Files
HL2Overcharged/game/server/hl2/basehlcombatweapon.cpp
2025-05-21 21:20:08 +03:00

625 lines
17 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "soundent.h"
#include "ai_basenpc.h"
#include "game.h"
#include "in_buttons.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST( CHLMachineGun, DT_HLMachineGun )
END_SEND_TABLE()
//=========================================================
// >> CHLSelectFireMachineGun
//=========================================================
BEGIN_DATADESC( CHLMachineGun )
DEFINE_FIELD( m_nShotsFired, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextSoundTime, FIELD_TIME ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHLMachineGun::CHLMachineGun( void )
{
ChangeOnce = true;
}
const Vector &CHLMachineGun::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_3DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLMachineGun::PrimaryAttack( void )
{
BaseClass::PrimaryAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CHLMachineGun::FireBullets( const FireBulletsInfo_t &info )
{
if(CBasePlayer *pPlayer = ToBasePlayer ( GetOwner() ) )
{
pPlayer->FireBullets(info);
}
}
void CHLMachineGun::FireBulletsShotgun(const FireBulletsInfo_t &info)
{
if (CBasePlayer *pPlayer = ToBasePlayer(GetOwner()))
{
pPlayer->FireBulletsShotgun(info);
}
}
void CHLMachineGun::FireBulletsVehicle(const FireBulletsInfo_t &info)
{
if (CBasePlayer *pPlayer = ToBasePlayer(GetOwner()))
{
pPlayer->FireBulletsVehicle(info);
}
}
//-----------------------------------------------------------------------------
// Purpose: Weapon firing conditions
//-----------------------------------------------------------------------------
int CHLMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
{
if ( m_iClip1 <=0 )
{
return COND_NO_PRIMARY_AMMO;
}
else if ( flDist < m_fMinRange1 )
{
return COND_TOO_CLOSE_TO_ATTACK;
}
else if ( flDist > m_fMaxRange1 )
{
return COND_TOO_FAR_TO_ATTACK;
}
else if ( flDot < 0.5f ) // UNDONE: Why check this here? Isn't the AI checking this already?
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLMachineGun::DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime )
{
#define KICK_MIN_X 0.2f //Degrees
#define KICK_MIN_Y 0.2f //Degrees
#define KICK_MIN_Z 0.1f //Degrees
QAngle vecScratch;
//Find how far into our accuracy degradation we are
float duration = ( fireDurationTime > slideLimitTime ) ? slideLimitTime : fireDurationTime;
float kickPerc = duration / slideLimitTime;
// do this to get a hard discontinuity, clear out anything under 10 degrees punch
pPlayer->ViewPunchReset( 10 );
//Apply this to the view angles as well
vecScratch.x = -( KICK_MIN_X + ( maxVerticleKickAngle * kickPerc ) );
vecScratch.y = -( KICK_MIN_Y + ( maxVerticleKickAngle * kickPerc ) ) / 3;
vecScratch.z = KICK_MIN_Z + ( maxVerticleKickAngle * kickPerc ) / 8;
//Wibble left and right
if ( random->RandomInt( -1, 1 ) >= 0 )
vecScratch.y *= -1;
//Wobble up and down
if ( random->RandomInt( -1, 1 ) >= 0 )
vecScratch.z *= -1;
//If we're in easy, dampen the effect a bit
if ( g_pGameRules->IsSkillLevel( SKILL_EASY ) )
{
for ( int i = 0; i < 3; i++ )
{
vecScratch[i] *= dampEasy;
}
}
//Clip this to our desired min/max
UTIL_ClipPunchAngleOffset( vecScratch, pPlayer->m_Local.m_vecPunchAngle, QAngle( 24.0f, 3.0f, 1.0f ) );
//Add it to the view punch
// NOTE: 0.5 is just tuned to match the old effect before the punch became simulated
pPlayer->ViewPunch( vecScratch * 0.5 );
}
//-----------------------------------------------------------------------------
// Purpose: Reset our shots fired
//-----------------------------------------------------------------------------
bool CHLMachineGun::Deploy( void )
{
m_nShotsFired = 0;
return BaseClass::Deploy();
}
bool CHLMachineGun::FirstDeploy(int iActivity)
{
m_nShotsFired = 0;
return BaseClass::FirstDeploy(iActivity);
}
//-----------------------------------------------------------------------------
// Purpose: Make enough sound events to fill the estimated think interval
