Files
HL2Overcharged/game/server/overcharged/weapon_m4.cpp
2025-05-21 21:20:08 +03:00

316 lines
10 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Silenced automatic weapon
//
//=============================================================================//
#include "cbase.h"
#include "NPCevent.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "player.h"
#include "game.h"
#include "in_buttons.h"
//#include "grenade_ar2.h"
#include "AI_Memory.h"
#include "soundent.h"
#include "rumble_shared.h"
#include "gamestats.h"
#include "weapon_m4.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST(CWeaponM4, DT_WeaponM4)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_m4, CWeaponM4 );
PRECACHE_WEAPON_REGISTER(weapon_m4);
BEGIN_DATADESC( CWeaponM4 )
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
//DEFINE_FIELD( m_bSilencerOn, FIELD_BOOLEAN ),
END_DATADESC()
acttable_t CWeaponM4::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false }, // Light Kill : MP animstate for singleplayer
{ 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_AR2, false }, //END
{ 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 },
};
IMPLEMENT_ACTTABLE(CWeaponM4);
//=========================================================
CWeaponM4::CWeaponM4( )
{
m_fMinRange1 = 0;// No minimum range.
m_fMaxRange1 = 1024;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponM4::Precache( void )
{
CBaseEntity::PrecacheModel(GetWpnData().szSilentModel);
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponM4::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
// FIXME: use the returned number of bullets to account for >10hz firerate
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, entindex(), 0 );
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponM4::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary )
{
// Ensure we have enough rounds in the clip
m_iClip1++;
Vector vecShootOrigin, vecShootDir;
QAngle angShootDir;
GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
AngleVectors( angShootDir, &vecShootDir );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponM4::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
switch( pEvent->event )
{
case EVENT_WEAPON_SMG1:
{
Vector vecShootOrigin, vecShootDir;
QAngle angDiscard;
// Support old style attachment point firing
if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard)))
{
vecShootOrigin = pOperator->Weapon_ShootPosition();
}
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT( npc != NULL );
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
}
}
void CWeaponM4::SecondaryAttack(void)
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponM4::WeaponRangeAttack2Condition( float flDot, float flDist )
{
CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();
return COND_NONE;
// -----------------------
// If moving, don't check.
// -----------------------
if ( npcOwner->IsMoving())
return COND_NONE;
CBaseEntity *pEnemy = npcOwner->GetEnemy();
if (!pEnemy)
return COND_NONE;
Vector vecEnemyLKP = npcOwner->GetEnemyLKP();
if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) )
{
//!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
return COND_NONE;
}
// --------------------------------------
// Get target vector
// --------------------------------------
Vector vecTarget;
if (random->RandomInt(0,1))
{
// magically know where they are
vecTarget = pEnemy->WorldSpaceCenter();
}
else
{
// toss it to where you last saw them
vecTarget = vecEnemyLKP;
}
// vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
// estimate position
// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;
if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= 256 )
{
// crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_NONE);
}
// ---------------------------------------------------------------------
// Are any friendlies near the intended grenade impact area?
// ---------------------------------------------------------------------
CBaseEntity *pTarget = NULL;
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, 256 ) ) != NULL )
{
//Check to see if the default relationship is hatred, and if so intensify that
if ( npcOwner->IRelationType( pTarget ) == D_LI )
{
// crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_WEAPON_BLOCKED_BY_FRIEND);
}
}
// ---------------------------------------------------------------------
// Check that throw is legal and clear
// ---------------------------------------------------------------------
// FIXME: speed is based on difficulty...
Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 );
if ( vecToss != vec3_origin )
{
m_vecTossVelocity = vecToss;
// don't check again for a while.
// JAY: HL1 keeps checking - test?
//m_flNextGrenadeCheck = gpGlobals->curtime;
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
return COND_CAN_RANGE_ATTACK2;
}
else
{
// don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return COND_WEAPON_SIGHT_OCCLUDED;
}
}
const char * CWeaponM4::GetWorldModel(void) const
{
if (m_bSilenced)
{
return (GetWpnData().szSilentModel);
}
else
{
return BaseClass::GetWorldModel();
}
}
void CWeaponM4::SetWeaponModelIndex(const char *pName)
{
m_iWorldModelIndex = modelinfo->GetModelIndex(pName);
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponM4::GetProficiencyValues()
{
static WeaponProficiencyInfo_t proficiencyTable[] =
{
{ 8.0, 0.75 },
{ 6.00, 0.75 },
{ 10.0/2.0, 0.75 },
{ 5.0/3.0, 0.75 },
{ 2.00, 1.0 },
};
COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return proficiencyTable;
}