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

493 lines
15 KiB
C++

//========= Copyright © 1996-2010, Valve Corporation and Cave, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#include "player.h"
#include "NPCevent.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "AI_Memory.h"
#include "particle_parse.h"//OverCharged
#include "rumble_shared.h"//OverCharged
#include "gamestats.h"//OverCharged
#include "baseviewmodel_shared.h"//OverCharged
#ifdef CLIENT_DLL
#define CWeaponOICW C_WeaponOICW
#endif
#include "weapon_oicw.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SMG1_GRENADE_DAMAGE 100.0f
#define SMG1_GRENADE_RADIUS 250.0f
extern ConVar sk_plr_dmg_smg1_grenade;
LINK_ENTITY_TO_CLASS(weapon_oicw, CWeaponOICW);
PRECACHE_WEAPON_REGISTER(weapon_oicw);
IMPLEMENT_SERVERCLASS_ST(CWeaponOICW, DT_WeaponOICW)
END_SEND_TABLE()
BEGIN_DATADESC(CWeaponOICW)
//DEFINE_FIELD(m_bInZoom, FIELD_BOOLEAN),
DEFINE_FIELD(m_bMustReload, FIELD_BOOLEAN),
END_DATADESC()
acttable_t CWeaponOICW::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false }, // Light Kill : MP animstate for singleplayer
{ 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_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false }, //END
{ 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 },
};
IMPLEMENT_ACTTABLE(CWeaponOICW);
//=========================================================
CWeaponOICW::CWeaponOICW()
{
m_fMinRange1 = 0;// No minimum range.
m_fMaxRange1 = 4400;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::Precache(void)
{
#ifndef CLIENT_DLL
UTIL_PrecacheOther("grenade_ar2");
#endif
PrecacheScriptSound("Weapon_oicw.Draw");
PrecacheScriptSound("Weapon_oicw.EndFire");
PrecacheScriptSound("Weapon_oicw.EndFire2");
PrecacheScriptSound("Weapon_oicw.Double");
PrecacheScriptSound("Weapon_oicw.Reload");
BaseClass::Precache();
}
/*void CWeaponOICW::PrimaryAttack(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
CBasePlayer *pOwner = ToBasePlayer(GetOwner());
if (pOwner)
{
if ((m_nShotsFired == 15) || (m_nShotsFired == 30) || (m_nShotsFired == 45) || (m_nShotsFired == 60))
{
DispatchParticleEffect("weapon_muzzle_smoke2", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", false);
}
}
BaseClass::PrimaryAttack();
}*/
//-----------------------------------------------------------------------------
// Purpose: Give this weapon longer range when wielded by an ally NPC.
//-----------------------------------------------------------------------------
void CWeaponOICW::Equip(CBaseCombatCharacter *pOwner)
{
m_fMaxRange1 = 1400;
BaseClass::Equip(pOwner);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
/*bool CWeaponOICW::Reload(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer && pPlayer->SetFOV(this, 40, 0.1f) != NULL)
{
pPlayer->SetFOV(this, 0, 0.1f);
// Send a message to hide the scope
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(0);
MessageEnd();
cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
}
return BaseClass::Reload();
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*void CWeaponOICW::CheckZoomToggle(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer && (pPlayer->m_afButtonPressed & IN_AIMMODE))
{
ToggleZoom();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::ItemBusyFrame(void)
{
// Allow zoom toggling even when we're reloading
CheckZoomToggle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::ItemPostFrame(void)
{
CheckZoomToggle();
if (m_bMustReload && HasWeaponIdleTimeElapsed())
{
Reload();
cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
}
BaseClass::ItemPostFrame();
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
/*void CWeaponOICW::ToggleZoom(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer == NULL)
return;
if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
return;
if (m_bInReload)
return;
#ifndef CLIENT_DLL
if (m_bInZoom)
{
if (pPlayer->SetFOV(this, 0, 0.2f))
{
m_bInZoom = false;
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(0);
MessageEnd();
cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
}
}
else
{
if (pPlayer->SetFOV(this, 40, 0.1f))
{
m_bInZoom = true;
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(1);
MessageEnd();
cvar->FindVar("oc_state_InSecondFire")->SetValue(1);
cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(1);
}
}
#endif
}*/
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSwitchingTo -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
/*bool CWeaponOICW::Holster(CBaseCombatWeapon *pSwitchingTo)
{
