Files
HL2Overcharged/game/shared/basecombatweapon_shared.cpp
2025-05-21 21:20:08 +03:00

8930 lines
247 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "physics_saverestore.h"
#include "datacache/imdlcache.h"
#include "activitylist.h"
#include "particle_parse.h"
// NVNT start extra includes
#include "haptics/haptic_utils.h"
#if !defined( CLIENT_DLL )
#include "OverCharged/item_empty_magazines.h"
#endif
#ifdef CLIENT_DLL
#include "prediction.h"
#endif
#include "saverestoretypes.h"
#include "saverestore_utlvector.h"
// NVNT end extra includes
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
#include "tf_shareddefs.h"
#endif
#if !defined( CLIENT_DLL )
// Game DLL Headers
#include "weapon_physcannon.h"
#include "ai_basenpc.h"
#include "npcevent.h"
#include "eventlist.h"
#include "soundent.h"
#include "eventqueue.h"
#include "fmtstr.h"
#include "gameweaponmanager.h"
#include "te_effect_dispatch.h"
#include "OverCharged/ShotgunBullet.h"
#ifdef HL2MP
#include "hl2mp_gamerules.h"
#endif
#endif
#include "hl2_player_shared.h"
#include "in_buttons.h"
#include <algorithm>
#include <iterator>
#if !defined( CLIENT_DLL )
#include "globalstate.h"
#endif
#include "IEffects.h"//äûì îò ñòâîëà
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// The minimum time a hud hint for a weapon should be on screen. If we switch away before
// this, then teh hud hint counter will be deremented so the hint will be shown again, as
// if it had never been seen. The total display time for a hud hint is specified in client
// script HudAnimations.txt (which I can't read here).
#define MIN_HUDHINT_DISPLAY_TIME 7.0f
#define TIME_AFTER_ANIMSTATE 0.15f
#define HIDEWEAPON_THINK_CONTEXT "BaseCombatWeapon_HideThink"
extern bool UTIL_ItemCanBeTouchedByPlayer(CBaseEntity *pItem, CBasePlayer *pPlayer);
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
#ifdef _DEBUG
ConVar tf_weapon_criticals_force_random("tf_weapon_criticals_force_random", "0", FCVAR_REPLICATED | FCVAR_CHEAT);
#endif // _DEBUG
ConVar tf_weapon_criticals_bucket_cap("tf_weapon_criticals_bucket_cap", "1000.0", FCVAR_REPLICATED | FCVAR_CHEAT);
ConVar tf_weapon_criticals_bucket_bottom("tf_weapon_criticals_bucket_bottom", "-250.0", FCVAR_REPLICATED | FCVAR_CHEAT);
ConVar tf_weapon_criticals_bucket_default("tf_weapon_criticals_bucket_default", "300.0", FCVAR_REPLICATED | FCVAR_CHEAT);
#endif // TF
ConVar oc_weapon_357_enable_scope("oc_weapon_357_enable_scope", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "Player reload state.");
static ConVarRef HostPitchLoopingFire("host_timescale");
//===============================GLOBAL=========
//BriJee OVR: Weapon holster anim. main function.
#ifdef CLIENT_DLL
#define CShowWeapon C_ShowWeapon
#endif
class CShowWeapon : public CAutoGameSystemPerFrame
{
public:
bool Init()
{
ClearShowWeapon();
return true;
}
void UpdateWeaponActivites(CBaseCombatWeapon *m_pWeapon, bool fillArray = false)
{
if (!m_pWeapon || m_pWeapon == NULL || m_pWeapon == nullptr)
return;
Assert(m_pWeapon);
if (m_pWeapon->GetOwner())
{
const int arrCount = 115;
int attackActivites2[arrCount] =
{
ACT_RESET,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].ThrowPrimary,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].ThrowSecondary,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimaryTwoRounds,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimaryAlmostEmpty,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimaryCompleteEmpty,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsightedTwoRounds,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsightedAlmostEmpty,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsightedCompleteEmpty,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScopedTwoRounds,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScopedAlmostEmpty,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScopedCompleteEmpty,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimary1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimary2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimary3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimary4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimarySilenced1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimarySilenced2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimarySilenced3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FirePrimarySilenced4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsighted1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsighted2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsighted3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsighted4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsightedSilenced1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsightedSilenced2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsightedSilenced3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireIronsightedSilenced4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScoped1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScoped2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScoped3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScoped4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScopedSilenced1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScopedSilenced2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScopedSilenced3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireScopedSilenced4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondary1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondary2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondary3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondary4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondaryLast,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondaryCharging,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondaryIronsighted1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondaryIronsighted2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondaryIronsighted3,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].FireSecondaryIronsighted4,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].MeleeAttack1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].MeleeAttack2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].MeleeMiss1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].MeleeMiss2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].MeleeSwing1,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].MeleeSwing2,
m_pWeapon->GetWpnData().animData[m_pWeapon->m_bFireMode].WeaponSwitchAnim,
ACT_VM_PRIMARYATTACK,
ACT_VM_SECONDARYATTACK,
//m_pWeapon->GetSecondaryAttackActivity(),
ACT_VM_SECONDARYATTACK_SPECIAL,
ACT_VM_PRIMARYATTACK_SPECIAL,
ACT_VM_PRIMARYATTACK_MIDEMPTY,
ACT_VM_SHOOTLAST,
ACT_VM_SHOOTLAST_IRONSIGHTED,
ACT_VM_DRYFIRE,
ACT_VM_DRYFIRE_LEFT,
ACT_VM_DRYFIRE_SILENCED,
ACT_VM_EMPTY_FIRE,
ACT_VM_PRIMARYATTACK_1,
ACT_VM_PRIMARYATTACK_2,
ACT_VM_PRIMARYATTACK_3,
ACT_VM_PRIMARYATTACK_4,
ACT_VM_PRIMARYATTACK_5,
ACT_VM_PRIMARYATTACK_6,
ACT_VM_PRIMARYATTACK_7,
ACT_VM_PRIMARYATTACK_8,
ACT_VM_PRIMARYATTACK_DEPLOYED,
ACT_VM_PRIMARYATTACK_DEPLOYED_1,
ACT_VM_PRIMARYATTACK_DEPLOYED_2,
ACT_VM_PRIMARYATTACK_DEPLOYED_3,
ACT_VM_PRIMARYATTACK_DEPLOYED_4,
ACT_VM_PRIMARYATTACK_DEPLOYED_5,
ACT_VM_PRIMARYATTACK_DEPLOYED_6,
ACT_VM_PRIMARYATTACK_DEPLOYED_7,
ACT_VM_PRIMARYATTACK_DEPLOYED_8,
ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY,
ACT_VM_PRIMARYATTACK_EMPTY,
ACT_VM_PRIMARYATTACK_IRONSIGHTED1,
ACT_VM_PRIMARYATTACK_IRONSIGHTED2,
ACT_VM_PRIMARYATTACK_IRONSIGHTED3,
ACT_VM_PRIMARYATTACK_MIDEMPTY,
ACT_VM_PRIMARYATTACK_MIDEMPTY_IRONSIGHTED,
ACT_VM_PRIMARYATTACK_QRL,
ACT_VM_PRIMARYATTACK_SILENCED,
ACT_VM_RECOIL1,
ACT_VM_RECOIL2,
ACT_VM_RECOIL3,
ACT_VM_THROW,
ACT_VM_MELEE,
ACT_VM_HITCENTER,
ACT_VM_HITCENTER2,
ACT_VM_HITCENTER_SPECIAL,
ACT_VM_HITLEFT,
ACT_VM_HITLEFT2,
ACT_VM_HITRIGHT,
ACT_VM_HITRIGHT2,
ACT_VM_MISSCENTER,
ACT_VM_MISSCENTER2,
ACT_VM_MISSLEFT,
ACT_VM_MISSLEFT2,
ACT_VM_MISSRIGHT,
ACT_VM_MISSRIGHT2,
ACT_VM_SWINGHARD,
ACT_VM_SWINGMISS,
ACT_VM_SWINGHIT,
ACT_VM_ATTACH_SILENCER,
ACT_VM_DETACH_SILENCER,
ACT_VM_PULLBACK
};
if (fillArray)
{
m_pWeapon->attackActivites.RemoveAll();
for (int i = 0; i < arrCount; i++)
{
m_pWeapon->attackActivites.AddToHead((Activity)attackActivites2[i]);
}
}
}
}
void FrameUpdatePreEntityThink()
{
if (m_pWeapon&&m_flTime<gpGlobals->curtime)
{
ShowWeapon();
}
}
void Update(float frametime)
{
FrameUpdatePreEntityThink();
}
void SetShowWeapon(CBaseCombatWeapon *pWeapon, int iActivity, float delta)
{
m_pWeapon = pWeapon;
m_iActivity = iActivity;
if (delta == 0)
{
ShowWeapon();
}
else
{
m_flTime = gpGlobals->curtime + delta;
}
}
void ClearShowWeapon()
{
m_pWeapon = NULL;
}
private:
void ShowWeapon()
{
if (!m_pWeapon || m_pWeapon == NULL || m_pWeapon == nullptr)
return;
Assert(m_pWeapon);
m_pWeapon->SetWeaponVisible(true);
if (m_pWeapon->GetOwner())
{
CBaseCombatWeapon *pLastWeapon = m_pWeapon->GetOwner()->GetActiveWeapon();
m_pWeapon->GetOwner()->m_hActiveWeapon = m_pWeapon;
CBasePlayer *pOwner = ToBasePlayer(m_pWeapon->GetOwner());
if (pOwner && pOwner->IsPlayer())
{
m_pWeapon->SetViewModel();
m_pWeapon->SendWeaponAnim(m_iActivity);
m_pWeapon->letViewModelBob = true;
//m_pWeapon->thisType = m_pWeapon->GetWpnData().weaponType;
//std::array<Activity, 102> attackActivites2 =
if (m_pWeapon->m_bWeaponBlockWall)
m_pWeapon->m_bWeaponBlockWall = false;
UpdateWeaponActivites(m_pWeapon, true);
//attackActivites = attackActivites2;
if (m_pWeapon->GetOwner() && m_pWeapon->GetOwner()->IsPlayer())
m_pWeapon->AddMuzzleFlash();
m_pWeapon->SetupAmmo();
//#ifndef CLIENT_DLL
if (m_pWeapon->GetWpnData().allowLoopSound && m_pWeapon->m_bIsFiring)
{
m_pWeapon->StopLoopSound();
m_pWeapon->DestroyLoopSound();
}
else if (m_pWeapon->GetWpnData().allowLoopSound)
m_pWeapon->DestroyLoopSound();
if (m_pWeapon->GetWpnData().allowLoopSound)
{
m_pWeapon->PrecacheScriptSound(m_pWeapon->GetWpnData().ShootLoopingSound);
m_pWeapon->PrecacheScriptSound(m_pWeapon->GetWpnData().EndLoopingSound);
if (m_pWeapon->GetWpnData().allowLoopSilencerSound)
{
m_pWeapon->PrecacheScriptSound(m_pWeapon->GetWpnData().ShootLoopingSilencerSound);
m_pWeapon->PrecacheScriptSound(m_pWeapon->GetWpnData().EndLoopingSilencerSound);
}
}
if (m_pWeapon->m_bIsInPrimaryAttack && m_pWeapon->m_flNextPrimaryAttack < gpGlobals->curtime)
m_pWeapon->m_bIsInPrimaryAttack = false;
if (pOwner && m_pWeapon->GetWpnData().WeaponUsingSilencer)
{
CBaseViewModel *pViewModel = pOwner->GetViewModel();
m_pWeapon->bg = pViewModel->FindBodygroupByName(m_pWeapon->GetWpnData().silencerBodyGroup);
if (m_pWeapon->m_bSilenced && !pViewModel->GetBodygroup(m_pWeapon->bg))
{
m_pWeapon->bgV = m_pWeapon->GetWpnData().silencerBGEnableValue;
pViewModel->SetBodygroup(m_pWeapon->bg, m_pWeapon->bgV);
m_pWeapon->ReinitializeLoopSound(m_pWeapon->GetWpnData().ShootLoopingSilencerSound);
}
else if (!m_pWeapon->m_bSilenced && pViewModel->GetBodygroup(m_pWeapon->bg))
{
m_pWeapon->bgV = m_pWeapon->GetWpnData().silencerBGDisableValue;
pViewModel->SetBodygroup(m_pWeapon->bg, m_pWeapon->bgV);
m_pWeapon->ReinitializeLoopSound(m_pWeapon->GetWpnData().ShootLoopingSound);
}
}
else
m_pWeapon->ReinitializeLoopSound(m_pWeapon->GetWpnData().ShootLoopingSound);
//if (Q_strcmp(m_pWeapon->GetWpnData().WeaponType, "shotgun") == 0)
if (m_pWeapon->thisType == TYPE_SHOTGUN)
m_pWeapon->m_bReloadsSingly = true;
//#endif
pOwner->SetNextAttack(gpGlobals->curtime + m_pWeapon->GetViewModelSequenceDuration());
if (pLastWeapon && pOwner->Weapon_ShouldSetLast(pLastWeapon, m_pWeapon))
{
pOwner->Weapon_SetLast(pLastWeapon->GetLastWeapon());
}
CBaseViewModel *pViewModel = pOwner->GetViewModel();
Assert(pViewModel);
if (pViewModel)
pViewModel->RemoveEffects(EF_NODRAW);
pOwner->ResetAutoaim();
}
/*else if (pOwner && !pOwner->IsPlayer())
{
pOwner->SetNextAttack(gpGlobals->curtime + m_pWeapon->GetViewModelSequenceDuration());
if (pLastWeapon && pOwner->Weapon_ShouldSetLast(pLastWeapon, m_pWeapon))
{
pOwner->Weapon_SetLast(pLastWeapon->GetLastWeapon());
}
m_pWeapon->RemoveEffects(EF_NODRAW);
}*/
}
// Can't shoot again until we've finished deploying
m_pWeapon->m_flNextSecondaryAttack = m_pWeapon->m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeapon->GetViewModelSequenceDuration();
ClearShowWeapon();
}
CBaseCombatWeapon *m_pWeapon;
int m_iActivity;
float m_flTime;
};
static CShowWeapon g_ShowWeapon;
void CBaseCombatWeapon::OnIronSight(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
#ifndef CLIENT_DLL
CHL2_Player *pHl2Player = dynamic_cast<CHL2_Player*>(pPlayer);
if (pHl2Player)
{
if (!pHl2Player->IsZooming())
{
if (pHl2Player->CanZoom(this))
pHl2Player->StartZooming(true, GetWpnData().flIronsightFOVOffset);
}
else
{
OffIronSight();
return;
}
}
#endif
if (pPlayer)
{
CBaseViewModel *pViewModel = pPlayer->GetViewModel();
if (pViewModel)
pViewModel->m_bExpSighted = true;
}
IronSightState = 1;
m_flNextInspectAnimation = 0;
cvar->FindVar("oc_state_IRsight_on")->SetValue(IronSightState);
}
void CBaseCombatWeapon::OffIronSight(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
#ifndef CLIENT_DLL
CHL2_Player *pHl2Player = dynamic_cast<CHL2_Player*>(pPlayer);
if (pHl2Player)
{
if (pHl2Player->IsZooming())
{
pHl2Player->StopZooming(true);
}
}
#endif
if (pPlayer)
{
CBaseViewModel *pViewModel = pPlayer->GetViewModel();
if (pViewModel)
pViewModel->m_bExpSighted = false;
}
IronSightState = 0;
cvar->FindVar("oc_state_IRsight_on")->SetValue(IronSightState);
}
bool CBaseCombatWeapon::IsIronSighted()
{
MDLCACHE_CRITICAL_SECTION();
bool state = false;
state = IronSightState > 0 ? true : false;
return state;
}
void CBaseCombatWeapon::OnScopeSight(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
CBaseViewModel *pViewModel = pPlayer->GetViewModel();
if (pViewModel)
pViewModel->m_bExpScope = true;
}
ScopeSightState = true;
ToggleZoom(pPlayer, ScopeSightState);
m_flNextInspectAnimation = 0;
cvar->FindVar("oc_state_InSecondFire")->SetValue(1);
}
void CBaseCombatWeapon::OffScopeSight(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
CBaseViewModel *pViewModel = pPlayer->GetViewModel();
if (pViewModel)
pViewModel->m_bExpScope = false;
}
ScopeSightState = false;
ToggleZoom(pPlayer, ScopeSightState);
cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
}
bool CBaseCombatWeapon::IsScopeSighted()
{
MDLCACHE_CRITICAL_SECTION();
//bool state = false;
//state = (ScopeSightState > 0) ? true : false;
return ScopeSightState;
}
void CBaseCombatWeapon::UploadDataScript()
{
//string_t name = m_iClassname;
//if (!gEntList.FindEntityByClassname(this, GetClassname()))
/*#ifndef CLIENT_DLL
const char* ClassName = m_iClassname.ToCStr();
PrecacheIndividualScriptInfoData(ClassName, filesystem, g_pGameRules->GetEncryptionKey());
#endif*/
}
CBaseCombatWeapon::CBaseCombatWeapon()
{
// Constructor must call this
// CONSTRUCT_PREDICTABLE( CBaseCombatWeapon );
m_vTracerMuzzleVector = Vector(0, 0, 0);
m_vMuzzleVector = Vector(0, 0, 0);
m_vMuzzleAngle = QAngle(0, 0, 0);
iVMSkin = 0;
#ifndef CLIENT_DLL
IronSightState = false;
ScopeSightState = false;
#endif
m_bShouldDrawWeaponBloodOverlay = false;
m_iWeaponBloodOverlayDetailFrame = 0;
m_flNextWallClipTime = 0.f;
m_flNextLowerTime = 0.f;
//m_flNextRemoveAmmo = 0.f;
//m_flAmmoRemoveDelay = 0.f;
m_bShouldBeLowered = false;
HostPitchLoopingFire = cvar->FindVar("host_timescale");
m_iMuzzleFlashState = 0;
holdingFire = false;
#if defined( CLIENT_DLL )
ScopeSightState = false;
IronSightState = false;
m_flNextMuzzleFlashTime = gpGlobals->curtime;
IsMuzzleFlashActive = false;
IsMuzzleFlashComplete = false;
ReinitializeMuzzleFlash = false;
m_flMuzzleFlashRoll = 0.0f;
#endif
#if !defined( CLIENT_DLL )
soundInitialVolume = 0.0f;
soundInitialPitch = 0.0f;
m_pLoopSound = NULL;
m_pLoopSoundController = NULL;
#endif
m_BeamFireState = FIRE_NONE;
letViewModelBob = true;
m_bIsFiring = false;
m_bIsInPrimaryAttack = false;
thisType = GetWpnData().weaponType;
PumpAfterTwoBarrels = false;
reloadFromEmpty = false;
m_bEnableMainLaser = false;
IronSightState = 0;
ScopeSightState = false;
m_bWeaponBlockWall = false;
_enabledLaser = false;
EnableLaser = false;
EnableLaserInterrupt = false;
clipNearWall = false;
distanceToWall = 0.f;
tr_endPos = Vector(0, 0, 0);
iMuzzle = 1;
m_bFirstEquip = true;
m_bFireMode = 0;
m_bFireModeCounter = 1;
burstFireCount = 0;
//m_bFireModes = NULL;
m_bFireModesSize = 0;
switched = false;
wasburstFire = false;
m_flAccuracyPenalty = 0.0f;
m_flNextInspectAnimation = 0;
m_flNextLaserSwitchTime = gpGlobals->curtime;
m_flNextSwitchTime = gpGlobals->curtime;
m_flSoonestPrimaryAttack = gpGlobals->curtime;
m_flNextShotgunReload = gpGlobals->curtime;
m_flNextAmmoRegen = gpGlobals->curtime;
m_flNextAmmoRemove = gpGlobals->curtime;
m_iShotgunReloadState = 0;
m_bZoomLevel = 0;
m_bZoomUpped = false;
blockToAmmoRegen = false;
scoped = false;
// BriJee OVR: New functions.
//m_bSilenced = false;
m_bReloadComplete = 0;
m_wSequence = 0;
m_wSequence2 = 0;
ChangeOnce = true;
// Some default values. There should be set in the particular weapon classes
m_fMinRange1 = 65;
m_fMinRange2 = 65;
m_fMaxRange1 = 1024;
m_fMaxRange2 = 1024;
m_bInReload = false;
m_bReloadsSingly = false;
// Defaults to zero
m_nViewModelIndex = 0;
m_bFlipViewModel = false;
/*m_bWeaponIsLoweredWall = false;
m_bWeaponIsLoweredSpeed = false;
TimerSpeed = 0;
TimerWall = 0;*/
#if defined( CLIENT_DLL )
m_iState = m_iOldState = WEAPON_NOT_CARRIED;
m_iClip1 = -1;
m_iClip2 = -1;
m_iPrimaryAmmoType = -1;
m_iSecondaryAmmoType = -1;
#endif
#if !defined( CLIENT_DLL )
m_pConstraint = NULL;
OnBaseCombatWeaponCreated(this);
#endif
m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
#if defined( TF_DLL )
UseClientSideAnimation();
#endif
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
m_flCritTokenBucket = tf_weapon_criticals_bucket_default.GetFloat();
m_nCritChecks = 1;
m_nCritSeedRequests = 0;
#endif // TF
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CBaseCombatWeapon::~CBaseCombatWeapon(void)
{
Pickable = false;
m_flNextPick = 0.f;
m_iMuzzleFlashState = 0;
holdingFire = false;
#if defined( CLIENT_DLL )
if (m_M)
{
delete m_M;
m_M = NULL;
}
if (m_Ar2_MM)
{
delete m_Ar2_MM;
m_Ar2_MM = NULL;
}
m_flNextMuzzleFlashTime = 0.f;
IsMuzzleFlashActive = false;
IsMuzzleFlashComplete = false;
ReinitializeMuzzleFlash = false;
#endif
DestroyLoopSound();
m_wSequence = 0;
m_wSequence2 = 0;
#if !defined( CLIENT_DLL )
if (m_hLaserMuzzleSprite)
{
UTIL_Remove(m_hLaserMuzzleSprite);
}
#endif
m_bReloadComplete = 0;
#if !defined( CLIENT_DLL )
//Remove our constraint, if we have one
if (m_pConstraint != NULL)
{
physenv->DestroyConstraint(m_pConstraint);
m_pConstraint = NULL;
}
OnBaseCombatWeaponDestroyed(this);
#endif
#ifndef CLIENT_DLL
if (m_pLoopSound)
DestroyLoopSound();
#endif
}
void CBaseCombatWeapon::Activate(void)
{
BaseClass::Activate();
SetSkin(iVMSkin);
#ifndef CLIENT_DLL
if (GetOwnerEntity())
return;
if (g_pGameRules->IsAllowedToSpawn(this) == false)
{
UTIL_Remove(this);
return;
}
#endif
}
void CBaseCombatWeapon::SetupWeapon(CBasePlayer *pOwner)
{
MDLCACHE_CRITICAL_SECTION();
//CBasePlayer *pOwner = ToBasePlayer(GetOwner());
//if (pOwner && pOwner->IsPlayer())
{
//pLastWeapon->letViewModelBob = true;
//UpdateWeaponActivites(pLastWeapon, true);
m_bFiresUnderwater = GetWpnData().m_bFiresUnderwater;
m_bAltFiresUnderwater = GetWpnData().m_bAltFiresUnderwater;
//MikeD Set VM skin
SetSkin(iVMSkin, !pOwner->IsSuitEquipped());
//#ifndef CLIENT_DLL
/*if (pLastWeapon->GetWpnData().allowLoopSound && pLastWeapon->m_bIsFiring)
{
pLastWeapon->StopLoopSound();
pLastWeapon->DestroyLoopSound();
}
else if (pLastWeapon->GetWpnData().allowLoopSound)
pLastWeapon->DestroyLoopSound();
if (pLastWeapon->GetWpnData().allowLoopSound)
{
pLastWeapon->PrecacheScriptSound(pLastWeapon->GetWpnData().ShootLoopingSound);
pLastWeapon->PrecacheScriptSound(pLastWeapon->GetWpnData().EndLoopingSound);
if (pLastWeapon->GetWpnData().allowLoopSilencerSound)
{
pLastWeapon->PrecacheScriptSound(pLastWeapon->GetWpnData().ShootLoopingSilencerSound);
pLastWeapon->PrecacheScriptSound(pLastWeapon->GetWpnData().EndLoopingSilencerSound);
}
}
if (pLastWeapon->m_bIsInPrimaryAttack && pLastWeapon->m_flNextPrimaryAttack < gpGlobals->curtime)
pLastWeapon->m_bIsInPrimaryAttack = false;
if (pLastWeapon->GetWpnData().WeaponUsingSilencer)
{
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if (pViewModel)
{
pLastWeapon->bg = pViewModel->FindBodygroupByName(pLastWeapon->GetWpnData().silencerBodyGroup);
if (pViewModel->GetBodygroup(bg))
{
if (pLastWeapon->m_bSilenced)
{
pLastWeapon->bgV = pLastWeapon->GetWpnData().silencerBGEnableValue;
pViewModel->SetBodygroup(pLastWeapon->bg, pLastWeapon->bgV);
pLastWeapon->ReinitializeLoopSound(pLastWeapon->GetWpnData().ShootLoopingSilencerSound);
}
else if (!pLastWeapon->m_bSilenced)
{
pLastWeapon->bgV = pLastWeapon->GetWpnData().silencerBGDisableValue;
pViewModel->SetBodygroup(pLastWeapon->bg, pLastWeapon->bgV);
pLastWeapon->ReinitializeLoopSound(pLastWeapon->GetWpnData().ShootLoopingSound);
}
}
}
}*/
//else
//pLastWeapon->ReinitializeLoopSound(pLastWeapon->GetWpnData().ShootLoopingSound);
//if (pLastWeapon->thisType == TYPE_SHOTGUN)
//pLastWeapon->m_bReloadsSingly = true;
//pOwner->SetNextAttack(gpGlobals->curtime + pLastWeapon->GetViewModelSequenceDuration());
//if (pLastWeapon && pOwner->Weapon_ShouldSetLast(pLastWeapon, pLastWeapon))
{
//pOwner->Weapon_SetLast(pLastWeapon->GetLastWeapon());
}
/*CBaseViewModel *pViewModel = pOwner->GetViewModel();
Assert(pViewModel);
if (pViewModel)
pViewModel->RemoveEffects(EF_NODRAW);
pOwner->ResetAutoaim();*/
}
}
void CBaseCombatWeapon::SetupAmmo(void)
{
MDLCACHE_CRITICAL_SECTION();
if (!GetWpnData().BulletOverride)
return;
CAmmoDef *pAmmoType = GetAmmoDef();
if (pAmmoType)
{
Ammo_t *pAmmo = GetAmmoDef()->GetAmmoOfIndex(m_iPrimaryAmmoType);
//Ammo_t pAmmo = pAmmoType->m_AmmoType[pAmmoType->m_nAmmoIndex];
if (pAmmo)
{
pAmmo->physicsForceImpulse = GetWpnData().BulletImpulseForce;
pAmmo->bulletSpeed = GetWpnData().BulletSpeed;
}
}
}
void CBaseCombatWeapon::AddMuzzleFlash(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner && pOwner->GetActiveWeapon() && GetWpnData().AllowProjectedMuzzleFlashes)
{
#ifndef CLIENT_DLL
if (pOwner)
{
CEffectData MFCallBack;
MFCallBack.m_nEntIndex = entindex();
DispatchEffect("SetMuzzleFlashActive", MFCallBack);
}
#endif
m_iMuzzleFlashState = 1;
}
}
void CBaseCombatWeapon::RemoveMuzzleFlash(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner && pOwner->GetActiveWeapon() && m_iMuzzleFlashState > 0 ? true : GetWpnData().AllowProjectedMuzzleFlashes)
{
#ifndef CLIENT_DLL
if (pOwner)
{
CEffectData MFCallBack;
MFCallBack.m_nEntIndex = entindex();
DispatchEffect("SetMuzzleFlashDeActive", MFCallBack);
}
#endif
m_iMuzzleFlashState = 0;
}
}
bool CBaseCombatWeapon::IsClippedAmmo(void)
{
//true - clip_size; false - default_clip
return GetWpnData().iMaxClip1 >= 0 ? true : false;// GetWpnData().iDefaultClip1 >= 0;
}
void CBaseCombatWeapon::GiveDefaultAmmo(void)
{
// If I use clips, set my clips to the default
if (UsesClipsForAmmo1())
{
m_iClip1 = AutoFiresFullClip() ? 0 : GetDefaultClip1();
}
else
{
SetPrimaryAmmoCount(GetDefaultClip1());
m_iClip1 = WEAPON_NOCLIP;
}
if (UsesClipsForAmmo2())
{
m_iClip2 = GetDefaultClip2();
}
else
{
SetSecondaryAmmoCount(GetDefaultClip2());
m_iClip2 = WEAPON_NOCLIP;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set mode to world model and start falling to the ground
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Spawn(void)
{
Pickable = true;
Precache();
BaseClass::Spawn();
SetSolid(SOLID_BBOX);
m_flNextEmptySoundTime = 0.0f;
// Weapons won't show up in trace calls if they are being carried...
RemoveEFlags(EFL_USE_PARTITION_WHEN_NOT_SOLID);
m_iState = WEAPON_NOT_CARRIED;
// Assume
m_nViewModelIndex = 0;
//if (!IsEFlagSet(FL_GRAPHED))
GiveDefaultAmmo();
if (cvar->FindVar("oc_player_draw_body")->GetInt())
{
/*if (!cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
{
AddEffects(EF_NODRAW);
}
else
{*/
if (!cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
GetBaseAnimating()->SetRenderMode(kRenderNone);
if (GetWorldModel())
SetModel(GetWorldModel());
//}
}
else
{
if (GetWorldModel())
{
SetModel(GetWorldModel());
}
}
#if !defined( CLIENT_DLL )
if (IsX360())
{
AddEffects(EF_ITEM_BLINK);
}
FallInit();
SetCollisionGroup(COLLISION_GROUP_WEAPON);
m_takedamage = DAMAGE_EVENTS_ONLY;
SetBlocksLOS(false);
// Default to non-removeable, because we don't want the
// game_weapon_manager entity to remove weapons that have
// been hand-placed by level designers. We only want to remove
// weapons that have been dropped by NPC's.
SetRemoveable(false);
#endif
// Bloat the box for player pickup
CollisionProp()->UseTriggerBounds(true, 36);
// Use more efficient bbox culling on the client. Otherwise, it'll setup bones for most
// characters even when they're not in the frustum.
