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

336 lines
11 KiB
C++
Raw Permalink Blame History

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Pistol - hand gun
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "gamestats.h"
#include "particle_parse.h"
#include "weapon_dual_pistols.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define DUAL_PISTOLS_FASTEST_REFIRE_TIME 0.03f
#define DUAL_PISTOLS_FASTEST_DRY_REFIRE_TIME 0.2f
#define DUAL_PISTOLS_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
#define DUAL_PISTOLS_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
#define BEAM_SPRITE "effects/laser1_noz.vmt"
#define LASER_SPRITE "sprites/greenglow1.vmt"//"effects/greenglow1"//"sprites/redglow1.vmt"
//#define LSPRITE "sprites/greenglow1.vmt"//"effects/greenglow1"
#define LASER_SPRITE1 "sprites/redglow1.vmt"
ConVar dual_pistols_use_new_accuracy("dual_pistols_use_new_accuracy", "1");
extern ConVar weapon_laser_pointer;
IMPLEMENT_SERVERCLASS_ST(CWeaponDual_Pistols, DT_WeaponDual_Pistols)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(weapon_dual_pistols, CWeaponDual_Pistols);
PRECACHE_WEAPON_REGISTER(weapon_dual_pistols);
BEGIN_DATADESC(CWeaponDual_Pistols)
DEFINE_FIELD(m_flSoonestPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(m_flLastAttackTime, FIELD_TIME),
DEFINE_FIELD(m_flAccuracyPenalty, FIELD_FLOAT), //NOTENOTE: This is NOT tracking game time
DEFINE_FIELD(m_nNumShotsFired, FIELD_INTEGER),
END_DATADESC()
acttable_t CWeaponDual_Pistols::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, // L1ght 15 : MP animstate
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false }, //fix
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, // END
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, true },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, true },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, true },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE/*_PISTOL*/, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_STIMULATED, false },
{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_STIMULATED, false },
{ ACT_WALK_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_STEALTH, ACT_WALK_STEALTH_PISTOL, false },
{ ACT_RUN_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_STIMULATED, false },
{ ACT_RUN_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_STEALTH, ACT_RUN_STEALTH_PISTOL, false },
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_PISTOL, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_ANGRY_PISTOL, false },
{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_PISTOL, false },//always aims
{ ACT_IDLE_AIM_STEALTH, ACT_IDLE_STEALTH_PISTOL, false },
{ ACT_WALK_AIM_RELAXED, ACT_WALK, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_PISTOL, false },
{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_PISTOL, false },//always aims
{ ACT_WALK_AIM_STEALTH, ACT_WALK_AIM_STEALTH_PISTOL, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_PISTOL, false },
{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_PISTOL, false },//always aims
{ ACT_RUN_AIM_STEALTH, ACT_RUN_AIM_STEALTH_PISTOL, false },//always aims
//End readiness activities
// Crouch activities
{ ACT_CROUCHIDLE_STIMULATED, ACT_CROUCHIDLE_STIMULATED, false },
{ ACT_CROUCHIDLE_AIM_STIMULATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
{ ACT_CROUCHIDLE_AGITATED, ACT_RANGE_AIM_PISTOL_LOW, false },//always aims
// Readiness translations
{ ACT_READINESS_RELAXED_TO_STIMULATED, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED, false },
{ ACT_READINESS_RELAXED_TO_STIMULATED_WALK, ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK, false },
{ ACT_READINESS_AGITATED_TO_STIMULATED, ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED, false },
{ ACT_READINESS_STIMULATED_TO_RELAXED, ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED, false },
/*{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },*/
