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-rw-r--r--mp/src/game/shared/hl2mp/weapon_pistol.cpp339
1 files changed, 339 insertions, 0 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_pistol.cpp b/mp/src/game/shared/hl2mp/weapon_pistol.cpp
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+++ b/mp/src/game/shared/hl2mp/weapon_pistol.cpp
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+//========= 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 "hl2mp_player.h"
+#endif
+
+#include "weapon_hl2mpbasehlmpcombatweapon.h"
+
+#define PISTOL_FASTEST_REFIRE_TIME 0.1f
+#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f
+
+#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
+#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
+
+#ifdef CLIENT_DLL
+#define CWeaponPistol C_WeaponPistol
+#endif
+
+//-----------------------------------------------------------------------------
+// CWeaponPistol
+//-----------------------------------------------------------------------------
+
+class CWeaponPistol : public CBaseHL2MPCombatWeapon
+{
+public:
+ DECLARE_CLASS( CWeaponPistol, CBaseHL2MPCombatWeapon );
+
+ CWeaponPistol(void);
+
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ void Precache( void );
+ void ItemPostFrame( void );
+ void ItemPreFrame( void );
+ void ItemBusyFrame( void );
+ void PrimaryAttack( void );
+ void AddViewKick( void );
+ void DryFire( void );
+
+ void UpdatePenaltyTime( void );
+
+ Activity GetPrimaryAttackActivity( void );
+
+ virtual bool Reload( void );
+
+ virtual const Vector& GetBulletSpread( void )
+ {
+ static Vector cone;
+
+ float ramp = RemapValClamped( m_flAccuracyPenalty,
+ 0.0f,
+ PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME,
+ 0.0f,
+ 1.0f );
+
+ // We lerp from very accurate to inaccurate over time
+ VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
+
+ return cone;
+ }
+
+ virtual int GetMinBurst()
+ {
+ return 1;
+ }
+
+ virtual int GetMaxBurst()
+ {
+ return 3;
+ }
+
+ virtual float GetFireRate( void )
+ {
+ return 0.5f;
+ }
+
+#ifndef CLIENT_DLL
+ DECLARE_ACTTABLE();
+#endif
+
+private:
+ CNetworkVar( float, m_flSoonestPrimaryAttack );
+ CNetworkVar( float, m_flLastAttackTime );
+ CNetworkVar( float, m_flAccuracyPenalty );
+ CNetworkVar( int, m_nNumShotsFired );
+
+private:
+ CWeaponPistol( const CWeaponPistol & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol )
+
+BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol )
+#ifdef CLIENT_DLL
+ RecvPropTime( RECVINFO( m_flSoonestPrimaryAttack ) ),
+ RecvPropTime( RECVINFO( m_flLastAttackTime ) ),
+ RecvPropFloat( RECVINFO( m_flAccuracyPenalty ) ),
+ RecvPropInt( RECVINFO( m_nNumShotsFired ) ),
+#else
+ SendPropTime( SENDINFO( m_flSoonestPrimaryAttack ) ),
+ SendPropTime( SENDINFO( m_flLastAttackTime ) ),
+ SendPropFloat( SENDINFO( m_flAccuracyPenalty ) ),
+ SendPropInt( SENDINFO( m_nNumShotsFired ) ),
+#endif
+END_NETWORK_TABLE()
+
+#ifdef CLIENT_DLL
+BEGIN_PREDICTION_DATA( CWeaponPistol )
+ DEFINE_PRED_FIELD( m_flSoonestPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_flLastAttackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_flAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_nNumShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol );
+PRECACHE_WEAPON_REGISTER( weapon_pistol );
+
+#ifndef CLIENT_DLL
+acttable_t CWeaponPistol::m_acttable[] =
+{
+ { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
+ { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
+ { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
+ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
+ { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
+ { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
+ { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
+};
+
+
+IMPLEMENT_ACTTABLE( CWeaponPistol );
+
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CWeaponPistol::CWeaponPistol( void )
+{
+ m_flSoonestPrimaryAttack = gpGlobals->curtime;
+ m_flAccuracyPenalty = 0.0f;
+
+ m_fMinRange1 = 24;
+ m_fMaxRange1 = 1500;
+ m_fMinRange2 = 24;
+ m_fMaxRange2 = 200;
+
+ m_bFiresUnderwater = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponPistol::Precache( void )
+{
+ BaseClass::Precache();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponPistol::DryFire( void )
+{
+ WeaponSound( EMPTY );
+ SendWeaponAnim( ACT_VM_DRYFIRE );
+
+ m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME;
+ m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponPistol::PrimaryAttack( void )
+{
+ if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f )
+ {
+ m_nNumShotsFired = 0;
+ }
+ else
+ {
+ m_nNumShotsFired++;
+ }
+
+ m_flLastAttackTime = gpGlobals->curtime;
+ m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if( pOwner )
+ {
+ // Each time the player fires the pistol, reset the view punch. This prevents
+ // the aim from 'drifting off' when the player fires very quickly. This may
+ // not be the ideal way to achieve this, but it's cheap and it works, which is
+ // great for a feature we're evaluating. (sjb)
+ pOwner->ViewPunchReset();
+ }
+
+ BaseClass::PrimaryAttack();
+
+ // Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
+ m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponPistol::UpdatePenaltyTime( void )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ // Check our penalty time decay
+ if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
+ {
+ m_flAccuracyPenalty -= gpGlobals->frametime;
+ m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponPistol::ItemPreFrame( void )
+{
+ UpdatePenaltyTime();
+
+ BaseClass::ItemPreFrame();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponPistol::ItemBusyFrame( void )
+{
+ UpdatePenaltyTime();
+
+ BaseClass::ItemBusyFrame();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Allows firing as fast as button is pressed
+//-----------------------------------------------------------------------------
+void CWeaponPistol::ItemPostFrame( void )
+{
+ BaseClass::ItemPostFrame();
+
+ if ( m_bInReload )
+ return;
+
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ if ( pOwner->m_nButtons & IN_ATTACK2 )
+ {
+ m_flLastAttackTime = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
+ m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
+ m_flNextPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
+ }
+
+ //Allow a refire as fast as the player can click
+ if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
+ {
+ m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
+ }
+ else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
+ {
+ DryFire();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : int
+//-----------------------------------------------------------------------------
+Activity CWeaponPistol::GetPrimaryAttackActivity( void )
+{
+ if ( m_nNumShotsFired < 1 )
+ return ACT_VM_PRIMARYATTACK;
+
+ if ( m_nNumShotsFired < 2 )
+ return ACT_VM_RECOIL1;
+
+ if ( m_nNumShotsFired < 3 )
+ return ACT_VM_RECOIL2;
+
+ return ACT_VM_RECOIL3;
+}
+
+//-----------------------------------------------------------------------------
+//-----------------------------------------------------------------------------
+bool CWeaponPistol::Reload( void )
+{
+ bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
+ if ( fRet )
+ {
+ WeaponSound( RELOAD );
+ m_flAccuracyPenalty = 0.0f;
+ }
+ return fRet;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeaponPistol::AddViewKick( void )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( pPlayer == NULL )
+ return;
+
+ QAngle viewPunch;
+
+ viewPunch.x = SharedRandomFloat( "pistolpax", 0.25f, 0.5f );
+ viewPunch.y = SharedRandomFloat( "pistolpay", -.6f, .6f );
+ viewPunch.z = 0.0f;
+
+ //Add it to the view punch
+ pPlayer->ViewPunch( viewPunch );
+}