mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-01-08 22:10:27 +03:00
183 lines
6.4 KiB
C++
183 lines
6.4 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_vector.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeaponVector, DT_WeaponVector)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_vector, CWeaponVector);
|
|
PRECACHE_WEAPON_REGISTER(weapon_vector);
|
|
|
|
BEGIN_DATADESC(CWeaponVector)
|
|
|
|
END_DATADESC()
|
|
|
|
acttable_t CWeaponVector::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 },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponVector);
|
|
|
|
//=========================================================
|
|
CWeaponVector::CWeaponVector()
|
|
{
|
|
m_fMinRange1 = 0;// No minimum range.
|
|
m_fMaxRange1 = 1024;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponVector::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 CWeaponVector::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 CWeaponVector::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;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
const WeaponProficiencyInfo_t *CWeaponVector::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;
|
|
}
|