mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-04 02:10:18 +03:00
505 lines
16 KiB
C++
505 lines
16 KiB
C++
//========= Copyright © 1996-2022 Overcharged ====================================//
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//
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// Purpose: Spore Launcher op4 recreation
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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 "effect_dispatch_data.h"
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#include "BloodDripsGreen.h"
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#include "weapon_spore_launcher.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 BOLT_AIR_VELOCITY 1100
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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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ConVar oc_weapon_spore_launcher_projectile_x("oc_weapon_spore_launcher_projectile_x", "0");
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ConVar oc_weapon_spore_launcher_projectile_y("oc_weapon_spore_launcher_projectile_y", "0");
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ConVar oc_weapon_spore_launcher_projectile_z("oc_weapon_spore_launcher_projectile_z", "0");
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BEGIN_DATADESC(CWeaponSporeLauncher)
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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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DEFINE_FIELD(ChangeOnce, FIELD_BOOLEAN),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CWeaponSporeLauncher, DT_WeaponSporeLauncher)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS(weapon_spore_launcher, CWeaponSporeLauncher);
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PRECACHE_WEAPON_REGISTER(weapon_spore_launcher);
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acttable_t CWeaponSporeLauncher::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SHOTGUN, false }, // BJ : 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(CWeaponSporeLauncher);
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CWeaponSporeLauncher::CWeaponSporeLauncher(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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ChangeOnce = true;
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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 CWeaponSporeLauncher::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 CWeaponSporeLauncher::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 CWeaponSporeLauncher::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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void CWeaponSporeLauncher::PrimaryAttackShotgun()
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (IsNearWall() || GetOwnerIsRunning())
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{
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return;
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}
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if (!pPlayer)
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{
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return;
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}
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WeaponSound(SINGLE);
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim(GetPrimaryAttackActivity());
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pPlayer->SetAnimation(PLAYER_ATTACK1);
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//m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.55f; //+ GetViewModelSequenceDuration(); // L1ght 15: Fix-up animations
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if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt() == 1)
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{
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if (GetDefaultClip1() > 0)
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m_iClip1 -= 1;
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}
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else
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m_iClip1 -= 1;
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FireBolt();
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//pPlayer->ViewPunch( QAngle( random->RandomFloat( -2, -1 ), random->RandomFloat( -2, 2 ), 0 ) );
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CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2, GetOwner());
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if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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if (m_iClip1)
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{
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m_bNeedPump = true;
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}
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//PrepareHitmarker();
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AddViewKick();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSporeLauncher::FireBolt(void)
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{
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if (m_iPrimaryAmmoType <= 0) //m_iClip1 <= 0 )
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{
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = 0.2;
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return;
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}
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CBasePlayer *pOwner = ToBasePlayer(GetOwner());
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if (pOwner == NULL)
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return;
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pOwner->AbortReload(); //test
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#ifndef CLIENT_DLL
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/*Vector vecSrc = pOwner->Weapon_ShootPosition();
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Vector vecAiming = pOwner->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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Vector vForward, vRight, vUp, vThrowPos, vThrowVel; // BriJee OVR: Projectile start position
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pPlayer->EyeVectors(&vForward, &vRight, &vUp);
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vThrowPos = pPlayer->EyePosition();
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vThrowPos += vForward * 22.0f;
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vThrowPos += vRight * 7.8f;
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vThrowPos += vUp * -8.8f;
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QAngle angAiming;
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VectorAngles(vThrowPos, angAiming);
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CSporeLauncherProjectile *pSporeLauncherProjectile = CSporeLauncherProjectile::BoltCreate(vThrowPos, angAiming, 0, pOwner); // BriJee OVR : Better start angles
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if (pOwner->GetWaterLevel() == 3)
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{
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CTakeDamageInfo hitself(this, this, 210, DMG_SHOCK);
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pOwner->TakeDamage(hitself);
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}
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else
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{
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pSporeLauncherProjectile->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);
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}*/
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info.m_vecSpread = pOwner->GetAttackSpread(this);
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Vector vecAiming = pOwner->GetAutoaimVector(0);
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Vector vecAimingSpreaded = info.m_vecSpread;
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Vector vecMuzzlePos2; Vector vecEndPos2;
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QAngle angDir;
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Vector Muzzle = pOwner->Weapon_ShootPosition(1);
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Muzzle.x += oc_weapon_spore_launcher_projectile_x.GetFloat();
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Muzzle.y += oc_weapon_spore_launcher_projectile_y.GetFloat();
