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

505 lines
16 KiB
C++

//========= Copyright © 1996-2022 Overcharged ====================================//
//
// Purpose: Spore Launcher op4 recreation
//
//
//=============================================================================//
#include "cbase.h"
#include "NPCEvent.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#include "soundent.h"
#include "vstdlib/random.h"
#include "gamestats.h"
#include "effect_dispatch_data.h"
#include "BloodDripsGreen.h"
#include "weapon_spore_launcher.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define BOLT_AIR_VELOCITY 1100
extern ConVar sk_auto_reload_time;
extern ConVar sk_plr_num_shotgun_pellets;
ConVar oc_weapon_spore_launcher_projectile_x("oc_weapon_spore_launcher_projectile_x", "0");
ConVar oc_weapon_spore_launcher_projectile_y("oc_weapon_spore_launcher_projectile_y", "0");
ConVar oc_weapon_spore_launcher_projectile_z("oc_weapon_spore_launcher_projectile_z", "0");
BEGIN_DATADESC(CWeaponSporeLauncher)
DEFINE_FIELD(m_bNeedPump, FIELD_BOOLEAN),
DEFINE_FIELD(m_bDelayedFire, FIELD_BOOLEAN),
DEFINE_FIELD(m_nShotsFired, FIELD_INTEGER),
DEFINE_FIELD(ChangeOnce, FIELD_BOOLEAN),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CWeaponSporeLauncher, DT_WeaponSporeLauncher)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_spore_launcher, CWeaponSporeLauncher);
PRECACHE_WEAPON_REGISTER(weapon_spore_launcher);
acttable_t CWeaponSporeLauncher::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, // BJ : MP animstate for singleplayer
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_SHOTGUN, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SHOTGUN, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to shotgun unique
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
{ ACT_RELOAD, ACT_RELOAD_SHOTGUN, false },
{ ACT_WALK, ACT_WALK_RIFLE, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_SHOTGUN_AGITATED, 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_SHOTGUN, 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_SHOTGUN, 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_SHOTGUN, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SHOTGUN, false },
};
IMPLEMENT_ACTTABLE(CWeaponSporeLauncher);
CWeaponSporeLauncher::CWeaponSporeLauncher(void)
{
m_bReloadsSingly = true;
m_bNeedPump = false;
m_bDelayedFire = false;
ChangeOnce = true;
m_fMinRange1 = 0.0;
m_fMaxRange1 = 500;
m_fMinRange2 = 0.0;
m_fMaxRange2 = 200;
m_nShotsFired = 0;
}
void CWeaponSporeLauncher::FireNPCPrimaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles)
{
Vector vecShootOrigin, vecShootDir;
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT(npc != NULL);
WeaponSound(SINGLE_NPC);
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
if (bUseWeaponAngles)
{
QAngle angShootDir;
GetAttachment(LookupAttachment("muzzle"), vecShootOrigin, angShootDir);
AngleVectors(angShootDir, &vecShootDir);
}
else
{
vecShootOrigin = pOperator->Weapon_ShootPosition();
vecShootDir = npc->GetActualShootTrajectory(vecShootOrigin);
}
info.m_vecSpread = pOperator->GetAttackSpread(this);
if (((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 0)) || ((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 2)))
{
pOperator->FireBullets(8, vecShootOrigin, vecShootDir, info.m_vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
}
else if ((cvar->FindVar("oc_weapons_enable_dynamic_bullets")->GetInt() == 1))
{
pOperator->FireBulletsShotgun(8, vecShootOrigin, vecShootDir, info.m_vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
}
}
void CWeaponSporeLauncher::Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary)
{
m_iClip1++;
FireNPCPrimaryAttack(pOperator, true);
}
void CWeaponSporeLauncher::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
{
switch (pEvent->event)
{
case EVENT_WEAPON_SHOTGUN_FIRE:
{
FireNPCPrimaryAttack(pOperator, false);
}
break;
default:
CBaseCombatWeapon::Operator_HandleAnimEvent(pEvent, pOperator);
break;
}
}
void CWeaponSporeLauncher::PrimaryAttackShotgun()
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
if (!pPlayer)
{
return;
}
WeaponSound(SINGLE);
pPlayer->DoMuzzleFlash();
SendWeaponAnim(GetPrimaryAttackActivity());
pPlayer->SetAnimation(PLAYER_ATTACK1);
//m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.55f; //+ GetViewModelSequenceDuration(); // L1ght 15: Fix-up animations
if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt() == 1)
{
if (GetDefaultClip1() > 0)
m_iClip1 -= 1;
}
else
m_iClip1 -= 1;
FireBolt();
//pPlayer->ViewPunch( QAngle( random->RandomFloat( -2, -1 ), random->RandomFloat( -2, 2 ), 0 ) );
CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2, GetOwner());