// returns: number of shots needed
//-----------------------------------------------------------------------------
int CHLMachineGun::WeaponSoundRealtime( WeaponSound_t shoot_type )
{
int numBullets = 0;
// ran out of time, clamp to current
if (m_flNextSoundTime < gpGlobals->curtime)
{
m_flNextSoundTime = gpGlobals->curtime;
}
// make enough sound events to fill up the next estimated think interval
float dt = clamp( m_flAnimTime - m_flPrevAnimTime, 0, 0.2 );
if (m_flNextSoundTime < gpGlobals->curtime + dt)
{
WeaponSound( SINGLE_NPC, m_flNextSoundTime );
m_flNextSoundTime += GetFireRate();
numBullets++;
}
if (m_flNextSoundTime < gpGlobals->curtime + dt)
{
WeaponSound( SINGLE_NPC, m_flNextSoundTime );
m_flNextSoundTime += GetFireRate();
numBullets++;
}
return numBullets;
}
bool DoOnceM = true;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHLMachineGun::ItemPostFrame(void)
{
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner == NULL)
return;
// Debounce the recoiling counter
if ((pOwner->m_nButtons & IN_ATTACK) == false)
{
m_nShotsFired = 0;
}
BaseClass::ItemPostFrame();
}
IMPLEMENT_SERVERCLASS_ST( CHLSelectFireMachineGun, DT_HLSelectFireMachineGun )
END_SEND_TABLE()
//=========================================================
// >> CHLSelectFireMachineGun
//=========================================================
BEGIN_DATADESC( CHLSelectFireMachineGun )
DEFINE_FIELD( m_iBurstSize, FIELD_INTEGER ),
DEFINE_FIELD( m_iFireMode, FIELD_INTEGER ),
// Function pinters
DEFINE_FUNCTION( BurstThink ),
END_DATADESC()
float CHLSelectFireMachineGun::GetBurstCycleRate( void )
{
// this is the time it takes to fire an entire
// burst, plus whatever amount of delay we want
// to have between bursts.
return 0.5f;
}
float CHLSelectFireMachineGun::GetFireRate( void )
{
return BaseClass::GetFireRate();
}
bool CHLSelectFireMachineGun::Deploy( void )
{
// Forget about any bursts this weapon was firing when holstered
m_iBurstSize = 0;
return BaseClass::Deploy();
}
bool CHLSelectFireMachineGun::FirstDeploy(int iActivity)
{
// Forget about any bursts this weapon was firing when holstered
m_iBurstSize = 0;
return BaseClass::FirstDeploy(iActivity);
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::PrimaryAttack( void )
{
/*if (m_bFireOnEmpty)
{
return;
}
switch( m_iFireMode )
{
case FIREMODE_FULLAUTO:
BaseClass::PrimaryAttack();
// Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
SetWeaponIdleTime( gpGlobals->curtime + 3.0f );
break;
case FIREMODE_ALYXGUN_AUTO://OverCharged
// BaseClass::PrimaryAttack();//OverCharged
// Msg("%.3f\n", m_flNextPrimaryAttack.Get() );
// SetWeaponIdleTime(gpGlobals->curtime + 3.0f);
break;
case FIREMODE_3RNDBURST:
m_iBurstSize = GetBurstSize();
// Call the think function directly so that the first round gets fired immediately.
BurstThink();
SetThink( &CHLSelectFireMachineGun::BurstThink );
m_flNextPrimaryAttack = gpGlobals->curtime + GetBurstCycleRate();
m_flNextSecondaryAttack = gpGlobals->curtime + GetBurstCycleRate();
// Pick up the rest of the burst through the think function.
SetNextThink( gpGlobals->curtime + GetFireRate() );
break;
}
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pOwner, true, GetClassname() );
}
AddViewKick();*/
BaseClass::PrimaryAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::SecondaryAttack( void )
{
// change fire modes.
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
switch( m_iFireMode )
{
case FIREMODE_FULLAUTO:
//Msg( "Burst\n" );
m_iFireMode = FIREMODE_3RNDBURST;
WeaponSound(SPECIAL2);
if (pOwner)
UTIL_ShowMessage("WPN_BURST", pOwner); // BriJee OVR: New ingame notifications
break;
case FIREMODE_3RNDBURST:
//Msg( "Auto\n" );
m_iFireMode = FIREMODE_FULLAUTO;
WeaponSound(SPECIAL1);
if (pOwner)
UTIL_ShowMessage("WPN_FULLAUTO", pOwner);
break;
}
SendWeaponAnim( GetSecondaryAttackActivity() );
m_flNextSecondaryAttack = gpGlobals->curtime + 1.3; // BriJee OVR: Adjust time between modes!