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Muzzle.z += oc_weapon_spore_launcher_projectile_z.GetFloat();
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Vector vThrowPos;
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vThrowPos = GetClientTracerVector();
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/*vThrowPos.x = cvar->FindVar("oc_muzzle_tracer_x")->GetFloat();
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vThrowPos.y = cvar->FindVar("oc_muzzle_tracer_y")->GetFloat();
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vThrowPos.z = cvar->FindVar("oc_muzzle_tracer_z")->GetFloat();*/
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trace_t tr;
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UTIL_TraceLine(pOwner->EyePosition(), vThrowPos, MASK_SHOT, pOwner, COLLISION_GROUP_NONE, &tr);
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QAngle angAiming;
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VectorAngles(vecAiming, angAiming);
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//Cgrenade_strooper_instant *pSporeLauncherProjectile = Cgrenade_strooper_instant::BoltCreate(Muzzle, angAiming, 0, pOwner); // BriJee OVR : Better start angles
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//CBaseEntity *pVial = NULL;
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//pVial = CBaseEntity::Create("grenade_instant", Muzzle, angAiming, this); // Creates
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CSporeLauncherProjectile *pSporeLauncherProjectile = CSporeLauncherProjectile::BoltCreate(tr.endpos, angAiming, 0, pOwner);
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pSporeLauncherProjectile->PrecacheModel("models/spitball_medium.mdl");
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pSporeLauncherProjectile->SetModel("models/spitball_medium.mdl");
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pSporeLauncherProjectile->SetMoveType(MOVETYPE_VPHYSICS);
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pSporeLauncherProjectile->SetAbsVelocity(vecAiming * BOLT_AIR_VELOCITY);
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pSporeLauncherProjectile->SetDamage(cvar->FindVar("sk_plr_dmg_spore_acid_bounce")->GetFloat());
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pSporeLauncherProjectile->Spawn();
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#endif
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pOwner->RemoveAmmo(1, m_iPrimaryAmmoType);
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pOwner->ViewPunch(QAngle(-2, 0, 0));
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//WeaponSound(SINGLE);
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//WeaponSound(SPECIAL2);
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SendWeaponAnim(GetPrimaryAttackActivity());
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m_flNextShotgunReload = m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();//GetFireRate();
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if (!m_iClip1 && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponSporeLauncher::SecondaryAttackShotgun(void)
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (!pPlayer)
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{
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return;
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}
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if (IsNearWall() || GetOwnerIsRunning())
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{
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return;
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}
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pPlayer->m_nButtons &= ~IN_ATTACK2;
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// MUST call sound before removing a round from the clip of a CMachineGun
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WeaponSound(WPN_DOUBLE);
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim(GetSecondaryAttackActivity());
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m_flNextShotgunReload = m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate() * 2.f;//GetFireRate();
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// player "shoot" animation
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pPlayer->SetAnimation(PLAYER_ATTACK1);
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// Don't fire again until fire animation has completed
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//m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration(); // overcharged: 3rd person anims bug fix
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//m_flNextPrimaryAttack = gpGlobals->curtime + 1.2f;
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if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt() == 1)
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{
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if (GetDefaultClip1() > 0)
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m_iClip1 -= 1; // BJ: Twi told to fix 1 ammo shot for alt attack
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}
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else
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m_iClip1 -= 1; // BJ: Twi told to fix 1 ammo shot for alt attack
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
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// Fire the bullets
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//pPlayer->FireBullets(18, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, -1, 1, 0, NULL, false, false);
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CBasePlayer *pOwner = ToBasePlayer(GetOwner());
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if (pOwner == NULL)
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return;
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FireBoltBounced();
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AddViewKick();
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pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 1.0);
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//CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2 );
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if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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if (m_iClip1)
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{
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// pump so long as some rounds are left.
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m_bNeedPump = true;
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}
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m_iSecondaryAttacks++;
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gamestats->Event_WeaponFired(pPlayer, false, GetClassname());
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// CBasePlayer *pOwner = ToBasePlayer(GetOwner());
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Vector aimDir = pOwner->GetAutoaimVector(AUTOAIM_5DEGREES);
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trace_t tr;
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float flDamage = 20;
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CTakeDamageInfo dmgInfo(this, pOwner, flDamage, DMG_SHOCK);
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CalculateBulletDamageForce(&dmgInfo, m_iPrimaryAmmoType, aimDir, tr.endpos);
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// Îòäà÷à êàê èç Opposing force
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Vector recoilForce = pOwner->GetAbsVelocity() - pOwner->GetAutoaimVector(0) * (flDamage * 5.0f);
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recoilForce[2] += 100.0f;
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pOwner->SetAbsVelocity(recoilForce); // îòäà÷à íà òåëî èãðîêà
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DispatchParticleEffect("weapon_muzzle_smoke2", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", false);
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DispatchParticleEffect("weapon_dust_stream", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", false);
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}
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void CWeaponSporeLauncher::FireBoltBounced(void)
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{
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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);
|
|
}
|
|
|
|
}
|