};
IMPLEMENT_ACTTABLE(CWeaponDual_Pistols);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponDual_Pistols::CWeaponDual_Pistols(void)
{
m_flSoonestPrimaryAttack = gpGlobals->curtime;
m_flAccuracyPenalty = 0.0f;
m_fMinRange1 = 24;
m_fMaxRange1 = 1500;
m_fMinRange2 = 24;
m_fMaxRange2 = 200;
Shoot2 = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDual_Pistols::Precache(void)
{
BaseClass::Precache();
PrecacheParticleSystem("weapon_muzzle_smoke");
PrecacheParticleSystem("weapon_tracer");
PrecacheParticleSystem("weapon_tracers_incendiary");
PrecacheParticleSystem("weapon_fx");
PrecacheParticleSystem("weapon_smoke");
PrecacheParticleSystem("tracer_trail");
PrecacheScriptSound("Weapon_RPG.LaserOn");
PrecacheScriptSound("Weapon_RPG.LaserOff");
PrecacheModel("sprites/greenglow1.vmt");
PrecacheModel(LASER_SPRITE);
PrecacheModel(LASER_SPRITE1);
PrecacheModel(BEAM_SPRITE);
PrecacheScriptSound("Weapon_Pistol.Draw");
// PrecacheParticleSystem( "asw_tracer_fx" );
// PrecacheParticleSystem( "tracer_sniper_rifle" );
}
Activity CWeaponDual_Pistols::GetDrawActivity(void)
{
iMuzzle = 2;
if (m_iClip1 <= 0)
return ACT_VM_PULLPIN;
else
return BaseClass::GetDrawActivity();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponDual_Pistols::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
{
switch (pEvent->event)
{
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:
BaseClass::Operator_HandleAnimEvent(pEvent, pOperator);
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponDual_Pistols::PrimaryAttack(void)
{
// If my clip is empty (and I use clips) start reload
/*if (UsesClipsForAmmo1() && !m_iClip1)
{
Reload();
return;
}*/
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
/*if ((gpGlobals->curtime - m_flLastAttackTime) > 0.3f)
{
m_nNumShotsFired = 0;
}
else
{
m_nNumShotsFired++;
}*/
//m_flLastAttackTime = gpGlobals->curtime;
//m_flSoonestPrimaryAttack = gpGlobals->curtime + DUAL_PISTOLS_FASTEST_REFIRE_TIME;
CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, GetOwner());
//CBasePlayer *pOwner = ToBasePlayer(GetOwner());
//m_flAccuracyPenalty += DUAL_PISTOLS_ACCURACY_SHOT_PENALTY_TIME;
//m_iPrimaryAttacks++;
//gamestats->Event_WeaponFired(pOwner, true, GetClassname());
//MuzzleFlashTime = 0.0f;//<2F><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 0.
//Add our view kick in
//AddViewKick();
//Left side firing///////////////////////////////////////
/*if ((gpGlobals->curtime - m_flLastAttackTime) > 0.3f)
{
m_nNumShotsFired = 0;
}
else
{
m_nNumShotsFired++;
}
m_flLastAttackTime = gpGlobals->curtime;
m_flSoonestPrimaryAttack = gpGlobals->curtime + DUAL_PISTOLS_FASTEST_REFIRE_TIME;*/
pPlayer->DoMuzzleFlash();
BaseClass::PrimaryAttack();
if (iMuzzle == 1)
{
iMuzzle = 2;
//LEFT
}
else if (iMuzzle == 2)
{
iMuzzle = 1;
}
}
bool CWeaponDual_Pistols::Holster(CBaseCombatWeapon *pSwitchingTo)
{
iMuzzle = 2;
return BaseClass::Holster(pSwitchingTo);
}
void CWeaponDual_Pistols::Drop(const Vector &vecVelocity)
{
if (!cvar->FindVar("oc_allow_pick_dual_pistols")->GetInt())
BaseClass::Drop(vecVelocity);
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer)
{
Vector vecForward;
pPlayer->EyeVectors(&vecForward);
CBaseCombatWeapon *pPistol = NULL;
pPistol = (CBaseCombatWeapon*)CBaseEntity::Create("weapon_pistol", pPlayer->Weapon_ShootPosition(), pPlayer->GetAbsAngles(), pPlayer); //0 60 0
pPistol->m_iClip1 = Clamp(this->Clip1() / 2, 0, pPistol->GetDefaultClip1());
pPistol->m_iClip2 = Clamp(this->Clip2() / 2, 0, pPistol->GetDefaultClip2());
pPistol->SetPrimaryAmmoCount(this->GetPrimaryAmmoCount());
pPistol->SetSecondaryAmmoCount(this->GetSecondaryAmmoCount());
if (pPistol)
{
//pPistol->SetAbsVelocity(vecForward * 320 + pPlayer->GetAbsVelocity());
}
//pPistol->SetPickableDelay(true);
pPistol->Drop(vecForward * 320 + pPlayer->GetAbsVelocity());
UTIL_Remove(this);
}
BaseClass::Drop(vecVelocity);
}
bool CWeaponDual_Pistols::Reload(void)
{
iMuzzle = 2;
return BaseClass::Reload();
}