Files
HL2Overcharged/game/server/hl2/weapon_ar2.cpp
2025-05-21 21:20:08 +03:00

747 lines
21 KiB
C++

//========= Copyright © 1996-2005, 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 "hl2mp_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"
#include "particle_parse.h"
#include "IEffects.h"
#include "trace.h"
#include "SpriteTrail.h"
#include "steamjet.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sk_plr_dmg_ar2;
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");
//ConVar cl_tracer_type("cl_tracer_type", "2", FCVAR_CHEAT);
//=========================================================
//=========================================================
BEGIN_DATADESC(CWeaponAR2)
DEFINE_FIELD(m_flDelayedFire, FIELD_TIME),
DEFINE_FIELD(m_bShotDelayed, FIELD_BOOLEAN),
DEFINE_FIELD(m_iFirstRound, FIELD_INTEGER),
DEFINE_FIELD(m_iSecondRound, FIELD_INTEGER),
DEFINE_FIELD(m_iThirdRound, 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 },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_RANGE_ATTACK_AR2, false },
/*{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },//false
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
{ ACT_IDLE, ACT_IDLE_SMG1, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, //END
// 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_SMG1, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true },
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },*/
};
IMPLEMENT_ACTTABLE(CWeaponAR2);
CWeaponAR2::CWeaponAR2()
{
m_fMinRange1 = 65;
m_fMaxRange1 = 2048;
m_fMinRange2 = 256;
m_fMaxRange2 = 1024;
m_iFirstRound = 0;
m_iSecondRound = 0;
m_iThirdRound = 0;
}
void CWeaponAR2::Precache(void)
{
BaseClass::Precache();
PrecacheParticleSystem("weapon_muzzle_smoke");
PrecacheScriptSound("Weapon_AR2.Idle");
PrecacheScriptSound("FX_RicochetSound.Ricochet");
PrecacheScriptSound("Bullets.DefaultNearmiss");
UTIL_PrecacheOther("prop_combine_ball");
UTIL_PrecacheOther("env_entity_dissolver");
PrecacheScriptSound("Weapon_AR2.End");
PrecacheParticleSystem("weapon_muzzle_flash_smoke_small2");
PrecacheParticleSystem("IBullet_exhaust");
PrecacheScriptSound("Weapon_RPG.LaserOn");
PrecacheScriptSound("Weapon_RPG.LaserOff");
PrecacheScriptSound("Weapon_AR2.Draw");
PrecacheScriptSound("Weapon_AR2.LoopFire");
PrecacheScriptSound("Weapon_Ar2.Loop");
PrecacheScriptSound("Weapon_Ar2.Stop");
}
void CWeaponAR2::SetRoundsVisibility()
{
if (GetWpnData().animData[m_bFireMode].UseHalfFullMagAnimations)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
CBaseViewModel *pVM = pPlayer->GetViewModel();
if (pVM)
{
//int ammo = pPlayer->GetAmmoCount(m_iPrimaryAmmoType);
//bool hasAmmo = UsesClipsForAmmo1() ? Clip1() > 0 : HasPrimaryAmmo();
switch (Clip1())
{
case 0:
{
m_iFirstRound = 1;
m_iSecondRound = 1;
m_iThirdRound = 1;
}
break;
case 1:
{
m_iFirstRound = 1;
m_iSecondRound = 1;
m_iThirdRound = 0;
}
break;
case 2:
{
m_iFirstRound = 1;
m_iSecondRound = 0;
m_iThirdRound = 0;
}
break;
default:
{
m_iFirstRound = 0;
m_iSecondRound = 0;
m_iThirdRound = 0;
}
break;
}
pVM->SetBodygroup(2, m_iFirstRound);
pVM->SetBodygroup(3, m_iSecondRound);
pVM->SetBodygroup(4, m_iThirdRound);
}
}
}
}
void CWeaponAR2::SetRoundVisibility(animevent_t *pEvent, int iRound)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (GetWpnData().animData[m_bFireMode].UseHalfFullMagAnimations)
{
if (pPlayer)
{
CBaseViewModel *pVM = pPlayer->GetViewModel();
switch (iRound)
{
case 2:
{
m_iFirstRound = atoi(pEvent->options);
if (pVM)
pVM->SetBodygroup(iRound, m_iFirstRound);
}
break;
case 3:
{
m_iSecondRound = atoi(pEvent->options);
if (pVM)
pVM->SetBodygroup(iRound, m_iSecondRound);
}
break;
case 4:
{
m_iThirdRound = atoi(pEvent->options);
if (pVM)
pVM->SetBodygroup(iRound, m_iThirdRound);
}
break;
default:
{
int iVal = atoi(pEvent->options);
if (pVM)
pVM->SetBodygroup(iRound, iVal);
}
break;
}
}
}
}
Activity CWeaponAR2::GetDrawActivity()
{
SetRoundsVisibility();
return BaseClass::GetDrawActivity();
}
Activity CWeaponAR2::GetHolsterActivity()
{
SetRoundsVisibility();
return BaseClass::GetHolsterActivity();
}
void CWeaponAR2::PrimaryAttack()
{
BaseClass::PrimaryAttack();
SetRoundsVisibility();
}
void CWeaponAR2::ItemPostFrame(void)
{
// See if we need to fire off our secondary round
if (m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire)
{
DelayedAttack();
}
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
{
return;
}
/*if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].UseHalfFullMagAnimations)
{
CBaseViewModel *pVM = pPlayer->GetViewModel();
if (pVM)
{
if (!HasPrimaryAmmo() && !m_bInReload)
{
pVM->SetBodygroup(2, 1);
pVM->SetBodygroup(3, 1);
pVM->SetBodygroup(4, 1);
}
else if (m_iClip1 == 1 && HasPrimaryAmmo() && !m_bInReload)
{
pVM->SetBodygroup(2, 0);
pVM->SetBodygroup(3, 1);
pVM->SetBodygroup(4, 1);
}
else if (m_iClip1 > 1 && HasPrimaryAmmo() && !m_bInReload)
{
pVM->SetBodygroup(2, 0);
pVM->SetBodygroup(3, 0);
pVM->SetBodygroup(4, 0);
}
}
}*/
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::DelayedAttack(void)
{
if (IsNearWall() || GetOwnerIsRunning())
{
m_bShotDelayed = false;
return;
}
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
m_bShotDelayed = false;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
// Deplete the clip completely
SendWeaponAnim(GetSecondaryAttackActivity());
m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
WeaponSound(WPN_DOUBLE);
pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART);
Vector vForward, vRight, vUp, vThrowPos, vThrowVel;
pPlayer->EyeVectors(&vForward, &vRight, &vUp);
vThrowPos = pPlayer->EyePosition();
pPlayer->GetVelocity(&vThrowVel, NULL);
vThrowVel += vForward * 1000;
//BriJee: Overcharged Server-side ironsight state?
