Compare commits

...

3 Commits

Author SHA1 Message Date
d24120a99e client and shotgun fixex
Some checks failed
Build / build-linux-i386 (push) Has been cancelled
Build / build-linux-amd64 (push) Has been cancelled
Build / build-android-armv7a (push) Has been cancelled
Build / build-windows-i386 (push) Has been cancelled
Build / build-windows-amd64 (push) Has been cancelled
Build / build-dedicated-windows-i386 (push) Has been cancelled
Build / build-dedicated-windows-amd64 (push) Has been cancelled
Build / build-dedicated-linux-i386 (push) Has been cancelled
Build / build-dedicated-linux-amd64 (push) Has been cancelled
Build / build-macos-amd64 (push) Has been cancelled
Build / build-dedicated-macos-amd64 (push) Has been cancelled
Tests / tests-linux-i386 (push) Has been cancelled
Tests / tests-linux-amd64 (push) Has been cancelled
Tests / tests-macos-amd64 (push) Has been cancelled
Tests / tests-windows-i386 (push) Has been cancelled
Tests / tests-windows-amd64 (push) Has been cancelled
2025-01-02 23:53:02 +03:00
9026dca97f BEGIN_DATADESC update 2025-01-02 23:24:05 +03:00
9027b0bdb7 lowered weapon shooting fix 2025-01-02 23:14:39 +03:00
6 changed files with 188 additions and 157 deletions

View File

@@ -552,9 +552,9 @@ void CWeaponShotgun::SecondaryAttack( void )
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Purpose: Override so shotgun can do mulitple reloads in a row // Purpose: Override so shotgun can do mulitple reloads in a row
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void CWeaponShotgun::ItemPostFrame( void ) void CWeaponShotgun::ItemPostFrame(void)
{ {
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); CBasePlayer* pOwner = ToBasePlayer(GetOwner());
if (!pOwner) if (!pOwner)
{ {
return; return;
@@ -563,23 +563,23 @@ void CWeaponShotgun::ItemPostFrame( void )
if (m_bInReload) if (m_bInReload)
{ {
// If I'm primary firing and have one round stop reloading and fire // If I'm primary firing and have one round stop reloading and fire
if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1)) if ((pOwner->m_nButtons & IN_ATTACK) && (m_iClip1 >= 1))
{ {
m_bInReload = false; m_bInReload = false;
m_bNeedPump = false; m_bNeedPump = false;
m_bDelayedFire1 = true; m_bDelayedFire1 = true;
} }
// If I'm secondary firing and have one round stop reloading and fire // If I'm secondary firing and have one round stop reloading and fire
else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2)) else if ((pOwner->m_nButtons & IN_ATTACK2) && (m_iClip1 >= 2))
{ {
m_bInReload = false; m_bInReload = false;
m_bNeedPump = false; m_bNeedPump = false;
m_bDelayedFire2 = true; m_bDelayedFire2 = true;
} }
else if (m_flNextPrimaryAttack <= gpGlobals->curtime) else if (m_flNextPrimaryAttack <= gpGlobals->curtime)
{ {
// If out of ammo end reload // If out of ammo end reload
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{ {
FinishReload(); FinishReload();
return; return;
@@ -599,9 +599,9 @@ void CWeaponShotgun::ItemPostFrame( void )
} }
} }
else else
{ {
// Make shotgun shell invisible // Make shotgun shell invisible
SetBodygroup(1,1); SetBodygroup(1, 1);
} }
if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
@@ -609,78 +609,87 @@ void CWeaponShotgun::ItemPostFrame( void )
Pump(); Pump();
return; return;
} }
// Shotgun uses same timing and ammo for secondary attack #ifdef GAME_DLL
if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime)) if (!m_bLowered)
{ {
m_bDelayedFire2 = false; #endif // GAME_DLL
if ( (m_iClip1 <= 1 && UsesClipsForAmmo1()))
// Shotgun uses same timing and ammo for secondary attack
if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{ {
// If only one shell is left, do a single shot instead m_bDelayedFire2 = false;
if ( m_iClip1 == 1 )
if ((m_iClip1 <= 1 && UsesClipsForAmmo1()))
{ {
// If only one shell is left, do a single shot instead
if (m_iClip1 == 1)
{
PrimaryAttack();
}
else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
if (pOwner->m_afButtonPressed & IN_ATTACK)
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
SecondaryAttack();
}
}
else if ((m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
{
m_bDelayedFire1 = false;
if ((m_iClip1 <= 0 && UsesClipsForAmmo1()) || (!UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType)))
{
if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
if (pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK)
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack(); PrimaryAttack();
} }
else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
if ( pOwner->m_afButtonPressed & IN_ATTACK )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
SecondaryAttack();
}
}
else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
{
m_bDelayedFire1 = false;
if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) )
{
if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
} }
#ifdef GAME_DLL
} }
#endif // GAME_DLL
if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
{ {

