mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-04 11:44:45 +03:00
389 lines
13 KiB
C++
389 lines
13 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
|
|
#include "NPCevent.h"
|
|
#include "basecombatcharacter.h"
|
|
#include "AI_BaseNPC.h"
|
|
#include "player.h"
|
|
//#include "weapon_airboatgun.h"
|
|
#include "grenade_ar2.h"
|
|
#include "gamerules.h"
|
|
#include "game.h"
|
|
#include "in_buttons.h"
|
|
#include "AI_Memory.h"
|
|
//#include "hl2mp_player.h"
|
|
#include "EntityFlame.h"
|
|
#include "weapon_flaregun.h"
|
|
#include "te_effect_dispatch.h"
|
|
#include "prop_combine_ball.h"
|
|
#include "beam_shared.h"
|
|
#include "npc_combine.h"
|
|
#include "rumble_shared.h"
|
|
#include "gamestats.h"
|
|
#include "particle_parse.h"
|
|
#include "IEffects.h"
|
|
#include "trace.h"
|
|
#include "SpriteTrail.h"
|
|
#include "steamjet.h"
|
|
|
|
#include "weapon_airboatgun.h"
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
ConVar sk_airboat_drying_rate("sk_airboat_drying_rate", "30");
|
|
ConVar oc_weapon_airboatgun_alt_fire_radius("oc_weapon_airboatgun_alt_fire_radius", "10");
|
|
ConVar oc_weapon_airboatgun_alt_fire_duration("oc_weapon_airboatgun_alt_fire_duration", "2");
|
|
ConVar oc_weapon_airboatgun_alt_fire_mass("oc_weapon_airboatgun_alt_fire_mass", "150");
|
|
|
|
extern ConVar hl2_walkspeed;
|
|
extern ConVar hl2_normspeed;
|
|
extern ConVar hl2_sprintspeed;
|
|
|
|
|
|
|
|
|
|
BEGIN_DATADESC(CWeaponAirboatGun)
|
|
|
|
END_DATADESC()
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeaponAirboatGun, DT_WeaponAirboatGun)
|
|
END_SEND_TABLE()
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_airboatgun, CWeaponAirboatGun);
|
|
PRECACHE_WEAPON_REGISTER(weapon_airboatgun);
|
|
|
|
acttable_t CWeaponAirboatGun::m_acttable[] =
|
|
{
|
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
|
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
|
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN, false },
|
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SHOTGUN, false },
|
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
|
|
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, false }, // END
|
|
|
|
{ ACT_IDLE_RELAXED, ACT_IDLE_SHOTGUN_RELAXED, false },//never aims
|
|
{ ACT_IDLE_STIMULATED, ACT_IDLE_SHOTGUN_STIMULATED, false },
|
|
|
|
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
|
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
|
|
|
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
|
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
|
{ ACT_RUN, ACT_RUN_RIFLE, true },
|
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
|
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
|
|
|
{ ACT_IDLE, ACT_IDLE_SMG1, true },
|
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SHOTGUN, true },
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
|
|
{ ACT_WALK_AIM, ACT_WALK_AIM_SHOTGUN, true },
|
|
{ ACT_RUN_AIM, ACT_RUN_AIM_SHOTGUN, true },
|
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
|
|
{ ACT_RELOAD_LOW, ACT_RELOAD_SHOTGUN_LOW, false },
|
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SHOTGUN_LOW, false },
|
|
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false },
|
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false },
|
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
|
|
{ ACT_WALK, ACT_WALK_RIFLE, false },
|
|
|
|
|
|
/*{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
|
|
{ ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
|
|
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
|
|
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
|
|
|
|
{ ACT_WALK, ACT_WALK_RIFLE, true },
|
|
|
|
// Readiness activities (not aiming)
|
|
{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
|
{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
|
|
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
|
|
|
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
|
|
// Readiness activities (aiming)
|
|
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
|
|
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
|
|
|
|
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
|
|
|
|
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
|
|
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
|
|
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
|
|
//End readiness activities
|
|
|
|
{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
|
|
{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
|
|
{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
|
|
{ ACT_RUN, ACT_RUN_RIFLE, true },
|
|
{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
|
|
{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
|
|
{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
|
|
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
|
|
{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique
|
|
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
|
|
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
|
|
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
|
|
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
|
|
// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
|
|
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false },
|
|
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
|
|
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
|
|
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
|
|
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