AddEffects(EF_BONEMERGE_FASTCULL);
m_iReloadHudHintCount = 0;
m_iAltFireHudHintCount = 0;
m_flHudHintMinDisplayTime = 0;
m_bZoomUpped = false;
scoped = false;
m_bFirstEquip = true;
#ifndef CLIENT_DLL
//SetSkin(iVMSkin);
thisType = GetWpnData().weaponType;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: get this game's encryption key for decoding weapon kv files
// Output : virtual const unsigned char
//-----------------------------------------------------------------------------
const unsigned char *CBaseCombatWeapon::GetEncryptionKey(void)
{
return g_pGameRules->GetEncryptionKey();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Precache(void)
{
PrecacheScriptSound("Weapon_low_ammo.low_ammo");
//if (GetAdditionalViewModel() != NULL)
//PrecacheModel(GetAdditionalViewModel());
#if defined( CLIENT_DLL )
Assert(Q_strlen(GetClassname()) > 0);
// Msg( "Client got %s\n", GetClassname() );
#endif
m_iPrimaryAmmoType = m_iSecondaryAmmoType = -1;
/*#ifndef CLIENT_DLL
if (GetWpnData().allowLoopSound)
{
PrecacheScriptSound(GetWpnData().ShootLoopingSound);
PrecacheScriptSound(GetWpnData().EndLoopingSound);
CreateLoopSound(GetWpnData().ShootLoopingSound);
if (GetWpnData().allowLoopSilencerSound)
{
PrecacheScriptSound(GetWpnData().ShootLoopingSound);
PrecacheScriptSound(GetWpnData().EndLoopingSilencerSound);
}
}
#endif*/
// Add this weapon to the weapon registry, and get our index into it
// Get weapon data from script file
if (ReadWeaponDataFromFileForSlot(filesystem, GetClassname(), &m_hWeaponFileInfo, GetEncryptionKey()))
{
if (GetWpnData().m_bHasMag)
{
PrecacheModel(GetWpnData().iMagName);
PrecacheScriptSound(GetWpnData().magHitSound);
}
// Get the ammo indexes for the ammo's specified in the data file
if (GetWpnData().szAmmo1[0])
{
m_iPrimaryAmmoType = GetAmmoDef()->Index(GetWpnData().szAmmo1);
if (m_iPrimaryAmmoType == -1)
{
Msg("ERROR: Weapon (%s) using undefined primary ammo type (%s)\n", GetClassname(), GetWpnData().szAmmo1);
}
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
// Ammo override
int iModUseMetalOverride = 0;
CALL_ATTRIB_HOOK_INT(iModUseMetalOverride, mod_use_metal_ammo_type);
if (iModUseMetalOverride)
{
m_iPrimaryAmmoType = (int)TF_AMMO_METAL;
}
#endif
}
if (GetWpnData().szAmmo2[0])
{
m_iSecondaryAmmoType = GetAmmoDef()->Index(GetWpnData().szAmmo2);
if (m_iSecondaryAmmoType == -1)
{
Msg("ERROR: Weapon (%s) using undefined secondary ammo type (%s)\n", GetClassname(), GetWpnData().szAmmo2);
}
}
#if defined( CLIENT_DLL )
gWR.LoadWeaponSprites(GetWeaponFileInfoHandle());
#endif
// Precache models (preload to avoid hitch)
m_iViewModelIndex = 0;
m_iWorldModelIndex = 0;
if (GetViewModel() && GetViewModel()[0])
{
m_iViewModelIndex = CBaseEntity::PrecacheModel(GetViewModel());
}
if (GetWorldModel() && GetWorldModel()[0])
{
m_iWorldModelIndex = CBaseEntity::PrecacheModel(GetWorldModel());
}
// Precache sounds, too
for (int i = 0; i < NUM_SHOOT_SOUND_TYPES; ++i)
{
const char *shootsound = GetShootSound(i);
if (shootsound && shootsound[0])
{
CBaseEntity::PrecacheScriptSound(shootsound);
}
}
}
else
{
// Couldn't read data file, remove myself
Warning("Error reading weapon data file for: %s\n", GetClassname());
// Remove( ); //don't remove, this gets released soon!
}
}
int CBaseCombatWeapon::GetMinBurst()
{
return GetWpnData().npcMinBurst;
}
int CBaseCombatWeapon::GetMaxBurst()
{
return GetWpnData().npcMaxBurst;
}
//-----------------------------------------------------------------------------
// Purpose: Get my data in the file weapon info array
//-----------------------------------------------------------------------------
const FileWeaponInfo_t &CBaseCombatWeapon::GetWpnData(void) const
{
return *GetFileWeaponInfoFromHandle(m_hWeaponFileInfo);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetViewModel(int /*viewmodelindex = 0 -- this is ignored in the base class here*/) const
{
return GetWpnData().szViewModel;
}
const char *CBaseCombatWeapon::GetAdditionalViewModel(int /*viewmodelindex = 0 -- this is ignored in the base class here*/) const
{
return GetWpnData().szAdditionalViewModel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetWorldModel(void) const
{
/*if (m_bSilenced)
{
return (GetWpnData().szSilentModel);
}
else
{
return GetWpnData().szWorldModel;
}*/
return GetWpnData().szWorldModel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetAnimPrefix(void) const
{
return GetWpnData().szAnimationPrefix;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetPrintName(void) const
{
return GetWpnData().szPrintName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetMaxClip1(void) const
{
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
int iModMaxClipOverride = 0;
CALL_ATTRIB_HOOK_INT(iModMaxClipOverride, mod_max_primary_clip_override);
if (iModMaxClipOverride != 0)
return iModMaxClipOverride;
#endif
return GetWpnData().iMaxClip1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetMaxClip2(void) const
{
return GetWpnData().iMaxClip2;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetDefaultClip1(void) const
{
return GetWpnData().iDefaultClip1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetDefaultClip2(void) const
{
return GetWpnData().iDefaultClip2;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesClipsForAmmo1(void) const
{
return (GetMaxClip1() != WEAPON_NOCLIP);
}
bool CBaseCombatWeapon::IsMeleeWeapon() const
{
return GetWpnData().m_bMeleeWeapon;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesClipsForAmmo2(void) const
{
return (GetMaxClip2() > WEAPON_NOCLIP && GetMaxClip2() > 0);
}
float CBaseCombatWeapon::FlashLifeTime(void) const//OverCharged
{
return GetWpnData().iFlashLifeTime;
}
//-----------------------------------------------------------------------------
// Purpose: Òóò âñå íîâûå ñîáûòèÿ
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetMaxFOV(void) const//OverCharged
{
/*if (m_bZoomLevel != 0)
return m_bZoomLevel;
else
return GetWpnData().rtFov;*/
return GetWpnData().rtFov;
}
int CBaseCombatWeapon::FlashType(void) const//OverCharged
{
return GetWpnData().iFlashType;
}
int CBaseCombatWeapon::MuzzleFlashTypeIndex(void) const//OverCharged
{
return GetWpnData().externalIndexLight;
}
int CBaseCombatWeapon::MuzzleSecondaryFlashTypeIndex(void) const//OverCharged
{
return GetWpnData().externalIndexSLight;
}
int CBaseCombatWeapon::MuzzleTracerTypeNpcIndex(void) const//OverCharged
{
return GetWpnData().externalIndexTN;
}
string_t CBaseCombatWeapon::MuzzleTracerType(int index) const//OverCharged
{
return GetWpnData().iMuzzleTracerType[index];
}
string_t CBaseCombatWeapon::MuzzleTracerNpcType(int index) const//OverCharged
{
return GetWpnData().iMuzzleTracerNpcType[index];
}
string_t CBaseCombatWeapon::MuzzleFlashType(int index) const//OverCharged
{
return GetWpnData().iMuzzleLightType[index];
}
string_t CBaseCombatWeapon::MuzzleSecondaryFlashType(int index) const//OverCharged
{
return GetWpnData().iMuzzleSecondaryLightType[index];
}
string_t CBaseCombatWeapon::MuzzleFlashType(void) const//OverCharged
{
return GetWpnData().iMuzzleLightType[0];
}
/*string_t CBaseCombatWeapon::MuzzleFlashTransparentType(void) const//OverCharged
{
return GetWpnData().iMuzzleFlashTransparentType;
}*/
string_t CBaseCombatWeapon::MuzzleSecondaryFlashType(void) const//OverCharged
{
return GetWpnData().iMuzzleSecondaryLightType[0];
}
float CBaseCombatWeapon::GetFireRate(void) const//OverCharged
{
if (cvar->FindVar("oc_test_weapon_firerate")->GetFloat() > 0)
return cvar->FindVar("oc_test_weapon_firerate")->GetFloat();
//return GetWpnData().fireRate;
return GetFireRate();
}
int CBaseCombatWeapon::NumShots(void) const
{
if (GetWpnData().NumShots != NULL)
return GetWpnData().NumShots;
return 1;
}
bool CBaseCombatWeapon::UsesSecondaryAmmoType(void) const
{
return GetWpnData().iAmmo2Type > 0;
}
int CBaseCombatWeapon::GetSecondaryAttachment()
{
return LookupAttachment(GetWpnData().iSecondaryAttachment);
}
string_t CBaseCombatWeapon::WeaponShellModel(void) const//OverCharged
{
return GetWpnData().iWeaponShellModel;
}
string_t CBaseCombatWeapon::WeaponShellBounceSound(void) const//OverCharged
{
return GetWpnData().iWeaponShellBounceSound;
}
string_t CBaseCombatWeapon::WeaponShellHitSound(void) const//OverCharged
{
return GetWpnData().iWeaponShellHitSound;
}
string_t CBaseCombatWeapon::WeaponShellParticle(void) const//OverCharged
{
return GetWpnData().iWeaponShellParticle;
}
string_t CBaseCombatWeapon::WeaponZoomUpSound(void) const//OverCharged
{
return GetWpnData().iWeaponZoomUpSound;
}
/*int CBaseCombatWeapon::FlashLightType(void) const//OverCharged
{
return GetWpnData().iFlashLightType;
}
int CBaseCombatWeapon::FlashLightTypeNPC(void) const//OverCharged
{
return GetWpnData().iFlashLightTypeNPC;
}
int CBaseCombatWeapon::TracerType(void) const//OverCharged
{
return GetWpnData().iTracerType;
}*/
int CBaseCombatWeapon::WeaponGetWaterLevel(void)//OverCharged
{
//DevMsg("CBaseCombatWeapon GetWaterLevel %i \n", enginetrace->GetPointContents(this->GetAbsOrigin()) & (CONTENTS_WATER | CONTENTS_SLIME));
Vector WeaponPos, WeaponPos2;
this->GetAttachment("muzzle", WeaponPos);
this->GetAttachment(1, WeaponPos2);
if (enginetrace->GetPointContents(WeaponPos) & (CONTENTS_WATER | CONTENTS_SLIME) || enginetrace->GetPointContents(WeaponPos2) & (CONTENTS_WATER | CONTENTS_SLIME))
return 3;
else
return 0;
return 0;// CBaseEntity::m_nWaterLevel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetWeight(void) const
{
return GetWpnData().iWeight;
}
//-----------------------------------------------------------------------------
// Purpose: Whether this weapon can be autoswitched to when the player runs out
// of ammo in their current weapon or they pick this weapon up.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::AllowsAutoSwitchTo(void) const
{
return GetWpnData().bAutoSwitchTo;
}
//-----------------------------------------------------------------------------
// Purpose: Whether this weapon can be autoswitched away from when the player
// runs out of ammo in this weapon or picks up another weapon or ammo.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::AllowsAutoSwitchFrom(void) const
{
return GetWpnData().bAutoSwitchFrom;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetWeaponFlags(void) const
{
return GetWpnData().iFlags;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetSlot(void) const
{
return GetWpnData().iSlot;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetPosition(void) const
{
return GetWpnData().iPosition;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetName(void) const
{
return GetWpnData().szClassName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteActive(void) const
{
return GetWpnData().iconActive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteInactive(void) const
{
return GetWpnData().iconInactive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo(void) const
{
return GetWpnData().iconAmmo;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo2(void) const
{
return GetWpnData().iconAmmo2;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteCrosshair(void) const
{
return GetWpnData().iconCrosshair;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAutoaim(void) const
{
return GetWpnData().iconAutoaim;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedCrosshair(void) const
{
return GetWpnData().iconZoomedCrosshair;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedAutoaim(void) const
{
return GetWpnData().iconZoomedAutoaim;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetShootSound(int iIndex) const
{
return GetWpnData().aShootSounds[iIndex];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetRumbleEffect() const
{
return GetWpnData().iRumbleEffect;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseCombatCharacter *CBaseCombatWeapon::GetOwner() const
{
return ToBaseCombatCharacter(m_hOwner.Get());
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : BaseCombatCharacter -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetOwner(CBaseCombatCharacter *owner)
{
if (!owner)
{
#ifndef CLIENT_DLL
// Make sure the weapon updates its state when it's removed from the player
// We have to force an active state change, because it's being dropped and won't call UpdateClientData()
int iOldState = m_iState;
m_iState = WEAPON_NOT_CARRIED;
OnActiveStateChanged(iOldState);
#endif
// make sure we clear out our HideThink if we have one pending
SetContextThink(NULL, 0, HIDEWEAPON_THINK_CONTEXT);
}
m_hOwner = owner;
#ifndef CLIENT_DLL
DispatchUpdateTransmitState();
#else
UpdateVisibility();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Return false if this weapon won't let the player switch away from it
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsAllowedToSwitch(void)
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon can be selected via the weapon selection
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::CanBeSelected(void)
{
if (!VisibleInWeaponSelection())
return false;
return HasAmmo();
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon has some ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasAmmo(void)
{
// Weapons with no ammo types can always be selected
if (m_iPrimaryAmmoType == -1 && m_iSecondaryAmmoType == -1)
return true;
if (GetWeaponFlags() & ITEM_FLAG_SELECTONEMPTY)
return true;
CBasePlayer *player = ToBasePlayer(GetOwner());
if (!player)
return false;
return (m_iClip1 > 0 || player->GetAmmoCount(m_iPrimaryAmmoType) || m_iClip2 > 0 || player->GetAmmoCount(m_iSecondaryAmmoType));
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon should be seen, and hence be selectable, in the weapon selection
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::VisibleInWeaponSelection(void)
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasWeaponIdleTimeElapsed(void)
{
if (gpGlobals->curtime > m_flTimeWeaponIdle)
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetWeaponIdleTime(float time)
{
m_flTimeWeaponIdle = time;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBaseCombatWeapon::GetWeaponIdleTime(void)
{
return m_flTimeWeaponIdle;
}
//-----------------------------------------------------------------------------
// Purpose: Drop/throw the weapon with the given velocity.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Drop(const Vector &vecVelocity)
{
#if !defined( CLIENT_DLL )
/*if (GetOwner() && GetOwner()->IsPlayer() && GetOwner()->IsAlive())
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
if ((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2))
return;
}*/
bool ownerIsPlayer = false;
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer && pPlayer->IsPlayer())
{
ownerIsPlayer = true;
if (IsGrenade())//(cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt() ? thisType == TYPE_GRENADE : false)
return;
CHL2_Player *pHLPlayer = static_cast<CHL2_Player*>(pPlayer);
if (pHLPlayer)
{
if (!IsGrenade())
pHLPlayer->SetHandsVisible(true);
}
}
/*if (m_bSilenced)
{
const char* wModel = GetWorldModel();
PrecacheModel(wModel);
SetModel(wModel);
}*/
m_bWeaponBlockWall = false;
// Once somebody drops a gun, it's fair game for removal when/if
// a game_weapon_manager does a cleanup on surplus weapons in the
// world.
m_flAccuracyPenalty = 0.0f;
m_flNextInspectAnimation = 0;
m_flNextLaserSwitchTime = gpGlobals->curtime;
m_flNextSwitchTime = gpGlobals->curtime;
m_flSoonestPrimaryAttack = gpGlobals->curtime;
m_flNextShotgunReload = gpGlobals->curtime;
m_flNextAmmoRegen = gpGlobals->curtime;
m_flNextAmmoRemove = gpGlobals->curtime;
m_iShotgunReloadState = 0;
if (GetWpnData().allowLoopSound)
{
StopLoopSound();
DestroyLoopSound();
}
SetRemoveable(true);
CBaseEntity *pOwner = GetOwnerEntity();
if (pOwner && pOwner->IsNPC())
WeaponManager_AmmoMod(this);
else if (pOwner && !pOwner->IsNPC())
{
if (!Q_strstr(STRING(MAKE_STRING(this->GetClassname())), "weapon_frag")
&& !Q_strstr(STRING(MAKE_STRING(this->GetClassname())), "weapon_hopwire")
&& !Q_strstr(STRING(MAKE_STRING(this->GetClassname())), "weapon_tripwire")
&& !Q_strstr(STRING(MAKE_STRING(this->GetClassname())), "weapon_molotov")
&& !Q_strstr(STRING(MAKE_STRING(this->GetClassname())), "weapon_smokegrenade")
&& !Q_strstr(STRING(MAKE_STRING(this->GetClassname())), "weapon_flashbang"))
{
RemoveMuzzleFlash();
}
}
//If non weapons - make hands visible
if (pOwner && pOwner->IsPlayer())
{
if (GetWpnData().allowTwoDScope && IsScopeSighted())
{
OffScopeSight();//ToggleZoom(ToBasePlayer(GetOwner()), IsScopeSighted());
}
/*CHL2_Player *pPlayer = (CHL2_Player*)pOwner;
if (pPlayer)
pPlayer->ChangeBodyGroupState(true, false, false, true);*/
}
//If it was dropped then there's no need to respawn it.
AddSpawnFlags(SF_NORESPAWN);
StopAnimation();
StopFollowingEntity();
SetMoveType(MOVETYPE_FLYGRAVITY);
// clear follow stuff, setup for collision
SetGravity(1.0);
m_iState = WEAPON_NOT_CARRIED;
RemoveEffects(EF_NODRAW);
FallInit();
SetGroundEntity(NULL);
SetPickableDelay(ownerIsPlayer);
SetThink(&CBaseCombatWeapon::SetPickupTouch);
SetTouch(NULL);
if (hl2_episodic.GetBool())
{
RemoveSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP);
}
IPhysicsObject *pObj = VPhysicsGetObject();
if (pObj != NULL)
{
AngularImpulse angImp(200, 200, 200);
pObj->AddVelocity(&vecVelocity, &angImp);
}
else
{
SetAbsVelocity(vecVelocity);
}
if (pOwner && pOwner->IsPlayer())
{
if (IsIronSighted())
OffIronSight();
if (IsScopeSighted())
OffScopeSight();
if (pOwner->MyCombatCharacterPointer()->GetActiveWeapon()->m_hLaserMuzzleSprite != NULL)
{
StopLaserEffects((CBasePlayer*)pOwner);
}
if (pOwner->MyCombatCharacterPointer()->GetActiveWeapon()->GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
SetNextThink(gpGlobals->curtime + 1.0f);
SetOwnerEntity(NULL);
SetOwner(NULL);
// If we're not allowing to spawn due to the gamerules,
// remove myself when I'm dropped by an NPC.
if (pOwner && pOwner->IsNPC())
{
if (g_pGameRules->IsAllowedToSpawn(this) == false)
{
UTIL_Remove(this);
return;
}
}
#endif
}
bool CBaseCombatWeapon::CanBePickedUpByNPCs()
{
return GetWpnData().m_bCanBePickedUpByNPCs;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPicker -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::OnPickedUp(CBaseCombatCharacter *pNewOwner)
{
/*if (EnabledHoldingFire())
return;*/
#if !defined( CLIENT_DLL )
RemoveEffects(EF_ITEM_BLINK);
if (pNewOwner->IsPlayer())
{
m_OnPlayerPickup.FireOutput(pNewOwner, this);
// Play the pickup sound for 1st-person observers
CRecipientFilter filter;
for (int i = 1; i <= gpGlobals->maxClients; ++i)
{
CBasePlayer *player = UTIL_PlayerByIndex(i);
if (player && !player->IsAlive() && player->GetObserverMode() == OBS_MODE_IN_EYE)
{
filter.AddRecipient(player);
}
}
if (filter.GetRecipientCount())
{
CBaseEntity::EmitSound(filter, pNewOwner->entindex(), "Player.PickupWeapon");
}
if (GetWpnData().m_bPickHint)
UTIL_HudHintText(pNewOwner, GetWpnData().hintText);
// Robin: We don't want to delete weapons the player has picked up, so
// clear the name of the weapon. This prevents wildcards that are meant
// to find NPCs finding weapons dropped by the NPCs as well.
SetName(NULL_STRING);
}
else
{
m_OnNPCPickup.FireOutput(pNewOwner, this);
}
#ifdef HL2MP
HL2MPRules()->RemoveLevelDesignerPlacedObject(this);
#endif
// Someone picked me up, so make it so that I can't be removed.
SetRemoveable(false);
#endif
}
void CBaseCombatWeapon::MakeTracerHolded(const Vector &vecTracerSrc, const trace_t &tr, int iTracerType)
{
Vector vNewSrc = vecTracerSrc;
int iEntIndex = entindex();
if (g_pGameRules->IsMultiplayer())
{
iEntIndex = entindex();
}
int iAttachment = LookupAttachment(GetWpnData().MuzzleAttachmentNPC);
if (iAttachment == -1)
iAttachment = 1;
tr_endPos = tr.endpos;
AmmoTracer_t aT_t = (AmmoTracer_t)iTracerType;
if (cvar->FindVar("oc_particle_tracers")->GetInt())
{
indexTN = random->RandomInt(0, GetWpnData().externalIndexTN);
Q_snprintf(nameTN2, sizeof(nameTN2), "%s", GetWpnData().iMuzzleTracerNpcType[indexTN]);
nameTN = nameTN2;
UTIL_ParticleTracer(nameTN, vNewSrc, tr.endpos, iEntIndex, iAttachment, aT_t == TRACER_NONE);
}
else
{
float flVelocity = random->RandomFloat(GetWpnData().iOldMuzzleTracerVelocityMinNPC, GetWpnData().iOldMuzzleTracerVelocityMaxNPC);
UTIL_Tracer(vNewSrc, tr.endpos, iEntIndex, iAttachment, flVelocity, true, "CommonTracer");
}
}
static ConVar oc_test_bone_number("oc_test_bone_number", "1", FCVAR_ARCHIVE | FCVAR_REPLICATED);
float PosX11;
float PosY11;
float PosZ11;
float DynX11;
float DynY11;
float DynZ11;
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecTracerSrc -
// &tr -
// iTracerType -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::MakeTracer(const Vector &vecTracerSrc, const trace_t &tr, int iTracerType)
{
CBaseEntity *pOwner = GetOwner();
if (pOwner == NULL)
{
if (EnabledHoldingFire())
MakeTracerHolded(vecTracerSrc, tr, iTracerType);
else
BaseClass::MakeTracer(vecTracerSrc, tr, iTracerType);
return;
}
// const char *pszTracerName = GetTracerType();
Vector vNewSrc = vecTracerSrc;
int iEntIndex = pOwner->entindex();
if (g_pGameRules->IsMultiplayer())
{
iEntIndex = entindex();
}
int iAttachment = GetTracerAttachment();
tr_endPos = tr.endpos;
if (pOwner->IsPlayer())
{
switch (iTracerType)
{
case TRACER_NONE:
{
return;
}
break;
default:
{
#ifndef CLIENT_DLL
CEffectData data;
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
int plrAttachment = GetWpnData().iAttachment;
if (pPlayer && (thisType == TYPE_DUAL_PISTOLS || thisType == TYPE_DUAL_MACHINEGUNS))
{
if (iMuzzle == 2)
{
plrAttachment = GetWpnData().iAttachment;
}
else
{
if (cvar->FindVar("oc_player_draw_body")->GetInt() && cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
plrAttachment = LookupAttachment(GetWpnData().MuzzleAttachment2);
else
plrAttachment = pPlayer->GetViewModel()->LookupAttachment(GetWpnData().MuzzleAttachment2);//pPlayer->GetViewModel()->LookupAttachment("muzzle1");
}
}
if (cvar->FindVar("oc_player_draw_body")->GetInt() && cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
data.m_nEntIndex = entindex();
else
data.m_nEntIndex = pPlayer->GetViewModel()->entindex();
data.m_vOrigin = tr.endpos;
data.m_nAttachmentIndex = plrAttachment;
data.m_nDamageType = iTracerType;
DispatchEffect("TracerEffect", data);
#endif
}
break;
}
}
else
{
if (cvar->FindVar("oc_particle_tracers")->GetInt())
{
switch (iTracerType)
{
case TRACER_NONE:
{
return;
}
break;
default:
{
indexTN = random->RandomInt(0, pOwner->MyCombatCharacterPointer()->GetActiveWeapon()->GetWpnData().externalIndexTN);
Q_snprintf(nameTN2, sizeof(nameTN2), "%s", pOwner->MyCombatCharacterPointer()->GetActiveWeapon()->GetWpnData().iMuzzleTracerNpcType[indexTN]);
nameTN = nameTN2;
UTIL_ParticleTracer(nameTN, vNewSrc, tr.endpos, iEntIndex, iAttachment, iTracerType == iTracerType);
}
break;
}
}
else
{
float flVelocity = random->RandomFloat(pOwner->MyCombatCharacterPointer()->GetActiveWeapon()->GetWpnData().iOldMuzzleTracerVelocityMinNPC, pOwner->MyCombatCharacterPointer()->GetActiveWeapon()->GetWpnData().iOldMuzzleTracerVelocityMaxNPC);
UTIL_Tracer(vNewSrc, tr.endpos, iEntIndex, iAttachment, flVelocity, true, "CommonTracer");
}
}
//UTIL_Tracer(Muzzle, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 7000, false, "GaussTracer");
}
void CBaseCombatWeapon::GiveTo(CBaseEntity *pOther)
{
DefaultTouch(pOther);
}
//-----------------------------------------------------------------------------
// Purpose: Default Touch function for player picking up a weapon (not AI)
// Input : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DefaultTouch(CBaseEntity *pOther)
{
/*if (EnabledHoldingFire())
return;*/
EnableHoldingFire(false);
if (cvar->FindVar("oc_allow_weapon_autopickup")->GetInt() == 0) // BriJee OVR: Auto pick up weapon convar
{
#if !defined( CLIENT_DLL )
CBasePlayer *pPlayer = ToBasePlayer(pOther);
if (!pPlayer)
return;
UTIL_HudHintText(pPlayer, "Valve_Hint_PickUp");
#endif
}
//else
{
#if !defined( CLIENT_DLL )
// Can't pick up dissolving weapons
if (IsDissolving())
return;
if (!Pickable)
return;
// if it's not a player, ignore
CBasePlayer *pPlayer = ToBasePlayer(pOther);
if (!pPlayer)
return;
/*if (GetSpawnFlags() & SF_NPC_NO_PLAYER_PUSHAWAY)
return;*/
if (HasSpawnFlags(SF_NPC_NO_PLAYER_PUSHAWAY))
return;
if (UTIL_ItemCanBeTouchedByPlayer(this, pPlayer))
{
// This makes sure the player could potentially take the object
// before firing the cache interaction output. That doesn't mean
// the player WILL end up taking the object, but cache interactions
// are fired as soon as you prove you have found the object, not
// when you finally acquire it.
m_OnCacheInteraction.FireOutput(pOther, this);
}
if (HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP))
return;
if (pPlayer->BumpWeapon(this))
{
OnPickedUp(pPlayer);
//Pickable = false;
}
#endif
}
}
//---------------------------------------------------------
// It's OK for base classes to override this completely
// without calling up. (sjb)
//---------------------------------------------------------
bool CBaseCombatWeapon::ShouldDisplayAltFireHUDHint()
{
if (m_iAltFireHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT)
return false;
if (UsesSecondaryAmmo() && HasSecondaryAmmo())
{
return true;
}
if (!UsesSecondaryAmmo() && HasPrimaryAmmo())
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DisplayAltFireHudHint()
{
#if !defined( CLIENT_DLL )
CFmtStr hint;
hint.sprintf("#valve_hint_alt_%s", GetClassname());
UTIL_HudHintText(GetOwner(), hint.Access());
m_iAltFireHudHintCount++;
m_bAltFireHudHintDisplayed = true;
m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME;
#endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RescindAltFireHudHint()
{
#if !defined( CLIENT_DLL )
Assert(m_bAltFireHudHintDisplayed);
UTIL_HudHintText(GetOwner(), "");
--m_iAltFireHudHintCount;
m_bAltFireHudHintDisplayed = false;
#endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::ShouldDisplayReloadHUDHint()
{
if (m_iReloadHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT)
return false;
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner != NULL && pOwner->IsPlayer() && UsesClipsForAmmo1() && m_iClip1 < (GetMaxClip1() / 2))
{
// I'm owned by a player, I use clips, I have less then half a clip loaded. Now, does the player have more ammo?
if (pOwner)
{
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DisplayReloadHudHint()
{
#if !defined( CLIENT_DLL )
UTIL_HudHintText(GetOwner(), "valve_hint_reload");
m_iReloadHudHintCount++;
m_bReloadHudHintDisplayed = true;
m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME;
#endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RescindReloadHudHint()
{
#if !defined( CLIENT_DLL )
Assert(m_bReloadHudHintDisplayed);
UTIL_HudHintText(GetOwner(), "");
--m_iReloadHudHintCount;
m_bReloadHudHintDisplayed = false;
#endif//CLIENT_DLL
}
void CBaseCombatWeapon::SetPickupTouch(void)
{
#if !defined( CLIENT_DLL )
if (Pickable)
SetTouch(&CBaseCombatWeapon::DefaultTouch);
//auto classname = this->GetClassname();
if (gpGlobals->maxClients > 1)
{
if (GetSpawnFlags() & SF_NORESPAWN)
{
SetThink(&CBaseEntity::SUB_Remove);
SetNextThink(gpGlobals->curtime + 30.0f);
}
}
else
{
if (!HasAnyAmmo())
{
Pickable = false;
//SetSolidFlags
//SetCollisionGroup(COLLISION_GROUP_DEBRIS);
AddSpawnFlags(SF_NPC_NO_PLAYER_PUSHAWAY);
SUB_StartFadeOut(15, false);
}
else
{
if (!Pickable && m_flNextPick < gpGlobals->curtime)
{
Pickable = true;
SetTouch(&CBaseCombatWeapon::DefaultTouch);
}
}
if (HasAnyAmmo() && m_flNextPick > gpGlobals->curtime)
SetNextThink(gpGlobals->curtime + 1.0f);
}
#endif
}
void CBaseCombatWeapon::SetPickableDelay(bool ownerIsPlayer)
{
if (ownerIsPlayer)
{
Pickable = false;
m_flNextPick = gpGlobals->curtime + 3.f;
}
}
//-----------------------------------------------------------------------------
// Purpose: Become a child of the owner (MOVETYPE_FOLLOW)
// disables collisions, touch functions, thinking
// Input : *pOwner - new owner/operator
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Equip(CBaseCombatCharacter *pOwner)
{
// Attach the weapon to an owner
SetAbsVelocity(vec3_origin);
RemoveSolidFlags(FSOLID_TRIGGER);
bool drawBody = false;
if (cvar->FindVar("oc_player_draw_body")->GetInt() && cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
{
CBasePlayer *pPlayer = ToBasePlayer(pOwner);
if (pPlayer)
{
CBaseViewModel *vm = pPlayer->GetViewModel(0);
if (vm)
{
if (vm)//->pPlayerModel)
{
drawBody = true;
SetOwner(pOwner);
SetOwnerEntity(vm);
FollowEntity(vm);
SetParent(vm, LookupAttachment("anim_attachment_RH"));
/*SetOwner(pOwner);
SetOwnerEntity(vm->pVial);
FollowEntity(vm->pVial);
SetParent(vm->pVial, LookupAttachment("anim_attachment_RH"));*/
/*drawBody = true;
SetOwner(pOwner);
SetOwnerEntity(pOwner->GetBaseAnimating());
FollowEntity(pOwner->GetBaseAnimating());
SetParent(pOwner->GetBaseAnimating(), LookupAttachment("anim_attachment_RH"));*/
}
}
else
{
FollowEntity(pOwner);
SetOwner(pOwner);
SetOwnerEntity(pOwner);
}
}
else
{
FollowEntity(pOwner);
SetOwner(pOwner);
SetOwnerEntity(pOwner);
}
}
else
{
FollowEntity(pOwner);
SetOwner(pOwner);
SetOwnerEntity(pOwner);
}
// Break any constraint I might have to the world.
RemoveEffects(EF_ITEM_BLINK);
#if !defined( CLIENT_DLL )
if (m_pConstraint != NULL)
{
RemoveSpawnFlags(SF_WEAPON_START_CONSTRAINED);
physenv->DestroyConstraint(m_pConstraint);
m_pConstraint = NULL;
}
#endif
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
SetTouch(NULL);
SetThink(NULL);
#if !defined( CLIENT_DLL )
VPhysicsDestroyObject();
#endif
if (pOwner->IsPlayer())
{
if (drawBody)
{
PrecacheModel(cvar->FindVar("oc_playermodel_suit")->GetString());
SetModel(cvar->FindVar("oc_playermodel_suit")->GetString());
int bg_rl = FindBodygroupByName("right_leg");
int bg_ll = FindBodygroupByName("left_leg");
int bg_t = FindBodygroupByName("torso");
int bg_h = FindBodygroupByName("head");
SetBodygroup(bg_rl, 1);
SetBodygroup(bg_ll, 1);
SetBodygroup(bg_t, 1);
SetBodygroup(bg_h, 1);
}
else
SetModel(GetViewModel());
}
else
{
// Make the weapon ready as soon as any NPC picks it up.
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
SetModel(GetWorldModel());
}
}
void CBaseCombatWeapon::SetActivity(Activity act, float duration)
{
//Adrian: Oh man...
