mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2026-09-04 11:44:45 +03:00
493 lines
15 KiB
C++
493 lines
15 KiB
C++
//========= Copyright © 1996-2010, Valve Corporation and Cave, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "in_buttons.h"
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#include "player.h"
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#include "NPCevent.h"
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#include "basecombatcharacter.h"
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#include "AI_BaseNPC.h"
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#include "AI_Memory.h"
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#include "particle_parse.h"//OverCharged
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#include "rumble_shared.h"//OverCharged
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#include "gamestats.h"//OverCharged
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#include "baseviewmodel_shared.h"//OverCharged
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#ifdef CLIENT_DLL
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#define CWeaponOICW C_WeaponOICW
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#endif
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#include "weapon_oicw.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SMG1_GRENADE_DAMAGE 100.0f
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#define SMG1_GRENADE_RADIUS 250.0f
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extern ConVar sk_plr_dmg_smg1_grenade;
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LINK_ENTITY_TO_CLASS(weapon_oicw, CWeaponOICW);
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PRECACHE_WEAPON_REGISTER(weapon_oicw);
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IMPLEMENT_SERVERCLASS_ST(CWeaponOICW, DT_WeaponOICW)
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END_SEND_TABLE()
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BEGIN_DATADESC(CWeaponOICW)
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//DEFINE_FIELD(m_bInZoom, FIELD_BOOLEAN),
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DEFINE_FIELD(m_bMustReload, FIELD_BOOLEAN),
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END_DATADESC()
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acttable_t CWeaponOICW::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_AR2, false }, // Light Kill : MP animstate for singleplayer
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_AR2, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_AR2, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_AR2, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_AR2, false },
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//{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, false }, //END
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
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{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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// Readiness activities (not aiming)
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{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false },
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{ ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false },
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{ ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false },
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{ ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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// Readiness activities (aiming)
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{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
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{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false },
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{ ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
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{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
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{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false },
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{ ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
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{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
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{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false },
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{ ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
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//End readiness activities
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false },
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{ ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique
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{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false },
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{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true },
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// { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
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};
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IMPLEMENT_ACTTABLE(CWeaponOICW);
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//=========================================================
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CWeaponOICW::CWeaponOICW()
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{
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m_fMinRange1 = 0;// No minimum range.
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m_fMaxRange1 = 4400;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponOICW::Precache(void)
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{
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther("grenade_ar2");
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#endif
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PrecacheScriptSound("Weapon_oicw.Draw");
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PrecacheScriptSound("Weapon_oicw.EndFire");
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PrecacheScriptSound("Weapon_oicw.EndFire2");
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PrecacheScriptSound("Weapon_oicw.Double");
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PrecacheScriptSound("Weapon_oicw.Reload");
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BaseClass::Precache();
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}
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/*void CWeaponOICW::PrimaryAttack(void)
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (!pPlayer)
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return;
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CBasePlayer *pOwner = ToBasePlayer(GetOwner());
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if (pOwner)
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{
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if ((m_nShotsFired == 15) || (m_nShotsFired == 30) || (m_nShotsFired == 45) || (m_nShotsFired == 60))
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{
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DispatchParticleEffect("weapon_muzzle_smoke2", PATTACH_POINT_FOLLOW, pOwner->GetViewModel(), "muzzle", false);
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}
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}
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BaseClass::PrimaryAttack();
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}*/
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//-----------------------------------------------------------------------------
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// Purpose: Give this weapon longer range when wielded by an ally NPC.
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//-----------------------------------------------------------------------------
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void CWeaponOICW::Equip(CBaseCombatCharacter *pOwner)
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{
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m_fMaxRange1 = 1400;
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BaseClass::Equip(pOwner);
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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/*bool CWeaponOICW::Reload(void)
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer && pPlayer->SetFOV(this, 40, 0.1f) != NULL)
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{
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pPlayer->SetFOV(this, 0, 0.1f);
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// Send a message to hide the scope
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(0);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
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}
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return BaseClass::Reload();
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}*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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/*void CWeaponOICW::CheckZoomToggle(void)
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer && (pPlayer->m_afButtonPressed & IN_AIMMODE))
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{
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ToggleZoom();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponOICW::ItemBusyFrame(void)
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{
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// Allow zoom toggling even when we're reloading
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CheckZoomToggle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponOICW::ItemPostFrame(void)
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{
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CheckZoomToggle();
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if (m_bMustReload && HasWeaponIdleTimeElapsed())
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{
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Reload();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
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}
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BaseClass::ItemPostFrame();
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}*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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/*void CWeaponOICW::ToggleZoom(void)
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer == NULL)
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return;
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if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
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return;
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if (m_bInReload)
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return;
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#ifndef CLIENT_DLL
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if (m_bInZoom)
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{
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if (pPlayer->SetFOV(this, 0, 0.2f))
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{
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m_bInZoom = false;
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(0);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
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}
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}
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else
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{
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if (pPlayer->SetFOV(this, 40, 0.1f))
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{
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m_bInZoom = true;
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(1);
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MessageEnd();
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cvar->FindVar("oc_state_InSecondFire")->SetValue(1);
