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

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;
}