/*if (pOwner && ((m_iClip2 <= (GetMaxClip2() / 4)) && m_iClip2 != 0 && m_iClip2 <= 2))
WeaponSound(LOW_AMMO);*/
//CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
m_iSecondaryAttacks++;
gamestats->Event_WeaponFired( pOwner, false, GetClassname() );
}
AddViewKick();
/*if (pOwner->GetActiveWeapon() && pOwner->GetActiveWeapon()->GetWpnData().iMuzzleFlashTypeS != NULL)
{
int ind = random->RandomInt(1, pOwner->GetActiveWeapon()->GetWpnData().externalIndexS);
char prclName2[256];
Q_snprintf(prclName2, sizeof(prclName2), "%s", pOwner->GetActiveWeapon()->GetWpnData().iMuzzleFlashTypeS[ind]);
char prclAName2[256];
Q_snprintf(prclAName2, sizeof(prclAName2), "%s", pOwner->GetActiveWeapon()->GetWpnData().iSecondaryAttachment);
DispatchParticleEffect(prclName2, PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), prclAName2, false);
}*/
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::BurstThink( void )
{
CHLMachineGun::PrimaryAttack();
m_iBurstSize--;
if( m_iBurstSize == 0 )
{
// The burst is over!
SetThink(NULL);
// idle immediately to stop the firing animation
SetWeaponIdleTime( gpGlobals->curtime );
return;
}
SetNextThink( gpGlobals->curtime + GetFireRate() );
}
void CHLSelectFireMachineGun::BurstThink2(void)
{
CHLMachineGun::PrimaryAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
//
//
//-----------------------------------------------------------------------------
void CHLSelectFireMachineGun::WeaponSound( WeaponSound_t shoot_type, float soundtime /*= 0.0f*/ )
{
if (shoot_type == SINGLE)
{
switch( m_iFireMode )
{
case FIREMODE_FULLAUTO:
{
BaseClass::WeaponSound(SINGLE, soundtime);
}
break;
case FIREMODE_3RNDBURST:
BaseClass::WeaponSound(WPN_DOUBLE, soundtime);//OverCharged
if( m_iBurstSize == GetBurstSize() && m_iClip1 >= m_iBurstSize )
{
// First round of a burst, and enough bullets remaining in the clip to fire the whole burst
BaseClass::WeaponSound( BURST, soundtime );
}
else if( m_iClip1 < m_iBurstSize )
{
//if (m_iClip1 <= GetMaxClip1() / 4 && m_iClip1 <= 8)
//WeaponSound(LOW_AMMO, soundtime);
// Not enough rounds remaining in the magazine to fire a burst, so play the gunshot
// sounds individually as each round is fired.
BaseClass::WeaponSound( SINGLE, soundtime );
}
break;
}
return;
}
BaseClass::WeaponSound( shoot_type, soundtime );
}
// BUGBUG: These need to be rethought
//-----------------------------------------------------------------------------
int CHLSelectFireMachineGun::WeaponRangeAttack1Condition( float flDot, float flDist )
{
if (m_iClip1 <=0)
{
return COND_NO_PRIMARY_AMMO;
}
else if ( flDist < m_fMinRange1)
{
return COND_TOO_CLOSE_TO_ATTACK;
}
else if (flDist > m_fMaxRange1)
{
return COND_TOO_FAR_TO_ATTACK;
}
else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK1;
}
//-----------------------------------------------------------------------------
int CHLSelectFireMachineGun::WeaponRangeAttack2Condition( float flDot, float flDist )
{
return COND_NONE; // FIXME: disabled for now
// m_iClip2 == -1 when no secondary clip is used
if ( m_iClip2 == 0 && UsesSecondaryAmmo() )
{
return COND_NO_SECONDARY_AMMO;
}
else if ( flDist < m_fMinRange2 )
{
// Don't return COND_TOO_CLOSE_TO_ATTACK only for primary attack
return COND_NONE;
}
else if (flDist > m_fMaxRange2 )
{
// Don't return COND_TOO_FAR_TO_ATTACK only for primary attack
return COND_NONE;
}
else if ( flDot < 0.5 ) // UNDONE: Why check this here? Isn't the AI checking this already?
{
return COND_NOT_FACING_ATTACK;
}
return COND_CAN_RANGE_ATTACK2;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHLSelectFireMachineGun::CHLSelectFireMachineGun( void )
{
m_fMinRange1 = 65;
m_fMinRange2 = 65;
m_fMaxRange1 = 1024;
m_fMaxRange2 = 1024;
m_iFireMode = FIREMODE_FULLAUTO;
}