From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/hl2/weapon_ar2.cpp | 1024 ++++++++++++++++----------------- 1 file changed, 512 insertions(+), 512 deletions(-) (limited to 'mp/src/game/server/hl2/weapon_ar2.cpp') diff --git a/mp/src/game/server/hl2/weapon_ar2.cpp b/mp/src/game/server/hl2/weapon_ar2.cpp index de4e872a..d9c7ec25 100644 --- a/mp/src/game/server/hl2/weapon_ar2.cpp +++ b/mp/src/game/server/hl2/weapon_ar2.cpp @@ -1,512 +1,512 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -// $NoKeywords: $ -//=============================================================================// - -#include "cbase.h" -#include "basecombatweapon.h" -#include "npcevent.h" -#include "basecombatcharacter.h" -#include "ai_basenpc.h" -#include "player.h" -#include "weapon_ar2.h" -#include "grenade_ar2.h" -#include "gamerules.h" -#include "game.h" -#include "in_buttons.h" -#include "ai_memory.h" -#include "soundent.h" -#include "hl2_player.h" -#include "EntityFlame.h" -#include "weapon_flaregun.h" -#include "te_effect_dispatch.h" -#include "prop_combine_ball.h" -#include "beam_shared.h" -#include "npc_combine.h" -#include "rumble_shared.h" -#include "gamestats.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -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", "2" ); -ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" ); - -//========================================================= -//========================================================= - -BEGIN_DATADESC( CWeaponAR2 ) - - DEFINE_FIELD( m_flDelayedFire, FIELD_TIME ), - DEFINE_FIELD( m_bShotDelayed, FIELD_BOOLEAN ), - //DEFINE_FIELD( m_nVentPose, FIELD_INTEGER ), - -END_DATADESC() - -IMPLEMENT_SERVERCLASS_ST(CWeaponAR2, DT_WeaponAR2) -END_SEND_TABLE() - -LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 ); -PRECACHE_WEAPON_REGISTER(weapon_ar2); - -acttable_t CWeaponAR2::m_acttable[] = -{ - { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true }, - { ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique - { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique - { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique - - { ACT_WALK, ACT_WALK_RIFLE, true }, - -// Readiness activities (not aiming) - { ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims - { ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false }, - { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims - - { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims - { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false }, - { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims - - { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims - { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false }, - { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims - -// Readiness activities (aiming) - { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims - { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false }, - { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims - - { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims - { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false }, - { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims - - { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims - { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false }, - { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims -//End readiness activities - - { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, - { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, - { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, - { ACT_RUN, ACT_RUN_RIFLE, true }, - { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, - { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, - { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, - { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false }, - { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique - { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false }, - { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique - { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, - { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true }, -// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true }, -}; - -IMPLEMENT_ACTTABLE(CWeaponAR2); - -CWeaponAR2::CWeaponAR2( ) -{ - m_fMinRange1 = 65; - m_fMaxRange1 = 2048; - - m_fMinRange2 = 256; - m_fMaxRange2 = 1024; - - m_nShotsFired = 0; - m_nVentPose = -1; - - m_bAltFiresUnderwater = false; -} - -void CWeaponAR2::Precache( void ) -{ - BaseClass::Precache(); - - UTIL_PrecacheOther( "prop_combine_ball" ); - UTIL_PrecacheOther( "env_entity_dissolver" ); -} - -//----------------------------------------------------------------------------- -// 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(); - pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); - - WeaponSound( WPN_DOUBLE ); - - pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART ); - - // Fire the bullets - Vector vecSrc = pOwner->Weapon_ShootPosition( ); - Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); - Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); - - // Fire the bullets - Vector vecVelocity = vecAiming * 1000.0f; - - // 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 ); - - //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( random->RandomInt( -8, -12 ), random->RandomInt( 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; - - CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); - if( pPlayer ) - { - pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART ); - } - - SendWeaponAnim( ACT_VM_FIDGET ); - WeaponSound( SPECIAL1 ); - - m_iSecondaryAttacks++; - gamestats->Event_WeaponFired( pPlayer, false, GetClassname() ); -} - -//----------------------------------------------------------------------------- -// 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(); -} - -//----------------------------------------------------------------------------- -// Purpose: Override if we're waiting to release a shot -//----------------------------------------------------------------------------- -bool CWeaponAR2::Reload( void ) -{ - if ( m_bShotDelayed ) - return false; - - return BaseClass::Reload(); -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : *pOperator - -//----------------------------------------------------------------------------- -void CWeaponAR2::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) -{ - Vector vecShootOrigin, vecShootDir; - - CAI_BaseNPC *npc = pOperator->MyNPCPointer(); - ASSERT( npc != NULL ); - - if ( bUseWeaponAngles ) - { - QAngle angShootDir; - GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir ); - AngleVectors( angShootDir, &vecShootDir ); - } - else - { - vecShootOrigin = pOperator->Weapon_ShootPosition(); - vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); - } - - WeaponSoundRealtime( SINGLE_NPC ); - - CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() ); - - pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); - - // NOTENOTE: This is overriden on the client-side - // pOperator->DoMuzzleFlash(); - - m_iClip1 = m_iClip1 - 1; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) -{ - WeaponSound( WPN_DOUBLE ); - - if ( !GetOwner() ) - return; - - CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); - if ( !pNPC ) - return; - - // Fire! - Vector vecSrc; - Vector vecAiming; - - if ( bUseWeaponAngles ) - { - QAngle angShootDir; - GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir ); - AngleVectors( angShootDir, &vecAiming ); - } - else - { - vecSrc = pNPC->Weapon_ShootPosition( ); - - Vector vecTarget; - - CNPC_Combine *pSoldier = dynamic_cast( pNPC ); - if ( pSoldier ) - { - // In the distant misty past, elite soldiers tried to use bank shots. - // Therefore, we must ask them specifically what direction they are shooting. - vecTarget = pSoldier->GetAltFireTarget(); - } - else - { - // All other users of the AR2 alt-fire shoot directly at their enemy. - if ( !pNPC->GetEnemy() ) - return; - - vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc ); - } - - vecAiming = vecTarget - vecSrc; - VectorNormalize( vecAiming ); - } - - Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); - - float flAmmoRatio = 1.0f; - float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() ); - float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() ); - - // Fire the bullets - Vector vecVelocity = vecAiming * 1000.0f; - - // Fire the combine ball - CreateCombineBall( vecSrc, - vecVelocity, - flRadius, - sk_weapon_ar2_alt_fire_mass.GetFloat(), - flDuration, - pNPC ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CWeaponAR2::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) -{ - if ( bSecondary ) - { - FireNPCSecondaryAttack( pOperator, true ); - } - else - { - // Ensure we have enough rounds in the clip - m_iClip1++; - - FireNPCPrimaryAttack( pOperator, true ); - } -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : *pEvent - -// *pOperator - -//----------------------------------------------------------------------------- -void CWeaponAR2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) -{ - switch( pEvent->event ) - { - case EVENT_WEAPON_AR2: - { - FireNPCPrimaryAttack( pOperator, false ); - } - break; - - case EVENT_WEAPON_AR2_ALTFIRE: - { - FireNPCSecondaryAttack( pOperator, false ); - } - break; - - default: - CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator ); - break; - } -} - -//----------------------------------------------------------------------------- -// 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; - - float flDuration = m_fFireDuration; - - if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) - { - // On the 360 (or in any configuration using the 360 aiming scheme), don't let the - // AR2 progressive into the late, highly inaccurate stages of its kick. Just - // spoof the time to make it look (to the kicking code) like we haven't been - // firing for very long. - flDuration = MIN( flDuration, 0.75f ); - } - - DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, flDuration, 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 "basecombatweapon.h" +#include "npcevent.h" +#include "basecombatcharacter.h" +#include "ai_basenpc.h" +#include "player.h" +#include "weapon_ar2.h" +#include "grenade_ar2.h" +#include "gamerules.h" +#include "game.h" +#include "in_buttons.h" +#include "ai_memory.h" +#include "soundent.h" +#include "hl2_player.h" +#include "EntityFlame.h" +#include "weapon_flaregun.h" +#include "te_effect_dispatch.h" +#include "prop_combine_ball.h" +#include "beam_shared.h" +#include "npc_combine.h" +#include "rumble_shared.h" +#include "gamestats.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +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", "2" ); +ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" ); + +//========================================================= +//========================================================= + +BEGIN_DATADESC( CWeaponAR2 ) + + DEFINE_FIELD( m_flDelayedFire, FIELD_TIME ), + DEFINE_FIELD( m_bShotDelayed, FIELD_BOOLEAN ), + //DEFINE_FIELD( m_nVentPose, FIELD_INTEGER ), + +END_DATADESC() + +IMPLEMENT_SERVERCLASS_ST(CWeaponAR2, DT_WeaponAR2) +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 ); +PRECACHE_WEAPON_REGISTER(weapon_ar2); + +acttable_t CWeaponAR2::m_acttable[] = +{ + { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true }, + { ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique + { ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique + { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique + + { ACT_WALK, ACT_WALK_RIFLE, true }, + +// Readiness activities (not aiming) + { ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims + { ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false }, + { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims + + { ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims + { ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false }, + { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims + + { ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims + { ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false }, + { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims + +// Readiness activities (aiming) + { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims + { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false }, + { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims + + { ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims + { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false }, + { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims + + { ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims + { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false }, + { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims +//End readiness activities + + { ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, + { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, + { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, + { ACT_RUN, ACT_RUN_RIFLE, true }, + { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, + { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, + { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, + { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false }, + { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique + { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false }, + { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique + { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, + { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true }, +// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true }, +}; + +IMPLEMENT_ACTTABLE(CWeaponAR2); + +CWeaponAR2::CWeaponAR2( ) +{ + m_fMinRange1 = 65; + m_fMaxRange1 = 2048; + + m_fMinRange2 = 256; + m_fMaxRange2 = 1024; + + m_nShotsFired = 0; + m_nVentPose = -1; + + m_bAltFiresUnderwater = false; +} + +void CWeaponAR2::Precache( void ) +{ + BaseClass::Precache(); + + UTIL_PrecacheOther( "prop_combine_ball" ); + UTIL_PrecacheOther( "env_entity_dissolver" ); +} + +//----------------------------------------------------------------------------- +// 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(); + pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); + + WeaponSound( WPN_DOUBLE ); + + pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART ); + + // Fire the bullets + Vector vecSrc = pOwner->Weapon_ShootPosition( ); + Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); + Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); + + // Fire the bullets + Vector vecVelocity = vecAiming * 1000.0f; + + // 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 ); + + //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( random->RandomInt( -8, -12 ), random->RandomInt( 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; + + CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); + if( pPlayer ) + { + pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART ); + } + + SendWeaponAnim( ACT_VM_FIDGET ); + WeaponSound( SPECIAL1 ); + + m_iSecondaryAttacks++; + gamestats->Event_WeaponFired( pPlayer, false, GetClassname() ); +} + +//----------------------------------------------------------------------------- +// 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(); +} + +//----------------------------------------------------------------------------- +// Purpose: Override if we're waiting to release a shot +//----------------------------------------------------------------------------- +bool CWeaponAR2::Reload( void ) +{ + if ( m_bShotDelayed ) + return false; + + return BaseClass::Reload(); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pOperator - +//----------------------------------------------------------------------------- +void CWeaponAR2::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) +{ + Vector vecShootOrigin, vecShootDir; + + CAI_BaseNPC *npc = pOperator->MyNPCPointer(); + ASSERT( npc != NULL ); + + if ( bUseWeaponAngles ) + { + QAngle angShootDir; + GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir ); + AngleVectors( angShootDir, &vecShootDir ); + } + else + { + vecShootOrigin = pOperator->Weapon_ShootPosition(); + vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); + } + + WeaponSoundRealtime( SINGLE_NPC ); + + CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() ); + + pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); + + // NOTENOTE: This is overriden on the client-side + // pOperator->DoMuzzleFlash(); + + m_iClip1 = m_iClip1 - 1; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) +{ + WeaponSound( WPN_DOUBLE ); + + if ( !GetOwner() ) + return; + + CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); + if ( !pNPC ) + return; + + // Fire! + Vector vecSrc; + Vector vecAiming; + + if ( bUseWeaponAngles ) + { + QAngle angShootDir; + GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir ); + AngleVectors( angShootDir, &vecAiming ); + } + else + { + vecSrc = pNPC->Weapon_ShootPosition( ); + + Vector vecTarget; + + CNPC_Combine *pSoldier = dynamic_cast( pNPC ); + if ( pSoldier ) + { + // In the distant misty past, elite soldiers tried to use bank shots. + // Therefore, we must ask them specifically what direction they are shooting. + vecTarget = pSoldier->GetAltFireTarget(); + } + else + { + // All other users of the AR2 alt-fire shoot directly at their enemy. + if ( !pNPC->GetEnemy() ) + return; + + vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc ); + } + + vecAiming = vecTarget - vecSrc; + VectorNormalize( vecAiming ); + } + + Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); + + float flAmmoRatio = 1.0f; + float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() ); + float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() ); + + // Fire the bullets + Vector vecVelocity = vecAiming * 1000.0f; + + // Fire the combine ball + CreateCombineBall( vecSrc, + vecVelocity, + flRadius, + sk_weapon_ar2_alt_fire_mass.GetFloat(), + flDuration, + pNPC ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CWeaponAR2::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) +{ + if ( bSecondary ) + { + FireNPCSecondaryAttack( pOperator, true ); + } + else + { + // Ensure we have enough rounds in the clip + m_iClip1++; + + FireNPCPrimaryAttack( pOperator, true ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pEvent - +// *pOperator - +//----------------------------------------------------------------------------- +void CWeaponAR2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) +{ + switch( pEvent->event ) + { + case EVENT_WEAPON_AR2: + { + FireNPCPrimaryAttack( pOperator, false ); + } + break; + + case EVENT_WEAPON_AR2_ALTFIRE: + { + FireNPCSecondaryAttack( pOperator, false ); + } + break; + + default: + CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator ); + break; + } +} + +//----------------------------------------------------------------------------- +// 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; + + float flDuration = m_fFireDuration; + + if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) + { + // On the 360 (or in any configuration using the 360 aiming scheme), don't let the + // AR2 progressive into the late, highly inaccurate stages of its kick. Just + // spoof the time to make it look (to the kicking code) like we haven't been + // firing for very long. + flDuration = MIN( flDuration, 0.75f ); + } + + DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, flDuration, 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; +} -- cgit v1.2.3