mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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348 lines
11 KiB
C++
348 lines
11 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: 357 - hand gun
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "weapon_357.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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#include "gamerules.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "game.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "te_effect_dispatch.h"
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#include "gamestats.h"
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#include "IEffects.h"//äûì îò ñòâîëà
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#include "beam_shared.h"//For Laser
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#include "Sprite.h"//For laser
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#include "OverCharged/ShotgunBullet.h"//For laser
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar oc_weapon_357_enable_scope;
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//-----------------------------------------------------------------------------
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// CWeapon357
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//-----------------------------------------------------------------------------
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#define PISTOL_FASTEST_REFIRE_TIME 0.15f
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#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f
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#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
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#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
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LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
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PRECACHE_WEAPON_REGISTER( weapon_357 );
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IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 )
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END_SEND_TABLE()
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BEGIN_DATADESC( CWeapon357 )
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DEFINE_FIELD(m_bInZoom, FIELD_BOOLEAN),
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DEFINE_FIELD(m_flAccuracyPenalty, FIELD_FLOAT), //NOTENOTE: This is NOT tracking game time
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DEFINE_FIELD(m_nNumShotsFired, FIELD_INTEGER),
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DEFINE_FIELD(DoOnceMPD, FIELD_BOOLEAN),
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END_DATADESC()
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acttable_t CWeapon357::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, // L1ght 15 : MP animstate
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, //fix
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, // END
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{ ACT_IDLE, ACT_IDLE_PISTOL, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
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{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
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{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
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{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
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{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
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{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
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{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
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{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
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{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
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{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
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{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
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{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
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//End readiness activities
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// Crouch activities
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{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
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{ ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
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{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
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// Readiness translations
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{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
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{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
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{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
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{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
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};
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IMPLEMENT_ACTTABLE(CWeapon357);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeapon357::CWeapon357( void )
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{
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DoOnceMPD = true;
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m_flAccuracyPenalty = 0.0f;
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m_bReloadsSingly = false;
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m_bInZoom = false;
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//=======BriJee: NPC allow shoot.
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m_fMinRange1 = 24;
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m_fMaxRange1 = 1500;
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m_fMinRange2 = 24;
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m_fMaxRange2 = 200;
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//=======BriJee: END.
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::Precache(void)
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{
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BaseClass::Precache();
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PrecacheScriptSound("Weapon_357.Draw");
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}
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bool CWeapon357::Holster(CBaseCombatWeapon *pSwitchingTo)
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{
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bool rRet;
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pSwitchingTo = NULL;
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rRet = BaseClass::Holster(pSwitchingTo);
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StopEffects();
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer)
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{
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pPlayer->SetFOV(this, 0, 0.1f);
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(0);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_357")->SetValue(0);
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}
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return BaseClass::Holster(pSwitchingTo);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_RELOAD:
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{
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ShellOut(pEvent);
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}
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break;
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case EVENT_WEAPON_THROW3:
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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pPlayer->RemoveEffects(EF_LASER);/////////////Óáèðàåì ëàçåðêó ïðè ïåðåçàðÿäêå
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StopEffects();
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if (pPlayer->SetFOV(this, 20, 0.2f))
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{
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m_bInZoom = false;
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// Send a message to hide the scope
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pPlayer->SetFOV(this, 0, 0.1f);
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(0);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_357")->SetValue(0);
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}
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}
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break;
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//=======BriJee: Player thirdperson animations & NPC anims, allow shoot.
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case EVENT_WEAPON_PISTOL_FIRE:
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{
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Vector vecShootOrigin, vecShootDir;
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT(npc != NULL);
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vecShootDir = npc->GetActualShootTrajectory(vecShootOrigin);
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CSoundEnt::InsertSound(SOUND_COMBAT | SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy());
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WeaponSound(SINGLE_NPC);
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pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2);
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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}
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break;
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default:
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BaseClass::Operator_HandleAnimEvent(pEvent, pOperator);
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break;
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//=======BriJee: END. break added.
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}
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}
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void CWeapon357::CheckZoomToggle(void)
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer->m_afButtonPressed & IN_ATTACK2)
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{
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ToggleZoom();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::ItemBusyFrame(void)
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{
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// Allow zoom toggling even when we're reloading
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CheckZoomToggle();
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//UpdatePenaltyTime();
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BaseClass::ItemBusyFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::ToggleZoom(void)
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer == NULL)
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return;
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if (oc_weapon_357_enable_scope.GetInt() != 1)
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return;
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if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
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return;
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if (IsNearWall() || GetOwnerIsRunning())
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{
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return;
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}
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if (IsInReload())
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{
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if (pPlayer->SetFOV(this, 20, 0.2f))
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{
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m_bInZoom = false;
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// Send a message to hide the scope
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pPlayer->SetFOV(this, 0, 0.1f);
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(0);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_357")->SetValue(0);
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}
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}
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if (m_bInZoom)
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{
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if (pPlayer->SetFOV(this, 0, 0.2f))
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{
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m_bInZoom = false;
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// Send a message to hide the scope
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(0);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_357")->SetValue(0);
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}
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}
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else
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{
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if (pPlayer->SetFOV(this, 20, 0.1f))
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{
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m_bInZoom = true;
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// Send a message to Show the scope
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(1);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(1);
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cvar->FindVar("oc_state_InSecondFire_357")->SetValue(1);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop all zooming and special effects on the viewmodel
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//-----------------------------------------------------------------------------
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void CWeapon357::StopEffects(void)
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{
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// Stop zooming
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if (m_bInZoom)
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{
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ToggleZoom();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::Drop(const Vector &vecVelocity)
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{
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StopEffects();
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BaseClass::Drop(vecVelocity);
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}
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