|
|
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
|
|
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_RANGE_ATTACK_AR2, false },*/
|
|
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponAirboatGun);
|
|
|
|
CWeaponAirboatGun::CWeaponAirboatGun()
|
|
{
|
|
|
|
}
|
|
|
|
void CWeaponAirboatGun::Precache(void)
|
|
{
|
|
BaseClass::Precache();
|
|
|
|
PrecacheParticleSystem("weapon_muzzle_smoke2");
|
|
PrecacheScriptSound("Weapon_AR2.Idle");
|
|
PrecacheScriptSound("FX_RicochetSound.Ricochet");
|
|
PrecacheScriptSound("Bullets.DefaultNearmiss");
|
|
UTIL_PrecacheOther("prop_combine_ball");
|
|
UTIL_PrecacheOther("env_entity_dissolver");
|
|
PrecacheScriptSound("Weapon_AR2.End");
|
|
PrecacheParticleSystem("weapon_muzzle_flash_smoke_small2");
|
|
PrecacheParticleSystem("IBullet_exhaust");
|
|
PrecacheScriptSound("Weapon_RPG.LaserOn");
|
|
PrecacheScriptSound("Weapon_RPG.LaserOff");
|
|
PrecacheScriptSound("Weapon_AR2.Draw");
|
|
PrecacheScriptSound("Weapon_AR2.LoopFire");
|
|
|
|
PrecacheScriptSound("Airboat.FireGunLoop");
|
|
PrecacheScriptSound("Airboat.FireGunRevDown");
|
|
//Ar2CreateSounds();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &tr -
|
|
// nDamageType -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAirboatGun::DoImpactEffect(trace_t &tr, int nDamageType)
|
|
{
|
|
CEffectData data;
|
|
|
|
data.m_vOrigin = tr.endpos + (tr.plane.normal * 1.0f);
|
|
data.m_vNormal = tr.plane.normal;
|
|
|
|
DispatchEffect("AR2Impact", data);
|
|
|
|
/* CPASFilter filter(tr.endpos);
|
|
te->DynamicLight(filter, 0.0, &GetAbsOrigin(), 0, 180, 180, 4, 30, 0.1, 0);*/
|
|
|
|
BaseClass::DoImpactEffect(tr, nDamageType);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pOperator -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAirboatGun::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);
|
|
}
|
|
|
|
WeaponSoundRealtime(SINGLE_NPC);
|
|
|
|
CSoundEnt::InsertSound(SOUND_COMBAT | SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy());
|
|
pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 1);
|
|
|
|
// FireBullets()->m_iPrimaryAmmoType -> AddAmmoType("AR2", DMG_SONIC, TRACER_DYNAMIC_AR2, "sk_plr_dmg_ar2", "sk_npc_dmg_ar2", "sk_max_ar2", BULLET_IMPULSE(600, 3525), 0 );
|
|
// NOTENOTE: This is overriden on the client-side
|
|
// pOperator->DoMuzzleFlash();
|
|
|
|
m_iClip1 = m_iClip1 - 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAirboatGun::FireNPCSecondaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles)
|
|
{
|
|
WeaponSound(WPN_DOUBLE);
|
|
|
|
if (!GetOwner())
|
|
return;
|
|
|
|
CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer();
|
|
if (!pNPC)
|
|
return;
|
|
|
|
// Fire!
|
|
Vector vecSrc;
|
|
Vector vecAiming;
|
|
|
|
if (bUseWeaponAngles)
|
|
{
|
|
QAngle angShootDir;
|
|
GetAttachment(LookupAttachment("muzzle"), vecSrc, angShootDir);
|
|
AngleVectors(angShootDir, &vecAiming);
|
|
}
|
|
else
|
|
{
|
|
vecSrc = pNPC->Weapon_ShootPosition();
|
|
|
|
Vector vecTarget;
|
|
|
|
CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>(pNPC);
|
|
if (pSoldier)
|
|
{
|
|
// In the distant misty past, elite soldiers tried to use bank shots.
|
|
// Therefore, we must ask them specifically what direction they are shooting.
|
|
vecTarget = pSoldier->GetAltFireTarget();
|
|
}
|
|
else
|
|
{
|
|
// All other users of the AR2 alt-fire shoot directly at their enemy.
|
|
if (!pNPC->GetEnemy())
|
|
return;
|
|
|
|
vecTarget = pNPC->GetEnemy()->BodyTarget(vecSrc);
|
|
}
|
|
|
|
vecAiming = vecTarget - vecSrc;
|
|
VectorNormalize(vecAiming);
|
|
}
|
|
|
|
Vector impactPoint = vecSrc + (vecAiming * MAX_TRACE_LENGTH);
|
|
|
|
float flAmmoRatio = 1.0f;
|
|
float flDuration = RemapValClamped(flAmmoRatio, 0.0f, 1.0f, 0.5f, oc_weapon_airboatgun_alt_fire_duration.GetFloat());
|
|
float flRadius = RemapValClamped(flAmmoRatio, 0.0f, 1.0f, 4.0f, oc_weapon_airboatgun_alt_fire_radius.GetFloat());
|
|
|
|
// Fire the bullets
|
|
Vector vecVelocity = vecAiming * 1000.0f;
|
|
|
|
// Fire the combine ball
|
|
CreateCombineBall(vecSrc,
|
|
vecVelocity,
|
|
flRadius,
|
|
oc_weapon_airboatgun_alt_fire_mass.GetFloat(),
|
|
flDuration,
|
|
pNPC);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAirboatGun::Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary)
|
|
{
|
|
if (bSecondary)
|
|
{
|
|
FireNPCSecondaryAttack(pOperator, true);
|
|
}
|
|
else
|
|
{
|
|
// Ensure we have enough rounds in the clip
|
|
m_iClip1++;
|
|
|
|
FireNPCPrimaryAttack(pOperator, true);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pEvent -
|
|
// *pOperator -
|
|
//-----------------------------------------------------------------------------
|
|
void CWeaponAirboatGun::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
|
|
{
|
|
switch (pEvent->event)
|
|
{
|
|
case EVENT_WEAPON_AR2:
|
|
{
|
|
FireNPCPrimaryAttack(pOperator, false);
|
|
}
|
|
break;
|
|
|
|
case EVENT_WEAPON_AR2_ALTFIRE:
|
|
{
|
|
FireNPCSecondaryAttack(pOperator, false);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
CBaseCombatWeapon::Operator_HandleAnimEvent(pEvent, pOperator);
|
|
break;
|
|
}
|
|
}
|
|
|
|
const WeaponProficiencyInfo_t *CWeaponAirboatGun::GetProficiencyValues()
|
|
{
|
|
static WeaponProficiencyInfo_t proficiencyTable[] =
|
|
{
|
|
{ 7.0, 0.75 },
|
|
{ 5.00, 0.75 },
|
|
{ 3.0, 0.85 },
|
|
{ 5.0 / 3.0, 0.75 },
|
|
{ 1.00, 1.0 },
|
|
};
|
|
|
|
COMPILE_TIME_ASSERT(ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
|
|
|
|
return proficiencyTable;
|
|
}
|