#if !defined( CLIENT_DLL ) && (defined( HL2MP ) || defined( PORTAL ))
SetModel(GetWorldModel());
#endif
int sequence = SelectWeightedSequence(act);
// FORCE IDLE on sequences we don't have (which should be many)
if (sequence == ACTIVITY_NOT_AVAILABLE)
sequence = SelectWeightedSequence(ACT_VM_IDLE);
//Adrian: Oh man again...
#if !defined( CLIENT_DLL ) && (defined( HL2MP ) || defined( PORTAL ))
SetModel(GetViewModel());
#endif
if (sequence != ACTIVITY_NOT_AVAILABLE)
{
SetSequence(sequence);
SetActivity(act);
SetCycle(0);
ResetSequenceInfo();
if (duration > 0)
{
// FIXME: does this even make sense in non-shoot animations?
m_flPlaybackRate = SequenceDuration(sequence) / duration;
m_flPlaybackRate = MIN(m_flPlaybackRate, 12.0); // FIXME; magic number!, network encoding range
}
else
{
m_flPlaybackRate = 1.0;
}
}
}
//====================================================================================
// WEAPON CLIENT HANDLING
//====================================================================================
int CBaseCombatWeapon::UpdateClientData(CBasePlayer *pPlayer)
{
int iNewState = WEAPON_IS_CARRIED_BY_PLAYER;
if (pPlayer->GetActiveWeapon() == this)
{
if (pPlayer->m_fOnTarget)
{
iNewState = WEAPON_IS_ONTARGET;
}
else
{
iNewState = WEAPON_IS_ACTIVE;
}
}
else
{
iNewState = WEAPON_IS_CARRIED_BY_PLAYER;
}
if (m_iState != iNewState)
{
int iOldState = m_iState;
m_iState = iNewState;
OnActiveStateChanged(iOldState);
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetViewModelIndex(int index)
{
Assert(index >= 0 && index < MAX_VIEWMODELS);
m_nViewModelIndex = index;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iActivity -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SendViewModelAnim(int nSequence)
{
#if defined( CLIENT_DLL )
if (!IsPredicted())
return;
#endif
if (nSequence < 0)
return;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
CBaseViewModel *vm = pOwner->GetViewModel(m_nViewModelIndex, false);
if (vm == NULL)
return;
SetViewModel();
Assert(vm->ViewModelIndex() == m_nViewModelIndex);
vm->SendViewModelMatchingSequence(nSequence);
}
float CBaseCombatWeapon::GetViewModelSequenceDuration()
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
{
Assert(false);
return 0;
}
CBaseViewModel *vm = pOwner->GetViewModel(m_nViewModelIndex);
if (vm == NULL)
{
Assert(false);
return 0;
}
SetViewModel();
Assert(vm->ViewModelIndex() == m_nViewModelIndex);
return vm->SequenceDuration();
}
bool CBaseCombatWeapon::IsViewModelSequenceFinished(void)
{
// These are not valid activities and always complete immediately
if (GetActivity() == ACT_RESET || GetActivity() == ACT_INVALID)
return true;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
{
Assert(false);
return false;
}
CBaseViewModel *vm = pOwner->GetViewModel(m_nViewModelIndex);
if (vm == NULL)
{
Assert(false);
return false;
}
return vm->IsSequenceFinished();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetViewModel()
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
CBaseViewModel *vm = pOwner->GetViewModel(m_nViewModelIndex, false);
if (vm == NULL)
return;
Assert(vm->ViewModelIndex() == m_nViewModelIndex);
vm->SetWeaponModel(GetViewModel(m_nViewModelIndex), this);
}
//-----------------------------------------------------------------------------
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
// Input : iActivity - activity to play
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::SendWeaponAnim(int iActivity)
{
#ifdef USES_ECON_ITEMS
iActivity = TranslateViewmodelHandActivity((Activity)iActivity);
#endif
// NVNT notify the haptics system of this weapons new activity
#ifdef WIN32
#ifdef CLIENT_DLL
if (prediction->InPrediction() && prediction->IsFirstTimePredicted())
#endif
#ifndef _X360
HapticSendWeaponAnim(this, iActivity);
#endif
#endif
//For now, just set the ideal activity and be done with it
return SetIdealActivity((Activity)iActivity);
}
//====================================================================================
// WEAPON SELECTION
//====================================================================================
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasAnyAmmo(void)
{
/*if (cvar->FindVar("oc_weapon_disable_autoswitch")->GetInt() == 1)
{
return true;
}
else*/
{
// If I don't use ammo of any kind, I can always fire
if (!UsesPrimaryAmmo() && !UsesSecondaryAmmo())
return true;
// Otherwise, I need ammo of either type
return (HasPrimaryAmmo() || HasSecondaryAmmo());
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasPrimaryAmmo(void)
{
// If I use a clip, and have some ammo in it, then I have ammo
if (UsesClipsForAmmo1())
{
if (m_iClip1 > 0)
return true;
}
// Otherwise, I have ammo if I have some in my ammo counts
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner)
{
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
return true;
}
else
{
// No owner, so return how much primary ammo I have along with me.
if (GetPrimaryAmmoCount() > 0)
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasSecondaryAmmo(void)
{
// If I use a clip, and have some ammo in it, then I have ammo
if (UsesClipsForAmmo2())
{
if (m_iClip2 > 0)
return true;
}
// Otherwise, I have ammo if I have some in my ammo counts
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner)
{
if (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the weapon actually uses primary ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesPrimaryAmmo(void)
{
if (m_iPrimaryAmmoType < 0)
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the weapon actually uses secondary ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesSecondaryAmmo(void)
{
if (m_iSecondaryAmmoType < 0)
return false;
return true;
}
bool CBaseCombatWeapon::IsGrenade()
{
if (thisType == TYPE_GRENADE)
{
if (cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt())
return true;
}
return false;// IsEffectActive(EF_NODRAW);
}
//-----------------------------------------------------------------------------
// Purpose: Show/hide weapon and corresponding view model if any
// Input : visible -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetWeaponVisible(bool visible)
{
CBaseViewModel *vm = NULL;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
{
vm = pOwner->GetViewModel(m_nViewModelIndex);
}
if (visible)
{
RemoveEffects(EF_NODRAW);
if (vm)
{
vm->RemoveEffects(EF_NODRAW);
}
}
else
{
AddEffects(EF_NODRAW);
if (vm)
{
vm->AddEffects(EF_NODRAW);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsWeaponVisible(void)
{
CBaseViewModel *vm = NULL;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
{
vm = pOwner->GetViewModel(m_nViewModelIndex);
if (vm)
return (!vm->IsEffectActive(EF_NODRAW));
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: If the current weapon has more ammo, reload it. Otherwise, switch
// to the next best weapon we've got. Returns true if it took any action.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::ReloadOrSwitchWeapons(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
Assert(pOwner);
//m_bFireOnEmpty = false;
// If we don't have any ammo, switch to the next best weapon
if (!GetWpnData().allowAmmoRegen && !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime)
{
// weapon isn't useable, switch.
if (((GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) == false) && (g_pGameRules->SwitchToNextBestWeapon(pOwner, this)))
{
m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
return true;
}
}
else
{
// Weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if (UsesClipsForAmmo1() && !AutoFiresFullClip() &&
!Clip1() &&
GetActivity() != ACT_VM_ATTACH_SILENCER &&
GetActivity() != ACT_VM_DETACH_SILENCER &&
(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) == false &&
m_flNextPrimaryAttack < gpGlobals->curtime &&
m_flNextSecondaryAttack < gpGlobals->curtime)
{
if (GetWpnData().animData[m_bFireMode].PumpAnimation != 0)
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
/*if (GetWpnData().animData[m_bFireMode].UseHalfFullMagAnimations == 1)
{
if (Clip1() == 1)
{
if (DefaultReload(GetMaxClip1(), GetMaxClip2(), GetWpnData().animData[m_bFireMode].ReloadMidEmptyAnimation))
return true;
}
else if (Clip1() < 1)
{
if (GetWpnData().animData[m_bFireMode].PumpAnimation == 0)
{
if (DefaultReload(GetMaxClip1(), GetMaxClip2(), GetWpnData().animData[m_bFireMode].ReloadFullEmptyAnimation))
return true;
}
else
{
if (DefaultReloadEmpty(GetMaxClip1(), GetMaxClip2(), GetWpnData().animData[m_bFireMode].ReloadFullEmptyAnimation))
return true;
}
}
}
else*/
//{
if (GetWpnData().animData[m_bFireMode].PumpAnimation == 0)
{
if (DefaultReload(GetMaxClip1(), GetMaxClip2(), GetWpnData().animData[m_bFireMode].ReloadDefaultAnimation))
return true;
}
else
{
if (DefaultReloadEmpty(GetMaxClip1(), GetMaxClip2(), GetWpnData().animData[m_bFireMode].ReloadDefaultAnimation))
return true;
}
//}
}
else
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
if (m_flNextSwitchTime < gpGlobals->curtime)
{
if (Reload())
return true;
}
}
}
else if ((IsNearWall() || GetOwnerIsRunning())
&& UsesClipsForAmmo1() &&// && !AutoFiresFullClip() &&
!Clip1() &&
GetActivity() != ACT_VM_ATTACH_SILENCER &&
GetActivity() != ACT_VM_DETACH_SILENCER &&
(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) == false &&
(GetWpnData().animData[m_bFireMode].ReloadWaitWhileAnimation ? IsViewModelSequenceFinished() : true))
{
// if we're successfully reloading, we're done
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
if (m_flNextSwitchTime < gpGlobals->curtime)
{
if (Reload())
return true;
}
}
}
return false;
}
bool CBaseCombatWeapon::GetOwnerIsRunning()
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
bool isInSecAttack = (GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary1 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary2 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary3 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary4 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryLast ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryCharging ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted1 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted2 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted3 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted4 ||
GetActivity() == ACT_VM_SECONDARYATTACK);
if (IsInReload() ||
isInSecAttack)
return false;
return (pOwner && pOwner->IsRunning());
}
Activity CBaseCombatWeapon::GetHolsterActivity()
{
if (!Clip1())
{
if (GetWpnData().animData[m_bFireMode].HolsterFullEmpty)
return GetWpnData().animData[m_bFireMode].HolsterFullEmpty;
else
{
if (GetWpnData().animData[m_bFireMode].HolsterAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].HolsterAnimation;
else
return ACT_VM_HOLSTER;
}
}
else
{
if (GetWpnData().animData[m_bFireMode].HolsterAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].HolsterAnimation;
else
return ACT_VM_HOLSTER;
}
return ACT_VM_HOLSTER;
}
bool CBaseCombatWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt)
{
if (GetWpnData().allowLoopSound)
{
PrecacheScriptSound(GetWpnData().ShootLoopingSound);
PrecacheScriptSound(GetWpnData().EndLoopingSound);
if (GetWpnData().allowLoopSilencerSound)
{
PrecacheScriptSound(GetWpnData().ShootLoopingSilencerSound);
PrecacheScriptSound(GetWpnData().EndLoopingSilencerSound);
}
}
if (!HasAnyAmmo() && AllowsAutoSwitchFrom())
return false;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
{
// Dead men deploy no weapons
if (pOwner->IsAlive() == false)
return false;
g_ShowWeapon.UpdateWeaponActivites(pOwner->GetActiveWeapon(), true);
pOwner->SetAnimationExtension(szAnimExt);
SetViewModel();
SendWeaponAnim(iActivity);
pOwner->SetNextAttack(gpGlobals->curtime + GetViewModelSequenceDuration());
if (GetWpnData().enableLaser)
EnableLaserInterrupt = true;
m_bZoomLevel = GetWpnData().maxScopeFov;
#ifndef CLIENT_DLL
CHL2_Player *pHLPlayer = static_cast<CHL2_Player*>(ToBasePlayer(GetOwner()));
if (pHLPlayer)
{
if (!IsGrenade())
pHLPlayer->SetHandsVisible(false);
else
pHLPlayer->SetHandsVisible(true);
}
#endif
float flSequenceDuration = 0;
CBaseCombatWeapon *pActive = GetOwner()->GetActiveWeapon();
if (pActive && pActive->GetActivity() == GetHolsterActivity())
{
//cvar->FindVar("oc_weapon_holster_code")->SetValue(0);
flSequenceDuration = 0.5f;//pActive->SequenceDuration(); // BriJee OVR: Must be always half of second, no matter what anim using.
}
if (pActive && pActive->GetActivity() == GetHolsterActivity()) // BriJee OVR: NEW ACTIVITY in action
{
//cvar->FindVar("oc_weapon_holster_code")->SetValue(0);
flSequenceDuration = 0.5f;
}
g_ShowWeapon.SetShowWeapon(this, iActivity, flSequenceDuration);
// Can't shoot again until we've finished deploying
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
SetupWeapon(pOwner);
#ifndef CLIENT_DLL
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
pPlayer->SetupWeaponBloodOverlay(m_bShouldDrawWeaponBloodOverlay);
pPlayer->SetupWeaponBloodOverlayFrame(m_iWeaponBloodOverlayDetailFrame);
}
// Cancel any pending hide events
g_EventQueue.CancelEventOn(this, "HideWeapon");
#endif
}
// Can't shoot again until we've finished deploying
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flHudHintMinDisplayTime = 0;
m_bAltFireHudHintDisplayed = false;
m_bReloadHudHintDisplayed = false;
m_flHudHintPollTime = gpGlobals->curtime + 5.0f;
SetWeaponVisible(true);
SetContextThink(NULL, 0, HIDEWEAPON_THINK_CONTEXT);
return true;
}
void CBaseCombatWeapon::SetVMBodyGroup(int iGroup, int iValue)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if (pViewModel)
{
pViewModel->SetBodygroup(iGroup, iValue);
}
}
void CBaseCombatWeapon::SetSkin(int skinNum, bool noSuit)
{
//#ifndef CLIENT_DLL
if (!noSuit)
{
iVMSkin = skinNum;
m_nSkin = iVMSkin;
}
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
if (pOwner && pOwner->GetActiveWeapon())
{
if (pOwner->GetActiveWeapon() == this)
{
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if (pViewModel)
{
pViewModel->m_nSkin = noSuit ? 1 : iVMSkin;
CBaseAnimating *pParent = pViewModel->GetBaseAnimating();
if (pParent)
pParent->m_nSkin = noSuit ? 1 : iVMSkin;
}
}
}
//#endif
}
void CBaseCombatWeapon::RandomizeSkin(int iRange)
{
//#ifndef CLIENT_DLL
SetSkin(random->RandomInt(0, iRange));
//#endif
}
void CBaseCombatWeapon::WeaponEmitSound(const char *m_sName, const Vector &m_vOrigin)
{
CPASAttenuationFilter filter(this);
EmitSound_t ep;
ep.m_nChannel = CHAN_WEAPON;
ep.m_pSoundName = m_sName;
ep.m_flVolume = 1;
ep.m_pOrigin = &m_vOrigin;
ep.m_SoundLevel = SNDLVL_NORM;
EmitSound(filter, entindex(), ep);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Deploy()
{
MDLCACHE_CRITICAL_SECTION();
#ifndef CLIENT_DLL
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner && pOwner->GetActiveWeapon())
{
if (cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt() ? pOwner->grenadeState <= 0 && thisType == TYPE_GRENADE : false)
return false;
}
#endif
return DefaultDeploy((char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix());
}
bool CBaseCombatWeapon::FirstDeploy(int iActivity)
{
MDLCACHE_CRITICAL_SECTION();
#ifndef CLIENT_DLL
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner && pOwner->GetActiveWeapon())
{
if (cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt() ? pOwner->grenadeState <= 0 && thisType == TYPE_GRENADE : false)
return false;
}
#endif
return DefaultDeploy((char*)GetViewModel(), (char*)GetWorldModel(), iActivity, (char*)GetAnimPrefix());
}
Activity CBaseCombatWeapon::GetDrawActivity(void)
{
if (!Clip1())
{
if (GetWpnData().animData[m_bFireMode].DrawEmptyAnimation)
return GetWpnData().animData[m_bFireMode].DrawEmptyAnimation;
else
{
if (GetWpnData().animData[m_bFireMode].DrawAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].DrawAnimation;
else
return ACT_VM_DRAW;
}
}
else
{
if (GetWpnData().animData[m_bFireMode].DrawAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].DrawAnimation;
else
return ACT_VM_DRAW;
}
return ACT_VM_DRAW;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Holster(CBaseCombatWeapon *pSwitchingTo)
{
if (!GetOwner()) // BriJee OVR : new functions crash fix
return false;
MDLCACHE_CRITICAL_SECTION();
if (GetOwner() && GetOwner()->IsPlayer())
{
//MikeD Set all custom skins to 0
/*iVMSkin = 0;
SetSkin(iVMSkin);*/
if (GetWpnData().allowTwoDScope && IsScopeSighted())
{
OffScopeSight();//ToggleZoom(ToBasePlayer(GetOwner()), IsScopeSighted());
}
}
if (m_bWeaponBlockWall)
m_bWeaponBlockWall = false;
//if (GetOwner()->IsNPC()) // BriJee OVR: Npc sections split, no need to read player finctions as Npc
if (!GetOwner()->IsPlayer())
{
m_bInReload = false;
m_bFiringWholeClip = false;
// kill any think functions
SetThink(NULL);
SendWeaponAnim(GetHolsterActivity());
// Some weapon's don't have holster anims yet, so detect that
float flSequenceDuration = 0;
if (GetActivity() == GetHolsterActivity())
{
flSequenceDuration = GetViewModelSequenceDuration();
}
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner)
{
pOwner->SetNextAttack(gpGlobals->curtime + flSequenceDuration);
}
// If we don't have a holster anim, hide immediately to avoid timing issues
if (!flSequenceDuration)
{
SetWeaponVisible(false);
}
else
{
// Hide the weapon when the holster animation's finished
SetContextThink(&CBaseCombatWeapon::HideThink, gpGlobals->curtime + flSequenceDuration, HIDEWEAPON_THINK_CONTEXT);
}
// if we were displaying a hud hint, squelch it.
if (m_flHudHintMinDisplayTime && gpGlobals->curtime < m_flHudHintMinDisplayTime)
{
if (m_bAltFireHudHintDisplayed)
RescindAltFireHudHint();
if (m_bReloadHudHintDisplayed)
RescindReloadHudHint();
}
return true;
}
else
{
// cancel any reload in progress.
m_bInReload = false;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner || !pOwner->GetActiveWeapon())
return false;
if (GetOwner()->IsPlayer())
RemoveMuzzleFlash();
if (GetWpnData().allowLoopSound)
{
StopLoopSound();
DestroyLoopSound();
}
if (thisType == TYPE_SHOTGUN)
m_iShotgunReloadState = 0;
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
if (GetWpnData().enableLaser)
EnableLaserInterrupt = true;
#ifndef CLIENT_DLL
if (m_hLaserMuzzleSprite != NULL)
{
StopLaserEffects(pOwner);
}
#endif
StopParticleEffects(pOwner->GetViewModel());
m_bFiringWholeClip = false;
// kill any think functions
SetThink(NULL);
if (GetWpnData().WeaponModes.Count() > 0)
allObjectWeapons.AddToTail(pOwner->GetActiveWeapon());
if (allObjectWeapons.HasElement(pOwner->GetActiveWeapon()))
{
allObjectWeapons.Element(allObjectWeapons.Find(pOwner->GetActiveWeapon()))->m_bFireMode = m_bFireMode;
allObjectWeapons.Element(allObjectWeapons.Find(pOwner->GetActiveWeapon()))->m_bFireModeCounter = m_bFireModeCounter;
}
//if (cvar->FindVar("oc_weapon_holster")->GetInt() == 1)
//SendWeaponAnim(GetHolsterActivity());
// Some weapon's don't have holster anims yet, so detect that
float flSequenceDuration = 0;
if (GetActivity() == GetHolsterActivity())
{
flSequenceDuration = 0.5f; //SequenceDuration(); // BriJee OVR: Must be always half of second, no matter what anim using.
//flSequenceDuration = SequenceDuration();
}
if (pOwner)
{
pOwner->SetNextAttack(gpGlobals->curtime + flSequenceDuration);
}
// If we don't have a holster anim, hide immediately to avoid timing issues
if (!flSequenceDuration)
{
SetWeaponVisible(false);
}
else
{
// Hide the weapon when the holster animation's finished
SetContextThink(&CBaseCombatWeapon::HideThink, gpGlobals->curtime + flSequenceDuration, HIDEWEAPON_THINK_CONTEXT);
}
// if we were displaying a hud hint, squelch it.
if (m_flHudHintMinDisplayTime && gpGlobals->curtime < m_flHudHintMinDisplayTime)
{
if (m_bAltFireHudHintDisplayed)
RescindAltFireHudHint();
if (m_bReloadHudHintDisplayed)
RescindReloadHudHint();
}
return true;
}
}
#ifdef CLIENT_DLL
void CBaseCombatWeapon::BoneMergeFastCullBloat(Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs) const
{
// The default behavior pushes it out by BONEMERGE_FASTCULL_BBOX_EXPAND in all directions, but we can do better
// since we know the weapon will never point behind him.
localMaxs.x += 20; // Leaves some space in front for long weapons.
localMins.y -= 20; // Fatten it to his left and right since he can rotate that way.
localMaxs.y += 20;
localMaxs.z += 15; // Leave some space at the top.
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::InputHideWeapon(inputdata_t &inputdata)
{
// Only hide if we're still the active weapon. If we're not the active weapon
if (GetOwner() && GetOwner()->GetActiveWeapon() == this)
{
SetWeaponVisible(false);
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::HideThink(void)
{
// Only hide if we're still the active weapon. If we're not the active weapon
if (GetOwner() && GetOwner()->GetActiveWeapon() == this)
{
SetWeaponVisible(false);
}
}
bool CBaseCombatWeapon::CanReload(void)
{
if (m_flNextSecondaryAttack >= gpGlobals->curtime)
return false;
if (AutoFiresFullClip() && m_bFiringWholeClip)
{
return false;
}
return true;
}
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
//-----------------------------------------------------------------------------
// Purpose: Anti-hack
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AddToCritBucket(float flAmount)
{
float flCap = tf_weapon_criticals_bucket_cap.GetFloat();
// Regulate crit frequency to reduce client-side seed hacking
if (m_flCritTokenBucket < flCap)
{
// Treat raw damage as the resource by which we add or subtract from the bucket
m_flCritTokenBucket += flAmount;
m_flCritTokenBucket = Min(m_flCritTokenBucket, flCap);
}
}
//-----------------------------------------------------------------------------
// Purpose: Anti-hack
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsAllowedToWithdrawFromCritBucket(float flDamage)
{
// Note: If we're in this block of code, the assumption is that the
// seed said we should grant a random crit. If allowed, the cost
// will be deducted here.
// Track each seed request - in cases where a player is hacking, we'll
// see a silly ratio.
m_nCritSeedRequests++;
// Adjust token cost based on the ratio of requests vs granted, except
// melee, which crits much more than ranged (as high as 60% chance)
float flMult = (IsMeleeWeapon()) ? 0.5f : RemapValClamped(((float)m_nCritSeedRequests / (float)m_nCritChecks), 0.1f, 1.f, 1.f, 3.f);
// Would this take us below our limit?
float flCost = (flDamage * TF_DAMAGE_CRIT_MULTIPLIER) * flMult;
if (flCost > m_flCritTokenBucket)
return false;
// Withdraw
RemoveFromCritBucket(flCost);
float flBottom = tf_weapon_criticals_bucket_bottom.GetFloat();
if (m_flCritTokenBucket < flBottom)
m_flCritTokenBucket = flBottom;
return true;
}
#endif // TF_DLL
bool CBaseCombatWeapon::IsNearWall()
{
if (!cvar->FindVar("oc_weapons_allow_wall_bump")->GetInt())
return false;
/*if (IsScopeSighted())
return false;*/
float weaponDist = GetWpnData().DistanceToWall;
return (distanceToWall < weaponDist) && clipNearWall;
}
void CBaseCombatWeapon::WallClip(CBasePlayer *pPlayer)
{
if (m_flNextWallClipTime > gpGlobals->curtime)
return;
trace_t tr, m_trHit;
Vector vecDir, vecStop, vecSrc, vForward, vRight, vUp;
pPlayer->EyeVectors(&vForward, &vRight, &vUp);
QAngle Angle = pPlayer->EyeAngles();
bool isInSecAttack = (GetActivity() != ACT_RESET) && (GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary1 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary2 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary3 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondary4 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryLast ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryCharging ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted1 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted2 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted3 ||
GetActivity() == GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted4 ||
GetActivity() == ACT_VM_SECONDARYATTACK);
if (Angle.x > 35.f ||
IsInReload() ||
isInSecAttack ||
m_flNextInspectAnimation > gpGlobals->curtime)
{
clipNearWall = false;
return;
}
Vector res = pPlayer->EyePosition();
res += vForward;
res += vRight;
res += vUp;
vecSrc = res;
AngleVectors(Angle, &vecDir);
vecStop = vecSrc + vecDir * MAX_TRACE_LENGTH;
//UTIL_TraceLine(vecSrc, vecStop, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr);
UTIL_TraceHull(vecSrc, vecStop, Vector(-1, -1, -1), Vector(1, 1, 1), MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr);
distanceToWall = tr.endpos.DistTo(vecSrc);
if (tr.m_pEnt)
{
clipNearWall = (!tr.m_pEnt->IsNPC() && !(tr.surface.flags & (SURF_TRIGGER | SURF_WARP | SURF_HITBOX))) &&
!FClassnameIs(tr.m_pEnt, "physics_prop_ragdoll") && !FClassnameIs(tr.m_pEnt, "prop_ragdoll") && !FClassnameIs(tr.m_pEnt, "prop_ragdoll_attached") &&
distanceToWall <= GetWpnData().DistanceToWall;
}
else
{
clipNearWall = (!(tr.surface.flags & (SURF_TRIGGER | SURF_WARP | SURF_HITBOX)) && distanceToWall <= GetWpnData().DistanceToWall);
}
m_flNextWallClipTime = gpGlobals->curtime + 0.1f;
}
void CBaseCombatWeapon::UpdatePenaltyTime(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
// Check our penalty time decay
if (((pOwner->m_nButtons & IN_ATTACK) == false) && (m_flSoonestPrimaryAttack < gpGlobals->curtime))
{
m_flAccuracyPenalty -= gpGlobals->frametime;
m_flAccuracyPenalty = clamp(m_flAccuracyPenalty, 0.0f, GetWpnData().mode_accuracy_maximum_penalty_time);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ItemPreFrame(void)
{
if ((m_bFireMode == 1) || (m_bFireMode == 0))
{
UpdatePenaltyTime();
}
MaintainIdealActivity();
#ifndef CLIENT_DLL
#ifndef HL2_EPISODIC
if (IsX360())
#endif
{
// If we haven't displayed the hint enough times yet, it's time to try to
// display the hint, and the player is not standing still, try to show a hud hint.
// If the player IS standing still, assume they could change away from this weapon at
// any second.
if ((!m_bAltFireHudHintDisplayed || !m_bReloadHudHintDisplayed) && gpGlobals->curtime > m_flHudHintMinDisplayTime && gpGlobals->curtime > m_flHudHintPollTime && GetOwner() && GetOwner()->IsPlayer())
{
CBasePlayer *pPlayer = (CBasePlayer*)(GetOwner());
if (pPlayer && pPlayer->GetStickDist() > 0.0f)
{
// If the player is moving, they're unlikely to switch away from the current weapon
// the moment this weapon displays its HUD hint.