if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
{
vThrowPos += vForward * 22.0f;
vThrowPos += vRight * 0.7f;// *1.0f;
vThrowPos += vUp * -3.4f;
//DevMsg("ISight enabled \n");
}
else if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 0)
{
vThrowPos += vForward * 22.0f;
vThrowPos += vRight * 5.4f;
vThrowPos += vUp * -3.4f;
//DevMsg("ISight disabled \n");
}
// Fire the combine ball
CreateCombineBall(vThrowPos,
vThrowVel,
sk_weapon_ar2_alt_fire_radius.GetFloat(),
sk_weapon_ar2_alt_fire_mass.GetFloat(),
sk_weapon_ar2_alt_fire_duration.GetFloat(),
pPlayer);
m_bIsFiring = false;
// 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
RemoveAmmo(GetSecondaryAmmoType(), 1); //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;
SecondaryAttackEffects();
/*if (pPlayer->GetActiveWeapon() && pPlayer->GetActiveWeapon()->GetWpnData().iMuzzleFlashTypeS != NULL)
{
if (pPlayer->GetActiveWeapon()->GetWpnData().iMuzzleFlashDelayed != AllocPooledString("") &&
pPlayer->GetActiveWeapon()->GetWpnData().iSecondaryAttachment != AllocPooledString(""))
{
char prclName2[256];
Q_snprintf(prclName2, sizeof(prclName2), "%s", pPlayer->GetActiveWeapon()->GetWpnData().iMuzzleFlashDelayed);
const char *prclName = prclName2;
char prclAName2[256];
Q_snprintf(prclAName2, sizeof(prclAName2), "%s", pPlayer->GetActiveWeapon()->GetWpnData().iSecondaryAttachment);
const char *prclAName = prclAName2;
DispatchParticleEffect(prclName, PATTACH_POINT_FOLLOW, pPlayer->GetViewModel(), prclAName, false);
}
}*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::SecondaryAttack(void)
{
if (m_bShotDelayed)
return;
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
/*if ((pPlayer->GetAmmoCount(GetSecondaryAmmoType()) <= 0))
{
BaseClass::WeaponSound(EMPTY);
return;
}
// Cannot fire underwater
if (GetOwner() && GetOwner()->GetWaterLevel() == 3)
{
SendWeaponAnim(ACT_VM_DRYFIRE);
BaseClass::WeaponSound(EMPTY);
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
m_flNextPrimaryAttack = m_flNextSecondaryAttack;
return;
}*/
m_bShotDelayed = true;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;
if (pPlayer)
{
pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART);
}
//SendWeaponAnim(ACT_VM_FIDGET);
SendWeaponAnim(GetWpnData().animData[m_bFireMode].FireSecondaryCharging);
m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();// +0.5f;
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();//SequenceDuration();
WeaponSound(SPECIAL1);
m_bIsFiring = true;
m_iSecondaryAttacks++;
gamestats->Event_WeaponFired(pPlayer, false, GetClassname());
DelayedAttackEffects();
}
//-----------------------------------------------------------------------------
// 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:
// 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, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
// FireBullets()->m_iPrimaryAmmoType -> AddAmmoType("AR2", DMG_SONIC, TRACER_DYNAMIC_AR2, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(600, 3525), 0 );
// 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<CNPC_Combine *>(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)
{
//3015 - First round
//4000 - Second round
//3018 - Third round
switch (pEvent->event)
{
case EVENT_WEAPON_RELOAD:
{
SetRoundVisibility(pEvent, 2);
}
break;
case EVENT_WEAPON_RELOAD_START:
{
SetRoundVisibility(pEvent, 3);
}
break;
case EVENT_WEAPON_RELOAD_FILL_CLIP:
{
SetRoundVisibility(pEvent, 4);
}
break;
case EVENT_WEAPON_AR2:
{
FireNPCPrimaryAttack(pOperator, false);
}
break;
case EVENT_WEAPON_AR2_ALTFIRE:
{
FireNPCSecondaryAttack(pOperator, false);
}
break;
default:
CBaseCombatWeapon::Operator_HandleAnimEvent(pEvent, pOperator);
break;
}
}
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;
}