View File

@@ -94,6 +94,11 @@ CBaseCombatWeapon::CBaseCombatWeapon() : BASECOMBATWEAPON_DERIVED_FROM()
m_hWeaponFileInfo = GetInvalidWeaponInfoHandle(); m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
#ifdef GAME_DLL
m_bLowered = false;
m_flRaiseTime = gpGlobals->curtime;
#endif
#if defined( TF_DLL ) #if defined( TF_DLL )
UseClientSideAnimation(); UseClientSideAnimation();
#endif #endif
@@ -1647,118 +1652,127 @@ void CBaseCombatWeapon::ItemPreFrame( void )
//==================================================================================== //====================================================================================
// WEAPON BEHAVIOUR // WEAPON BEHAVIOUR
//==================================================================================== //====================================================================================
void CBaseCombatWeapon::ItemPostFrame( void ) void CBaseCombatWeapon::ItemPostFrame(void)
{ {
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); CBasePlayer* pOwner = ToBasePlayer(GetOwner());
if (!pOwner) if (!pOwner)
return; return;
UpdateAutoFire(); UpdateAutoFire();
//Track the duration of the fire //Track the duration of the fire
//FIXME: Check for IN_ATTACK2 as well? //FIXME: Check for IN_ATTACK2 as well?
//FIXME: What if we're calling ItemBusyFrame? //FIXME: What if we're calling ItemBusyFrame?
m_fFireDuration = ( pOwner->m_nButtons & IN_ATTACK ) ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f; m_fFireDuration = (pOwner->m_nButtons & IN_ATTACK) ? (m_fFireDuration + gpGlobals->frametime) : 0.0f;
if ( UsesClipsForAmmo1() ) if (UsesClipsForAmmo1())
{ {
CheckReload(); CheckReload();
} }
bool bFired = false; bool bFired = false;
#ifdef GAME_DLL
// Secondary attack has priority if (!m_bLowered)
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{ {
if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 )
{
if (m_flNextEmptySoundTime < gpGlobals->curtime)
{
WeaponSound(EMPTY);
m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
}
else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
// stops the crossbow from firing on the 360 if the player chooses to hold down their
// zoom button. (sjb) Orange Box 7/25/2007
#if !defined(CLIENT_DLL)
if( !IsX360() || !ClassMatches("weapon_crossbow") )
#endif #endif
// Secondary attack has priority
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
{ {
bFired = ShouldBlockPrimaryFire(); if (m_flNextEmptySoundTime < gpGlobals->curtime)
}
SecondaryAttack();
// Secondary ammo doesn't have a reload animation
if ( UsesClipsForAmmo2() )
{
// reload clip2 if empty
if (m_iClip2 < 1)
{ {
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); WeaponSound(EMPTY);
m_iClip2 = m_iClip2 + 1; m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
}
else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
// stops the crossbow from firing on the 360 if the player chooses to hold down their
// zoom button. (sjb) Orange Box 7/25/2007
#if !defined(CLIENT_DLL)
if (!IsX360() || !ClassMatches("weapon_crossbow"))
#endif
{
bFired = ShouldBlockPrimaryFire();
}
SecondaryAttack();
// Secondary ammo doesn't have a reload animation
if (UsesClipsForAmmo2())
{
// reload clip2 if empty
if (m_iClip2 < 1)
{
pOwner->RemoveAmmo(1, m_iSecondaryAmmoType);
m_iClip2 = m_iClip2 + 1;
}
} }
} }
} }
}
if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
// Clip empty? Or out of ammo on a no-clip weapon?
if ( !IsMeleeWeapon() &&
(( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
{
HandleFireOnEmpty();
}
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
// first shot. Right now that's too much of an architecture change -- jdw
// If the firing button was just pressed, or the alt-fire just released, reset the firing time
if ( ( pOwner->m_afButtonPressed & IN_ATTACK ) || ( pOwner->m_afButtonReleased & IN_ATTACK2 ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack(); if (!bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
if ( AutoFiresFullClip() ) // Clip empty? Or out of ammo on a no-clip weapon?
if (!IsMeleeWeapon() &&
((UsesClipsForAmmo1() && m_iClip1 <= 0) || (!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)))
{ {
m_bFiringWholeClip = true; HandleFireOnEmpty();
} }
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
// first shot. Right now that's too much of an architecture change -- jdw
// If the firing button was just pressed, or the alt-fire just released, reset the firing time
if ((pOwner->m_afButtonPressed & IN_ATTACK) || (pOwner->m_afButtonReleased & IN_ATTACK2))
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
if (AutoFiresFullClip())
{
m_bFiringWholeClip = true;
}
#ifdef CLIENT_DLL #ifdef CLIENT_DLL
pOwner->SetFiredWeapon( true ); pOwner->SetFiredWeapon(true);
#endif #endif
}
} }
#ifdef GAME_DLL
} }
#endif
// ----------------------- // -----------------------
// Reload pressed / Clip Empty // Reload pressed / Clip Empty
// ----------------------- // -----------------------
if ( ( pOwner->m_nButtons & IN_RELOAD ) && UsesClipsForAmmo1() && !m_bInReload ) if ((pOwner->m_nButtons & IN_RELOAD) && UsesClipsForAmmo1() && !m_bInReload)
{ {
// reload when reload is pressed, or if no buttons are down and weapon is empty. // reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload(); Reload();
@@ -1771,7 +1785,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD))) if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD)))
{ {
// no fire buttons down or reloading // no fire buttons down or reloading
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) ) if (!ReloadOrSwitchWeapons() && (m_bInReload == false))
{ {
WeaponIdle(); WeaponIdle();
} }
@@ -2579,6 +2593,9 @@ IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
//-----------------------------------------------------------------------------// //-----------------------------------------------------------------------------//
BEGIN_DATADESC( CBaseCombatWeapon ) BEGIN_DATADESC( CBaseCombatWeapon )
DEFINE_FIELD(m_bLowered, FIELD_BOOLEAN),
DEFINE_FIELD(m_flRaiseTime, FIELD_TIME),
DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ),
DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ),
DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ), DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ),