if (ShouldDisplayReloadHUDHint())
{
DisplayReloadHudHint();
}
else if (ShouldDisplayAltFireHUDHint())
{
DisplayAltFireHudHint();
}
}
else
{
m_flHudHintPollTime = gpGlobals->curtime + 2.0f;
}
}
}
#endif
}
float nextFireThreshold = 0.5f;
void CBaseCombatWeapon::SwitchFiringModes(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
return;
if (!GetOwnerIsRunning() &&
!IsNearWall())
//!cvar->FindVar("oc_state_near_wall_standing")->GetInt())
{
if (m_bFireModesSize > 1 && !(pOwner->m_nButtons & IN_ATTACK) && !(pOwner->m_nButtons & IN_ATTACK2) && (GetActivity() != GetWpnData().animData[m_bFireMode].WeaponSwitchAnim))
{
if ((pOwner->m_nButtons & IN_SWITCHMODE) && !switched && m_flNextSwitchTime <= gpGlobals->curtime)
{
m_bFireModeCounter++;
if (m_bFireModeCounter > GetWpnData().WeaponModes.Count() - 1)
m_bFireModeCounter = 0;
m_bFireMode = GetWpnData().WeaponModes.Element(m_bFireModeCounter);
if (allObjectWeapons.HasElement(pOwner->GetActiveWeapon()))
{
allObjectWeapons.Element(allObjectWeapons.Find(pOwner->GetActiveWeapon()))->m_bFireMode = m_bFireMode;
allObjectWeapons.Element(allObjectWeapons.Find(pOwner->GetActiveWeapon()))->m_bFireModeCounter = m_bFireModeCounter;
}
switch (m_bFireMode)
{
case(1) :
#ifndef CLIENT_DLL
Q_strncpy(nameOfFireMode.GetForModify(), "FireModeType1", sizeof(nameOfFireMode));
//UTIL_HudHintText(pOwner, "Fire mode: semi-automatic");
#endif
break;
case(2) :
#ifndef CLIENT_DLL
Q_strncpy(nameOfFireMode.GetForModify(), "FireModeType2", sizeof(nameOfFireMode));
//UTIL_HudHintText(pOwner, "Fire mode: automatic");
#endif
break;
case(3) :
#ifndef CLIENT_DLL
Q_strncpy(nameOfFireMode.GetForModify(), "FireModeType3", sizeof(nameOfFireMode));
//UTIL_HudHintText(pOwner, "Fire mode: burst");
#endif
break;
default:
break;
}
switch (m_bFireMode)
{
case(1) :
{
if (Q_strcmp(GetWpnData().WeaponSwitchingMode1Sound, "None") != 0)
EmitSound(GetWpnData().WeaponSwitchingMode1Sound);
m_flNextPrimaryAttack = gpGlobals->curtime + GetSoundDuration(GetWpnData().WeaponSwitchingMode1Sound, STRING(GetModelName()));
m_flNextSecondaryAttack = gpGlobals->curtime + GetSoundDuration(GetWpnData().WeaponSwitchingMode1Sound, STRING(GetModelName()));
m_flNextSwitchTime = m_flNextPrimaryAttack;
}
break;
case(2) :
{
if (Q_strcmp(GetWpnData().WeaponSwitchingMode2Sound, "None") != 0)
EmitSound(GetWpnData().WeaponSwitchingMode2Sound);
m_flNextPrimaryAttack = gpGlobals->curtime + GetSoundDuration(GetWpnData().WeaponSwitchingMode2Sound, STRING(GetModelName()));
m_flNextSecondaryAttack = gpGlobals->curtime + GetSoundDuration(GetWpnData().WeaponSwitchingMode2Sound, STRING(GetModelName()));
m_flNextSwitchTime = m_flNextPrimaryAttack;
}
break;
case(3) :
{
if (Q_strcmp(GetWpnData().WeaponSwitchingMode3Sound, "None") != 0)
EmitSound(GetWpnData().WeaponSwitchingMode3Sound);
m_flNextPrimaryAttack = gpGlobals->curtime + GetSoundDuration(GetWpnData().WeaponSwitchingMode3Sound, STRING(GetModelName()));
m_flNextSecondaryAttack = gpGlobals->curtime + GetSoundDuration(GetWpnData().WeaponSwitchingMode3Sound, STRING(GetModelName()));
m_flNextSwitchTime = m_flNextPrimaryAttack;
}
break;
default:
break;
}
g_ShowWeapon.UpdateWeaponActivites(pOwner->GetActiveWeapon(), true);
#ifndef CLIENT_DLL
if (GetWpnData().animData[m_bFireMode].WeaponSwitchAnim != 0)
{
SendWeaponAnim(GetWpnData().animData[m_bFireMode].WeaponSwitchAnim);
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSwitchTime = m_flNextPrimaryAttack;
m_flNextInspectAnimation = gpGlobals->curtime + GetViewModelSequenceDuration();
}
#endif
switched = true;
}
else if (!(pOwner->m_nButtons & IN_SWITCHMODE) && switched)
switched = false;
}
}
}
void CBaseCombatWeapon::SwitchLaserGuidance(CBasePlayer *pOwner)
{
if (!GetWpnData().enableLaser || GetActivity() == GetDrawActivity())
return;
#ifndef CLIENT_DLL
if (m_bInReload ||
m_bReloadComplete ||
IsNearWall() ||
WeaponShouldBeLowered() ||
GetActivity() == GetWpnData().animData[m_bFireMode].InspectAnimation ||
GetActivity() == GetWpnData().animData[m_bFireMode].SwingAnim ||
GetOwnerIsRunning())
EnableLaserInterrupt = true;
else
EnableLaserInterrupt = !EnableLaser;
#endif
if ((GetWpnData().useAsSecondaryAttack ? (pOwner->m_nButtons & IN_ATTACK2) : (pOwner->m_nButtons & IN_LASERSWITCH)) && !_enabledLaser && m_flNextLaserSwitchTime <= gpGlobals->curtime)
{
if (!EnableLaser)
EnableLaser = true;
else if (EnableLaser)
EnableLaser = false;
_enabledLaser = true;
}
if (GetWpnData().useAsSecondaryAttack ? (pOwner->m_afButtonReleased & IN_ATTACK2) : (pOwner->m_afButtonReleased & IN_LASERSWITCH))//((pOwner->m_afButtonReleased & IN_LASERSWITCH))
{
_enabledLaser = false;
}
if (EnableLaser && EnableLaserInterrupt == false)
{
#ifndef CLIENT_DLL
if (m_bInReload || m_bReloadComplete)
StopLaserEffects(pOwner);
else
StartLaserEffects(pOwner);
#endif
}
else if (EnableLaser && EnableLaserInterrupt == true)
{
#ifndef CLIENT_DLL
StopLaserEffects(pOwner);
#endif
}
else if (!EnableLaser)
{
#ifndef CLIENT_DLL
StopLaserEffects(pOwner);
#endif
}
}
void CBaseCombatWeapon::StartLaserEffects(CBasePlayer *pOwner)
{
if (!GetWpnData().enableLaser || EnableLaserInterrupt)
return;
#ifndef CLIENT_DLL
if (m_hLaserMuzzleSprite == NULL)
{
if (Q_strcmp(GetWpnData().beamOnSound, "None") != 0)
{
CSingleUserRecipientFilter filter(ToBasePlayer(GetOwner()));
if (IsPredicted() && CBaseEntity::GetPredictionPlayer())
{
filter.UsePredictionRules();
}
if (m_bIsFiring)
EmitSound(filter, pOwner->entindex(), GetWpnData().beamOnSound, NULL, 0.0f);
else
EmitSound(filter, entindex(), GetWpnData().beamOnSound, NULL, 0.0f);
m_flNextLaserSwitchTime = gpGlobals->curtime + GetSoundDuration(GetWpnData().beamOnSound, STRING(GetModelName()));
}
m_hLaserMuzzleSprite = CSprite::SpriteCreate(GetWpnData().beamHaloMaterial, GetAbsOrigin(), false);
if (m_hLaserMuzzleSprite == NULL)
{
// We were unable to create the sprite
DevMsg("basecombatweapon_shared->StartLaserEffects(): unable to create the m_hLaserMuzzleSprite \n");
return;
}
m_hLaserMuzzleSprite->SetAttachment(pOwner->GetViewModel(), LookupAttachment(GetWpnData().beamAttachment));
m_hLaserMuzzleSprite->SetTransparency(kRenderTransAdd, 255, 255, 180, 255, kRenderFxNoDissipation);
m_hLaserMuzzleSprite->SetBrightness(255, 0.5f);
m_hLaserMuzzleSprite->SetScale(GetWpnData().beamHaloViewModelWidth, 0.2f);
m_hLaserMuzzleSprite->SetColor(GetWpnData().lightBeamColor.r, GetWpnData().lightBeamColor.g, GetWpnData().lightBeamColor.b);
m_hLaserMuzzleSprite->TurnOn();
}
/*else if (m_hLaserMuzzleSprite != NULL)
{
m_hLaserMuzzleSprite->TurnOn();
}*/
#endif
}
void CBaseCombatWeapon::StopLaserEffects(CBasePlayer *pOwner)
{
#ifndef CLIENT_DLL
if (m_hLaserMuzzleSprite != NULL)
{
//DevMsg("Stop laser effect \n");
if (Q_strcmp(GetWpnData().beamOffSound, "None") != 0)
{
CSingleUserRecipientFilter filter(ToBasePlayer(GetOwner()));
if (IsPredicted() && CBaseEntity::GetPredictionPlayer())
{
filter.UsePredictionRules();
}
if (m_bIsFiring)
EmitSound(filter, pOwner->entindex(), GetWpnData().beamOffSound, NULL, 0.0f);
else
EmitSound(filter, entindex(), GetWpnData().beamOffSound, NULL, 0.0f);
m_flNextLaserSwitchTime = gpGlobals->curtime + GetSoundDuration(GetWpnData().beamOnSound, STRING(GetModelName()));
}
m_hLaserMuzzleSprite->SetScale(0.0f);
m_hLaserMuzzleSprite->SetScale(0.001f);
m_hLaserMuzzleSprite->SetBrightness(0, 0.5f);
m_hLaserMuzzleSprite->TurnOff();
delete m_hLaserMuzzleSprite;
m_hLaserMuzzleSprite = NULL;
}
#endif
}
void CBaseCombatWeapon::CheckSilencer(CBasePlayer *pOwner)
{
#ifndef CLIENT_DLL
if (pOwner && pOwner->GetActiveWeapon() && GetWpnData().WeaponUsingSilencer &&
!GetOwnerIsRunning() &&
!IsScopeSighted() &&
!IsIronSighted() &&
!IsNearWall())
//!cvar->FindVar("oc_state_near_wall_standing")->GetInt())
{
Activity attach = ACT_VM_ATTACH_SILENCER;
Activity detach = ACT_VM_DETACH_SILENCER;
if (pOwner->m_afButtonPressed & IN_SWITCHSILENCER)
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
if (m_bSilenced)
{
m_bSilenced = false;
//isSilenced = m_bSilenced;
//wPD->IsSilencer = isSilenced;
SendWeaponAnim(detach);
WeaponSound(SPECIAL2);
ReinitializeLoopSound(GetWpnData().ShootLoopingSound);
}
else
{
m_bSilenced = true;
//isSilenced = m_bSilenced;
//wPD->IsSilencer = isSilenced;
SendWeaponAnim(attach);
WeaponSound(SPECIAL3);
ReinitializeLoopSound(GetWpnData().ShootLoopingSilencerSound);
}
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSilencer = gpGlobals->curtime + GetViewModelSequenceDuration()*0.9f;
}
bg = FindBodygroupByName(GetWpnData().silencerBodyGroup);
CBaseViewModel *pViewModel = pOwner->GetViewModel();
if (m_bSilenced && !pViewModel->GetBodygroup(bg))
{
bgV = GetWpnData().silencerBGEnableValue;
pViewModel->SetBodygroup(bg, bgV);
}
else if (!m_bSilenced && gpGlobals->curtime > m_flNextSilencer && pViewModel->GetBodygroup(bg))
{
bgV = GetWpnData().silencerBGDisableValue;
pViewModel->SetBodygroup(bg, bgV);
}
}
#endif
}
bool CBaseCombatWeapon::CanInspect(CBasePlayer *pOwner)
{
return pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0 ? (Clip1() == GetMaxClip1()) : Clip1() > 0 ? Clip1() > 0 : pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0;
}
void CBaseCombatWeapon::CheckAdmireAnimations(CBasePlayer *pOwner)
{
#ifndef CLIENT_DLL
if (pOwner->m_flSwingEventAnimTime > gpGlobals->curtime)
return;
#endif
if (pOwner && pOwner->IsAlive() && m_flNextSilencer < gpGlobals->curtime + 0.1f)
{
if (!m_bInReload && m_iShotgunReloadState == 0 && GetWpnData().animData[m_bFireMode].InspectAnimation != ACT_RESET && m_flNextInspectAnimation < gpGlobals->curtime)
{
bool m_bCanInspect = CanInspect(pOwner);
if (m_bCanInspect
&& !GetOwnerIsRunning()
&& !IsScopeSighted()
&& !IsIronSighted()
&& !IsNearWall()
&& !WeaponShouldBeLowered()
&& !(pOwner->m_nButtons & IN_ATTACK)
&& !(pOwner->m_nButtons & IN_ATTACK2)
&& !(pOwner->m_nButtons & IN_ATTACK3)
&& !m_bIsInPrimaryAttack
&& (pOwner->m_afButtonPressed & IN_RELOAD))
{
if (pOwner && pOwner->GetActiveWeapon() &&
(GetWpnData().animData[m_bFireMode].InspectAnimation || GetWpnData().animData[m_bFireMode].InspectSilencedAnimation) &&
(GetActivity() != GetWpnData().animData[m_bFireMode].WallAnimation &&
GetActivity() != GetWpnData().animData[m_bFireMode].WalkAnimation &&
GetActivity() != GetWpnData().animData[m_bFireMode].RunAnimation))
{
SendWeaponAnim(GetWpnData().animData[m_bFireMode].InspectAnimation);
ChangeOnce = true;
}
else if (pOwner && pOwner->GetActiveWeapon() && !GetWpnData().animData[m_bFireMode].InspectAnimation && !GetWpnData().animData[m_bFireMode].InspectSilencedAnimation)
{
SendWeaponAnim(GetWpnData().animData[m_bFireMode].InspectAnimation);
ChangeOnce = true;
}
m_flNextInspectAnimation = gpGlobals->curtime + GetViewModelSequenceDuration();
}
if (ChangeOnce && (GetOwnerIsRunning() ||
IsScopeSighted() ||
IsIronSighted() ||
IsNearWall() ||
m_flNextPrimaryAttack > gpGlobals->curtime ||
m_flNextSecondaryAttack > gpGlobals->curtime ||
m_flNextShotgunReload > gpGlobals->curtime ||
m_flNextSwitchTime > gpGlobals->curtime ||
m_flNextSilencer > gpGlobals->curtime))
{
ChangeOnce = false;
}
}
}
}
void CBaseCombatWeapon::CheckScopeZoomState(CBasePlayer *pOwner)
{
if (IsScopeSighted())
{
if (!scoped)
{
pOwner->SetFOV(this, m_bZoomLevel, 0.1f);
scoped = true;
}
if ((pOwner->m_afButtonPressed & IN_ZOOM) && !m_bZoomUpped)
{
if (m_bZoomLevel > GetWpnData().minScopeFov)
m_bZoomLevel -= 5;
else
m_bZoomLevel = GetWpnData().maxScopeFov;
pOwner->SetFOV(this, m_bZoomLevel, 0.1f);
#ifndef CLIENT_DLL
if (GetWpnData().iWeaponZoomUpSound != AllocPooledString("None"))
EmitSound(STRING(GetWpnData().iWeaponZoomUpSound));
#endif
m_bZoomUpped = true;
}
if (pOwner->m_afButtonReleased & IN_ZOOM)
{
//if (m_bZoomUpped)
m_bZoomUpped = false;
}
}
if (!IsScopeSighted())
{
scoped = false;
}
}
void CBaseCombatWeapon::CheckZoomToggle(CBasePlayer *pPlayer)
{
if (pPlayer)
{
if (pPlayer->m_afButtonPressed & IN_AIMMODE)
{
if (IsScopeSighted())
OffScopeSight();
else
{
if (!IsIronSighted())
OnScopeSight();
}
}
}
}
void CBaseCombatWeapon::ToggleZoom(CBasePlayer *pPlayer, bool state)
{
if (pPlayer == NULL)
return;
if (m_iClip1 <= 0 && state)
return;
if (IsIronSighted())
return;
if (!state)
{
#ifndef CLIENT_DLL
if (pPlayer->SetFOV(this, 0, 0.2f))
{
// Send a message to hide the scope
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(0);
MessageEnd();
cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
}
#endif
}
else
{
CheckScopeZoomState(pPlayer);
#ifndef CLIENT_DLL
//if (pPlayer->SetFOV(this, 20, 0.1f))
{
// Send a message to Show the scope
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(1);
MessageEnd();
cvar->FindVar("oc_state_InSecondFire")->SetValue(1);
}
#endif
}
}
//====================================================================================
// WEAPON BEHAVIOUR
//====================================================================================
void CBaseCombatWeapon::ItemPostFrame(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
{
return;
}
if (m_flNextSilencer > gpGlobals->curtime + 0.1f)
return;
#ifndef CLIENT_DLL
if (pOwner->m_flSwingEventAnimTime > gpGlobals->curtime)
return;
#endif
//Check amdire anims
//CheckAdmireAnimations(pOwner);
if (engine->IsPaused() && GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (GetWpnData().allowTwoDScope)
{
if (GetOwnerIsRunning())
{
if (IsScopeSighted())
OffScopeSight();
}
if (IsNearWall())
{
if (IsScopeSighted())
OffScopeSight();
}
}
if (!m_bReloadComplete &&
!m_bInReload &&
(IsNearWall() ||
GetOwnerIsRunning()))
{
if (GetWpnData().allowLoopSound)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
#ifndef CLIENT_DLL
if (pOwner->grenadeState > 0)
return;
#endif
}
if (GetWpnData().allowTwoDScope)
{
if (!IsNearWall() && m_iClip1 && !GetOwnerIsRunning() && !m_bReloadComplete && !m_bInReload)
CheckZoomToggle(pOwner);
}
if (GetActivity() != GetWpnData().animData[m_bFireMode].InspectAnimation)
{
m_flNextInspectAnimation = 0.f;
}
if (((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2)) && (m_flNextPrimaryAttack < gpGlobals->curtime || m_flNextSecondaryAttack < gpGlobals->curtime))
letViewModelBob = false;
else
letViewModelBob = thisType == TYPE_BEAM ? !m_bIsFiring : true;
if (thisType == TYPE_SHOTGUN)
{
if (!m_iShotgunReloadState && !m_bInReload && !m_bReloadComplete && cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt() ? thisType != TYPE_GRENADE : true)
{
WeaponIdle();
}
}
else
{
// no fire buttons down or reloading
if ((m_bInReload == false) && m_bReloadComplete == 0 && cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt() ? thisType != TYPE_GRENADE : true)
{
WeaponIdle();
}
}
//OverCharged MikeN's features
#ifndef CLIENT_DLL
if (GetWpnData().enableLaser)
{
if (IsWeaponVisible())
SwitchLaserGuidance(pOwner);
}
#endif
SwitchFiringModes();
UpdateAutoFire();
m_fFireDuration = (pOwner->m_nButtons & IN_ATTACK) ? (m_fFireDuration + gpGlobals->frametime) : 0.0f;
CheckSilencer(pOwner);
CheckReloadState(pOwner);
UpdateHandleFireOnEmpty();
bool bFired = false;
if (GetWpnData().animData[m_bFireMode].UsePistolRefireChecker)
{
if ((gpGlobals->curtime - m_flLastAttackTime) > 0.5f)
{
m_nShotsFired = 0;
}
}
else
{
if ((pOwner->m_nButtons & IN_ATTACK) == false)
{
m_nShotsFired = 0;
}
}
//Check scope zoom state
CheckScopeZoomState(pOwner);
if (thisType == TYPE_SHOTGUN)
{
if ((GetWpnData().AllowShotgunSecondaryAttack ? true : (m_bFireMode == 1 || m_bFireMode == 0)) && m_flNextShotgunReload < gpGlobals->curtime)
{
if (!IsMeleeWeapon() &&
((UsesClipsForAmmo1() && m_iClip1 <= 0) || (!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)))
{
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
if ((pOwner->m_nButtons & IN_ATTACK2) &&
m_flNextShotgunReload <= gpGlobals->curtime &&
m_iClip1 > 0 &&
UsesClipsForAmmo1() &&
!m_bInReload &&
!m_bReloadComplete &&
!m_iShotgunReloadState)
{
m_bIsInPrimaryAttack = true;
SecondaryAttackShotgun();
}
}
}
else
{
// Secondary attack has priority
if ((pOwner->m_nButtons & IN_ATTACK2) &&
(m_flNextSecondaryAttack <= gpGlobals->curtime &&
!(pOwner->m_nButtons & IN_ATTACK)))
{
bool hasAmmo = UsesSecondaryAmmoType() ? (UsesClipsForAmmo2() ? Clip2() > 0 : HasSecondaryAmmo()) : (UsesClipsForAmmo1() ? Clip1() > 0 : HasPrimaryAmmo());
if (GetWpnData().allowLoopSound)
{
StopLoopSound();
m_bIsFiring = false;
}
if ((!hasAmmo && !IsMeleeWeapon()) || (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false))
{
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
HandleFireOnEmpty(true);
if (m_flNextEmptySoundTime < gpGlobals->curtime)
{
m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
return;
}
else
{
#if !defined(CLIENT_DLL)
if (!IsX360() || !ClassMatches("weapon_crossbow"))
#endif
{
bFired = ShouldBlockPrimaryFire();
}
if (m_bReloadComplete == 0)
{
m_bIsInPrimaryAttack = true;
SecondaryAttack();
//WeaponSound(WPN_DOUBLE);
}
if (GetWpnData().m_bUsePrimaryAmmoAsSecondary)
{
}
else
{
}
}
}
}
if (thisType == TYPE_SHOTGUN)
{
if (!HasAnyAmmo() && m_iClip1 <= 0 && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && (m_flNextPrimaryAttack < gpGlobals->curtime || m_flNextShotgunReload < gpGlobals->curtime))
{
if (((GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) == false) && (g_pGameRules->SwitchToNextBestWeapon(pOwner, this)))
{
m_flNextPrimaryAttack = m_flNextShotgunReload = gpGlobals->curtime + 0.3;
return;
}
}
if ((pOwner->m_nButtons & IN_ATTACK) && m_bFireMode == 2 && gpGlobals->curtime > m_flNextPrimaryAttack && m_iShotgunReloadState == 0)//Auto shotgun
{
if (!IsMeleeWeapon() &&
((UsesClipsForAmmo1() && m_iClip1 <= 0) || (!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)))
{
//DryFire();
return;
}
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
//DryFire();
return;
}
else
{
m_bIsInPrimaryAttack = true;
PrimaryAttackShotgun();
if (AutoFiresFullClip())
{
m_bFiringWholeClip = true;
}
#ifdef CLIENT_DLL
pOwner->SetFiredWeapon(true);
#endif
}
}
if ((pOwner->m_nButtons & IN_ATTACK) && (m_bFireMode == 1 || m_bFireMode == 0) && gpGlobals->curtime > m_flNextShotgunReload && m_iShotgunReloadState == 0)//manual shotgun
{
if (!IsMeleeWeapon() &&
((UsesClipsForAmmo1() && m_iClip1 <= 0) || (!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)))
{
return;
}
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
return;
}
else
{
m_bIsInPrimaryAttack = true;
PrimaryAttackShotgun();
if (AutoFiresFullClip())
{
m_bFiringWholeClip = true;
}
#ifdef CLIENT_DLL
pOwner->SetFiredWeapon(true);
#endif
}
}
if ((pOwner->m_nButtons & IN_ATTACK) && (m_bFireMode == 1 || m_bFireMode == 0) && gpGlobals->curtime > m_flNextShotgunReload && m_iShotgunReloadState == 0)
{
m_bIsInPrimaryAttack = true;
PrimaryAttackShotgun();
if (GetWpnData().allowAmmoRegen)
RemoveAmmo(GetPrimaryAmmoType(), 1);
}
}
else if (thisType == TYPE_BEAM)
{
if (!bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
bool hasAmmo = UsesClipsForAmmo1() ? Clip1() > 0 : HasPrimaryAmmo();
if ((!hasAmmo && !IsMeleeWeapon()) || (pOwner->GetWaterLevel() == 3 && !m_bFiresUnderwater))
{
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
m_BeamFireState = FIRE_END;
/*if (m_bIsFiring && GetWpnData().allowLoopSound)
{
StopLoopSound();
m_bIsFiring = false;
}*/
HandleFireOnEmpty();
return;
}
else
{
m_bIsInPrimaryAttack = true;
PrimaryAttack();
PrimaryAttackPostUpdate();
if (AutoFiresFullClip())
{
m_bFiringWholeClip = true;
}
#ifdef CLIENT_DLL
pOwner->SetFiredWeapon(true);
#endif
}
}
}
else//SMG/Rifle/Pistol
{
if (!bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
bool hasAmmo = UsesClipsForAmmo1() ? Clip1() > 0 : HasPrimaryAmmo();
if ((!hasAmmo && !IsMeleeWeapon()) || (pOwner->GetWaterLevel() == 3 && !m_bFiresUnderwater))
{
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
HandleFireOnEmpty();
return;
}
else
{
if (m_bFireMode != 3)
{
m_bIsInPrimaryAttack = true;
PrimaryAttack();
PrimaryAttackPostUpdate();
if (m_bFireMode == 2 && GetWpnData().allowLoopSound)
StartLoopSound();
}
else
{
HandleBurstFire(true);
}
if (AutoFiresFullClip())
{
m_bFiringWholeClip = true;
}
#ifdef CLIENT_DLL
pOwner->SetFiredWeapon(true);
#endif
}
}
if (m_bFireMode == 1 || m_bFireMode == 0)
HandleSingleFire();
}
if (m_bFireMode == 3 && (thisType == TYPE_PISTOL ||
thisType == TYPE_DUAL_PISTOLS ||
thisType == TYPE_DUAL_MACHINEGUNS ||
thisType == TYPE_SMG ||
thisType == TYPE_AIRBOATGUN))
HandleBurstFire();
// -----------------------
// Reload pressed / Clip Empty
// -----------------------
if (thisType != TYPE_SHOTGUN)
{
if (CanReload() && (pOwner->m_nButtons & IN_RELOAD) &&
!(pOwner->m_nButtons & IN_ATTACK) &&
GetActivity() != ACT_VM_ATTACH_SILENCER &&
GetActivity() != ACT_VM_DETACH_SILENCER &&
UsesClipsForAmmo1() &&
!m_bInReload &&
!m_bReloadComplete)
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
if (m_flNextSwitchTime < gpGlobals->curtime)
Reload();
m_fFireDuration = 0.0f;
}
}
if (pOwner->m_nButtons & IN_FIREMODE) { FireMode(); }
if (CanReload() && !((pOwner->m_nButtons & IN_RELOAD)) &&
!(pOwner->m_nButtons & IN_ATTACK))
{
if (GetWpnData().allowLoopSound && m_bIsFiring && m_flNextPrimaryAttack < gpGlobals->curtime)
StopLoopSound();
if (!(pOwner->m_nButtons & IN_FIREMODE))
{
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
}
if ((pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack < gpGlobals->curtime) && (!Clip1()))
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
else if (!(pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack < gpGlobals->curtime) && (!Clip1()))
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
if (Clip1() > 0 && m_bReloadComplete != 0)
m_bReloadComplete = 0;
}
void CBaseCombatWeapon::HandleBurstFire(bool bPressedOnce)
{
if (bPressedOnce)
{
if (m_bFireMode == 3 && !wasburstFire && m_flNextPrimaryAttack <= gpGlobals->curtime + GetFireRate() + GetWpnData().mode_fire_rate_burst_refire_time)
wasburstFire = true;
return;
}
if (wasburstFire)
{
if ((m_bInReload || !Clip1()))
{
burstFireCount = 0;
wasburstFire = false;
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate() + GetWpnData().mode_fire_rate_burst_refire_time;
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
else
{
if ((m_flNextPrimaryAttack <= gpGlobals->curtime) && burstFireCount < GetWpnData().mode_fire_burst_count)
{
if (!m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = true;
PrimaryAttack();
PrimaryAttackPostUpdate();
if (GetWpnData().allowLoopSound && !m_bIsFiring)
StartLoopSound();
}
if (burstFireCount >= GetWpnData().mode_fire_burst_count)//if (burstFireCount >= 3)
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
}
}
else
{
if (!burstFireCount && m_bIsFiring)
StopLoopSound();
}
}
void CBaseCombatWeapon::HandleSingleFire()
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
return;
if (!(pOwner->m_nButtons & IN_ATTACK) && m_flSoonestPrimaryAttack < gpGlobals->curtime)
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].WeaponSwitchAnim)
{
bool hasAmmo = UsesClipsForAmmo1() ? Clip1() > 0 : HasPrimaryAmmo();
if (hasAmmo && !IsInReload())
m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
}
}
}
extern ConVar sk_auto_reload_time;
void CBaseCombatWeapon::ItemHolsterFrame(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
return;
}
if (thisType == TYPE_SHOTGUN)
{
// Must be player held
if (GetOwner() && GetOwner()->IsPlayer() == false)
return;
// We can't be active
if (GetOwner()->GetActiveWeapon() == this)
return;
// If it's been longer than three seconds, reload
if ((gpGlobals->curtime - m_flHolsterTime) > sk_auto_reload_time.GetFloat())
{
// Reset the timer
m_flHolsterTime = gpGlobals->curtime;
if (GetOwner() == NULL)
return;
if (m_iClip1 == GetMaxClip1())
return;
// Just load the clip with no animations
int ammoFill = MIN((GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount(GetPrimaryAmmoType()));
//GetOwner()->RemoveAmmo(ammoFill, GetPrimaryAmmoType());
RemoveAmmo(GetPrimaryAmmoType(), ammoFill);
m_iClip1 += ammoFill;
}
}
if (GetWpnData().allowAmmoRegen)
RechargeAmmo();
// Must be player held
if (GetOwner() && GetOwner()->IsPlayer() == false)
return;
// We can't be active
if (GetOwner()->GetActiveWeapon() == this)
return;
// If it's been longer than three seconds, reload
if ((gpGlobals->curtime - m_flHolsterTime) > sk_auto_reload_time.GetFloat())
{
// Just load the clip with no animations
FinishReload();
m_flHolsterTime = gpGlobals->curtime;
}
}
void CBaseCombatWeapon::UpdateHandleFireOnEmpty()
{
// If we're already firing on empty, reload if we can
if (m_bFireOnEmpty && m_flNextEmptySoundTime < gpGlobals->curtime)
{
if (ReloadOrSwitchWeapons())
m_bFireOnEmpty = false;
m_fFireDuration = 0.0f;
m_flNextEmptySoundTime = 0;
}
else
{
bool hasAmmo = UsesClipsForAmmo1() ? Clip1() > 0 : HasPrimaryAmmo();
if (!hasAmmo && !m_bFireOnEmpty && m_flNextPrimaryAttack < gpGlobals->curtime)
{
m_bFireOnEmpty = true;
}
}
}
void CBaseCombatWeapon::HandleFireOnEmpty(bool bSecondary)
{
if (m_bIsFiring && GetWpnData().allowLoopSound)
{
StopLoopSound();
m_bIsFiring = false;
}
if (GetWpnData().allowAmmoRegen)
return;
DryFire(bSecondary);
m_bFireOnEmpty = true;
}
void CBaseCombatWeapon::DryFire(bool bSecondary)
{
const char *shootsound = GetShootSound(EMPTY);
if (!shootsound || !shootsound[0])
return;
if (m_flNextEmptySoundTime > gpGlobals->curtime)
return;
if (GetWpnData().animData[m_bFireMode].DryFireAnimation != ACT_RESET)
{
if (m_bFireMode == 1 || m_bFireMode == 0)
m_flSoonestPrimaryAttack = gpGlobals->curtime + GetWpnData().mode_fastest_dry_refire_time;
WeaponSound(EMPTY);
SendWeaponAnim(ACT_VM_DRYFIRE);
m_flNextEmptySoundTime = gpGlobals->curtime + GetViewModelSequenceDuration();
}
else
{
WeaponSound(EMPTY);
m_flNextEmptySoundTime = gpGlobals->curtime + GetSoundDuration(shootsound, STRING(GetModelName()));
bool hasAmmo = bSecondary && UsesSecondaryAmmoType() ? HasSecondaryAmmo() : /*UsesClipsForAmmo1() ? Clip1() > 0 : */HasPrimaryAmmo();
if (!hasAmmo && m_flNextEmptySoundTime - gpGlobals->curtime < 0.3f)
m_flNextEmptySoundTime = gpGlobals->curtime + 0.3f;
}
if (m_bFireMode == 1 || m_bFireMode == 0)
m_flSoonestPrimaryAttack = gpGlobals->curtime + GetWpnData().mode_fastest_dry_refire_time;
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
}
//-----------------------------------------------------------------------------
// Purpose: Called each frame by the player PostThink, if the player's not ready to attack yet
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ItemBusyFrame(void)
{
if (m_bFireMode == 1 || m_bFireMode == 0)
{
UpdatePenaltyTime();
}
UpdateAutoFire();
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting bullet type
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetBulletType(void)
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting spread
// Input :
// Output :
//-----------------------------------------------------------------------------
const Vector& CBaseCombatWeapon::GetBulletSpread(void)
{
if (GetOwner() && GetOwner()->IsPlayer())
{
static Vector spread;
if (GetOwner()->GetActiveWeapon())
{
if ((GetOwner()->GetFlags() & FL_DUCKING) != 0)
{
if (IsIronSighted())
{
spread.x = GetWpnData().irSightSpread;
spread.y = GetWpnData().irSightSpread;
spread.z = GetWpnData().irSightSpread;
}
else if (IsScopeSighted())
{
spread.x = GetWpnData().ScopeSightSpread;
spread.y = GetWpnData().ScopeSightSpread;
spread.z = GetWpnData().ScopeSightSpread;
}
else
{
spread.x = GetWpnData().crouchSpread;
spread.y = GetWpnData().crouchSpread;
spread.z = GetWpnData().crouchSpread;
}
}
else
{
if (GetOwnerIsRunning())//(cvar->FindVar("oc_state_player_velocity")->GetFloat() >= 10 && cvar->FindVar("oc_state_player_velocity")->GetFloat() > cvar->FindVar("hl2_normspeed")->GetFloat() + 50.f)
{
spread.x = GetWpnData().runningSpread;
spread.y = GetWpnData().runningSpread;
spread.z = GetWpnData().runningSpread;
}
else if (!GetOwnerIsRunning() && cvar->FindVar("oc_state_player_velocity")->GetFloat() >= 50.f)//(cvar->FindVar("oc_state_player_velocity")->GetFloat() >= 10 && cvar->FindVar("oc_state_player_velocity")->GetFloat() <= cvar->FindVar("hl2_normspeed")->GetFloat())
{
if (IsIronSighted())
{
spread.x = GetWpnData().irSightSpread;
spread.y = GetWpnData().irSightSpread;
spread.z = GetWpnData().irSightSpread;
}
else if (IsScopeSighted())
{
spread.x = GetWpnData().ScopeSightSpread;
spread.y = GetWpnData().ScopeSightSpread;
spread.z = GetWpnData().ScopeSightSpread;
}
else
{
spread.x = GetWpnData().walkingSpread;
spread.y = GetWpnData().walkingSpread;
spread.z = GetWpnData().walkingSpread;
}
}
else if (!GetOwnerIsRunning() && cvar->FindVar("oc_state_player_velocity")->GetFloat() < 50.f)
{
if (IsIronSighted())
{
spread.x = GetWpnData().irSightSpread;
spread.y = GetWpnData().irSightSpread;
spread.z = GetWpnData().irSightSpread;
}
else if (IsScopeSighted())
{
spread.x = GetWpnData().ScopeSightSpread;
spread.y = GetWpnData().ScopeSightSpread;
spread.z = GetWpnData().ScopeSightSpread;
}
else
{
spread.x = GetWpnData().standingSpread;
spread.y = GetWpnData().standingSpread;
spread.z = GetWpnData().standingSpread;
}
}
}
}
return spread;
}
else if (GetOwner() && GetOwner()->IsNPC())
{
static Vector spread;
if (GetOwner()->GetActiveWeapon())
{
if ((GetOwner()->GetFlags() & FL_DUCKING) != 0)
{
spread.x = GetWpnData().crouchSpreadNpc;
spread.y = GetWpnData().crouchSpreadNpc;
spread.z = GetWpnData().crouchSpreadNpc;
}
else
{
if (GetOwner()->m_flSpeed > 0)
{
spread.x = GetWpnData().runningSpreadNpc;
spread.y = GetWpnData().runningSpreadNpc;
spread.z = GetWpnData().runningSpreadNpc;
}
/*else if (cvar->FindVar("oc_state_player_velocity")->GetFloat() >= 10 && cvar->FindVar("oc_state_player_velocity")->GetFloat() <= cvar->FindVar("hl2_normspeed")->GetFloat())
{
spread.x = GetOwner()->GetActiveWeapon()->GetWpnData().walkingSpread;
spread.y = GetOwner()->GetActiveWeapon()->GetWpnData().walkingSpread;
spread.z = GetOwner()->GetActiveWeapon()->GetWpnData().walkingSpread;
}*/
else if (GetOwner()->m_flSpeed <= 0)
{
spread.x = GetWpnData().standingSpreadNpc;
spread.y = GetWpnData().standingSpreadNpc;
spread.z = GetWpnData().standingSpreadNpc;
}
}
}
return spread;
}
static Vector cone = VECTOR_CONE_15DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBaseCombatWeapon::GetProficiencyValues()
{
static WeaponProficiencyInfo_t defaultWeaponProficiencyTable[] =
{
{ 1.0, 1.0 },
{ 1.0, 1.0 },
{ 1.0, 1.0 },
{ 1.0, 1.0 },
{ 1.0, 1.0 },
};
COMPILE_TIME_ASSERT(ARRAYSIZE(defaultWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return defaultWeaponProficiencyTable;
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting firerate
// Input :
// Output :
//-----------------------------------------------------------------------------
float CBaseCombatWeapon::GetFireRate(void)
{
if (cvar->FindVar("oc_test_weapon_firerate")->GetFloat() > 0)
return cvar->FindVar("oc_test_weapon_firerate")->GetFloat();
float fire_rate = 1.f;
switch (m_bFireMode)
{
case(0) :
{
fire_rate = this->GetWpnData().fireRate;
}
break;
case(1) :
{
fire_rate = this->GetWpnData().mode_fire_rate_single;
}
break;
case(2) :
{
fire_rate = this->GetWpnData().mode_fire_rate_automatic;
}
break;
case(3) :
{
fire_rate = this->GetWpnData().mode_fire_rate_burst;
}
break;
default:
break;
}
return fire_rate;
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for playing shoot sound
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::WeaponSound(WeaponSound_t sound_type, float soundtime /* = 0.0f */)
{
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = GetShootSound(sound_type);
if (!shootsound || !shootsound[0])
return;
CSoundParameters params;
if (!GetParametersForSound(shootsound, params, NULL))
return;
if (params.play_to_owner_only)
{
// Am I only to play to my owner?
