mirror of
https://github.com/Gigaslav/HL2Overcharged.git
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168 lines
5.9 KiB
C++
168 lines
5.9 KiB
C++
//========= Copyright © 1996-2015 L1ght 15 ====================================//
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//
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// Purpose: Auto Shotgun Alternative
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//
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//
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//=============================================================================//
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#include "cbase.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 "gamerules.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "vstdlib/random.h"
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#include "gamestats.h"
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#include "weapon_autoshotgun.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_auto_reload_time;
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extern ConVar sk_plr_num_shotgun_pellets;
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BEGIN_DATADESC( CWeaponAutoShotgun )
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DEFINE_FIELD( m_bNeedPump, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bDelayedFire, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CWeaponAutoShotgun, DT_WeaponAutoShotgun )
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_autoshotgun, CWeaponAutoShotgun );
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PRECACHE_WEAPON_REGISTER( weapon_autoshotgun );
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acttable_t CWeaponAutoShotgun::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, // Light Kill : MP animstate for singleplayer
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END
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{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, 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_SHOTGUN, 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_SHOTGUN, 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_SHOTGUN, true },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponAutoShotgun );
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CWeaponAutoShotgun::CWeaponAutoShotgun( void )
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{
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m_bReloadsSingly = true;
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m_bNeedPump = false;
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m_bDelayedFire = false;
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m_fMinRange1 = 0.0;
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m_fMaxRange1 = 500;
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m_fMinRange2 = 0.0;
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m_fMaxRange2 = 200;
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m_nShotsFired = 0;
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}
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void CWeaponAutoShotgun::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
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{
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Vector vecShootOrigin, vecShootDir;
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT( npc != NULL );
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WeaponSound( SINGLE_NPC );
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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if ( bUseWeaponAngles )
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{
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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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}
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else
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{
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
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}
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info.m_vecSpread = pOperator->GetAttackSpread(this);
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if (((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 0)) || ((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 2)))
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{
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pOperator->FireBullets(8, vecShootOrigin, vecShootDir, info.m_vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
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}
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else if ((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 1))
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{
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pOperator->FireBulletsShotgun(8, vecShootOrigin, vecShootDir, info.m_vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
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}
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}
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void CWeaponAutoShotgun::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
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{
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m_iClip1++;
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FireNPCPrimaryAttack( pOperator, true );
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}
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void CWeaponAutoShotgun::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_SHOTGUN_FIRE:
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{
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FireNPCPrimaryAttack( pOperator, false );
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}
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break;
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default:
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CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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}
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}
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