205 lines
5.2 KiB
C++
205 lines
5.2 KiB
C++
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#include "cbase.h"
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#include "asw_weapon_flechette_shared.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#define CASW_Weapon C_ASW_Weapon
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#define CASW_Marine C_ASW_Marine
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#define CBasePlayer C_BasePlayer
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#include "c_asw_player.h"
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#include "c_asw_weapon.h"
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#include "c_asw_marine.h"
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#include "c_asw_marine_resource.h"
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#include "precache_register.h"
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#include "c_te_effect_dispatch.h"
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#else
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#include "asw_marine.h"
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#include "asw_player.h"
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#include "asw_weapon.h"
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#include "npcevent.h"
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#include "shot_manipulator.h"
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#include "te_effect_dispatch.h"
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#include "asw_marine_resource.h"
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#include "asw_marine_speech.h"
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#include "decals.h"
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#include "ammodef.h"
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#include "asw_weapon_ammo_bag_shared.h"
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#include "asw_rocket.h"
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#include "asw_gamerules.h"
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#endif
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#include "asw_marine_skills.h"
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#include "asw_weapon_parse.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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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Flechette, DT_ASW_Weapon_Flechette )
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BEGIN_NETWORK_TABLE( CASW_Weapon_Flechette, DT_ASW_Weapon_Flechette )
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#ifdef CLIENT_DLL
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// recvprops
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#else
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// sendprops
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CASW_Weapon_Flechette )
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( asw_weapon_flechette, CASW_Weapon_Flechette );
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PRECACHE_WEAPON_REGISTER( asw_weapon_flechette );
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extern ConVar asw_weapon_max_shooting_distance;
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#ifndef CLIENT_DLL
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extern ConVar asw_debug_marine_damage;
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#endif
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CASW_Weapon_Flechette::CASW_Weapon_Flechette()
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{
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}
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CASW_Weapon_Flechette::~CASW_Weapon_Flechette()
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{
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}
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void CASW_Weapon_Flechette::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "ASWRocket.Explosion" );
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PrecacheParticleSystem( "small_fire_burst" );
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}
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void CASW_Weapon_Flechette::PrimaryAttack()
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{
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// If my clip is empty (and I use clips) start reload
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if ( UsesClipsForAmmo1() && !m_iClip1 )
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{
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Reload();
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return;
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}
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CASW_Player *pPlayer = GetCommander();
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CASW_Marine *pMarine = GetMarine();
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if (pMarine) // firing from a marine
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{
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m_bIsFiring = true;
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// MUST call sound before removing a round from the clip of a CMachineGun
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WeaponSound(SINGLE);
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if (m_iClip1 <= AmmoClickPoint())
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{
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LowAmmoSound();
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}
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// tell the marine to tell its weapon to draw the muzzle flash
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pMarine->DoMuzzleFlash();
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// sets the animation on the weapon model iteself
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SendWeaponAnim( GetPrimaryAttackActivity() );
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Vector vecDir;
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Vector vecSrc = pMarine->Weapon_ShootPosition( );
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if ( pPlayer && pMarine->IsInhabited() )
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{
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vecDir = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
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}
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else
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{
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#ifdef CLIENT_DLL
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Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n");
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#else
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vecDir = pMarine->GetActualShootTrajectory( vecSrc );
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#endif
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}
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int iShots = 1;
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// Make sure we don't fire more than the amount in the clip
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if ( UsesClipsForAmmo1() )
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{
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iShots = MIN( iShots, m_iClip1 );
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m_iClip1 -= iShots;
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#ifdef GAME_DLL
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CASW_Marine *pMarine = GetMarine();
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if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
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{
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// check he doesn't have ammo in an ammo bay
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CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0));
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if (!pAmmoBag)
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pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1));
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if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this))
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pMarine->OnWeaponOutOfAmmo(true);
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}
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#endif
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}
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else
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{
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iShots = MIN( iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
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pMarine->RemoveAmmo( iShots, m_iPrimaryAmmoType );
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}
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/*#ifndef CLIENT_DLL
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if (asw_debug_marine_damage.GetBool())
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Msg("Weapon dmg = %d\n", info.m_flDamage);
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info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
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#endif*/
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// increment shooting stats
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#ifndef CLIENT_DLL
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float fGrenadeDamage = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_FLECHETTE_DMG);
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QAngle vecRocketAngle;
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VectorAngles(vecDir, vecRocketAngle);
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vecRocketAngle[YAW] += random->RandomFloat(-10, 10);
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CASW_Rocket::Create(fGrenadeDamage, vecSrc, vecRocketAngle, GetMarine());
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if (pMarine && pMarine->GetMarineResource())
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{
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pMarine->GetMarineResource()->UsedWeapon(this, iShots);
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pMarine->OnWeaponFired( this, iShots );
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}
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if (ASWGameRules())
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ASWGameRules()->m_fLastFireTime = gpGlobals->curtime;
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#endif
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + GetFireRate();
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}
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}
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void CASW_Weapon_Flechette::SecondaryAttack()
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{
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CASW_Player *pPlayer = GetCommander();
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if (!pPlayer)
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return;
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CASW_Marine *pMarine = GetMarine();
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if (!pMarine)
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return;
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// dry fire
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SendWeaponAnim( ACT_VM_DRYFIRE );
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BaseClass::WeaponSound( EMPTY );
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
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}
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float CASW_Weapon_Flechette::GetFireRate()
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{
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//float flRate = 0.125f;
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float flRate = GetWeaponInfo()->m_flFireRate;
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//CALL_ATTRIB_HOOK_FLOAT( flRate, mod_fire_rate );
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return flRate;
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}
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