if (GetOwner() && GetOwner()->IsPlayer())
{
CSingleUserRecipientFilter filter(ToBasePlayer(GetOwner()));
if (IsPredicted() && CBaseEntity::GetPredictionPlayer())
{
filter.UsePredictionRules();
}
EmitSound(filter, GetOwner()->entindex(), shootsound, NULL, soundtime);
}
}
else
{
// Play weapon sound from the owner
if (GetOwner())
{
CPASAttenuationFilter filter(GetOwner(), params.soundlevel);
if (IsPredicted() && CBaseEntity::GetPredictionPlayer())
{
filter.UsePredictionRules();
}
EmitSound(filter, GetOwner()->entindex(), shootsound, NULL, soundtime);
#if !defined( CLIENT_DLL )
if (sound_type == EMPTY)
{
CSoundEnt::InsertSound(SOUND_COMBAT, GetOwner()->GetAbsOrigin(), SOUNDENT_VOLUME_EMPTY, 0.2, GetOwner());
}
#endif
}
// If no owner play from the weapon (this is used for thrown items)
else
{
CPASAttenuationFilter filter(this, params.soundlevel);
if (IsPredicted() && CBaseEntity::GetPredictionPlayer())
{
filter.UsePredictionRules();
}
EmitSound(filter, entindex(), shootsound, NULL, soundtime);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Stop a sound played by this weapon.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::StopWeaponSound(WeaponSound_t sound_type)
{
//if ( IsPredicted() )
// return;
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = GetShootSound(sound_type);
if (!shootsound || !shootsound[0])
return;
CSoundParameters params;
if (!GetParametersForSound(shootsound, params, NULL))
return;
// Am I only to play to my owner?
if (params.play_to_owner_only)
{
if (GetOwner())
{
StopSound(GetOwner()->entindex(), shootsound);
}
}
else
{
// Play weapon sound from the owner
if (GetOwner())
{
StopSound(GetOwner()->entindex(), shootsound);
}
// If no owner play from the weapon (this is used for thrown items)
else
{
StopSound(entindex(), shootsound);
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::DefaultReload(int iClipSize1, int iClipSize2, int iActivity)
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
return false;
if (m_iClip1 == GetMaxClip1())
return false;
// If I don't have any spare ammo, I can't reload
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
bool bReload = false;
// If you don't have clips, then don't try to reload them.
if (UsesClipsForAmmo1())
{
// need to reload primary clip?
int primary = MIN(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (primary != 0)
{
bReload = true;
}
}
if (UsesClipsForAmmo2())
{
// need to reload secondary clip?
int secondary = MIN(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
if (secondary != 0)
{
bReload = true;
}
}
if (GetWpnData().allowTwoDScope && IsScopeSighted())
{
OffScopeSight();
}
if (!bReload)
return false;
if (GetWpnData().enableLaser)
EnableLaserInterrupt = true;
#ifndef CLIENT_DLL
if (m_hLaserMuzzleSprite != NULL)
{
StopLaserEffects((CBasePlayer*)pOwner);
}
#endif
#ifdef CLIENT_DLL
// Play reload
WeaponSound(RELOAD);
#endif
SendWeaponAnim(iActivity);
//SetActivity((Activity)iActivity, 0.1f);
//SetAnimTime(0.1f);
if (pOwner->IsPlayer())
{
((CBasePlayer *)pOwner)->SetAnimation(PLAYER_RELOAD);
}
MDLCACHE_CRITICAL_SECTION();
float flSequenceEndTime = gpGlobals->curtime + GetViewModelSequenceDuration();
pOwner->SetNextAttack(flSequenceEndTime);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
m_bInReload = true;
if (pOwner && pOwner->IsPlayer())
{
pOwner->RemoveEffects(EF_M);
pOwner->RemoveEffects(EF_ML);
}
return true;
}
bool CBaseCombatWeapon::DefaultReloadEmpty(int iClipSize1, int iClipSize2, int iActivity)
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
return false;
// If I don't have any spare ammo, I can't reload
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
bool bReload = false;
// If you don't have clips, then don't try to reload them.
if (UsesClipsForAmmo1())
{
// need to reload primary clip?
int primary = MIN(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (primary != 0)
{
bReload = true;
}
}
if (UsesClipsForAmmo2())
{
// need to reload secondary clip?
int secondary = MIN(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
if (secondary != 0)
{
bReload = true;
}
}
if (!bReload)
return false;
if (GetWpnData().enableLaser)
EnableLaserInterrupt = true;
#ifndef CLIENT_DLL
if (m_hLaserMuzzleSprite != NULL)
{
StopLaserEffects((CBasePlayer*)pOwner);
}
#endif
#ifdef CLIENT_DLL
// Play reload
WeaponSound(RELOAD);
#endif
if (GetWpnData().animData[m_bFireMode].PumpAnimation != 0
&& Clip1() < 1)
{
if (GetActivity() != iActivity && m_bReloadComplete == 0)
{
m_bReloadComplete = 1;
SendWeaponAnim(iActivity);
m_wSequence = gpGlobals->curtime + GetViewModelSequenceDuration();
}
if (m_wSequence <= gpGlobals->curtime && m_bReloadComplete == 1)
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].PumpAnimation && m_bReloadComplete == 1)
{
m_bReloadComplete = 2;
SendWeaponAnim(GetWpnData().animData[m_bFireMode].PumpAnimation);
m_wSequence2 = gpGlobals->curtime + GetViewModelSequenceDuration();
}
}
if (m_wSequence2 <= gpGlobals->curtime && m_bReloadComplete == 2)
{
m_bReloadComplete = 0;
m_bInReload = true;
if (pOwner->IsPlayer())
{
((CBasePlayer *)pOwner)->SetAnimation(PLAYER_RELOAD);
}
MDLCACHE_CRITICAL_SECTION();
float flSequenceEndTime = gpGlobals->curtime;// +SequenceDuration();
pOwner->SetNextAttack(flSequenceEndTime);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
if (pOwner && pOwner->IsPlayer())
{
pOwner->RemoveEffects(EF_M);
pOwner->RemoveEffects(EF_ML);
}
m_wSequence = 0;
m_wSequence2 = 0;
return true;
}
}
return true;
}
bool CBaseCombatWeapon::ReloadsSingly(void) const
{
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
float fHasReload = 1.0f;
CALL_ATTRIB_HOOK_FLOAT(fHasReload, mod_no_reload_display_only);
if (fHasReload != 1.0f)
{
return false;
}
int iWeaponMod = 0;
CALL_ATTRIB_HOOK_INT(iWeaponMod, set_scattergun_no_reload_single);
if (iWeaponMod == 1)
{
return false;
}
#endif // TF_DLL || TF_CLIENT_DLL
return m_bReloadsSingly;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Reload(void)
{
Activity reloadAct = ACT_VM_RELOAD;
if (GetOwner() && GetOwner()->IsPlayer() && GetOwner()->GetActiveWeapon())
{
if (!Clip1())
{
if (GetWpnData().animData[m_bFireMode].ReloadFullEmptyAnimation != ACT_RESET)
{
reloadAct = GetWpnData().animData[m_bFireMode].ReloadFullEmptyAnimation;
}
else
{
if (GetWpnData().animData[m_bFireMode].ReloadDefaultAnimation != ACT_RESET)
reloadAct = GetWpnData().animData[m_bFireMode].ReloadDefaultAnimation;
}
}
else
{
if (GetWpnData().animData[m_bFireMode].ReloadDefaultAnimation != ACT_RESET)
reloadAct = GetWpnData().animData[m_bFireMode].ReloadDefaultAnimation;
}
if (GetWpnData().allowTwoDScope && IsScopeSighted())
{
OffScopeSight();//ToggleZoom(ToBasePlayer(GetOwner()), IsScopeSighted());
}
//ToggleZoom(ToBasePlayer(GetOwner()), false);
}
return DefaultReload(GetMaxClip1(), GetMaxClip2(), reloadAct);
}
bool CBaseCombatWeapon::WeaponShouldBeLowered(void)
{
#if !defined( CLIENT_DLL )
if (cvar->FindVar("oc_ally_allow_friendlyfire")->GetInt())
return false;
#endif
CheckLowering();
return m_bShouldBeLowered;
}
void CBaseCombatWeapon::CheckLowering()
{
ConVarRef allow_friendlyfire("oc_ally_allow_friendlyfire");
bool shouldNotLowering = (GetActivity() == GetWpnData().animData[m_bFireMode].InspectAnimation) || IsIronSighted() || IsScopeSighted() || /*IsInReload() || */allow_friendlyfire.GetBool();
if (shouldNotLowering)
{
if (m_bShouldBeLowered)
m_bShouldBeLowered = false;
return;
}
/*if (cvar->FindVar("oc_ally_allow_friendlyfire")->GetInt())
{
m_bShouldBeLowered = false;
return;
}
if (IsIronSighted() || IsScopeSighted() || IsInReload())
{
m_bShouldBeLowered = false;
return;
}
if (GetActivity() == GetWpnData().animData[m_bFireMode].InspectAnimation)
{
m_bShouldBeLowered = false;
return;
}*/
#if !defined( CLIENT_DLL )
if (m_flNextLowerTime > gpGlobals->curtime)
return;
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
trace_t tr;
Vector forward;
Vector Eye = pPlayer->EyePosition();
pPlayer->EyeVectors(&forward);
ConVarRef oc_ally_distance_to_lowing("oc_ally_distance_to_lowing");
UTIL_TraceHull(Eye, Eye + forward * oc_ally_distance_to_lowing.GetFloat(), Vector(-2, -2, -2), Vector(2, 2, 2), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr);
//debugoverlay->AddLineOverlay(Eye, Eye + forward * MAX_TRACE_LENGTH, 255, 0, 0, false, 0.1f);
if (tr.m_pEnt != NULL && tr.m_pEnt->IsNPC())
{
if (/*pPlayer->FInViewCone(tr.m_pEnt) && */tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY || tr.m_pEnt->Classify() == CLASS_PLAYER_ALLY_VITAL || tr.m_pEnt->Classify() == CLASS_VORTIGAUNT)
{
GlobalEntity_SetState(MAKE_STRING("friendly_encounter"), GLOBAL_ON);
m_bShouldBeLowered = true;
}
else
{
GlobalEntity_SetState(MAKE_STRING("friendly_encounter"), GLOBAL_OFF);
m_bShouldBeLowered = false;
}
}
else
m_bShouldBeLowered = false;
}
else
m_bShouldBeLowered = false;
m_flNextLowerTime = gpGlobals->curtime + 0.3f;
#endif
}
Activity CBaseCombatWeapon::SetIdleActivity(bool lowering)
{
if (lowering)
{
#if !defined( CLIENT_DLL )
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(GetOwner());
if (pPlayer)
pPlayer->Weapon_Lower();
#endif
if (GetOwner() && GetOwner()->GetActiveWeapon())
{
if (!Clip1())
{
if (GetWpnData().animData[m_bFireMode].LoweredFullEmpty)
{
return GetWpnData().animData[m_bFireMode].LoweredFullEmpty;
}
else
{
if (GetWpnData().animData[m_bFireMode].LoweredAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].LoweredAnimation;
else
return ACT_VM_IDLE_LOWERED;
}
}
else
{
if (GetWpnData().animData[m_bFireMode].LoweredAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].LoweredAnimation;
else
return ACT_VM_IDLE_LOWERED;
}
}
}
else
{
if ((IsIronSighted() || IsScopeSighted()) && GetWpnData().animData[m_bFireMode].ZeroIdleAnim)
SendWeaponAnim(ACT_VM_IDLE);
if (IsScopeSighted())
{
if (!Clip1())
{
if (GetWpnData().animData[m_bFireMode].IronFullEmpty != ACT_RESET)
{
return GetWpnData().animData[m_bFireMode].IronFullEmpty;
}
else
{
if (GetWpnData().animData[m_bFireMode].IronsightIdle != ACT_RESET)
return GetWpnData().animData[m_bFireMode].IronsightIdle;
else
return ACT_VM_IDLE;
}
}
else
{
if (GetWpnData().animData[m_bFireMode].IronsightIdle != ACT_RESET)
return GetWpnData().animData[m_bFireMode].IronsightIdle;
else
return ACT_VM_IDLE;
}
}
else
{
if (!Clip1())
{
if (GetWpnData().animData[m_bFireMode].IdleFullEmpty != ACT_RESET)
{
return GetWpnData().animData[m_bFireMode].IdleFullEmpty;
}
else
{
if (GetWpnData().animData[m_bFireMode].IdleAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].IdleAnimation;
else
return ACT_VM_IDLE;
}
}
else
{
if (GetWpnData().animData[m_bFireMode].IdleAnimation != ACT_RESET)
return GetWpnData().animData[m_bFireMode].IdleAnimation;
else
return ACT_VM_IDLE;
}
}
}
return ACT_VM_HOLSTER;
}
bool CBaseCombatWeapon::CanWeaponIdle(CBasePlayer *pOwner)
{
if (!pOwner)
return false;
if (!pOwner->GetActiveWeapon())
return false;
if (m_bInReload || m_bReloadComplete)
return false;
if (cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt() ? thisType == TYPE_GRENADE : false)
return false;
if ((IsIronSighted() || IsScopeSighted()) && GetWpnData().animData[m_bFireMode].ZeroIdleAnim)
{
if (m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime)
SendWeaponAnim(ACT_VM_IDLE);
return false;
}
Activity curAct = GetActivity();
bool WallRunResetActivity = (IsNearWall() || GetOwnerIsRunning());
bool AttackActivityPlaying = WallRunResetActivity ?
false :
(curAct == ACT_RESET ? false : attackActivites.HasElement(curAct)) && m_flTimeWeaponIdle >= gpGlobals->curtime;
bool WeaponBusyByAttack = thisType == TYPE_BEAM ? m_bIsFiring || (m_BeamFireState > 0 && m_BeamFireState < 3) :
(AttackActivityPlaying || m_bIsFiring ||
(WallRunResetActivity ? (m_flNextPrimaryAttack >= gpGlobals->curtime || m_flNextSecondaryAttack >= gpGlobals->curtime) :
false));
bool WeaponBusyByShotgunState = GetActivity() == ACT_SHOTGUN_PUMP ||
GetActivity() == ACT_SHOTGUN_PUMP2 ||
GetActivity() == ACT_SHOTGUN_PUMP_DOUBLE ||
GetActivity() == ACT_SHOTGUN_PUMP2_DOUBLE ||
GetActivity() == ACT_SHOTGUN_RELOAD_START ||
GetActivity() == ACT_SHOTGUN_RELOAD_FINISH ||
GetActivity() == ACT_VM_PULLBACK_HIGH ||
GetActivity() == ACT_VM_PULLBACK;
if (WeaponBusyByShotgunState && !m_iShotgunReloadState && m_flTimeWeaponIdle < gpGlobals->curtime)
WeaponBusyByShotgunState = false;
bool tFPNextAkt = false;
if (cvar->FindVar("oc_player_draw_body")->GetInt() && cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
tFPNextAkt = GetActivity() == GetPrimaryAttackActivity();
bool WeaponBusyByMoving = false;
if (WallRunResetActivity)
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flNextShotgunReload = m_flSoonestPrimaryAttack = gpGlobals->curtime + TIME_AFTER_ANIMSTATE;
m_flTimeWeaponIdle = gpGlobals->curtime;
}
bool isInspect = GetOwnerIsRunning() ? false : m_flNextInspectAnimation >= gpGlobals->curtime;
if (IsIronSighted() && m_flNextInspectAnimation > gpGlobals->curtime)
isInspect = false;
bool WeaponBusyBeSpecial = isInspect || m_flNextSilencer >= gpGlobals->curtime || m_flNextSwitchTime >= gpGlobals->curtime;
bool WeaponBusyCheckEntire = WallRunResetActivity ? WeaponBusyBeSpecial ? WeaponBusyBeSpecial : false : (WeaponBusyByAttack || WeaponBusyByShotgunState || WeaponBusyBeSpecial) ? true : WeaponBusyByMoving;
bool debugIdle = false;
if (debugIdle)
{
DevMsg("WeaponBusyByAttack: %i\n", WeaponBusyByAttack);
DevMsg("WeaponBusyByShotgunState: %i\n", WeaponBusyByShotgunState);
DevMsg("WeaponBusyBeSpecial: %i\n", WeaponBusyBeSpecial);
DevMsg("WeaponBusyByMoving: %i\n", WeaponBusyByMoving);
DevMsg("wallBump_Running: %i\n", WallRunResetActivity);
}
if (WeaponBusyCheckEntire)
return false;
return true;
}
void CBaseCombatWeapon::WeaponIdle(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!CanWeaponIdle(pOwner))
return;
bool loweredNoScopeNoSight = WeaponShouldBeLowered() && !IsScopeSighted() && !IsIronSighted();
bool ActNotEqualIdle = (GetActivity() != SetIdleActivity()) || m_flTimeWeaponIdle < gpGlobals->curtime;
if (loweredNoScopeNoSight)
{
if (!IsInReload() && GetActivity() != SetIdleActivity(loweredNoScopeNoSight) && GetActivity() != ACT_TRANSITION)
{
SendWeaponAnim(SetIdleActivity(loweredNoScopeNoSight));
//m_flTimeWeaponIdle = gpGlobals->curtime + GetViewModelSequenceDuration();
}
/*if (IsInReload())
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;*/
return;
}
//else// if (noLoweringNoScopeNoSight)
{
if (pOwner->GetFlags() & FL_ONGROUND
&& ((pOwner->m_nButtons & IN_FORWARD)
|| (pOwner->m_nButtons & IN_BACK)
|| (pOwner->m_nButtons & IN_MOVELEFT)
|| (pOwner->m_nButtons & IN_MOVERIGHT))
&& cvar->FindVar("oc_state_player_velocity")->GetFloat() > 5
&& !IsScopeSighted()
&& !IsIronSighted()
/*&& (GetWpnData().animData[m_bFireMode].UseHalfFullMagAnimations != ACT_RESET//Óáðàòü
|| GetWpnData().animData[m_bFireMode].WallAnimation != ACT_RESET//Óáðàòü
|| GetWpnData().animData[m_bFireMode].RunAnimation != ACT_RESET//Óáðàòü
|| GetWpnData().animData[m_bFireMode].WalkAnimation != ACT_RESET)*/)//Óáðàòü
{
if (IsNearWall() && !GetOwnerIsRunning()
&& (GetWpnData().animData[m_bFireMode].WallAnimation != ACT_RESET || GetWpnData().animData[m_bFireMode].WallAlmostEmpty != ACT_RESET))
{
if (GetWpnData().animData[m_bFireMode].WallFullEmpty != ACT_RESET && !HasPrimaryAmmo())
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].WallFullEmpty)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].WallFullEmpty);
}
else
{
if (GetWpnData().animData[m_bFireMode].WallAnimation != ACT_RESET)
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].WallAnimation)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].WallAnimation);
}
else
{
if (ActNotEqualIdle)
SendWeaponAnim(SetIdleActivity());
}
}
}
if (IsNearWall() && GetOwnerIsRunning()
&& (GetWpnData().animData[m_bFireMode].RunAnimation != ACT_RESET || GetWpnData().animData[m_bFireMode].RunAlmostEmpty != ACT_RESET))
{
if (GetWpnData().animData[m_bFireMode].RunFullEmpty != ACT_RESET && !HasPrimaryAmmo())
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].RunFullEmpty)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].RunFullEmpty);
}
else
{
if (GetWpnData().animData[m_bFireMode].RunAnimation != ACT_RESET)
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].RunAnimation)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].RunAnimation);
}
else
{
if (ActNotEqualIdle)
SendWeaponAnim(SetIdleActivity());
}
}
}
else if (GetOwnerIsRunning() && !IsNearWall()/*cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 0*/)
{
if (GetWpnData().animData[m_bFireMode].RunFullEmpty != ACT_RESET && !HasPrimaryAmmo())
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].RunFullEmpty)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].RunFullEmpty);
}
else
{
if (GetWpnData().animData[m_bFireMode].RunAnimation != ACT_RESET)
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].RunAnimation)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].RunAnimation);
}
else
{
if (ActNotEqualIdle)
SendWeaponAnim(SetIdleActivity());
}
}
}
else if (!GetOwnerIsRunning() && !IsNearWall()/*cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 0*/)
{
if (GetWpnData().animData[m_bFireMode].WalkFullEmpty != ACT_RESET && !HasPrimaryAmmo())
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].WalkFullEmpty)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].WalkFullEmpty);
}
else
{
if (GetWpnData().animData[m_bFireMode].WalkAnimation != ACT_RESET)
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].WalkAnimation)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].WalkAnimation);
}
else
{
if (ActNotEqualIdle)
SendWeaponAnim(SetIdleActivity());
}
}
}
}
else
{
if (IsNearWall())//(cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 1)
{
if (GetWpnData().animData[m_bFireMode].WallFullEmpty != ACT_RESET && !HasPrimaryAmmo())
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].WallFullEmpty)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].WallFullEmpty);
}
else
{
if (GetWpnData().animData[m_bFireMode].WallAnimation != ACT_RESET)
{
if (GetActivity() != GetWpnData().animData[m_bFireMode].WallAnimation)
SendWeaponAnim(GetWpnData().animData[m_bFireMode].WallAnimation);
}
else
{
if (ActNotEqualIdle)
SendWeaponAnim(SetIdleActivity());
}
}
}
else
{
if (ActNotEqualIdle)
SendWeaponAnim(SetIdleActivity());
}
}
}
}
//=========================================================
Activity CBaseCombatWeapon::GetPrimaryAttackActivity(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return ACT_VM_PRIMARYATTACK;
AnimationData AnimData = GetWpnData().animData[m_bFireMode];
if (pPlayer)
{
if (m_bFireMode <= 1 && (AnimData.UsePistolRefireChecker || (thisType == TYPE_PISTOL)))
{
if ((gpGlobals->curtime - m_flLastAttackTime) <= 0.5f)
m_nShotsFired++;
}
else
m_nShotsFired++;
m_flLastAttackTime = gpGlobals->curtime;
if (IsIronSighted() && !IsScopeSighted())
{
if (Clip1() == 2 && AnimData.FireIronsightedTwoRounds != 0)
return (Activity)AnimData.FireIronsightedTwoRounds;
if (Clip1() == 1 && AnimData.FireIronsightedCompleteEmpty != 0)
return (Activity)AnimData.FireIronsightedCompleteEmpty;
if (m_nShotsFired < 2 && AnimData.FireIronsighted1 != 0)
return (Activity)AnimData.FireIronsighted1;
if (m_nShotsFired < 3 && AnimData.FireIronsighted2 != 0)
return (Activity)AnimData.FireIronsighted2;
if (m_nShotsFired < 4 && AnimData.FireIronsighted3 != 0)
return (Activity)AnimData.FireIronsighted3;
if (m_nShotsFired >= 4 && AnimData.FireIronsighted4 != 0)
return (Activity)AnimData.FireIronsighted4;
}
else if (IsScopeSighted() && !IsIronSighted())
{
if (Clip1() == 2 && AnimData.FireScopedTwoRounds != 0)
return (Activity)AnimData.FireScopedTwoRounds;
if (Clip1() == 1 && AnimData.FireScopedCompleteEmpty != 0)
return (Activity)AnimData.FireScopedCompleteEmpty;
if (m_nShotsFired < 2 && AnimData.FireScoped1 != 0)
return (Activity)AnimData.FireScoped1;
if (m_nShotsFired < 3 && AnimData.FireScoped2 != 0)
return (Activity)AnimData.FireScoped2;
if (m_nShotsFired < 4 && AnimData.FireScoped3 != 0)
return (Activity)AnimData.FireScoped3;
if (m_nShotsFired >= 4 && AnimData.FireScoped4 != 0)
return (Activity)AnimData.FireScoped4;
}
else if (!IsIronSighted() && !IsScopeSighted())
{
if (Clip1() == 2 && AnimData.FirePrimaryTwoRounds != 0)
return (Activity)AnimData.FirePrimaryTwoRounds;
if (Clip1() == 1 && AnimData.FirePrimaryCompleteEmpty != 0)
return (Activity)AnimData.FirePrimaryCompleteEmpty;
if (m_nShotsFired < 2 && AnimData.FirePrimary1 != 0)
return (Activity)AnimData.FirePrimary1;
if (m_nShotsFired < 3 && AnimData.FirePrimary2 != 0)
return (Activity)AnimData.FirePrimary2;
if (m_nShotsFired < 4 && AnimData.FirePrimary3 != 0)
return (Activity)AnimData.FirePrimary3;
if (m_nShotsFired >= 4 && AnimData.FirePrimary4 != 0)
return (Activity)AnimData.FirePrimary4;
}
else
return ACT_VM_PRIMARYATTACK;
}
return ACT_VM_PRIMARYATTACK;
}
bool CBaseCombatWeapon::IsNonAttachmentActivity(Activity Act)
{
const int arrCount = 98;
int attActivites[arrCount] =
{
ACT_VM_PRIMARYATTACK,
GetWpnData().animData[m_bFireMode].SwingAnim,
GetWpnData().animData[m_bFireMode].FirePrimaryTwoRounds,
GetWpnData().animData[m_bFireMode].FirePrimaryCompleteEmpty,
GetWpnData().animData[m_bFireMode].FirePrimary1,
GetWpnData().animData[m_bFireMode].FirePrimary2,
GetWpnData().animData[m_bFireMode].FirePrimary3,
GetWpnData().animData[m_bFireMode].FirePrimary4,
GetWpnData().animData[m_bFireMode].FireScopedTwoRounds,
GetWpnData().animData[m_bFireMode].FireScopedCompleteEmpty,
GetWpnData().animData[m_bFireMode].FireScoped1,
GetWpnData().animData[m_bFireMode].FireScoped2,
GetWpnData().animData[m_bFireMode].FireScoped3,
GetWpnData().animData[m_bFireMode].FireScoped4,
GetWpnData().animData[m_bFireMode].FireIronsightedTwoRounds,
GetWpnData().animData[m_bFireMode].FireIronsightedCompleteEmpty,
GetWpnData().animData[m_bFireMode].FireIronsighted1,
GetWpnData().animData[m_bFireMode].FireIronsighted2,
GetWpnData().animData[m_bFireMode].FireIronsighted3,
GetWpnData().animData[m_bFireMode].FireIronsighted4,
GetWpnData().animData[m_bFireMode].MeleeAttack1,
GetWpnData().animData[m_bFireMode].MeleeAttack2,
GetWpnData().animData[m_bFireMode].MeleeSwing1,
GetWpnData().animData[m_bFireMode].MeleeSwing2,
GetWpnData().animData[m_bFireMode].MeleeMiss1,
GetWpnData().animData[m_bFireMode].MeleeMiss2,
GetWpnData().animData[m_bFireMode].ShotgunFireAnimation,
GetWpnData().animData[m_bFireMode].FireScopedSilenced1,
GetWpnData().animData[m_bFireMode].FireScopedSilenced2,
GetWpnData().animData[m_bFireMode].FireScopedSilenced3,
GetWpnData().animData[m_bFireMode].FireScopedSilenced4,
GetWpnData().animData[m_bFireMode].FireIronsightedSilenced1,
GetWpnData().animData[m_bFireMode].FireIronsightedSilenced2,
GetWpnData().animData[m_bFireMode].FireIronsightedSilenced3,
GetWpnData().animData[m_bFireMode].FireIronsightedSilenced4,
GetWpnData().animData[m_bFireMode].FirePrimarySilenced1,
GetWpnData().animData[m_bFireMode].FirePrimarySilenced2,
GetWpnData().animData[m_bFireMode].FirePrimarySilenced3,
GetWpnData().animData[m_bFireMode].FirePrimarySilenced4,
ACT_GAUSS_SPINCYCLE,
ACT_GAUSS_SPINUP,
ACT_VM_PRIMARYATTACK,
ACT_VM_SECONDARYATTACK,
ACT_VM_SECONDARYATTACK_SPECIAL,
ACT_VM_PRIMARYATTACK_SPECIAL,
ACT_VM_PRIMARYATTACK_MIDEMPTY,
ACT_VM_SHOOTLAST,
ACT_VM_SHOOTLAST_IRONSIGHTED,
ACT_VM_PRIMARYATTACK_1,
ACT_VM_PRIMARYATTACK_2,
ACT_VM_PRIMARYATTACK_3,
ACT_VM_PRIMARYATTACK_4,
ACT_VM_PRIMARYATTACK_5,
ACT_VM_PRIMARYATTACK_6,
ACT_VM_PRIMARYATTACK_7,
ACT_VM_PRIMARYATTACK_8,
ACT_VM_PRIMARYATTACK_DEPLOYED,
ACT_VM_PRIMARYATTACK_DEPLOYED_1,
ACT_VM_PRIMARYATTACK_DEPLOYED_2,
ACT_VM_PRIMARYATTACK_DEPLOYED_3,
ACT_VM_PRIMARYATTACK_DEPLOYED_4,
ACT_VM_PRIMARYATTACK_DEPLOYED_5,
ACT_VM_PRIMARYATTACK_DEPLOYED_6,
ACT_VM_PRIMARYATTACK_DEPLOYED_7,
ACT_VM_PRIMARYATTACK_DEPLOYED_8,
ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY,
ACT_VM_PRIMARYATTACK_EMPTY,
ACT_VM_PRIMARYATTACK_IRONSIGHTED1,
ACT_VM_PRIMARYATTACK_IRONSIGHTED2,
ACT_VM_PRIMARYATTACK_IRONSIGHTED3,
ACT_VM_PRIMARYATTACK_MIDEMPTY,
ACT_VM_PRIMARYATTACK_MIDEMPTY_IRONSIGHTED,
ACT_VM_PRIMARYATTACK_QRL,
ACT_VM_PRIMARYATTACK_SILENCED,
ACT_VM_RECOIL1,
ACT_VM_RECOIL2,
ACT_VM_RECOIL3,
GetWpnData().animData[m_bFireMode].FireSecondary1,
GetWpnData().animData[m_bFireMode].FireSecondary2,
GetWpnData().animData[m_bFireMode].FireSecondary3,
GetWpnData().animData[m_bFireMode].FireSecondary4,
GetWpnData().animData[m_bFireMode].FireSecondaryLast,
GetWpnData().animData[m_bFireMode].FireSecondaryCharging,
GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted1,
GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted2,
GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted3,
GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted4,
ACT_VM_DRAW,
GetWpnData().animData[m_bFireMode].DrawEmptyAnimation,
GetWpnData().animData[m_bFireMode].DrawAnimation,
GetWpnData().animData[m_bFireMode].DrawEmptySilencedAnimation,
GetWpnData().animData[m_bFireMode].DrawSilencedAnimation,
ACT_VM_HOLSTER,
GetWpnData().animData[m_bFireMode].HolsterFullEmpty,
GetWpnData().animData[m_bFireMode].HolsterAnimation,
GetWpnData().animData[m_bFireMode].HolsterMode1Animation,
GetWpnData().animData[m_bFireMode].HolsterMode2Animation,
GetWpnData().animData[m_bFireMode].HolsterMode3Animation
};
for (int i = 0; i < arrCount; i++)
{
if (Act == attActivites[i]) return true;
}
return false;
}
//=========================================================
Activity CBaseCombatWeapon::GetSecondaryAttackActivity(void)
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
{
return ACT_VM_SECONDARYATTACK;
}
else
{
if (GetSecondaryAmmoType() >= 0 && pPlayer->GetAmmoCount(GetSecondaryAmmoType()) <= 0)
return ACT_VM_DRYFIRE;
if (!m_bAltFiresUnderwater && pPlayer->GetWaterLevel() == 3)
return ACT_VM_DRYFIRE;
if (pPlayer->GetAmmoCount(GetSecondaryAmmoType()) == 1)
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryLast != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryLast;
}
if (IsIronSighted() || IsScopeSighted())
{
int sequence = random->RandomInt(0, 3);
switch (sequence)
{
case 0:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted1 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted1;
}
break;
case 1:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted2 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted2;
}
break;
case 2:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted3 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted3;
}
break;
case 3:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted4 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondaryIronsighted4;
}
break;
}
}
else
{
int sequence = random->RandomInt(0, 3);
switch (sequence)
{
case 0:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary1 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary1;
}
break;
case 1:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary2 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary2;
}
break;
case 2:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary3 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary3;
}
break;
case 3:
{
if (pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary4 != 0)
return (Activity)pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].FireSecondary4;
}
break;
}
}
}
return ACT_VM_SECONDARYATTACK;
}
//-----------------------------------------------------------------------------
// Purpose: Adds in view kick and weapon accuracy degradation effect
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AddViewKick(void)
{
//NOTENOTE: By default, weapon will not kick up (defined per weapon)
#ifndef CLIENT_DLL
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer == NULL)
