mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
403 lines
12 KiB
C++
403 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_smg1.h"
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#include "npcevent.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 "game.h"
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#include "in_buttons.h"
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#include "grenade_ar2.h"
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#include "ai_memory.h"
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#include "soundent.h"
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#include "rumble_shared.h"
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#include "gamestats.h"
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#include "npc_combine.h"
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#include "particle_parse.h"
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#include "gib.h"
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#include "props.h"
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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 sk_plr_dmg_smg1_grenade;
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IMPLEMENT_SERVERCLASS_ST(CWeaponSMG1, DT_WeaponSMG1)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 );
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PRECACHE_WEAPON_REGISTER(weapon_smg1);
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BEGIN_DATADESC( CWeaponSMG1 )
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DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
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DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
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END_DATADESC()
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acttable_t CWeaponSMG1::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_IDLE, ACT_IDLE_SMG1, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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//End readiness activities
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SMG1, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponSMG1);
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//=========================================================
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CWeaponSMG1::CWeaponSMG1( )
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{
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m_fMinRange1 = 0;// No minimum range.
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m_fMaxRange1 = 1400;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Precache( void )
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{
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UTIL_PrecacheOther("grenade_ar2");
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PrecacheScriptSound("Weapon_SMG1.Draw");
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BaseClass::Precache();
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}
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bool CWeaponSMG1::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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return BaseClass::Holster(pSwitchingTo);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Give this weapon longer range when wielded by an ally NPC.
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner )
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{
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if( pOwner->Classify() == CLASS_PLAYER_ALLY )
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{
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m_fMaxRange1 = 3000;
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}
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else
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{
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m_fMaxRange1 = 1400;
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}
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BaseClass::Equip( pOwner );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
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{
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// FIXME: use the returned number of bullets to account for >10hz firerate
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WeaponSoundRealtime( SINGLE_NPC );
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CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
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pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this),
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MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1, entindex(), 0 );
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
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{
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// Ensure we have enough rounds in the clip
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m_iClip1++;
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Vector vecShootOrigin, vecShootDir;
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QAngle angShootDir;
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GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
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AngleVectors( angShootDir, &vecShootDir );
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FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::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_SMG1:
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{
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Vector vecShootOrigin, vecShootDir;
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QAngle angDiscard;
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// Support old style attachment point firing
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if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
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{
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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}
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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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FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
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}
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break;
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case EVENT_WEAPON_AR2_ALTFIRE:
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{
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FireNPCSecondaryAttack(pOperator, false);
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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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}
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}
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void CWeaponSMG1::FireNPCSecondaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles)
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{
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WeaponSound(WPN_DOUBLE);
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if (!GetOwner())
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return;
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CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
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if (!pNPC)
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return;
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// Fire!
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Vector vecSrc;
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Vector vecAiming;
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if (bUseWeaponAngles)
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{
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QAngle angShootDir;
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GetAttachment(LookupAttachment("muzzle"), vecSrc, angShootDir);
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AngleVectors(angShootDir, &vecAiming);
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}
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else
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{
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vecSrc = pNPC->Weapon_ShootPosition();
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Vector vecTarget;
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CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>(pNPC);
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if (pSoldier)
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{
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// In the distant misty past, elite soldiers tried to use bank shots.
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// Therefore, we must ask them specifically what direction they are shooting.
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vecTarget = pSoldier->GetAltFireTarget();
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}
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else
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{
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// All other users of the AR2 alt-fire shoot directly at their enemy.
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if (!pNPC->GetEnemy())
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return;
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vecTarget = pNPC->GetEnemy()->BodyTarget(vecSrc);
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}
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vecAiming = vecTarget - vecSrc;
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VectorNormalize(vecAiming);
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}
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Vector impactPoint = vecSrc + (vecAiming * MAX_TRACE_LENGTH);
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Vector vecVelocity = vecAiming * 1000.0f;
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CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vecSrc, vec3_angle, pNPC);
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pGrenade->SetAbsVelocity(vecVelocity);
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pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400)); //tumble in air
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pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
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pGrenade->SetThrower(GetOwner());
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pGrenade->SetGravity(0.5); // lower gravity since grenade is aerodynamic and engine doesn't know it.
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pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSMG1::SecondaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (!pPlayer)
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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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SendWeaponAnim(GetSecondaryAttackActivity());
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m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();// +0.5f;
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m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();//SequenceDuration();
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/*if ((pPlayer->GetAmmoCount(GetSecondaryAmmoType()) <= 0) || (pPlayer->GetWaterLevel() == 3))
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{
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BaseClass::WeaponSound(EMPTY);
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return;
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}
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else
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{
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// MUST call sound before removing a round from the clip of a CMachineGun
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}*/
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BaseClass::WeaponSound(WPN_DOUBLE);
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if (m_bInReload)
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m_bInReload = false;
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pPlayer->RumbleEffect(RUMBLE_357, 0, RUMBLE_FLAGS_NONE);
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CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON);
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pPlayer->SetAnimation(PLAYER_ATTACK1);
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pPlayer->RemoveAmmo(1, m_iSecondaryAmmoType);
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pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 0.5);
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m_iSecondaryAttacks++;
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gamestats->Event_WeaponFired(pPlayer, false, GetClassname());
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecThrow;
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// Don't autoaim on grenade tosses
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AngleVectors(pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow);
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VectorScale(vecThrow, 1000.0f, vecThrow);
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//Create the grenade
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Vector vForward, vRight, vUp, vThrowPos, vThrowVel;
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pPlayer->EyeVectors(&vForward, &vRight, &vUp);
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vThrowPos = pPlayer->EyePosition();
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if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
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{
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vThrowPos += vForward * 22.0f;
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vThrowPos += vRight * 0.7f;// *1.0f;
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vThrowPos += vUp * -3.4f;
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//DevMsg("ISight enabled \n");
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}
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else if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 0)
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{
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vThrowPos += vForward * 22.0f;
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vThrowPos += vRight * 5.4f;
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vThrowPos += vUp * -3.4f;
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//DevMsg("ISight disabled \n");
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}
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Vector vForward1, vRight1, vUp1;
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pPlayer->EyeVectors(&vForward1, &vRight1, &vUp1);
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QAngle vecAngles;
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VectorAngles(vForward1, vecAngles);
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QAngle angles;
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VectorAngles(vecThrow, angles);
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CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create("grenade_ar2", vThrowPos/*vecSrc*/, vecAngles, pPlayer);
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pGrenade->SetAbsVelocity(vecThrow);
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pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400));
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pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
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pGrenade->SetThrower(GetOwner());
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pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());
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QAngle angles2 = pPlayer->GetLocalAngles();
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angles2.x += random->RandomInt(-4, 4);
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angles2.y += random->RandomInt(-4, 4);
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angles2.z = 0;
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pPlayer->SnapEyeAngles(angles2);
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pPlayer->ViewPunch(QAngle(random->RandomInt(-8, -12), random->RandomInt(1, 2), 0));
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SecondaryAttackEffects();
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}
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#define COMBINE_MIN_GRENADE_CLEAR_DIST 256
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const WeaponProficiencyInfo_t *CWeaponSMG1::GetProficiencyValues()
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{
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static WeaponProficiencyInfo_t proficiencyTable[] =
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{
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{ 7.0, 0.75 },
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{ 5.00, 0.75 },
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{ 10.0/3.0, 0.75 },
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{ 5.0/3.0, 0.75 },
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{ 1.00, 1.0 },
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};
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COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
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return proficiencyTable;
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}
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