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
if (m_iClip1)
{
m_bNeedPump = true;
}
//PrepareHitmarker();
AddViewKick();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSporeLauncher::FireBolt(void)
{
if (m_iPrimaryAmmoType <= 0) //m_iClip1 <= 0 )
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = 0.2;
return;
}
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
pOwner->AbortReload(); //test
#ifndef CLIENT_DLL
/*Vector vecSrc = pOwner->Weapon_ShootPosition();
Vector vecAiming = pOwner->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
Vector vForward, vRight, vUp, vThrowPos, vThrowVel; // BriJee OVR: Projectile start position
pPlayer->EyeVectors(&vForward, &vRight, &vUp);
vThrowPos = pPlayer->EyePosition();
vThrowPos += vForward * 22.0f;
vThrowPos += vRight * 7.8f;
vThrowPos += vUp * -8.8f;
QAngle angAiming;
VectorAngles(vThrowPos, angAiming);
CSporeLauncherProjectile *pSporeLauncherProjectile = CSporeLauncherProjectile::BoltCreate(vThrowPos, angAiming, 0, pOwner); // BriJee OVR : Better start angles
if (pOwner->GetWaterLevel() == 3)
{
CTakeDamageInfo hitself(this, this, 210, DMG_SHOCK);
pOwner->TakeDamage(hitself);
}
else
{
pSporeLauncherProjectile->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);
}*/
info.m_vecSpread = pOwner->GetAttackSpread(this);
Vector vecAiming = pOwner->GetAutoaimVector(0);
Vector vecAimingSpreaded = info.m_vecSpread;
Vector vecMuzzlePos2; Vector vecEndPos2;
QAngle angDir;
Vector Muzzle = pOwner->Weapon_ShootPosition(1);
Muzzle.x += oc_weapon_spore_launcher_projectile_x.GetFloat();
Muzzle.y += oc_weapon_spore_launcher_projectile_y.GetFloat();
Muzzle.z += oc_weapon_spore_launcher_projectile_z.GetFloat();
Vector vThrowPos;
vThrowPos = GetClientTracerVector();
/*vThrowPos.x = cvar->FindVar("oc_muzzle_tracer_x")->GetFloat();
vThrowPos.y = cvar->FindVar("oc_muzzle_tracer_y")->GetFloat();
vThrowPos.z = cvar->FindVar("oc_muzzle_tracer_z")->GetFloat();*/
trace_t tr;
UTIL_TraceLine(pOwner->EyePosition(), vThrowPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);
QAngle angAiming;
VectorAngles(vecAiming, angAiming);
//Cgrenade_strooper_instant *pSporeLauncherProjectile = Cgrenade_strooper_instant::BoltCreate(Muzzle, angAiming, 0, pOwner); // BriJee OVR : Better start angles
//CBaseEntity *pVial = NULL;
//pVial = CBaseEntity::Create("grenade_instant", Muzzle, angAiming, this); // Creates
CSporeLauncherProjectile *pSporeLauncherProjectile = CSporeLauncherProjectile::BoltCreate(tr.endpos, angAiming, 0, pOwner);
pSporeLauncherProjectile->PrecacheModel("models/spitball_medium.mdl");
pSporeLauncherProjectile->SetModel("models/spitball_medium.mdl");
pSporeLauncherProjectile->SetMoveType(MOVETYPE_VPHYSICS);
pSporeLauncherProjectile->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);
pSporeLauncherProjectile->SetDamage(cvar->FindVar("sk_plr_dmg_spore_acid_bounce")->GetFloat());
pSporeLauncherProjectile->Spawn();
#endif
pOwner->RemoveAmmo(1, m_iPrimaryAmmoType);
pOwner->ViewPunch(QAngle(-2, 0, 0));
//WeaponSound(SINGLE);
//WeaponSound(SPECIAL2);
SendWeaponAnim(GetPrimaryAttackActivity());
m_flNextShotgunReload = m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();//GetFireRate();
if (!m_iClip1 && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CWeaponSporeLauncher::SecondaryAttackShotgun(void)
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
{
return;
}
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
pPlayer->m_nButtons &= ~IN_ATTACK2;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(WPN_DOUBLE);
pPlayer->DoMuzzleFlash();
SendWeaponAnim(GetSecondaryAttackActivity());
m_flNextShotgunReload = m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate() * 2.f;//GetFireRate();
// player "shoot" animation
pPlayer->SetAnimation(PLAYER_ATTACK1);
// Don't fire again until fire animation has completed
//m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration(); // overcharged: 3rd person anims bug fix
//m_flNextPrimaryAttack = gpGlobals->curtime + 1.2f;
if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt() == 1)
{
if (GetDefaultClip1() > 0)
m_iClip1 -= 1; // BJ: Twi told to fix 1 ammo shot for alt attack
}
else
m_iClip1 -= 1; // BJ: Twi told to fix 1 ammo shot for alt attack
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
// Fire the bullets
//pPlayer->FireBullets(18, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, -1, 1, 0, NULL, false, false);
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
FireBoltBounced();
AddViewKick();
pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 1.0);
//CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2 );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
if (m_iClip1)
{
// pump so long as some rounds are left.