return;
if (!pPlayer->GetActiveWeapon()->GetWpnData().useHl2KickSystem)
{
if (pPlayer)
{
pPlayer->ViewPunchReset();
}
QAngle angles = pPlayer->GetLocalAngles();
float koef = Clamp(pPlayer->GetActiveWeapon()->GetWpnData().ironOrScopeKoefficient, 0.f, 1.f);
if (!pPlayer->GetActiveWeapon()->GetWpnData().AutoReduce)
{
float X = pPlayer->GetActiveWeapon()->GetWpnData().ViewPunch_X;
float Y = pPlayer->GetActiveWeapon()->GetWpnData().ViewPunch_Y;
float Z = pPlayer->GetActiveWeapon()->GetWpnData().ViewPunch_Z;
if (pPlayer->m_Local.m_bDucked || pPlayer->m_Local.m_bDucking || IsIronSighted() || IsScopeSighted())
{
X *= koef;
Y *= koef;
Z *= koef;
}
angles.x += (pPlayer->GetActiveWeapon()->GetWpnData().DoRandomPunch != 0) ? random->RandomFloat(-X, X) /*- pPlayer->GetPunchAngle().x*/ : -X /*- pPlayer->GetPunchAngle().x*/; //random->RandomInt(-1.1, 1.1);
angles.y += random->RandomFloat(-Y, Y);// - pPlayer->GetPunchAngle().y;//random->RandomInt(-1.1, 1.1);//0.45
angles.z += random->RandomFloat(-Z, Z);// -pPlayer->GetPunchAngle().z;
//angles.x = Clamp(angles.x, -89.f, 89.f);
pPlayer->SnapEyeAngles(angles);
if (pPlayer->GetActiveWeapon()->GetWpnData().AllowFreeAim == 1)
{
if (pPlayer->GetActiveWeapon()->GetWpnData().DoRandomPunch == 0)
{
cvar->FindVar("oc_recoil_x")->SetValue(random->RandomFloat(-Y / 50, Y / 50));//(-X / 70);
cvar->FindVar("oc_recoil_y")->SetValue(-X / 50);//(random->RandomFloat(-Y / 70, Y / 70));
}
else
{
cvar->FindVar("oc_recoil_x")->SetValue(random->RandomFloat(-X / 50, X / 50));
cvar->FindVar("oc_recoil_y")->SetValue(random->RandomFloat(-Y / 50, Y / 50));
}
}
}
float X2 = abs(pPlayer->GetActiveWeapon()->GetWpnData().ViewKick_X);
float Y2 = pPlayer->GetActiveWeapon()->GetWpnData().ViewKick_Y;
float Z2 = pPlayer->GetActiveWeapon()->GetWpnData().ViewKick_Z;
/*if (abs(pPlayer->LocalEyeAngles().x) + X2 >= 89.0f)
{
X2 = 89.0f - abs(pPlayer->LocalEyeAngles().x);
}*/
if (pPlayer->m_Local.m_bDucked || pPlayer->m_Local.m_bDucking || IsIronSighted() || IsScopeSighted())
{
X2 *= koef;
Y2 *= koef;
Z2 *= koef;
}
if (!pPlayer->GetActiveWeapon()->GetWpnData().DoRandomKick)
pPlayer->ViewPunch(QAngle(-X2, random->RandomFloat(-Y2, Y2), random->RandomFloat(-Z2, Z2)));
else
pPlayer->ViewPunch(QAngle(random->RandomFloat(-X2, X2), random->RandomFloat(-Y2, Y2), random->RandomFloat(-Z2, Z2)));
}
else
{
//if (thisType != TYPE_PISTOL && thisType != TYPE_SHOTGUN && thisType != TYPE_ANNABELLE && thisType != TYPE_DUAL_PISTOLS && thisType != TYPE_RPG && thisType != TYPE_GRENADE && thisType != TYPE_MELEE)
{
//Machineguns only
float EASY_DAMPEN = pPlayer->GetActiveWeapon()->GetWpnData().easyDampen;
float MAX_VERTICAL_KICK = pPlayer->GetActiveWeapon()->GetWpnData().maxVerticalKick; //Degrees
float SLIDE_LIMIT = pPlayer->GetActiveWeapon()->GetWpnData().slideLimit; //Seconds
float KICK_MIN_X = 0.2f; //Degrees
float KICK_MIN_Y = 0.2f; //Degrees
float KICK_MIN_Z = 0.1f; //Degrees
float flDuration = m_fFireDuration;
if (g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE)
{
flDuration = MIN(flDuration, 0.75f);
}
QAngle vecScratch;
float duration = (flDuration > SLIDE_LIMIT) ? SLIDE_LIMIT : flDuration;
float kickPerc = duration / SLIDE_LIMIT;
pPlayer->ViewPunchReset(10);
vecScratch.x = -(KICK_MIN_X + (MAX_VERTICAL_KICK * kickPerc));
vecScratch.y = -(KICK_MIN_Y + (MAX_VERTICAL_KICK * kickPerc)) / 3;
vecScratch.z = KICK_MIN_Z + (MAX_VERTICAL_KICK * kickPerc) / 8;
if (random->RandomInt(-1, 1) >= 0)
vecScratch.y *= -1;
if (random->RandomInt(-1, 1) >= 0)
vecScratch.z *= -1;
if (g_pGameRules->IsSkillLevel(SKILL_EASY))
{
for (int i = 0; i < 3; i++)
{
vecScratch[i] *= EASY_DAMPEN;
}
}
UTIL_ClipPunchAngleOffset(vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle(24.0f, 3.0f, 1.0f));
QAngle punchAng = vecScratch * 0.5;
//punchAng.x = Clamp(punchAng.x, -89.f, 89.f);
pPlayer->ViewPunch(punchAng);
}
/*else if (thisType == TYPE_MELEE && thisType != TYPE_PISTOL && thisType != TYPE_SHOTGUN && thisType != TYPE_ANNABELLE && thisType != TYPE_DUAL_PISTOLS && thisType != TYPE_RPG && thisType != TYPE_GRENADE && thisType != TYPE_MELEE)
{
//MELLE only
}
else
{
//Pistols, shotguns only
}*/
if (pPlayer->GetActiveWeapon()->GetWpnData().AllowFreeAim == 1)
{
float X = pPlayer->GetActiveWeapon()->GetWpnData().ViewPunch_X;
float Y = pPlayer->GetActiveWeapon()->GetWpnData().ViewPunch_Y;
if (pPlayer->m_Local.m_bDucked || pPlayer->m_Local.m_bDucking || IsIronSighted() || IsScopeSighted())
{
X *= pPlayer->GetActiveWeapon()->GetWpnData().ironOrScopeKoefficient;
Y *= pPlayer->GetActiveWeapon()->GetWpnData().ironOrScopeKoefficient;
}
if (pPlayer->GetActiveWeapon()->GetWpnData().DoRandomPunch == 0)
{
cvar->FindVar("oc_recoil_x")->SetValue(random->RandomFloat(-Y / 50, Y / 50));
cvar->FindVar("oc_recoil_y")->SetValue(-X / 50);
}
else
{
cvar->FindVar("oc_recoil_x")->SetValue(random->RandomFloat(-X / 50, X / 50));
cvar->FindVar("oc_recoil_y")->SetValue(random->RandomFloat(-Y / 50, Y / 50));
}
}
}
float vel = pPlayer->GetActiveWeapon()->GetWpnData().recoilVelocity;
if (vel > 0)
{
Vector recoilForce = pPlayer->GetAbsVelocity() - pPlayer->GetAutoaimVector(0) * vel;
pPlayer->SetAbsVelocity(recoilForce); // îòäà÷à íà òåëî èãðîêà
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Get the string to print death notices with
//-----------------------------------------------------------------------------
char *CBaseCombatWeapon::GetDeathNoticeName(void)
{
#if !defined( CLIENT_DLL )
return (char*)STRING(m_iszName);
#else
return "GetDeathNoticeName not implemented on client yet";
#endif
}
void CBaseCombatWeapon::CheckReloadState(CBasePlayer *pOwner)
{
MDLCACHE_CRITICAL_SECTION();
if (thisType == TYPE_SHOTGUN)
{
if ((pOwner->m_afButtonPressed & IN_ATTACK) || (pOwner->m_afButtonPressed & IN_ATTACK2))
{
if (m_iClip1 > 0 && m_iShotgunReloadState == 2)
{
if (m_bFireMode == 2)
{
m_iShotgunReloadState = 3;
}
else
{
reloadFromEmpty = false;
m_iShotgunReloadState = 5;
}
}
}
if (m_iClip1 <= 0 && m_iShotgunReloadState == 0)
{
reloadFromEmpty = true;
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
m_iShotgunReloadState = 1;
}
if (m_bFireMode == 2)
{
if ((pOwner->m_nButtons & IN_RELOAD) && m_iShotgunReloadState == 0 && m_iClip1 < GetMaxClip1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0 && m_flNextPrimaryAttack < gpGlobals->curtime)
{
if (m_iClip1 > 0)
reloadFromEmpty = false;
m_iShotgunReloadState = 1;
}
}
else
{
if ((pOwner->m_nButtons & IN_RELOAD) && m_iShotgunReloadState == 0 && m_iClip1 < GetMaxClip1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0 && m_flNextShotgunReload < gpGlobals->curtime)
{
if (m_iClip1 > 0)
reloadFromEmpty = false;
m_iShotgunReloadState = 1;
}
}
if (m_bFireMode == 2)
{
if (m_bNeedPump)//NoNeed pump while auto
m_bNeedPump = false;
if (gpGlobals->curtime > /*m_flNextPrimaryAttack*/ m_flNextShotgunReload && m_iClip1 <= GetMaxClip1())
{
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
if (m_iShotgunReloadState > 0 && m_iShotgunReloadState <= 2)
m_iShotgunReloadState = reloadFromEmpty ? 3 : 5;
}
if (m_iShotgunReloadState == 1)
StartReloadShotgun();
else if (m_iShotgunReloadState == 2)
ReloadShotgun();
else if (m_iShotgunReloadState == 3)
FinishReloadShotgun(reloadFromEmpty);//true
else if (m_iShotgunReloadState == 4)
{
if (reloadFromEmpty)
PumpShotgun();
else
m_iShotgunReloadState = 5;
}
else if (m_iShotgunReloadState == 5)
FinishReloadShotgun(reloadFromEmpty);//false
/*if (m_iShotgunReloadState == 1)
StartReloadShotgun();
else if (m_iShotgunReloadState == 2)
ReloadShotgun();
else if (m_iShotgunReloadState == 3)
{
FinishReloadShotgun(false);
m_iShotgunReloadState = 0;
m_bNeedPump = false;
}*/
}
}
else
{
if (m_bNeedPump && gpGlobals->curtime > m_flNextShotgunReload &&
m_iShotgunReloadState == 0 &&
m_iClip1 > 0)
{
reloadFromEmpty = false;
m_iShotgunReloadState = 4;
}
else if (gpGlobals->curtime > m_flNextShotgunReload && m_iClip1 <= GetMaxClip1())
{
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
if (m_iShotgunReloadState > 0 && m_iShotgunReloadState <= 2)
m_iShotgunReloadState = reloadFromEmpty ? 3 : 5;
}
if (m_iShotgunReloadState == 1)
StartReloadShotgun();
else if (m_iShotgunReloadState == 2)
ReloadShotgun();
else if (m_iShotgunReloadState == 3)
FinishReloadShotgun(reloadFromEmpty);//true
else if (m_iShotgunReloadState == 4)
PumpShotgun();
else if (m_iShotgunReloadState == 5)
FinishReloadShotgun(reloadFromEmpty);//false
}
}
}
else
{
if (GetWpnData().allowAmmoRegen)
RechargeAmmo();
if (IsInReload() && UsesClipsForAmmo1() && m_flNextPrimaryAttack < gpGlobals->curtime /*&& !WeaponShouldBeLowered()*/)
{
CheckReload();
}
/*if (gpGlobals->curtime > m_flNextShotgunReload && UsesClipsForAmmo1())
{
CheckReload();
}*/
}
}
//====================================================================================
// WEAPON RELOAD TYPES
//====================================================================================
void CBaseCombatWeapon::CheckReload(void)
{
if (m_bReloadsSingly)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
return;
if (m_bInReload &&
GetActivity() != ACT_VM_ATTACH_SILENCER &&
GetActivity() != ACT_VM_DETACH_SILENCER &&
m_flNextPrimaryAttack <= gpGlobals->curtime)
{
if (pOwner->m_nButtons & (IN_ATTACK | IN_ATTACK2) && m_iClip1 > 0)
{
m_bInReload = false;
return;
}
// If out of ammo end reload
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
FinishReload();
return;
}
// If clip not full reload again
else if (m_iClip1 < GetMaxClip1())
{
if (GetWpnData().allowLoopSound && m_bIsFiring)
StopLoopSound();
if (m_bIsInPrimaryAttack && m_flNextPrimaryAttack < gpGlobals->curtime)
m_bIsInPrimaryAttack = false;
// Add them to the clip
m_iClip1 += 1;
//pOwner->RemoveAmmo(1, m_iPrimaryAmmoType);
RemoveAmmo(GetPrimaryAmmoType(), 1);
Reload();
return;
}
// Clip full, stop reloading
else
{
FinishReload();
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
return;
}
}
}
else
{
//if (GetActivity() != SetIdleActivity(true))//if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
FinishReload();
m_flNextPrimaryAttack = 0;
m_flNextSecondaryAttack = 0;
m_bInReload = false;
}
}
}
void CBaseCombatWeapon::CheckReloadShotgun(void)
{
if (m_bReloadsSingly)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
return;
if ((m_iShotgunReloadState != 0) && (gpGlobals->curtime > m_flNextShotgunReload))
{
if (pOwner->m_nButtons & (IN_ATTACK | IN_ATTACK2) && m_iClip1 > 0)
{
m_bInReload = false;
m_iShotgunReloadState = 0;
return;
}
// If out of ammo end reload
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
FinishReloadShotgun(1);
return;
}
// If clip not full reload again
else if (m_iClip1 < GetMaxClip1())
{
if (m_iShotgunReloadState == 1)
ReloadShotgun();
return;
}
// Clip full, stop reloading
else
{
if (m_iShotgunReloadState == 2)
FinishReloadShotgun(1);
else if (m_iShotgunReloadState == 3)
PumpShotgun();
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
return;
}
}
}
else
{
if ((m_bInReload && m_iShotgunReloadState != 0) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
FinishReloadShotgun(1);
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
m_flNextShotgunReload = gpGlobals->curtime;
m_iShotgunReloadState = 0;
m_bInReload = false;
}
}
}
void CBaseCombatWeapon::PumpShotgun(void)
{
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner == NULL)
return;
m_bNeedPump = false;
//DevMsg("PumpAfterTwoBarrels: %i \n", (int)PumpAfterTwoBarrels);
if (PumpAfterTwoBarrels)
{
PumpAfterTwoBarrels = false;
if (GetWpnData().animData[m_bFireMode].ShotgunDoublePumpAnimation == ACT_RESET)
{
m_iShotgunReloadState = 0;
return;
}
SendWeaponAnim(GetWpnData().animData[m_bFireMode].ShotgunDoublePumpAnimation);
}
else
{
if (GetWpnData().animData[m_bFireMode].ShotgunPumpAnimation == ACT_RESET)
{
m_iShotgunReloadState = 0;
return;
}
SendWeaponAnim(GetWpnData().animData[m_bFireMode].ShotgunPumpAnimation);
}
WeaponSound(SPECIAL1);
pOwner->m_flNextAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextShotgunReload = gpGlobals->curtime + GetViewModelSequenceDuration();
m_iShotgunReloadState = 0;
}
bool CBaseCombatWeapon::StartReloadShotgun(void)
{
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner == NULL)
return false;
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
return false;
if (m_iClip1 <= 0)
{
m_bNeedPump = true;
}
int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (j <= 0)
return false;
m_bInReload = true;
//SendWeaponAnim(ACT_SHOTGUN_RELOAD_START);
if (GetWpnData().animData[m_bFireMode].ShotgunStartReloadAnimation == ACT_RESET)
{
SetBodygroup(1, 0);
m_iShotgunReloadState = 2;
return true;
}
SendWeaponAnim(GetWpnData().animData[m_bFireMode].ShotgunStartReloadAnimation);
SetBodygroup(1, 0);
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextShotgunReload = gpGlobals->curtime + GetViewModelSequenceDuration();
m_iShotgunReloadState = 2;
return true;
}
bool CBaseCombatWeapon::ReloadShotgun(void)
{
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner == NULL)
return false;
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
return false;
if (m_iClip1 >= GetMaxClip1())
{
m_iShotgunReloadState = 3;
return false;
}
int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
if (j <= 0)
return false;
//FillClip
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
{
if (Clip1() < GetMaxClip1())
{
m_iClip1++;
pOwner->RemoveAmmo(1, m_iPrimaryAmmoType);
}
}
if (GetWpnData().animData[m_bFireMode].ShotgunFillClipAnimation == ACT_RESET)
{
m_flNextShotgunReload = gpGlobals->curtime + 0.2f;
return true;
}
// Play reload on different channel as otherwise steals channel away from fire sound
WeaponSound(RELOAD);
SendWeaponAnim(GetWpnData().animData[m_bFireMode].ShotgunFillClipAnimation);
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextShotgunReload = gpGlobals->curtime + GetViewModelSequenceDuration();
return true;
}
void CBaseCombatWeapon::FinishReloadShotgun(bool needPump)
{
SetBodygroup(1, 1);
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner == NULL)
return;
m_bInReload = false;
// Finish reload animation
//SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH);
if (GetWpnData().animData[m_bFireMode].ShotgunStopReloadAnimation == ACT_RESET)
{
if (needPump)
m_iShotgunReloadState = 4;
else
m_iShotgunReloadState = 0;
return;
}
SendWeaponAnim(GetWpnData().animData[m_bFireMode].ShotgunStopReloadAnimation);
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextShotgunReload = gpGlobals->curtime + GetViewModelSequenceDuration();
if (needPump)
m_iShotgunReloadState = 4;
else
m_iShotgunReloadState = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Reload has finished.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::FinishReload(void)
{
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner)
{
// If I use primary clips, reload primary
if (UsesClipsForAmmo1())
{
int primary = MIN(GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
m_iClip1 += primary;
//pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType);
RemoveAmmo(GetPrimaryAmmoType(), primary);
}
// If I use secondary clips, reload secondary
if (UsesClipsForAmmo2())
{
int secondary = MIN(GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
m_iClip2 += secondary;
//pOwner->RemoveAmmo( secondary, m_iSecondaryAmmoType );
RemoveAmmo(GetSecondaryAmmoType(), secondary);
}
if (m_bReloadsSingly)
{
m_bInReload = false;
}
}
}
void CBaseCombatWeapon::RemoveAmmo(int ammoType, int count)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
if (GetWpnData().allowAmmoRegen)
{
if (GetAmmoCountForRecharge() > 0)
{
if (GetWpnData().ammoRemoveDelay < 0)
{
m_flNextAmmoRegen = gpGlobals->curtime + GetWpnData().ammoRegenDelay;
RemoveRechargedAmmo();
return;
}
if (m_flNextAmmoRemove < gpGlobals->curtime && GetAmmoCountForRecharge() > 0)
{
m_flNextAmmoRemove = gpGlobals->curtime + GetWpnData().ammoRemoveDelay;
RemoveRechargedAmmo();
}
if (GetAmmoCountForRecharge() == 0)
{
m_flNextAmmoRemove = gpGlobals->curtime;
m_flNextAmmoRegen = gpGlobals->curtime + GetWpnData().ammoRemoveDelay * 0.5f;
//m_flNextAmmoRegen = m_flNextShotgunReload = m_flNextSecondaryAttack = m_flNextPrimaryAttack;
}
}
}
else
{
if (thisType == TYPE_SHOTGUN || thisType == TYPE_ANNABELLE)
{
if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt())
{
if (GetDefaultClip1() > 0)
m_iClip1 -= count;
}
else
m_iClip1 -= count;
}
else
{
/*if (delay < 0)
return;
if (delay > 0)
{
if (m_flNextRemoveAmmo < gpGlobals->curtime)
{
m_flNextRemoveAmmo = gpGlobals->curtime + delay;
pPlayer->RemoveAmmo(count, ammoType);
}
}
else*/
pPlayer->RemoveAmmo(count, ammoType);
}
}
}
int CBaseCombatWeapon::GetMaxAmmoCountForRecharge()
{
if (IsClippedAmmo())
return GetMaxClip1();
else
return GetDefaultClip1();
}
int CBaseCombatWeapon::GetAmmoCountForRecharge()
{
/*if (IsClippedAmmo())
return Clip1();// m_iClip1
else
return GetPrimaryAmmoCount();*///m_iPrimaryAmmoCount
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
return pOwner->GetAmmoCount(GetPrimaryAmmoType());
return -1;
}
void CBaseCombatWeapon::RemoveRechargedAmmo()
{
#ifndef CLIENT_DLL
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
pOwner->RemoveAmmo(1, GetPrimaryAmmoType());
#endif
/*if (IsClippedAmmo())
m_iClip1--;
else
m_iPrimaryAmmoCount--;*/
}
void CBaseCombatWeapon::AddRechargedAmmo()
{
#ifndef CLIENT_DLL
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
pOwner->GiveAmmo(1, GetPrimaryAmmoType(), true);
#endif
/*if (IsClippedAmmo())
m_iClip1++;
else
m_iPrimaryAmmoCount++;*/
}
//-----------------------------------------------------------------------------
// Recharges the ammo...
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RechargeAmmo(void)
{
if (m_flNextAmmoRegen < gpGlobals->curtime && GetAmmoCountForRecharge() < GetMaxAmmoCountForRecharge())
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner && ((pOwner->m_nButtons & IN_ATTACK) || (GetWpnData().m_bUsePrimaryAmmoAsSecondary ? (pOwner->m_nButtons & IN_ATTACK2) : false)))
{
m_flNextAmmoRegen = gpGlobals->curtime + 0.2f;
return;
}
if (GetWpnData().ammoEmptyDelay < 0)
{
m_flNextAmmoRegen = gpGlobals->curtime + GetWpnData().ammoRegenDelay;
AddRechargedAmmo();// m_iClip1++;
if (!IsHolstered())
WeaponSound(SPECIAL3);
return;
}
if ((GetAmmoCountForRecharge() <= 0 || !GetMaxAmmoCountForRecharge()) && !blockToAmmoRegen)
{
m_flNextAmmoRegen = gpGlobals->curtime + GetWpnData().ammoEmptyDelay;
blockToAmmoRegen = true;
}
else
{
if (blockToAmmoRegen)
blockToAmmoRegen = false;
m_flNextAmmoRegen = gpGlobals->curtime + GetWpnData().ammoRegenDelay;
AddRechargedAmmo();//m_iClip1++;
if (!IsHolstered())
WeaponSound(SPECIAL3);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Abort any reload we have in progress
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AbortReload(void)
{
#ifdef CLIENT_DLL
StopWeaponSound(RELOAD);
#endif
m_bInReload = false;
}
void CBaseCombatWeapon::UpdateAutoFire(void)
{
if (!AutoFiresFullClip())
return;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (!pOwner)
return;
if (m_iClip1 == 0)
{
// Ready to reload again
m_bFiringWholeClip = false;
}
if (m_bFiringWholeClip)
{
// If it's firing the clip don't let them repress attack to reload
pOwner->m_nButtons &= ~IN_ATTACK;
}
// Don't use the regular reload key
if (pOwner->m_nButtons & IN_RELOAD)
{
pOwner->m_nButtons &= ~IN_RELOAD;
}
// Try to fire if there's ammo in the clip and we're not holding the button
bool bReleaseClip = m_iClip1 > 0 && !(pOwner->m_nButtons & IN_ATTACK);
if (!bReleaseClip)
{
if (CanReload() && (pOwner->m_nButtons & IN_ATTACK))
{
// Convert the attack key into the reload key
pOwner->m_nButtons |= IN_RELOAD;
}
// Don't allow attack button if we're not attacking
pOwner->m_nButtons &= ~IN_ATTACK;
}
else
{
// Fake the attack key
pOwner->m_nButtons |= IN_ATTACK;
}
}
void CBaseCombatWeapon::FireClientPrimaryAttack(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
#ifndef CLIENT_DLL
CEffectData fireData;
fireData.m_nEntIndex = pPlayer->GetViewModel()->entindex();
fireData.m_vOrigin = pPlayer->GetViewModel()->GetLocalOrigin();
fireData.m_vAngles = pPlayer->GetViewModel()->GetLocalAngles();
fireData.m_nAttachmentIndex = 21;//AE_MUZZLEFLASH
DispatchEffect("FireEvent", fireData);
#endif
}
void CBaseCombatWeapon::FireClientSecondaryAttack(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
#ifndef CLIENT_DLL
CEffectData fireData;
fireData.m_nEntIndex = pPlayer->GetViewModel()->entindex();
fireData.m_vOrigin = pPlayer->GetViewModel()->GetLocalOrigin();
fireData.m_vAngles = pPlayer->GetViewModel()->GetLocalAngles();
fireData.m_nAttachmentIndex = 22;//AE_MUZZLEFLASH_SECONDARY
DispatchEffect("FireEvent", fireData);
#endif
}
void CBaseCombatWeapon::FireClientDelayedAttack(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
#ifndef CLIENT_DLL
CEffectData fireData;
fireData.m_nEntIndex = pPlayer->GetViewModel()->entindex();
fireData.m_vOrigin = pPlayer->GetViewModel()->GetLocalOrigin();
fireData.m_vAngles = pPlayer->GetViewModel()->GetLocalAngles();
fireData.m_nAttachmentIndex = 23;//AE_MUZZLEFLASH_CHARGE
DispatchEffect("FireEvent", fireData);
#endif
}
const Vector &CBaseCombatWeapon::GetBulletSpreadHolded()
{
static Vector spread;
spread.x = GetWpnData().standingSpread;
spread.y = GetWpnData().standingSpread;
spread.z = GetWpnData().standingSpread;
return spread;
}
void CBaseCombatWeapon::PrimaryAttackHolding(CBaseCombatWeapon *pWeapon)
{
if (!EnabledHoldingFire() || IsMarkedForDeletion())
{
EnableHoldingFire(false);
if (pWeapon)
pWeapon = NULL;
return;
}
if (UsesClipsForAmmo1() && !m_iClip1)
{
EnableHoldingFire(false);
if (pWeapon)
pWeapon = NULL;
return;
}
Vector origin, orig2;
QAngle ang;
origin = EyePosition();
Vector forward;
int attachment = LookupAttachment("muzzle");
if (attachment == -1)
GetAttachment("muzzle", orig2, ang);
else
GetAttachment(attachment, orig2, ang);
//AngleVectors(EyeAngles(), &forward);
AngleVectors(ang, &forward);
forward *= 5.f;
FireBulletsInfo_t info;
info.m_bHoldedAttack = true;
info.m_vecSrc = origin;
info.m_vecSpread = GetBulletSpreadHolded();
info.m_vecDirShooting = forward;
info.m_iShots = 0;
float fireRate = GetFireRate();
if (m_bSilenced)
{
WeaponSound(SPECIAL1);
}
else
{
WeaponSound(SINGLE_NPC);
}
#ifndef CLIENT_DLL
CEffectData fireData;
fireData.m_nEntIndex = entindex();
DispatchEffect("MuzzleFlashHolding", fireData);
#endif
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
info.m_iShots = 1;
m_iClip1 -= info.m_iShots;
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 1;
if (thisType == TYPE_SHOTGUN ||
thisType == TYPE_AIRBOATGUN)
info.m_iShots = NumShots();
if (thisType != TYPE_BEAM)
{
if (thisType == TYPE_SHOTGUN)
CBaseEntity::FireBulletsShotgun(info);
else
CBaseEntity::FireBullets(info);
}
}
//-----------------------------------------------------------------------------
// Purpose: Primary fire button attack
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::PrimaryAttack(void)
{
// If my clip is empty (and I use clips) start reload
if (UsesClipsForAmmo1() && !m_iClip1)
{
Reload();
return;
}
if (!m_iClip1 && m_flNextPrimaryAttack < gpGlobals->curtime)
{
Reload();
return;
}
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
{
return;
}
if (!m_bSilenced)
pPlayer->DoMuzzleFlash();
/*if (pPlayer && ((m_iClip1 <= (GetMaxClip1() / 4)) && m_iClip1 != 0 && m_iClip1 <= 8))
WeaponSound(LOW_AMMO);*/
Activity primaryAttack = iMuzzle == 2 ? GetSecondaryAttackActivity() : GetPrimaryAttackActivity();
if (iMuzzle == 2)
SendWeaponAnim(primaryAttack);
else
SendWeaponAnim(primaryAttack);
attackActivites[0] = primaryAttack;
pPlayer->SetAnimation(PLAYER_ATTACK1);
FireBulletsInfo_t info;
info.m_bHoldedAttack = false;
info.m_vecSrc = pPlayer->EyePosition();//->Weapon_ShootPosition( );
info.m_vecDirShooting = pPlayer->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
info.m_iShots = 0;
float fireRate = GetFireRate();
/*Vector vForward, vRight, vUp;
pPlayer->EyeVectors(&vForward, &vRight, &vUp);
if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 0)
{
info.m_vecSrc += vForward * 0.0f;
info.m_vecSrc += vRight * 5.5f;
info.m_vecSrc += vUp * -3.4f;
}
else if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
{
info.m_vecSrc += vForward * 0.0f;
info.m_vecSrc += vRight * 0.0f;
info.m_vecSrc += vUp * -3.4f;
}*/
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
/*if (pPlayer->GetActiveWeapon()->m_iClip1 <= pPlayer->GetActiveWeapon()->GetMaxClip1() / 4 && pPlayer->GetActiveWeapon()->m_iClip1 <= 8)
WeaponSound(LOW_AMMO);*/
if (m_bFireMode == 3)
{
if (m_bSilenced)
{
WeaponSound(SPECIAL1);
}
else
{
if (!GetWpnData().allowLoopSound)
WeaponSound(SINGLE);
}
/*while (m_flNextPrimaryAttack <= gpGlobals->curtime)
{
if (!fireRate)
break;*/
/*if (m_nShotsFired % 3 != 0)
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
else
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate + GetWpnData().mode_fire_rate_burst_refire_time;*/
burstFireCount++;
if (burstFireCount >= GetWpnData().mode_fire_burst_count)
{
burstFireCount = 0;
wasburstFire = false;
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate + GetWpnData().mode_fire_rate_burst_refire_time;
}
else
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
info.m_iShots = 1;
//info.m_iShots++;
//}
}
else if (m_bFireMode == 2)
{
if (m_bSilenced)
{
WeaponSound(SPECIAL1);
}
else
{
if (!GetWpnData().allowLoopSound)
WeaponSound(SINGLE);
}
/*while (m_flNextPrimaryAttack <= gpGlobals->curtime)
{
if (!fireRate)
break;
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
info.m_iShots++;
}*/
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
info.m_iShots = 1;
}
else if (m_bFireMode == 1)
{
m_flSoonestPrimaryAttack = gpGlobals->curtime + GetWpnData().mode_fastest_refire_time;
m_flAccuracyPenalty += GetWpnData().mode_accuracy_shot_penalty_time;
m_flLastAttackTime = gpGlobals->curtime;
if (m_bSilenced)
{
WeaponSound(SPECIAL1);
}
else
{
WeaponSound(SINGLE);
}
/*while (m_flNextPrimaryAttack <= gpGlobals->curtime)
{
if (!fireRate)
break;
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;//m_flNextPrimaryAttack + fireRate;
info.m_iShots++;
}*/
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
info.m_iShots = 1;
}
else if (m_bFireMode == 0)
{
m_flSoonestPrimaryAttack = gpGlobals->curtime + GetWpnData().mode_fastest_refire_time;
m_flAccuracyPenalty += GetWpnData().mode_accuracy_shot_penalty_time;
m_flLastAttackTime = gpGlobals->curtime;
if (m_bSilenced)
{
WeaponSound(SPECIAL1);
}
else
{
WeaponSound(SINGLE);
}
/*while (m_flNextPrimaryAttack <= gpGlobals->curtime)
{
if (!fireRate)
break;
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;//m_flNextPrimaryAttack + fireRate;
info.m_iShots++;
}*/
m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
info.m_iShots = 1;
//m_flSoonestPrimaryAttack = gpGlobals->curtime + GetWpnData().mode_fastest_refire_time;
//m_flAccuracyPenalty += GetWpnData().mode_accuracy_shot_penalty_time;
}
// Make sure we don't fire more than the amount in the clip
if (UsesClipsForAmmo1())
{
info.m_iShots = MIN(info.m_iShots, m_iClip1);
if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt() == 1)
{
if (GetDefaultClip1() > 0)
m_iClip1 -= info.m_iShots;
}
else
m_iClip1 -= info.m_iShots;
}
else
{
info.m_iShots = MIN(info.m_iShots, pPlayer->GetAmmoCount(m_iPrimaryAmmoType));
//if (GetWpnData().allowAmmoRegen)
RemoveAmmo(m_iPrimaryAmmoType, info.m_iShots);
/*else
pPlayer->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );*/
}
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 1;
#if !defined( CLIENT_DLL )
// Fire the bullets
info.m_vecSpread = pPlayer->GetAttackSpread(this);
#else
//!!!HACKHACK - what does the client want this function for?