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cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(1);
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}
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}
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#endif
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}*/
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pSwitchingTo -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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/*bool CWeaponOICW::Holster(CBaseCombatWeapon *pSwitchingTo)
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{
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bool bRet;
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pSwitchingTo = NULL;
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bRet = BaseClass::Holster(pSwitchingTo);
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (pPlayer != NULL)
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{
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StopParticleEffects(pPlayer->GetViewModel());
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pPlayer->SetFOV(this, 0, 0.1f);
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CSingleUserRecipientFilter filter(pPlayer);
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UserMessageBegin(filter, "ShowScope");
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WRITE_BYTE(0);
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MessageEnd();
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}
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cvar->FindVar("oc_state_InSecondFire")->SetValue(0);
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cvar->FindVar("oc_state_InSecondFire_oicw")->SetValue(0);
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return bRet;
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return BaseClass::Holster(pSwitchingTo);
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}*/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponOICW::SecondaryAttack(void)
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{
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CBasePlayer *pPlayer = ToBasePlayer(GetOwner());
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if (!pPlayer)
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return;
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if (IsNearWall() || GetOwnerIsRunning())
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{
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return;
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}
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.15f;
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/*if ((pPlayer->GetAmmoCount(m_iSecondaryAmmoType) <= 0) || (pPlayer->GetWaterLevel() == 3))
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{
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SendWeaponAnim(ACT_VM_DRYFIRE);
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BaseClass::WeaponSound(EMPTY);
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.15f;
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return;
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}*/
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if (m_bInReload)
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m_bInReload = false;
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//EmitSound("Weapon_oicw.Double");
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pPlayer->RumbleEffect(RUMBLE_357, 0, RUMBLE_FLAGS_NONE);
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecThrow;
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// Don't autoaim on grenade tosses
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AngleVectors(pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow);
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VectorScale(vecThrow, 1000.0f, vecThrow);
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Vector vForward, vRight, vUp, vThrowPos, vThrowVel;
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pPlayer->EyeVectors(&vForward, &vRight, &vUp);
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vThrowPos = pPlayer->EyePosition();
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if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 1)
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{
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vThrowPos += vForward * 22.0f;
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vThrowPos += vRight * 0.05f;
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vThrowPos += vUp * -3.4f;
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}
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else if (cvar->FindVar("oc_state_IRsight_on")->GetInt() == 0)
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{
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if ((cvar->FindVar("oc_state_InSecondFire")->GetInt() == 1) || (cvar->FindVar("oc_state_InSecondFire_oicw")->GetInt() == 1))
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{
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vThrowPos += vForward * 22.0f;
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vThrowPos += vRight * 0.05f;
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vThrowPos += vUp * -3.4f;
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}
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else if ((cvar->FindVar("oc_state_InSecondFire")->GetInt() == 0) || (cvar->FindVar("oc_state_InSecondFire_oicw")->GetInt() == 0))
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{
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vThrowPos += vForward * 22.0f;
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vThrowPos += vRight * 5.4f;
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vThrowPos += vUp * -3.4f;
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}
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}
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Vector vForward1, vRight1, vUp1;
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pPlayer->EyeVectors(&vForward1, &vRight1, &vUp1);
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QAngle vecAngles;
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VectorAngles(vForward1, vecAngles);
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QAngle angles;
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VectorAngles(vecThrow, angles);
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CGrenadeOICW *pGrenade = (CGrenadeOICW*)Create("grenade_oicw", vThrowPos, vecAngles, pPlayer);
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pGrenade->SetAbsVelocity(vecThrow);
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pGrenade->SetLocalAngularVelocity(RandomAngle(-400, 400));
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pGrenade->SetMoveType(MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE);
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pGrenade->SetThrower(GetOwner());
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pGrenade->SetDamage(sk_plr_dmg_smg1_grenade.GetFloat());
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SendWeaponAnim(GetSecondaryAttackActivity());
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CSoundEnt::InsertSound(SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON);
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// player "shoot" animation
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pPlayer->SetAnimation(PLAYER_ATTACK1);
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// Decrease ammo
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RemoveAmmo(GetSecondaryAmmoType(), 1); //pPlayer->RemoveAmmo(1, m_iSecondaryAmmoType);
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// Can shoot again immediately
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
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// Can blow up after a short delay (so have time to release mouse button)
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.4f;
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// Register a muzzleflash for the AI.
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pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 0.5);
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m_iSecondaryAttacks++;
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gamestats->Event_WeaponFired(pPlayer, false, GetClassname());
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//Disorient the player
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QAngle angles2 = pPlayer->GetLocalAngles();
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angles2.x += random->RandomInt(-4, 4);
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angles2.y += random->RandomInt(-4, 4);
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angles2.z = 0;
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pPlayer->SnapEyeAngles(angles2);
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pPlayer->ViewPunch(QAngle(random->RandomFloat(-2.f, -4.f), random->RandomFloat(0.2f, 0.5f), 0));
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SecondaryAttackEffects();
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}
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//-----------------------------------------------------------------------------
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const WeaponProficiencyInfo_t *CWeaponOICW::GetProficiencyValues()
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{
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static WeaponProficiencyInfo_t proficiencyTable[] =
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{
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{ 7.0, 0.75 },
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{ 5.00, 0.75 },
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{ 10.0 / 3.0, 0.75 },
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{ 5.0 / 3.0, 0.75 },
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{ 1.00, 1.0 },
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};
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COMPILE_TIME_ASSERT(ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
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return proficiencyTable;
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}
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void CWeaponOICW::FireNPCPrimaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles)
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{
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Vector vecShootOrigin, vecShootDir;
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT(npc != NULL);
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if (bUseWeaponAngles)
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{
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QAngle angShootDir;
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GetAttachment(LookupAttachment("muzzle"), vecShootOrigin, angShootDir);
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AngleVectors(angShootDir, &vecShootDir);
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}
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else
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{
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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vecShootDir = npc->GetActualShootTrajectory(vecShootOrigin);
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}
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WeaponSoundRealtime(SINGLE_NPC);
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CSoundEnt::InsertSound(SOUND_COMBAT | SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy());
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pOperator->FireBullets(1, vecShootOrigin, vecShootDir, pOperator->GetAttackSpread(this), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2);
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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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);
|
|
}*/ |