMP ); + + pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration(); + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// +// +//----------------------------------------------------------------------------- +void CWeaponAnnabelle::DryFire( void ) +{ + WeaponSound(EMPTY); + SendWeaponAnim( ACT_VM_DRYFIRE ); + + m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponAnnabelle::ItemHolsterFrame( void ) +{ + // Must be player held + if ( GetOwner() && GetOwner()->IsPlayer() == false ) + return; + + // We can't be active + if ( GetOwner()->GetActiveWeapon() == this ) + return; + + // If it's been longer than three seconds, reload + if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() ) + { + // Reset the timer + m_flHolsterTime = gpGlobals->curtime; + + if ( GetOwner() == NULL ) + return; + + if ( m_iClip1 == GetMaxClip1() ) + return; + + // Just load the clip with no animations + int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) ); + + GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() ); + m_iClip1 += ammoFill; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CWeaponAnnabelle::CWeaponAnnabelle( void ) +{ + m_bReloadsSingly = true; + + m_bNeedPump = false; + m_bDelayedFire1 = false; + m_bDelayedFire2 = false; + + m_fMinRange1 = 0.0; + m_fMaxRange1 = 500; + m_fMinRange2 = 0.0; + m_fMaxRange2 = 200; +} |