info.m_vecSpread = GetActiveWeapon()->GetBulletSpread();
#endif // CLIENT_DLL
#if !defined( CLIENT_DLL )
#endif // CLIENT_DLL
//if (Q_strcmp(pPlayer->GetActiveWeapon()->GetWpnData().WeaponType, "shotgun") == 0 ||
//Q_strcmp(pPlayer->GetActiveWeapon()->GetWpnData().WeaponType, "AirboatGun") == 0)
if (thisType == TYPE_SHOTGUN ||
thisType == TYPE_AIRBOATGUN)
info.m_iShots = NumShots();
if (thisType != TYPE_BEAM)
pPlayer->FireBullets(info);
/*if (thisType == TYPE_BEAM)
{
if (pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}
else
{
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && thisType != TYPE_AIRBOATGUN)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}*/
AddViewKick();
if (GetWpnData().iMuzzleSmokeNumShots > 0)
{
if (NumShots() == GetWpnData().iMuzzleSmokeNumShots)
{
DispatchParticleEffect(STRING(GetWpnData().iMuzzleSmoke), PATTACH_POINT_FOLLOW, pPlayer->GetViewModel(), GetWpnData().iAttachment, false);
}
}
}
void CBaseCombatWeapon::PrimaryAttackPostUpdate(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
{
return;
}
if (GetWpnData().allowAmmoRegen)
return;
if (thisType == TYPE_BEAM)
{
if (m_iClip1 <= 0 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}
else
{
if (m_iClip1 <= 0 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && thisType != TYPE_AIRBOATGUN)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
}
}
void CBaseCombatWeapon::SecondaryAttackEffects(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
/*if (cvar->FindVar("oc_particle_muzzleflashes")->GetInt())
{
int index = random->RandomInt(0, GetWpnData().externalIndexS);
string_t sMFName;
if (pPlayer->GetWaterLevel() != 3)
sMFName = GetWpnData().iMuzzleFlashTypeS[index];
else
sMFName = GetWpnData().iMuzzleFlashUnderWaterType;
DispatchParticleEffect(STRING(sMFName), PATTACH_POINT_FOLLOW, pPlayer->GetViewModel(), STRING(GetWpnData().iSecondaryAttachment), false);
}
else
{
FireEventOnClient();
}*/
FireClientSecondaryAttack();
DoMuzzleFlash();
//AddViewKick();
}
void CBaseCombatWeapon::DelayedAttackEffects(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
FireClientDelayedAttack();
DoMuzzleFlash();
}
void CBaseCombatWeapon::PrimaryAttackShotgun(void)
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
{
return;
}
if (IsNearWall() /*(cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 1)*/ || GetOwnerIsRunning())
{
return;
}
Activity primaryAttack = GetPrimaryAttackActivity();
SendWeaponAnim(primaryAttack);
attackActivites[0] = primaryAttack;
WeaponSound(SINGLE);
pPlayer->DoMuzzleFlash();
pPlayer->SetAnimation(PLAYER_ATTACK1);
if (GetOwner() && GetOwner()->IsNPC())
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration(); // overcharged: 3rd person anims bug fix
else if (GetOwner() && GetOwner()->IsPlayer())
{
if (m_bFireMode == 2 || m_bFireMode == 3)
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
else
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
}
m_flNextShotgunReload = m_flNextPrimaryAttack;
/*if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt())
{
if (GetDefaultClip1() > 0)
m_iClip1 -= 1;
}
else
m_iClip1 -= 1;*/
RemoveAmmo(GetPrimaryAmmoType(), 1);
PumpAfterTwoBarrels = false;
//pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 1.0);
CBasePlayer *pOwner = pPlayer;
if (pOwner == NULL)
return;
FireBulletsInfo_t info;
info.m_bHoldedAttack = false;
info.m_iShots = NumShots();//sk_plr_num_shotgun_pellets.GetInt();
info.m_vecDirShooting = pPlayer->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
info.m_vecSrc = pPlayer->EyePosition();
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 1;
#if !defined( CLIENT_DLL )
// Fire the bullets
info.m_vecSpread = pPlayer->GetAttackSpread(this);
#else
//!!!HACKHACK - what does the client want this function for?
info.m_vecSpread = GetActiveWeapon()->GetBulletSpread();
#endif // CLIENT_DLL
if (thisType != TYPE_BEAM)
pPlayer->FireBulletsShotgun(info);
//CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2, GetOwner() );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && thisType != TYPE_AIRBOATGUN)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
m_bNeedPump = true;
if (!m_bSilenced)
pPlayer->DoMuzzleFlash();
AddViewKick();
if (GetWpnData().iMuzzleSmokeNumShots > 0)
{
if (NumShots() >= GetWpnData().iMuzzleSmokeNumShots)
{
DispatchParticleEffect(STRING(GetWpnData().iMuzzleSmoke), PATTACH_POINT_FOLLOW, pPlayer->GetViewModel(), GetWpnData().iAttachment, false);
}
}
}
void CBaseCombatWeapon::SecondaryAttackShotgun(void)
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
{
return;
}
if (IsNearWall()/*(cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 1)*/ || GetOwnerIsRunning())
{
return;
}
pPlayer->m_nButtons &= ~IN_ATTACK2;
if (m_iClip1 <= 1)
{
PrimaryAttackShotgun();
return;
}
PumpAfterTwoBarrels = true;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(WPN_DOUBLE);
pPlayer->DoMuzzleFlash();
Activity primaryAttack = (Activity)0;
if (pPlayer && pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].ShotgunFireAnimation == 0)
{
primaryAttack = GetSecondaryAttackActivity();
SendWeaponAnim(primaryAttack);
}
if (pPlayer && pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].ShotgunFireAnimation == 1)
{
primaryAttack = GetPrimaryAttackActivity();
SendWeaponAnim(primaryAttack);
}
if (pPlayer && pPlayer->GetActiveWeapon()->GetWpnData().animData[m_bFireMode].ShotgunFireAnimation == 2)
{
int i = RandomInt(1, 2);
if (i == 1)
{
primaryAttack = GetSecondaryAttackActivity();
SendWeaponAnim(primaryAttack);
}
if (i == 2)
{
primaryAttack = GetPrimaryAttackActivity();
SendWeaponAnim(primaryAttack);
}
}
attackActivites[0] = primaryAttack;
// player "shoot" animation
pPlayer->SetAnimation(PLAYER_ATTACK1);
if (GetOwner() && GetOwner()->IsNPC())
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration(); // overcharged: 3rd person anims bug fix
else if (GetOwner() && GetOwner()->IsPlayer())
{
if (m_bFireMode == 2 || m_bFireMode == 3)
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
else
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
}
m_flNextShotgunReload = m_flNextPrimaryAttack;
/*if (cvar->FindVar("oc_weapons_infinite_ammo")->GetInt() == 1)
{
if (GetDefaultClip1() > 0)
m_iClip1 -= 2;
}
else
m_iClip1 -= 2;*/
RemoveAmmo(GetPrimaryAmmoType(), 2); // Shotgun uses same clip for primary and secondary attacks
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
FireBulletsInfo_t info;
info.m_iShots = NumShots() * 2;//sk_plr_num_shotgun_pellets.GetInt();
info.m_vecSrc = pPlayer->Weapon_ShootPosition();
info.m_vecDirShooting = pPlayer->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
info.m_vecSrc = pPlayer->EyePosition();
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 1;
#if !defined( CLIENT_DLL )
// Fire the bullets
info.m_vecSpread = pPlayer->GetAttackSpread(this);
#else
//!!!HACKHACK - what does the client want this function for?
info.m_vecSpread = GetActiveWeapon()->GetBulletSpread();
#endif // CLIENT_DLL
if (thisType != TYPE_BEAM)
pPlayer->FireBulletsShotgun(info);
AddViewKick();
//CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2 );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 && pPlayer->GetActiveWeapon()->thisType != TYPE_AIRBOATGUN)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
m_bNeedPump = true;
if (!m_bSilenced)
pPlayer->DoMuzzleFlash();
if (GetWpnData().iMuzzleSmokeNumShots > 0)
{
if (NumShots() >= GetWpnData().iMuzzleSmokeNumShots)
{
DispatchParticleEffect(STRING(GetWpnData().iMuzzleSmoke), PATTACH_POINT_FOLLOW, pPlayer->GetViewModel(), GetWpnData().iAttachment, false);
}
}
}
bool CBaseCombatWeapon::CanHolster()
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return false;
#ifndef CLIENT_DLL
if (pPlayer->grenadeState > 0)
return false;
#endif
if (m_flNextSilencer > gpGlobals->curtime ||
m_flNextSwitchTime > gpGlobals->curtime)
return false;
return true;
}
bool CBaseCombatWeapon::CanDrop()
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return false;
if (GetWpnData().m_bReservedSlot)
return false;
if ((pPlayer->m_nButtons & IN_ATTACK) ||
(pPlayer->m_nButtons & IN_ATTACK2) ||
m_bInReload ||
m_bReloadComplete ||
#ifndef CLIENT_DLL
pPlayer->grenadeState > 0 ||
#endif
IronSightState > 0 || IsScopeSighted() ||
IsNearWall() ||
//cvar->FindVar("oc_state_near_wall_standing")->GetInt() ||
GetOwnerIsRunning() ||
m_flNextPrimaryAttack > gpGlobals->curtime ||
m_flNextInspectAnimation > gpGlobals->curtime ||
m_flNextSecondaryAttack > gpGlobals->curtime ||
m_flNextShotgunReload > gpGlobals->curtime ||
m_flNextSilencer > gpGlobals->curtime ||
m_flNextSwitchTime > gpGlobals->curtime ||
cvar->FindVar("oc_player_allow_fast_gren_throw")->GetInt() ? thisType == TYPE_GRENADE : false)
return false;
return CanHolster();
}
bool CBaseCombatWeapon::DeployGrenade()
{
if (!HasPrimaryAmmo())
return false;
if (!HasAnyAmmo() && AllowsAutoSwitchFrom())
return false;
float flSequenceDuration = 0.0f;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
{
// Dead men deploy no weapons
if (pOwner->IsAlive() == false)
return false;
pOwner->SetAnimationExtension((char*)GetAnimPrefix());
g_ShowWeapon.SetShowWeapon(this, GetDrawActivity(), flSequenceDuration);
SetupWeapon(pOwner);
}
// Can't shoot again until we've finished deploying
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
#ifndef CLIENT_DLL
// Cancel any pending hide events
g_EventQueue.CancelEventOn(this, "HideWeapon");
#endif
return true;
}
void CBaseCombatWeapon::PullUpGrenade(bool down)
{
if (down)
{
if (!HasPrimaryAmmo())
return;
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer == NULL)
return;
if (IsNearWall() /*(cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 1)*/ || GetOwnerIsRunning())
{
return;
}
SendWeaponAnim(GetWpnData().animData[0].ThrowPullDown);
}
else
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
if (IsNearWall() /*(cvar->FindVar("oc_state_near_wall_standing")->GetInt() == 1)*/ || GetOwnerIsRunning())
{
return;
}
SendWeaponAnim(GetWpnData().animData[0].ThrowPullUp);
m_flTimeWeaponIdle = gpGlobals->curtime + GetViewModelSequenceDuration() * 2;
}
}
void CBaseCombatWeapon::ReleaseGrenade(bool secondary)
{
if (secondary)
SendWeaponAnim(GetWpnData().animData[0].ThrowSecondary);
else
SendWeaponAnim(GetWpnData().animData[0].ThrowPrimary);
AddViewKick();
}
//-----------------------------------------------------------------------------
// Create/destroy looping sounds
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ReinitializeLoopSound(const char *sample)
{
#ifndef CLIENT_DLL
m_bIsFiring = false;
//if (!m_pLoopSoundController || !m_pLoopSound)
/*{
if (m_pLoopSoundController && m_pLoopSound)
{
m_pLoopSoundController->Shutdown(m_pLoopSound);
m_pLoopSoundController->CommandClear(m_pLoopSound);
m_pLoopSoundController->SoundDestroy(m_pLoopSound);
}
else if (m_pLoopSoundController && !m_pLoopSound)
{
m_pLoopSoundController->SystemReset();
m_pLoopSoundController->SystemUpdate();
}
m_pLoopSound = NULL;
m_pLoopSoundController = NULL;
soundInitialVolume = 0.0f;
soundInitialPitch = 0.0f;
}*/
DestroyLoopSound();
if (!m_pLoopSoundController || !m_pLoopSound)
{
CreateLoopSound(sample);
}
#endif
}
void CBaseCombatWeapon::CreateLoopSound(const char *sample)
{
#ifndef CLIENT_DLL
if (!m_pLoopSoundController)
m_pLoopSoundController = &CSoundEnvelopeController::GetController();
CPASAttenuationFilter filter(this);
if (!m_pLoopSound)
{
int index = m_bSilenced ? GetOwner()->entindex() : this->entindex();
int channel = 0;//m_bSilenced ? 1 : 0;
m_pLoopSound = m_pLoopSoundController->SoundCreateOVR(filter, index, channel, sample);
soundInitialVolume = m_pLoopSoundController->SoundGetVolume(m_pLoopSound);
soundInitialPitch = m_pLoopSoundController->SoundGetPitch(m_pLoopSound);
if (m_bFireMode == 3)
soundInitialPitch = soundInitialPitch * GetWpnData().LoopSoundBurstPitchMultiplier;//(GetWpnData().mode_fire_rate_automatic / GetWpnData().mode_fire_rate_burst);
//(1 / GetFireRate());// (GetWpnData().mode_fire_rate_automatic / this->GetWpnData().mode_fire_rate_burst);//(1 / GetFireRate());
}
#endif
}
void CBaseCombatWeapon::DestroyLoopSound()
{
#ifndef CLIENT_DLL
if (m_bIsFiring)
m_bIsFiring = false;
if (m_pLoopSoundController)
{
m_pLoopSoundController->Shutdown(m_pLoopSound);
//m_pLoopSoundController->CommandClear(m_pLoopSound);
m_pLoopSoundController->SoundDestroy(m_pLoopSound);
//m_pLoopSoundController->SystemReset();
//m_pLoopSoundController->SystemUpdate();
}
soundInitialVolume = 0.0f;
soundInitialPitch = 0.0f;
m_pLoopSound = NULL;
m_pLoopSoundController = NULL;
/*if (m_pLoopSoundController && m_pLoopSound)
{
m_pLoopSoundController->SoundDestroy(m_pLoopSound);
m_pLoopSound = NULL;
}*/
#endif
}
void CBaseCombatWeapon::StartLoopSound()
{
if (IsNearWall() || GetOwnerIsRunning())
return;
#ifndef CLIENT_DLL
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
/*if (pPlayer->m_nButtons & IN_ATTACK2)
{
if (m_flNextSecondaryAttack > gpGlobals->curtime)
{
StopLoopSound();
return;
}
}*/
bool usingClips = m_iClip1 <= 0;
if (pPlayer && thisType == TYPE_BEAM)
usingClips = pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0;
if (usingClips && m_flNextPrimaryAttack < gpGlobals->curtime)
{
DestroyLoopSound();
return;
}
if (!m_bIsFiring)
{
DestroyLoopSound();
if (!m_pLoopSoundController || !m_pLoopSound)
{
/*PrecacheScriptSound(GetWpnData().ShootLoopingSound);
PrecacheScriptSound(GetWpnData().EndLoopingSound);
if (GetWpnData().allowLoopSilencerSound)
{
PrecacheScriptSound(GetWpnData().ShootLoopingSilencerSound);
PrecacheScriptSound(GetWpnData().EndLoopingSilencerSound);
}*/
/*if (m_bSilenced)
ReinitializeLoopSound(GetWpnData().ShootLoopingSilencerSound);
else
ReinitializeLoopSound(GetWpnData().ShootLoopingSound);*/
//if (!m_pLoopSoundController || !m_pLoopSound)
//{
PrecacheScriptSound(GetWpnData().ShootLoopingSound);
PrecacheScriptSound(GetWpnData().EndLoopingSound);
if (GetWpnData().allowLoopSilencerSound)
{
PrecacheScriptSound(GetWpnData().ShootLoopingSilencerSound);
PrecacheScriptSound(GetWpnData().EndLoopingSilencerSound);
}
CreateLoopSound(m_bSilenced ? GetWpnData().ShootLoopingSilencerSound : GetWpnData().ShootLoopingSound);
//}
}
//m_pLoopSoundController->Play(m_pLoopSound, m_pLoopSoundController->SoundGetVolume(m_pLoopSound), m_pLoopSoundController->SoundGetPitch(m_pLoopSound));
m_pLoopSoundController->Play(m_pLoopSound, soundInitialVolume, soundInitialPitch);
m_bIsFiring = true;
}
if (m_pLoopSoundController)
{
if (pPlayer->GetSlowMoIsEnabled())
{
if (m_bSilenced && GetWpnData().allowLoopSilencerSound)
m_pLoopSoundController->SoundChangePitch(m_pLoopSound, (soundInitialPitch / GetWpnData().LoopSilencerSoundSlowMoPitchDivider) * HostPitchLoopingFire.GetFloat()/*cvar->FindVar("host_timescale")->GetFloat()*/, -0.01f);
else
m_pLoopSoundController->SoundChangePitch(m_pLoopSound, (soundInitialPitch / GetWpnData().LoopSoundSlowMoPitchDivider) * HostPitchLoopingFire.GetFloat()/*cvar->FindVar("host_timescale")->GetFloat()*/, -0.01f);
}
else
{
if (m_bSilenced && GetWpnData().allowLoopSilencerSound)
m_pLoopSoundController->SoundChangePitch(m_pLoopSound, soundInitialPitch * HostPitchLoopingFire.GetFloat()/*cvar->FindVar("host_timescale")->GetFloat()*/, -0.01f);
else
m_pLoopSoundController->SoundChangePitch(m_pLoopSound, soundInitialPitch * HostPitchLoopingFire.GetFloat()/*cvar->FindVar("host_timescale")->GetFloat()*/, -0.01f);
}
}
#endif
}
void CBaseCombatWeapon::StopLoopSound()
{
#ifndef CLIENT_DLL
if (m_bIsFiring)
{
if (m_bSilenced && GetWpnData().allowLoopSilencerSound)
{
//m_pLoopSoundController->Shutdown(m_pLoopSound);
StopSound(GetWpnData().EndLoopingSilencerSound);
EmitSound(GetWpnData().EndLoopingSilencerSound);
DestroyLoopSound();
}
else
{
//m_pLoopSoundController->Shutdown(m_pLoopSound);
StopSound(GetWpnData().EndLoopingSound);
EmitSound(GetWpnData().EndLoopingSound);
DestroyLoopSound();
}
m_bIsFiring = false;
}
#endif
}
#if !defined( CLIENT_DLL )
void CBaseCombatWeapon::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;
}
}
ConVar sk_npc_num_shotgun_pellets("sk_npc_num_shotgun_pellets", "9");
void CBaseCombatWeapon::FireNPCPrimaryAttackShotgun(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(sk_npc_num_shotgun_pellets.GetInt(), vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
}
else
{
pOperator->FireBullets(sk_npc_num_shotgun_pellets.GetInt(), 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 CBaseCombatWeapon::Operator_NPCFire(CBaseCombatCharacter *pOperator, bool bSecondary)
{
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 CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
{
if ((pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER))
{
if (pEvent->event == AE_NPC_WEAPON_FIRE)
{
bool bSecondary = (atoi(pEvent->options) != 0);
Operator_ForceNPCFire(pOperator, bSecondary);
return;
}
else if (pEvent->event == AE_WPN_PLAYWPNSOUND)
{
int iSnd = GetWeaponSoundFromString(pEvent->options);
if (iSnd != -1)
{
WeaponSound((WeaponSound_t)iSnd);
}
}
}
switch (pEvent->event)
{
case EVENT_WEAPON_RELOAD:
{
ShellOut(pEvent);
}
break;
case EVENT_WEAPON_MAG_OUT:
{
if (cvar->FindVar("oc_weapons_enable_drop_mags")->GetBool())
MagOut();
}
break;
case EVENT_WEAPON_AR2:
{
FireNPCPrimaryAttack(pOperator, false);
}
break;
case EVENT_WEAPON_SMG1:
{
FireNPCPrimaryAttack(pOperator, false);
}
break;
case EVENT_WEAPON_SHOTGUN_FIRE:
{
FireNPCPrimaryAttackShotgun(pOperator, false);
}
break;
case EVENT_WEAPON_PISTOL_FIRE:
{
Vector vecShootOrigin, vecShootDir;
vecShootOrigin = pOperator->Weapon_ShootPosition();
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT(npc != NULL);
vecShootDir = npc->GetActualShootTrajectory(vecShootOrigin);
CSoundEnt::InsertSound(SOUND_COMBAT | SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy());
WeaponSound(SINGLE_NPC);
pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2);
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
}
break;
default:
break;
}
}
void CBaseCombatWeapon::SetClientVectors(Vector TrVec, Vector muzVec)
{
m_vTracerMuzzleVector = TrVec;
m_vMuzzleVector = muzVec;
}
void CBaseCombatWeapon::SetClientAngles(QAngle muzAng)
{
m_vMuzzleAngle = muzAng;
}
const Vector &CBaseCombatWeapon::GetClientTracerVector()
{
m_vTracerMuzzleVector = Vector(cvar->FindVar("oc_muzzle_tracer_x")->GetFloat(), cvar->FindVar("oc_muzzle_tracer_y")->GetFloat(), cvar->FindVar("oc_muzzle_tracer_z")->GetFloat());
return m_vTracerMuzzleVector;
}
const Vector &CBaseCombatWeapon::GetClientMuzzleVector()
{
m_vMuzzleVector = Vector(cvar->FindVar("oc_muzzle_vector_x")->GetFloat(), cvar->FindVar("oc_muzzle_vector_y")->GetFloat(), cvar->FindVar("oc_muzzle_vector_z")->GetFloat());
return m_vMuzzleVector;
}
const QAngle &CBaseCombatWeapon::GetClientMuzzleAngles()
{
m_vMuzzleAngle = QAngle(cvar->FindVar("oc_muzzle_angle_x")->GetFloat(), cvar->FindVar("oc_muzzle_angle_y")->GetFloat(), cvar->FindVar("oc_muzzle_angle_z")->GetFloat());
return m_vMuzzleAngle;
}
void CBaseCombatWeapon::ShellOut(animevent_t *pEvent)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
int opt = atoi(pEvent->options);
int shells = opt ? opt : GetMaxClip1() - Clip1();
CBaseViewModel *vm = pPlayer->GetViewModel();
if (vm)
{
CEffectData data;
data.m_nAttachmentIndex = vm->LookupAttachment(GetWpnData().iWeaponShellAttachment);
data.m_nEntIndex = vm->entindex();
// Emit empty(shells) spended shells
for (int i = 0; i < shells; i++)
{
data.m_vAngles = QAngle(90, random->RandomInt(0, 360), 0);
DispatchEffect("CommonShellEject", data);
}
}
}
#include "physobj.h"
void CBaseCombatWeapon::MagOut(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer && GetWpnData().m_bHasMag)
{
if (!UTIL_GetIsPrecachedModel(this, GetWpnData().iMagName))
return;
Vector attachOrigin;
QAngle attachAngles;
//if (this->GetAttachment("muzzle", attachOrigin, attachAngles))
if (this->GetAttachment(GetWpnData().Mag_Attachment, attachOrigin, attachAngles))
{
Vector Origin;
QAngle Ang;
Origin = GetClientMuzzleVector();
/*Origin.x = cvar->FindVar("oc_muzzle_vector_x")->GetFloat();
Origin.y = cvar->FindVar("oc_muzzle_vector_y")->GetFloat();
Origin.z = cvar->FindVar("oc_muzzle_vector_z")->GetFloat();*/
Ang = GetClientMuzzleAngles();
if (cvar->FindVar("oc_mag_test_pos_enabled")->GetInt() == 1)
{
Vector forward, right, up;
pPlayer->EyeVectors(&forward, &right, &up);
AngleVectors(Ang, &forward, &right, &up);
if (DoOnceMPS)
{
cvar->FindVar("oc_mag_test_pos_x")->SetValue(GetWpnData().Mag_Offset.x);
cvar->FindVar("oc_mag_test_pos_y")->SetValue(GetWpnData().Mag_Offset.y);
cvar->FindVar("oc_mag_test_pos_z")->SetValue(GetWpnData().Mag_Offset.z);
cvar->FindVar("oc_mag_test_ang_x")->SetValue(GetWpnData().Mag_Angle.x);
cvar->FindVar("oc_mag_test_ang_y")->SetValue(GetWpnData().Mag_Angle.y);
cvar->FindVar("oc_mag_test_ang_z")->SetValue(GetWpnData().Mag_Angle.z);
DoOnceMPS = false;
}
Origin += forward * cvar->FindVar("oc_mag_test_pos_x")->GetFloat();
Origin += right * cvar->FindVar("oc_mag_test_pos_y")->GetFloat();
Origin += up * cvar->FindVar("oc_mag_test_pos_z")->GetFloat();
Ang.x += cvar->FindVar("oc_mag_test_ang_x")->GetFloat();
Ang.y += cvar->FindVar("oc_mag_test_ang_y")->GetFloat();
Ang.z += cvar->FindVar("oc_mag_test_ang_z")->GetFloat();
}
else if (cvar->FindVar("oc_mag_test_pos_enabled")->GetInt() == 0)
{
DoOnceMPS = true;
Vector forward, right, up;
pPlayer->EyeVectors(&forward, &right, &up);
AngleVectors(Ang, &forward, &right, &up);
Origin += forward * GetWpnData().Mag_Offset.x;
Origin += right * GetWpnData().Mag_Offset.y;
Origin += up * GetWpnData().Mag_Offset.z;
Ang.x += GetWpnData().Mag_Angle.x;
Ang.y += GetWpnData().Mag_Angle.y;
Ang.z += GetWpnData().Mag_Angle.z;
}
CBaseEntity *pVial = NULL;
pVial = CBaseEntity::Create("item_empty_mag", Origin, Ang, this);
//pVial->SoundIndex = 75;
//magHitSound
#ifndef CLIENT_DLL
CE_MAG *pMag = (CE_MAG*)pVial;
if (pMag)
{
//const char* hitSound = STRING(GetWpnData().magHitSound);//STRING(GetWpnData().magHitSound);
pMag->hitSound = MAKE_STRING(GetWpnData().magHitSound);
//pMag->PrecacheScriptSound(hitSound);
}
#endif
//pVial->PrecacheModel(GetWpnData().iMagName);
pVial->SetModel(GetWpnData().iMagName);
pVial->SetSolid(SOLID_VPHYSICS);
pVial->SetCollisionGroup(COLLISION_GROUP_DEBRIS);
pVial->SetMoveType(MOVETYPE_VPHYSICS);
pVial->AddSpawnFlags(SF_PHYSBOX_ASLEEP);
pVial->AddEffects(EF_NOSHADOW);
pVial->SetLocalOrigin(Origin);
pVial->SetLocalAngles(Ang);
pVial->Spawn();
if (cvar->FindVar("oc_mag_test_vel_enabled")->GetInt() == 1)
{
ConColorMsg(Color(0, 255, 255, 255), "Mag_Offset.x: %.2f \n", GetWpnData().Mag_Offset.x);
ConColorMsg(Color(0, 255, 255, 255), "Mag_Offset.y: %.2f \n", GetWpnData().Mag_Offset.y);
ConColorMsg(Color(0, 255, 255, 255), "Mag_Offset.z: %.2f \n", GetWpnData().Mag_Offset.z);
Vector forward, right, up;
pPlayer->EyeVectors(&forward, &right, &up);
Vector vel;
Vector Start = pPlayer->EyeDirection3D();
Vector End;
End += (forward * cvar->FindVar("oc_mag_test_vel_x")->GetFloat());
End += (right * cvar->FindVar("oc_mag_test_vel_y")->GetFloat());
End += (up * cvar->FindVar("oc_mag_test_vel_z")->GetFloat());
vel = Start + End;
IPhysicsObject *pPhysics = pVial->VPhysicsGetObject();
if (pPhysics != NULL)
{
AngularImpulse angImp(cvar->FindVar("oc_mag_test_angvel_x")->GetFloat(), cvar->FindVar("oc_mag_test_angvel_y")->GetFloat(), cvar->FindVar("oc_mag_test_angvel_y")->GetFloat());
pPhysics->AddVelocity(&vel, &angImp);
}
//pVial->ApplyLocalVelocityImpulse(vel);
//debugoverlay->AddLineOverlay(Start, End, 255, 255, 255, false, 10.1f);
}
else if (GetWpnData().Mag_Velocity != Vector(0, 0, 0) && cvar->FindVar("oc_mag_test_vel_enabled")->GetInt() == 0)
{
Vector forward, right, up;
pPlayer->EyeVectors(&forward, &right, &up);
Vector vel;
Vector Start = pPlayer->EyeDirection3D();
Vector End;
End += (forward * GetWpnData().Mag_Velocity.x);
End += (right * GetWpnData().Mag_Velocity.y);
End += (up * GetWpnData().Mag_Velocity.z);
vel = Start + End;
IPhysicsObject *pPhysics = pVial->VPhysicsGetObject();
if (pPhysics != NULL)
{
if (GetWpnData().Mag_AngularVelocity != Vector(0, 0, 0))
{
AngularImpulse angImp(GetWpnData().Mag_AngularVelocity.x, GetWpnData().Mag_AngularVelocity.y, GetWpnData().Mag_AngularVelocity.z);
pPhysics->AddVelocity(&vel, &angImp);
}
else
pPhysics->AddVelocity(&vel, NULL);
}
}
pVial->SUB_StartFadeOut(15, false);
}
}
}
#endif
//================== BriJee: Overcharged IMPORTANT PART, All new weapon functions define UNDER
bool CBaseCombatWeapon::IsBehindTarget(CBaseEntity *pTarget)
{
Assert(pTarget);
// Get the forward view vector of the target, ignore Z
Vector vecVictimForward;
AngleVectors(pTarget->EyeAngles(), &vecVictimForward, NULL, NULL);
vecVictimForward.z = 0.0f;
vecVictimForward.NormalizeInPlace();
// Get a vector from my origin to my targets origin
Vector vecToTarget;
vecToTarget = pTarget->WorldSpaceCenter() - GetOwner()->WorldSpaceCenter();
vecToTarget.z = 0.0f;
vecToTarget.NormalizeInPlace();
float flDot = DotProduct(vecVictimForward, vecToTarget);
return (flDot > -0.1);
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame to check if the weapon is going through transition animations
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::MaintainIdealActivity(void)
{
// Must be transitioning
if (GetActivity() != ACT_TRANSITION)
return;
// Must not be at our ideal already
if ((GetActivity() == m_IdealActivity) && (GetSequence() == m_nIdealSequence))
return;
// Must be finished with the current animation
if (IsViewModelSequenceFinished() == false)
return;
// Move to the next animation towards our ideal
SendWeaponAnim(m_IdealActivity);
}
//-----------------------------------------------------------------------------
// Purpose: Sets the ideal activity for the weapon to be in, allowing for transitional animations inbetween
// Input : ideal - activity to end up at, ideally
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::SetIdealActivity(Activity ideal)
{
MDLCACHE_CRITICAL_SECTION();
int idealSequence = SelectWeightedSequence(ideal);
if (idealSequence == -1 && GetOwner() && cvar->FindVar("oc_player_draw_body")->GetInt() && cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
{
#ifndef CLIENT_DLL
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
idealSequence = SelectWeightedSequence(pPlayer->Weapon_TranslateActivity(ideal));
#endif
}
if (idealSequence == -1)
return false;
//Take the new activity
m_IdealActivity = ideal;
m_nIdealSequence = idealSequence;
//Find the next sequence in the potential chain of sequences leading to our ideal one
int nextSequence = FindTransitionSequence(GetSequence(), m_nIdealSequence, NULL);
// Don't use transitions when we're deploying
if (ideal != ACT_VM_DRAW && IsWeaponVisible() && nextSequence != m_nIdealSequence)
{
//Set our activity to the next transitional animation
SetActivity(ACT_TRANSITION);
SetSequence(nextSequence);
SendViewModelAnim(nextSequence);
}
else
{
//Set our activity to the ideal
SetActivity(m_IdealActivity);
SetSequence(m_nIdealSequence);
SendViewModelAnim(m_nIdealSequence);
}
//Set the next time the weapon will idle
SetWeaponIdleTime(gpGlobals->curtime + GetViewModelSequenceDuration());
return true;
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::GetControlPanelInfo(int nPanelIndex, const char *&pPanelName)
{
pPanelName = NULL;
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::GetControlPanelClassName(int nPanelIndex, const char *&pPanelName)
{
pPanelName = "vgui_screen";
}
//-----------------------------------------------------------------------------
// Locking a weapon is an exclusive action. If you lock a weapon, that means
// you are preventing others from doing so for themselves.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Lock(float lockTime, CBaseEntity *pLocker)
{
m_flUnlockTime = gpGlobals->curtime + lockTime;
m_hLocker.Set(pLocker);
}
//-----------------------------------------------------------------------------
// If I'm still locked for a period of time, tell everyone except the person
// that locked me that I'm not available.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsLocked(CBaseEntity *pAsker)
{
return (m_flUnlockTime > gpGlobals->curtime && m_hLocker != pAsker);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CBaseCombatWeapon::ActivityOverride(Activity baseAct, bool *pRequired)
{
acttable_t *pTable = ActivityList();
int actCount = ActivityListCount();
for (int i = 0; i < actCount; i++, pTable++)
{
if (baseAct == pTable->baseAct)
{
if (pRequired)
{
*pRequired = pTable->required;
}
return (Activity)pTable->weaponAct;
}
}
return baseAct;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDmgAccumulator::CDmgAccumulator(void)
{
#ifdef GAME_DLL
SetDefLessFunc(m_TargetsDmgInfo);
#endif // GAME_DLL
m_bActive = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDmgAccumulator::~CDmgAccumulator()
{
// Did a weapon get deleted while aggregating CTakeDamageInfo events?