bool bRet;
pSwitchingTo = NULL;
bRet = BaseClass::Holster(pSwitchingTo);
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (pPlayer != NULL)
{
StopParticleEffects(pPlayer->GetViewModel());
pPlayer->SetFOV(this, 0, 0.1f);
CSingleUserRecipientFilter filter(pPlayer);
UserMessageBegin(filter, "ShowScope");
WRITE_BYTE(0);
MessageEnd();
}
cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
return bRet;
return BaseClass::Holster(pSwitchingTo);
}*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::SecondaryAttack(void)
{
CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
if (!pPlayer)
return;
if (IsNearWall() || GetOwnerIsRunning())
{
return;
}
m_flNextSecondaryAttack = gpGlobals->curtime + 0.15f;
/*if ((pPlayer->GetAmmoCount(m_iSecondaryAmmoType) <= 0) || (pPlayer->GetWaterLevel() == 3))
{
SendWeaponAnim(ACT_VM_DRYFIRE);
BaseClass::WeaponSound(EMPTY);
m_flNextSecondaryAttack = gpGlobals->curtime + 0.15f;
return;
}*/
if (m_bInReload)
m_bInReload = false;
//EmitSound("Weapon_oicw.Double");
pPlayer->RumbleEffect(RUMBLE_357, 0, RUMBLE_FLAGS_NONE);
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecThrow;
// Don't autoaim on grenade tosses
AngleVectors(pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow);
VectorScale(vecThrow, 1000.0f, vecThrow);
Vector vForward, vRight, vUp, vThrowPos, vThrowVel;
pPlayer->EyeVectors(&vForward, &vRight, &vUp);
vThrowPos = pPlayer->EyePosition();
if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
{
vThrowPos += vForward * 22.0f;
vThrowPos += vRight * 0.05f;
vThrowPos += vUp * -3.4f;
}
else if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 0)
{
if ((cvar->FindVar("oc_state_InSecondFire")->GetInt() == 1) || (cvar->FindVar("oc_state_InSecondFire_oicw")->GetInt() == 1))
{
vThrowPos += vForward * 22.0f;
vThrowPos += vRight * 0.05f;
vThrowPos += vUp * -3.4f;
}
else if ((cvar->FindVar("oc_state_InSecondFire")->GetInt() == 0) || (cvar->FindVar("oc_state_InSecondFire_oicw")->GetInt() == 0))
{
vThrowPos += vForward * 22.0f;
vThrowPos += vRight * 5.4f;
vThrowPos += vUp * -3.4f;
}
}
Vector vForward1, vRight1, vUp1;
pPlayer->EyeVectors(&vForward1, &vRight1, &vUp1);
QAngle vecAngles;
VectorAngles(vForward1, vecAngles);
QAngle angles;
VectorAngles(vecThrow, angles);
CGrenadeOICW *pGrenade = (CGrenadeOICW*)Create("grenade_oicw", vThrowPos, vecAngles, pPlayer);
pGrenade->SetAbsVelocity(vecThrow);
pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400));
pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
pGrenade->SetThrower(GetOwner());
pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());
SendWeaponAnim(GetSecondaryAttackActivity());
CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON);
// player "shoot" animation
pPlayer->SetAnimation(PLAYER_ATTACK1);
// Decrease ammo
RemoveAmmo(GetSecondaryAmmoType(), 1); //pPlayer->RemoveAmmo(1, m_iSecondaryAmmoType);
// Can shoot again immediately
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
// Can blow up after a short delay (so have time to release mouse button)
m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f;
// Register a muzzleflash for the AI.
pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 0.5);
m_iSecondaryAttacks++;
gamestats->Event_WeaponFired(pPlayer, false, GetClassname());
//Disorient the player
QAngle angles2 = pPlayer->GetLocalAngles();
angles2.x += random->RandomInt(-4, 4);
angles2.y += random->RandomInt(-4, 4);
angles2.z = 0;
pPlayer->SnapEyeAngles(angles2);
pPlayer->ViewPunch(QAngle(random->RandomFloat(-2.f, -4.f), random->RandomFloat(0.2f, 0.5f), 0));
SecondaryAttackEffects();
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponOICW::GetProficiencyValues()
{
static WeaponProficiencyInfo_t proficiencyTable[] =
{
{ 7.0, 0.75 },
{ 5.00, 0.75 },
{ 10.0 / 3.0, 0.75 },
{ 5.0 / 3.0, 0.75 },
{ 1.00, 1.0 },
};
COMPILE_TIME_ASSERT(ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return proficiencyTable;
}
void CWeaponOICW::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, 2);
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary)
{
m_iClip1++;
FireNPCPrimaryAttack(pOperator, true);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponOICW::Operator_HandleAnimEvent(animevent_t *pEvent, CBaseCombatCharacter *pOperator)
{
switch (pEvent->event)
{
case EVENT_WEAPON_AR2:
{
FireNPCPrimaryAttack(pOperator, false);
}
break;
default:
CBaseCombatWeapon::Operator_HandleAnimEvent(pEvent, pOperator);
break;
}
}
/*void CWeaponOICW::Drop(const Vector &vecVelocity)
{
BaseClass::Drop(vecVelocity);
}*/