Files
HL2Overcharged/game/server/overcharged/weapon_smg2.cpp
2025-05-21 21:20:08 +03:00

339 lines
10 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "npcevent.h"
#include "ai_basenpc.h"
#include "globalstate.h"
#include "particle_parse.h"
#include "gamestats.h"
#include "in_buttons.h"
#include "weapon_smg2.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar weapon_laser_pointer;
IMPLEMENT_SERVERCLASS_ST(CWeaponSMG2, DT_WeaponSMG2)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_smg2, CWeaponSMG2);
PRECACHE_WEAPON_REGISTER(weapon_smg2);
BEGIN_DATADESC(CWeaponSMG2)
END_DATADESC()
acttable_t CWeaponSMG2::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true },
{ 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 },
// 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 },
// { ACT_ARM, ACT_ARM_PISTOL, true },
// { ACT_DISARM, ACT_DISARM_PISTOL, true },
};
IMPLEMENT_ACTTABLE(CWeaponSMG2);
#define TOOCLOSETIMER_OFF 0.0f
#define ALYX_TOOCLOSETIMER 1.0f // Time an enemy must be tooclose before Alyx is allowed to shoot it.
//=========================================================
CWeaponSMG2::CWeaponSMG2()
{
m_fMinRange1 = 1;
m_fMaxRange1 = 5000;
Shoot = 0;
m_flTooCloseTimer = TOOCLOSETIMER_OFF;
#ifdef HL2_EPISODIC
m_fMinRange1 = 60;
m_fMaxRange1 = 2048;
#endif//HL2_EPISODIC
}
CWeaponSMG2::~CWeaponSMG2()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG2::Precache(void)
{
PrecacheScriptSound("Weapon_RPG.LaserOn");
PrecacheScriptSound("Weapon_RPG.LaserOff");
PrecacheScriptSound("Weapon_SMG2.Draw");
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CWeaponSMG2::Equip(CBaseCombatCharacter *pOwner)
{
BaseClass::Equip(pOwner);
}
//-----------------------------------------------------------------------------
// Purpose: Try to encourage Alyx not to use her weapon at point blank range,
// but don't prevent her from defending herself if cornered.
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponSMG2::WeaponRangeAttack1Condition(float flDot, float flDist)
{
#ifdef HL2_EPISODIC
if (flDist < m_fMinRange1)
{
// If Alyx is not able to fire because an enemy is too close, start a timer.
// If the condition persists, allow her to ignore it and defend herself. The idea
// is to stop Alyx being content to fire point blank at enemies if she's able to move
// away, without making her defenseless if she's not able to move.
float flTime;
if (m_flTooCloseTimer == TOOCLOSETIMER_OFF)
{
m_flTooCloseTimer = gpGlobals->curtime;
}
flTime = gpGlobals->curtime - m_flTooCloseTimer;
if (flTime > ALYX_TOOCLOSETIMER)
{
// Fake the range to allow Alyx to shoot.
flDist = m_fMinRange1 + 1.0f;
}
}
else
{
m_flTooCloseTimer = TOOCLOSETIMER_OFF;
}
int nBaseCondition = BaseClass::WeaponRangeAttack1Condition(flDot, flDist);
// While in a vehicle, we extend our aiming cone (this relies on COND_NOT_FACING_ATTACK
// TODO: This needs to be rolled in at the animation level
if (GetOwner()->IsInAVehicle())
{
Vector vecRoughDirection = (GetOwner()->GetEnemy()->WorldSpaceCenter() - WorldSpaceCenter());
Vector vecRight;
GetVectors(NULL, &vecRight, NULL);
bool bRightSide = (DotProduct(vecRoughDirection, vecRight) > 0.0f);
float flTargetDot = (bRightSide) ? -0.7f : 0.0f;
if (nBaseCondition == COND_NOT_FACING_ATTACK && flDot >= flTargetDot)
{
nBaseCondition = COND_CAN_RANGE_ATTACK1;
}
}
return nBaseCondition;
#else
return BaseClass::WeaponRangeAttack1Condition(flDot, flDist);
#endif//HL2_EPISODIC
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponSMG2::WeaponRangeAttack2Condition(float flDot, float flDist)
{
return COND_NONE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOperator -
//-----------------------------------------------------------------------------
void CWeaponSMG2::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);
}
WeaponSound(SINGLE_NPC);
if (hl2_episodic.GetBool())
{
pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
}
else
{
pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2);
}
pOperator->DoMuzzleFlash();
if (hl2_episodic.GetBool())
{
// Never fire Alyx's last bullet just in case there's an emergency
// and she needs to be able to shoot without reloading.
if (m_iClip1 > 1)
{
m_iClip1 = m_iClip1 - 1;
}
}
else
{
m_iClip1 = m_iClip1 - 1;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG2::Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary)
{
// Ensure we have enough rounds in the clip
m_iClip1++;
// HACK: We need the gun to fire its muzzle flash
if (bSecondary == false)
{
SetActivity(ACT_RANGE_ATTACK_PISTOL, 0.0f);
}
FireNPCPrimaryAttack(pOperator, true);
}
//-----------------------------------------------------------------------------
void CWeaponSMG2::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
{
switch (pEvent->event)
{
case EVENT_WEAPON_SMG1:
{
FireNPCPrimaryAttack(pOperator, false);
}
break;
/*case EVENT_WEAPON_PISTOL_FIRE:
{
FireNPCPrimaryAttack(pOperator, false);
break;
}*/
default:
BaseClass::Operator_HandleAnimEvent(pEvent, pOperator);
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Whether or not Alyx is in the injured mode
//-----------------------------------------------------------------------------
/*bool IsAlyxInInjuredMode(void)
{
if (hl2_episodic.GetBool() == false)
return false;
return (GlobalEntity_GetState("ep2_alyx_injured") == GLOBAL_ON);
}*/
//-----------------------------------------------------------------------------
/*const Vector& CWeaponSMG2::GetBulletSpread(void)
{
static const Vector cone = VECTOR_CONE_2DEGREES;
static const Vector injuredCone = VECTOR_CONE_6DEGREES;
/* if (IsAlyxInInjuredMode())
return injuredCone;*/
/*return cone;
}*/
/*
//-----------------------------------------------------------------------------
float CWeaponSMG2::GetMinRestTime(void)
{
if (IsAlyxInInjuredMode())
return 1.5f;
return BaseClass::GetMinRestTime();
}
*//*
//-----------------------------------------------------------------------------
float CWeaponSMG2::GetMaxRestTime(void)
{
if (IsAlyxInInjuredMode())
return 3.0f;
return BaseClass::GetMaxRestTime();
}*/