Assert(!m_bActive);
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Collect trace attacks for weapons that fire multiple bullets per attack that also penetrate
//-----------------------------------------------------------------------------
void CDmgAccumulator::AccumulateMultiDamage(const CTakeDamageInfo &info, CBaseEntity *pEntity)
{
if (!pEntity)
return;
Assert(m_bActive);
#if defined( GAME_DLL )
int iIndex = m_TargetsDmgInfo.Find(pEntity->entindex());
if (iIndex == m_TargetsDmgInfo.InvalidIndex())
{
m_TargetsDmgInfo.Insert(pEntity->entindex(), info);
}
else
{
CTakeDamageInfo *pInfo = &m_TargetsDmgInfo[iIndex];
if (pInfo)
{
// Update
m_TargetsDmgInfo[iIndex].AddDamageType(info.GetDamageType());
m_TargetsDmgInfo[iIndex].SetDamage(pInfo->GetDamage() + info.GetDamage());
m_TargetsDmgInfo[iIndex].SetDamageForce(pInfo->GetDamageForce() + info.GetDamageForce());
m_TargetsDmgInfo[iIndex].SetDamagePosition(info.GetDamagePosition());
m_TargetsDmgInfo[iIndex].SetReportedPosition(info.GetReportedPosition());
m_TargetsDmgInfo[iIndex].SetMaxDamage(MAX(pInfo->GetMaxDamage(), info.GetDamage()));
m_TargetsDmgInfo[iIndex].SetAmmoType(info.GetAmmoType());
}
}
#endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose: Send aggregate info
//-----------------------------------------------------------------------------
void CDmgAccumulator::Process(void)
{
FOR_EACH_MAP(m_TargetsDmgInfo, i)
{
CBaseEntity *pEntity = UTIL_EntityByIndex(m_TargetsDmgInfo.Key(i));
if (pEntity)
{
AddMultiDamage(m_TargetsDmgInfo[i], pEntity);
}
}
m_bActive = false;
m_TargetsDmgInfo.Purge();
}
#endif // GAME_DLL
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA(CBaseCombatWeapon)
DEFINE_PRED_FIELD(m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
// Networked
DEFINE_PRED_FIELD(m_hOwner, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE),
// DEFINE_FIELD( m_hWeaponFileInfo, FIELD_SHORT ),
DEFINE_PRED_FIELD(m_iState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_iViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX),
DEFINE_PRED_FIELD(m_iWorldModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX),
DEFINE_PRED_FIELD_TOL(m_flNextPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE),
DEFINE_PRED_FIELD_TOL(m_flNextSecondaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE),
DEFINE_PRED_FIELD_TOL(m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE),
// BriJee OVR: new functions
DEFINE_PRED_FIELD(m_bSilenced, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_iPrimaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_iSecondaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_iClip1, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_iClip2, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
DEFINE_PRED_FIELD(m_nViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE),
// Not networked
DEFINE_PRED_FIELD(m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE),
DEFINE_UTLVECTOR(attackActivites, FIELD_INTEGER),
DEFINE_FIELD(IronSightState, FIELD_INTEGER),
DEFINE_FIELD(m_bShouldDrawWeaponBloodOverlay, FIELD_BOOLEAN),
DEFINE_FIELD(m_iWeaponBloodOverlayDetailFrame, FIELD_INTEGER),
DEFINE_FIELD(ScopeSightState, FIELD_BOOLEAN),
DEFINE_FIELD(wasInIronSighted, FIELD_BOOLEAN),
DEFINE_FIELD(m_bInReload, FIELD_BOOLEAN),
DEFINE_FIELD(m_bFireOnEmpty, FIELD_BOOLEAN),
DEFINE_FIELD(m_bFiringWholeClip, FIELD_BOOLEAN),
DEFINE_FIELD(m_flNextEmptySoundTime, FIELD_FLOAT),
DEFINE_FIELD(m_flNextInspectAnimation, FIELD_TIME),
DEFINE_FIELD(m_Activity, FIELD_INTEGER),
DEFINE_FIELD(m_fFireDuration, FIELD_FLOAT),
DEFINE_FIELD(m_iszName, FIELD_INTEGER),
DEFINE_FIELD(m_bFiresUnderwater, FIELD_BOOLEAN),
DEFINE_FIELD(m_bAltFiresUnderwater, FIELD_BOOLEAN),
DEFINE_FIELD(m_fMinRange1, FIELD_FLOAT),
DEFINE_FIELD(m_fMinRange2, FIELD_FLOAT),
DEFINE_FIELD(m_fMaxRange1, FIELD_FLOAT),
DEFINE_FIELD(m_fMaxRange2, FIELD_FLOAT),
DEFINE_FIELD(m_bReloadsSingly, FIELD_BOOLEAN),
DEFINE_FIELD(wasburstFire, FIELD_BOOLEAN),
DEFINE_FIELD(m_bRemoveable, FIELD_BOOLEAN),
DEFINE_FIELD(m_iPrimaryAmmoCount, FIELD_INTEGER),
DEFINE_FIELD(m_bFireMode, FIELD_INTEGER),
DEFINE_FIELD(m_iSecondaryAmmoCount, FIELD_INTEGER),
DEFINE_FIELD(m_iMuzzleFlashState, FIELD_INTEGER),
// BriJee OVR: new functions
DEFINE_FIELD(m_bSilenced, FIELD_BOOLEAN),
DEFINE_FIELD(bg, FIELD_INTEGER),
DEFINE_FIELD(bgV, FIELD_INTEGER),
DEFINE_FIELD(m_bIsFiring, FIELD_BOOLEAN),
DEFINE_FIELD(m_bIsInPrimaryAttack, FIELD_BOOLEAN),
DEFINE_FIELD(letViewModelBob, FIELD_BOOLEAN),
DEFINE_FIELD(switched, FIELD_BOOLEAN),
DEFINE_FIELD(m_bNeedPump, FIELD_BOOLEAN),
DEFINE_FIELD(m_flHolsterTime, FIELD_TIME),
DEFINE_FIELD(m_iShotgunReloadState, FIELD_INTEGER),
DEFINE_FIELD(burstFireCount, FIELD_INTEGER),
DEFINE_FIELD(PumpAfterTwoBarrels, FIELD_BOOLEAN),
DEFINE_FIELD(m_bFirstEquip, FIELD_BOOLEAN),
DEFINE_FIELD(reloadFromEmpty, FIELD_BOOLEAN),
DEFINE_FIELD(m_flNextShotgunReload, FIELD_TIME),
DEFINE_FIELD(m_flNextAmmoRegen, FIELD_TIME),
DEFINE_FIELD(m_flNextAmmoRemove, FIELD_TIME),
DEFINE_FIELD(m_flNextSilencer, FIELD_TIME),
DEFINE_FIELD(m_bWeaponBlockWall, FIELD_BOOLEAN),
DEFINE_FIELD(m_bEnableMainLaser, FIELD_BOOLEAN),
DEFINE_FIELD(clipNearWall, FIELD_BOOLEAN),
DEFINE_FIELD(distanceToWall, FIELD_FLOAT),
//DEFINE_PHYSPTR( m_pConstraint ),
// DEFINE_FIELD( m_iOldState, FIELD_INTEGER ),
// DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_OnPlayerPickup, COutputEvent ),
// DEFINE_FIELD( m_pConstraint, FIELD_INTEGER ),
END_PREDICTION_DATA()
#endif // ! CLIENT_DLL
// Special hack since we're aliasing the name C_BaseCombatWeapon with a macro on the client
IMPLEMENT_NETWORKCLASS_ALIASED(BaseCombatWeapon, DT_BaseCombatWeapon)
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: Save Data for Base Weapon object
//-----------------------------------------------------------------------------//
BEGIN_DATADESC(CBaseCombatWeapon)
DEFINE_AUTO_ARRAY(nameOfFireMode, FIELD_CHARACTER),
DEFINE_FIELD(m_bIsFiring, FIELD_BOOLEAN),
DEFINE_FIELD(m_bIsInPrimaryAttack, FIELD_BOOLEAN),
DEFINE_FIELD(letViewModelBob, FIELD_BOOLEAN),
//DEFINE_SOUNDPATCH(m_pLoopSound),
//DEFINE_FIELD(m_pLoopSoundController, FIELD_CLASSPTR),
//DEFINE_FIELD(m_pLoopSound, FIELD_CLASSPTR),
DEFINE_FIELD(m_bShouldDrawWeaponBloodOverlay, FIELD_BOOLEAN),
DEFINE_FIELD(m_iWeaponBloodOverlayDetailFrame, FIELD_INTEGER),
DEFINE_UTLVECTOR(attackActivites, FIELD_INTEGER),
DEFINE_UTLVECTOR(allWeapons, FIELD_STRING),
DEFINE_UTLVECTOR(allObjectWeapons, FIELD_CLASSPTR),
DEFINE_FIELD(iVMSkin, FIELD_INTEGER),
DEFINE_FIELD(m_bSilenced, FIELD_BOOLEAN),
DEFINE_FIELD(m_bWeaponBlockWall, FIELD_BOOLEAN),
DEFINE_FIELD(m_bShouldBeLowered, FIELD_BOOLEAN),
DEFINE_FIELD(Pickable, FIELD_BOOLEAN),
DEFINE_FIELD(m_flNextPick, FIELD_TIME),
DEFINE_FIELD(m_flNextLowerTime, FIELD_TIME),
DEFINE_FIELD(m_flNextWallClipTime, FIELD_TIME),
//DEFINE_FIELD(m_flNextRemoveAmmo, FIELD_TIME),
//DEFINE_FIELD(m_flAmmoRemoveDelay, FIELD_FLOAT),
DEFINE_FIELD(soundInitialVolume, FIELD_FLOAT),
DEFINE_FIELD(soundInitialPitch, FIELD_FLOAT),
DEFINE_FIELD(thisType, FIELD_INTEGER),
DEFINE_FIELD(bg, FIELD_INTEGER),
DEFINE_FIELD(bgV, FIELD_INTEGER),
DEFINE_FIELD(PumpAfterTwoBarrels, FIELD_BOOLEAN),
DEFINE_FIELD(m_bNeedPump, FIELD_BOOLEAN),
DEFINE_FIELD(reloadFromEmpty, FIELD_BOOLEAN),
DEFINE_FIELD(IronSightState, FIELD_INTEGER),
DEFINE_FIELD(ScopeSightState, FIELD_BOOLEAN),
DEFINE_FIELD(clipNearWall, FIELD_BOOLEAN),
DEFINE_FIELD(distanceToWall, FIELD_FLOAT),
DEFINE_FIELD(wasInIronSighted, FIELD_BOOLEAN),
DEFINE_FIELD(m_iShotgunReloadState, FIELD_INTEGER),
DEFINE_FIELD(m_iMuzzleFlashState, FIELD_INTEGER),
DEFINE_FIELD(wasburstFire, FIELD_BOOLEAN),
DEFINE_FIELD(EnableLaser, FIELD_BOOLEAN),
DEFINE_FIELD(blockToAmmoRegen, FIELD_BOOLEAN),
DEFINE_FIELD(EnableLaserInterrupt, FIELD_BOOLEAN),
DEFINE_FIELD(m_hLaserMuzzleSprite, FIELD_EHANDLE),
DEFINE_FIELD(tr_endPos, FIELD_VECTOR),
DEFINE_FIELD(iMuzzle, FIELD_INTEGER),
DEFINE_FIELD(m_flNextSwitchTime, FIELD_TIME),
DEFINE_FIELD(m_flNextSilencer, FIELD_TIME),
DEFINE_FIELD(m_flHolsterTime, FIELD_TIME),
DEFINE_FIELD(m_flNextInspectAnimation, FIELD_TIME),
DEFINE_FIELD(m_flNextLaserSwitchTime, FIELD_TIME),
DEFINE_FIELD(m_flAccuracyPenalty, FIELD_FLOAT), //NOTENOTE: This is NOT tracking game time
DEFINE_FIELD(m_flSoonestPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(m_flNextShotgunReload, FIELD_TIME),
DEFINE_FIELD(m_flNextAmmoRegen, FIELD_TIME),
DEFINE_FIELD(m_flNextAmmoRemove, FIELD_TIME),
DEFINE_FIELD(m_bFireMode, FIELD_INTEGER),
DEFINE_FIELD(burstFireCount, FIELD_INTEGER),
DEFINE_FIELD(m_bFireModeCounter, FIELD_INTEGER),
DEFINE_FIELD(m_bFireModesSize, FIELD_INTEGER),
DEFINE_AUTO_ARRAY(m_bFireModes, FIELD_INTEGER),
DEFINE_FIELD(switched, FIELD_BOOLEAN),
DEFINE_FIELD(m_bFirstEquip, FIELD_BOOLEAN),
DEFINE_FIELD(m_bLowered2, FIELD_BOOLEAN),
DEFINE_FIELD(m_flRaiseTime2, FIELD_TIME),
DEFINE_FIELD(m_nShotsFired, FIELD_INTEGER),
DEFINE_FIELD(m_flLastAttackTime, FIELD_TIME),
DEFINE_FIELD(m_bZoomUpped, FIELD_BOOLEAN),
DEFINE_FIELD(m_bZoomLevel, FIELD_INTEGER),
DEFINE_FIELD(m_flNextPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(m_flNextSecondaryAttack, FIELD_TIME),
DEFINE_FIELD(m_flTimeWeaponIdle, FIELD_TIME),
DEFINE_FIELD(m_bInReload, FIELD_BOOLEAN),
DEFINE_FIELD(m_bFireOnEmpty, FIELD_BOOLEAN),
DEFINE_FIELD(m_hOwner, FIELD_EHANDLE),
DEFINE_FIELD(m_iState, FIELD_INTEGER),
DEFINE_FIELD(m_iszName, FIELD_STRING),
DEFINE_FIELD(m_iPrimaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(m_iSecondaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(m_iClip1, FIELD_INTEGER),
DEFINE_FIELD(m_iClip2, FIELD_INTEGER),
DEFINE_FIELD(m_bFiresUnderwater, FIELD_BOOLEAN),
DEFINE_FIELD(m_bAltFiresUnderwater, FIELD_BOOLEAN),
DEFINE_FIELD(m_fMinRange1, FIELD_FLOAT),
DEFINE_FIELD(m_fMinRange2, FIELD_FLOAT),
DEFINE_FIELD(m_fMaxRange1, FIELD_FLOAT),
DEFINE_FIELD(m_fMaxRange2, FIELD_FLOAT),
DEFINE_FIELD(m_iPrimaryAmmoCount, FIELD_INTEGER),
DEFINE_FIELD(m_iSecondaryAmmoCount, FIELD_INTEGER),
DEFINE_FIELD(m_nViewModelIndex, FIELD_INTEGER),
DEFINE_FIELD(m_nIdealSequence, FIELD_INTEGER),
DEFINE_FIELD(m_IdealActivity, FIELD_INTEGER),
DEFINE_FIELD(m_fFireDuration, FIELD_FLOAT),
DEFINE_FIELD(m_bReloadsSingly, FIELD_BOOLEAN),
DEFINE_FIELD(m_iSubType, FIELD_INTEGER),
DEFINE_FIELD(m_bRemoveable, FIELD_BOOLEAN),
DEFINE_FIELD(m_flUnlockTime, FIELD_TIME),
DEFINE_FIELD(m_hLocker, FIELD_EHANDLE),
DEFINE_PHYSPTR(m_pConstraint),
DEFINE_FIELD(m_iReloadHudHintCount, FIELD_INTEGER),
DEFINE_FIELD(m_iAltFireHudHintCount, FIELD_INTEGER),
DEFINE_FIELD(m_bReloadHudHintDisplayed, FIELD_BOOLEAN),
DEFINE_FIELD(m_bAltFireHudHintDisplayed, FIELD_BOOLEAN),
DEFINE_FIELD(m_flHudHintPollTime, FIELD_TIME),
DEFINE_FIELD(m_flHudHintMinDisplayTime, FIELD_TIME),
DEFINE_FIELD(m_bEnableMainLaser, FIELD_BOOLEAN),
// Function pointers
DEFINE_ENTITYFUNC(DefaultTouch),
DEFINE_THINKFUNC(FallThink),
DEFINE_THINKFUNC(Materialize),
DEFINE_THINKFUNC(AttemptToMaterialize),
DEFINE_THINKFUNC(DestroyItem),
DEFINE_THINKFUNC(SetPickupTouch),
DEFINE_THINKFUNC(HideThink),
DEFINE_INPUTFUNC(FIELD_VOID, "HideWeapon", InputHideWeapon),
// Outputs
DEFINE_OUTPUT(m_OnPlayerUse, "OnPlayerUse"),
DEFINE_OUTPUT(m_OnPlayerPickup, "OnPlayerPickup"),
DEFINE_OUTPUT(m_OnNPCPickup, "OnNPCPickup"),
DEFINE_OUTPUT(m_OnCacheInteraction, "OnCacheInteraction"),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Only send to local player if this weapon is the active weapon
// Input : *pStruct -
// *pVarData -
// *pRecipients -
// objectID -
// Output : void*
//-----------------------------------------------------------------------------
void* SendProxy_SendActiveLocalWeaponDataTable(const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID)
{
// Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if (pWeapon)
{
// Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer(pWeapon->GetOwner());
if (pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/)
{
pRecipients->SetOnly(pPlayer->GetClientIndex());
return (void*)pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER(SendProxy_SendActiveLocalWeaponDataTable);
//-----------------------------------------------------------------------------
// Purpose: Only send the LocalWeaponData to the player carrying the weapon
//-----------------------------------------------------------------------------
void* SendProxy_SendLocalWeaponDataTable(const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID)
{
// Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if (pWeapon)
{
// Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer(pWeapon->GetOwner());
if (pPlayer)
{
pRecipients->SetOnly(pPlayer->GetClientIndex());
return (void*)pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER(SendProxy_SendLocalWeaponDataTable);
//-----------------------------------------------------------------------------
// Purpose: Only send to non-local players
//-----------------------------------------------------------------------------
void* SendProxy_SendNonLocalWeaponDataTable(const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID)
{
pRecipients->SetAllRecipients();
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if (pWeapon)
{
CBasePlayer *pPlayer = ToBasePlayer(pWeapon->GetOwner());
if (pPlayer)
{
pRecipients->ClearRecipient(pPlayer->GetClientIndex());
return (void *)pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER(SendProxy_SendNonLocalWeaponDataTable);
#endif
#if PREDICTION_ERROR_CHECK_LEVEL > 1
#define SendPropTime SendPropFloat
#define RecvPropTime RecvPropFloat
#endif
//-----------------------------------------------------------------------------
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE(CBaseCombatWeapon, DT_LocalActiveWeaponData)
#if !defined( CLIENT_DLL )
SendPropTime(SENDINFO(m_flNextPrimaryAttack)),
SendPropTime(SENDINFO(m_flNextSecondaryAttack)),
SendPropTime(SENDINFO(m_flNextSilencer)),
SendPropTime(SENDINFO(m_flNextInspectAnimation)),
SendPropInt(SENDINFO(m_nNextThinkTick)),
SendPropTime(SENDINFO(m_flTimeWeaponIdle)),
SendPropTime(SENDINFO(m_flHolsterTime)),
SendPropTime(SENDINFO(m_flNextShotgunReload)),
SendPropTime(SENDINFO(m_flNextAmmoRegen)),
SendPropTime(SENDINFO(m_flNextAmmoRemove)),
SendPropInt(SENDINFO(m_bZoomLevel)),
SendPropInt(SENDINFO(m_bFireMode)),
SendPropInt(SENDINFO(iMuzzle)),
SendPropInt(SENDINFO(m_iMuzzleFlashState)),
SendPropInt(SENDINFO(burstFireCount)),
SendPropVector(SENDINFO(tr_endPos), -1, SPROP_NORMAL),
SendPropBool(SENDINFO(EnableLaser)),
SendPropBool(SENDINFO(m_bFirstEquip)),
SendPropBool(SENDINFO(m_bSilenced)),
SendPropBool(SENDINFO(m_bIsFiring)),
SendPropBool(SENDINFO(m_bIsInPrimaryAttack)),
SendPropBool(SENDINFO(m_bNeedPump)),
SendPropBool(SENDINFO(wasburstFire)),
SendPropBool(SENDINFO(reloadFromEmpty)),
SendPropBool(SENDINFO(switched)),
SendPropBool(SENDINFO(letViewModelBob)),
SendPropBool(SENDINFO(PumpAfterTwoBarrels)),
SendPropBool(SENDINFO(EnableLaserInterrupt)),
SendPropBool(SENDINFO(wasInIronSighted)),
SendPropBool(SENDINFO(m_bEnableMainLaser)),
SendPropInt(SENDINFO(IronSightState)),
SendPropBool(SENDINFO(ScopeSightState)),
SendPropInt(SENDINFO(bg)),
SendPropInt(SENDINFO(bgV)),
SendPropInt(SENDINFO(m_iShotgunReloadState)),
SendPropString(SENDINFO(nameOfFireMode)),
SendPropBool(SENDINFO(m_bShouldBeLowered)),
SendPropBool(SENDINFO(m_bWeaponBlockWall)),
SendPropBool(SENDINFO(clipNearWall)),
SendPropBool(SENDINFO(m_bInReload)),
SendPropBool(SENDINFO(m_bShouldDrawWeaponBloodOverlay)),
SendPropInt(SENDINFO(m_iWeaponBloodOverlayDetailFrame)),
SendPropFloat(SENDINFO(distanceToWall)),
#if defined( TF_DLL )
SendPropExclude("DT_AnimTimeMustBeFirst", "m_flAnimTime"),
#endif
#else
RecvPropTime(RECVINFO(m_flNextPrimaryAttack)),
RecvPropTime(RECVINFO(m_flNextSecondaryAttack)),
RecvPropTime(RECVINFO(m_flNextSilencer)),
RecvPropTime(RECVINFO(m_flHolsterTime)),
RecvPropTime(RECVINFO(m_flNextShotgunReload)),
RecvPropTime(RECVINFO(m_flNextAmmoRegen)),
RecvPropTime(RECVINFO(m_flNextAmmoRemove)),
RecvPropTime(RECVINFO(m_flNextInspectAnimation)),
RecvPropInt(RECVINFO(m_nNextThinkTick)),
RecvPropInt(RECVINFO(burstFireCount)),
RecvPropBool(RECVINFO(wasburstFire)),
RecvPropBool(RECVINFO(m_bFirstEquip)),
RecvPropTime(RECVINFO(m_flTimeWeaponIdle)),
RecvPropInt(RECVINFO(m_bZoomLevel)),
RecvPropInt(RECVINFO(m_bFireMode)),
RecvPropInt(RECVINFO(iMuzzle)),
RecvPropInt(RECVINFO(m_iMuzzleFlashState)),
RecvPropVector(RECVINFO(tr_endPos)),
RecvPropBool(RECVINFO(EnableLaser)),
RecvPropBool(RECVINFO(switched)),
RecvPropBool(RECVINFO(letViewModelBob)),
RecvPropBool(RECVINFO(m_bSilenced)),
RecvPropBool(RECVINFO(m_bIsFiring)),
RecvPropBool(RECVINFO(m_bIsInPrimaryAttack)),
RecvPropBool(RECVINFO(m_bNeedPump)),
RecvPropBool(RECVINFO(PumpAfterTwoBarrels)),
RecvPropBool(RECVINFO(reloadFromEmpty)),
RecvPropBool(RECVINFO(EnableLaserInterrupt)),
RecvPropBool(RECVINFO(wasInIronSighted)),
RecvPropBool(RECVINFO(m_bEnableMainLaser)),
RecvPropString(RECVINFO(nameOfFireMode)),
RecvPropInt(RECVINFO(IronSightState)),
RecvPropBool(RECVINFO(ScopeSightState)),
RecvPropInt(RECVINFO(bg)),
RecvPropInt(RECVINFO(bgV)),
RecvPropInt(RECVINFO(m_iShotgunReloadState)),
RecvPropBool(RECVINFO(m_bShouldBeLowered)),
RecvPropBool(RECVINFO(m_bWeaponBlockWall)),
RecvPropBool(RECVINFO(clipNearWall)),
RecvPropBool(RECVINFO(m_bInReload)),
RecvPropBool(RECVINFO(m_bShouldDrawWeaponBloodOverlay)),
RecvPropInt(RECVINFO(m_iWeaponBloodOverlayDetailFrame)),
RecvPropFloat(RECVINFO(distanceToWall)),
#endif
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE(CBaseCombatWeapon, DT_LocalWeaponData)
#if !defined( CLIENT_DLL )
SendPropIntWithMinusOneFlag(SENDINFO(m_iClip1), 8),
SendPropIntWithMinusOneFlag(SENDINFO(m_iClip2), 8),
SendPropInt(SENDINFO(m_iPrimaryAmmoType), 8),
SendPropInt(SENDINFO(m_iSecondaryAmmoType), 8),
SendPropInt(SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED),
SendPropInt(SENDINFO(m_bFlipViewModel)),
#if defined( TF_DLL )
SendPropExclude("DT_AnimTimeMustBeFirst", "m_flAnimTime"),
#endif
#else
RecvPropIntWithMinusOneFlag(RECVINFO(m_iClip1)),
RecvPropIntWithMinusOneFlag(RECVINFO(m_iClip2)),
RecvPropInt(RECVINFO(m_iPrimaryAmmoType)),
RecvPropInt(RECVINFO(m_iSecondaryAmmoType)),
RecvPropInt(RECVINFO(m_nViewModelIndex)),
RecvPropBool(RECVINFO(m_bFlipViewModel)),
#endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE(CBaseCombatWeapon, DT_BaseCombatWeapon)
#if !defined( CLIENT_DLL )
SendPropDataTable("LocalWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalWeaponData), SendProxy_SendLocalWeaponDataTable),
SendPropDataTable("LocalActiveWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponData), SendProxy_SendActiveLocalWeaponDataTable),
SendPropModelIndex(SENDINFO(m_iViewModelIndex)),
SendPropModelIndex(SENDINFO(m_iWorldModelIndex)),
SendPropInt(SENDINFO(m_iState), 8, SPROP_UNSIGNED),
SendPropEHandle(SENDINFO(m_hOwner)),
#else
RecvPropDataTable("LocalWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalWeaponData)),
RecvPropDataTable("LocalActiveWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponData)),
RecvPropInt(RECVINFO(m_iViewModelIndex)),
RecvPropInt(RECVINFO(m_iWorldModelIndex)),
RecvPropInt(RECVINFO(m_iState)),
RecvPropEHandle(RECVINFO(m_hOwner)),
#endif
END_NETWORK_TABLE()