mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-02 17:48:11 +03:00
174 lines
6.8 KiB
C++
174 lines
6.8 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Beretta - 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 "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 "gamestats.h"
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#include "particle_parse.h"
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#include "weapon_beretta.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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#define Beretta_FASTEST_REFIRE_TIME 0.1f
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#define Beretta_FASTEST_DRY_REFIRE_TIME 0.2f
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#define Beretta_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 Beretta_ACCURACY_MAXIMUM_PENALTY_TIME 0.2f // Maximum penalty to deal out
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ConVar Beretta_use_new_accuracy( "Beretta_use_new_accuracy", "1" );
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IMPLEMENT_SERVERCLASS_ST(CWeaponBeretta, DT_WeaponBeretta)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_beretta, CWeaponBeretta );
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PRECACHE_WEAPON_REGISTER( weapon_beretta );
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BEGIN_DATADESC( CWeaponBeretta )
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DEFINE_FIELD( m_flSoonestPrimaryAttack, FIELD_TIME ),
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DEFINE_FIELD( m_flLastAttackTime, FIELD_TIME ),
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DEFINE_FIELD( m_flAccuracyPenalty, FIELD_FLOAT ),
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END_DATADESC()
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acttable_t CWeaponBeretta::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/*_PISTOL*/, 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( CWeaponBeretta );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponBeretta::CWeaponBeretta( void )
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{
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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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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponBeretta::Precache( void )
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{
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PrecacheParticleSystem( "weapon_muzzle_smoke_long" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponBeretta::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_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, 1);
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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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}
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}
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