m_bNeedPump = true;
}
m_iSecondaryAttacks++;
gamestats->Event_WeaponFired(pPlayer, false, GetClassname());
// CBasePlayer *pOwner = ToBasePlayer(GetOwner());
Vector aimDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES);
trace_t tr;
float flDamage = 20;
CTakeDamageInfo dmgInfo(this, pOwner, flDamage, DMG_SHOCK);
CalculateBulletDamageForce(&dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos);
// Îòäà÷à êàê èç Opposing force
Vector recoilForce = pOwner->GetAbsVelocity() - pOwner->GetAutoaimVector(0) * (flDamage * 5.0f);
recoilForce[2] += 100.0f;
pOwner->SetAbsVelocity(recoilForce); // îòäà÷à íà òåëî èãðîêà
DispatchParticleEffect("weapon_muzzle_smoke2", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", false);
DispatchParticleEffect("weapon_dust_stream", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", false);
}
void CWeaponSporeLauncher::FireBoltBounced(void)
{
if (m_iPrimaryAmmoType <= 0) //m_iClip1 <= 0 )
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = 0.15;
m_flNextSecondaryAttack = 0.15;
return;
}
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
pOwner->AbortReload(); //test
#ifndef CLIENT_DLL
info.m_vecSpread = pOwner->GetAttackSpread(this);
Vector vecAiming = pOwner->GetAutoaimVector(0);
Vector vecAimingSpreaded = info.m_vecSpread;
/*Vector Muzzle;
Muzzle.x = cvar->FindVar("oc_muzzle_tracer_x")->GetFloat();
Muzzle.y = cvar->FindVar("oc_muzzle_tracer_y")->GetFloat();
Muzzle.z = cvar->FindVar("oc_muzzle_tracer_z")->GetFloat();*/
Vector vecMuzzlePos2; Vector vecEndPos2;
QAngle angDir;
/*Vector Muzzle, vecRes, vecX, vecY, vecZ;
pOwner->GetViewModel()->GetAttachment(1, Muzzle, angDir);
AngleVectors(angDir, &vecX, &vecY, &vecZ);
Muzzle += vecX * oc_weapon_spore_launcher_projectile_x.GetFloat();
Muzzle += vecY * oc_weapon_spore_launcher_projectile_y.GetFloat();
Muzzle += vecZ * oc_weapon_spore_launcher_projectile_z.GetFloat();*/
Vector Muzzle;
Muzzle = GetClientTracerVector();
/*Muzzle.x = cvar->FindVar("oc_muzzle_tracer_x")->GetFloat();
Muzzle.y = cvar->FindVar("oc_muzzle_tracer_y")->GetFloat();
Muzzle.z = cvar->FindVar("oc_muzzle_tracer_z")->GetFloat();*/
trace_t tr;
UTIL_TraceLine(pOwner->EyePosition(), Muzzle, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);
QAngle angAiming;
VectorAngles(vecAiming, angAiming);
//Cgrenade_strooper_instant *pSporeLauncherProjectile = Cgrenade_strooper_instant::BoltCreate(Muzzle, angAiming, 0, pOwner); // BriJee OVR : Better start angles
CSporeLauncherBouncedProjectile *pSporeLauncherProjectile = CSporeLauncherBouncedProjectile::SporeCreate(tr.endpos, vecAiming, angAiming, pOwner);
pSporeLauncherProjectile->PrecacheModel("models/spitball_medium.mdl");
pSporeLauncherProjectile->SetModel("models/spitball_medium.mdl");
pSporeLauncherProjectile->SetMoveType(MOVETYPE_VPHYSICS);
pSporeLauncherProjectile->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);
pSporeLauncherProjectile->SetDamage(cvar->FindVar("sk_plr_dmg_spore_acid_bounce")->GetFloat());
pSporeLauncherProjectile->Spawn();
#endif
pOwner->ViewPunch(QAngle(-2, 0, 0));
SendWeaponAnim(GetPrimaryAttackActivity());
if (!m_iClip1 && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}