//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Silenced Pistol // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "NPCEvent.h" #include "basecombatcharacter.h" #include "AI_BaseNPC.h" #include "player.h" #include "gamerules.h" #include "in_buttons.h" #include "soundent.h" #include "game.h" #include "vstdlib/random.h" #include "gamestats.h" #include "particle_parse.h" #include "weapon_usp.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_SERVERCLASS_ST(CWeaponUSP, DT_WeaponUSP) END_SEND_TABLE() LINK_ENTITY_TO_CLASS(weapon_usp, CWeaponUSP); PRECACHE_WEAPON_REGISTER( weapon_usp ); BEGIN_DATADESC(CWeaponUSP) DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flLastAttackTime, FIELD_TIME ), DEFINE_FIELD( m_flAccuracyPenalty, FIELD_FLOAT ), DEFINE_FIELD( m_nNumShotsFired, FIELD_INTEGER ), END_DATADESC() acttable_t CWeaponUSP::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, // L1ght 15 : MP animstate { 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_GESTURE_RELOAD_SMG1, false }, //fix { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, //{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, // END { ACT_IDLE, ACT_IDLE_PISTOL, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true }, { ACT_RELOAD, ACT_RELOAD_PISTOL, true }, { ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true }, { ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true }, { ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true }, { ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE/*_PISTOL*/, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false }, { ACT_RUN_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false }, // Readiness activities (aiming) { ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims { ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false }, { ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims { ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims { ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims //End readiness activities // Crouch activities { ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false }, { ACT_CROUCHIDLE_AIM_STIMULATED,ACT_RANGE_AIM_PISTOL_LOW, false },//always aims { ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims // Readiness translations { ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false }, { ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false }, { ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false }, { ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false }, }; IMPLEMENT_ACTTABLE(CWeaponUSP); //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CWeaponUSP::CWeaponUSP(void) { m_flSoonestPrimaryAttack = gpGlobals->curtime; m_flAccuracyPenalty = 0.0f; m_fMinRange1 = 24; m_fMaxRange1 = 1500; m_fMinRange2 = 24; m_fMaxRange2 = 200; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponUSP::Precache(void) { PrecacheParticleSystem( "weapon_muzzle_smoke_long" ); PrecacheModel(GetWpnData().szSilentModel); //(aa_wpn_Pistol_silent_silmodel.GetString()); BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- void CWeaponUSP::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator) { switch( pEvent->event ) { case EVENT_WEAPON_PISTOL_FIRE: { Vector vecShootOrigin, vecShootDir; vecShootOrigin = pOperator->Weapon_ShootPosition(); CAI_BaseNPC *npc = pOperator->MyNPCPointer(); ASSERT( npc != NULL ); vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() ); WeaponSound( SINGLE_NPC ); pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2); pOperator->DoMuzzleFlash(); m_iClip1 = m_iClip1 - 1; } break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } } void CWeaponUSP::SecondaryAttack(void) { } void CWeaponUSP::SetWeaponModelIndex(const char *pName) { m_iWorldModelIndex = modelinfo->GetModelIndex( pName ); }