View File

@@ -526,6 +526,11 @@ private:
CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
protected: protected:
#ifdef GAME_DLL
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
#endif
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL ) #if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
// Regulate crit frequency to reduce client-side seed hacking // Regulate crit frequency to reduce client-side seed hacking
void AddToCritBucket( float flAmount ); void AddToCritBucket( float flAmount );

View File

@@ -34,8 +34,6 @@ END_NETWORK_TABLE()
//--------------------------------------------------------- //---------------------------------------------------------
BEGIN_DATADESC( CBaseHLCombatWeapon ) BEGIN_DATADESC( CBaseHLCombatWeapon )
DEFINE_FIELD( m_bLowered, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flRaiseTime, FIELD_TIME ),
DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ), DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ),
DEFINE_FIELD( m_iPrimaryAttacks, FIELD_INTEGER ), DEFINE_FIELD( m_iPrimaryAttacks, FIELD_INTEGER ),
DEFINE_FIELD( m_iSecondaryAttacks, FIELD_INTEGER ), DEFINE_FIELD( m_iSecondaryAttacks, FIELD_INTEGER ),

View File

@@ -58,8 +58,10 @@ public:
protected: protected:
#ifndef GAME_DLL
bool m_bLowered; // Whether the viewmodel is raised or lowered bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
#endif
float m_flHolsterTime; // When the weapon was holstered float m_flHolsterTime; // When the weapon was holstered
}; };

View File