191 lines
5.2 KiB
C++
191 lines
5.2 KiB
C++
#include "cbase.h"
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#include "asw_weapon_rifle.h"
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// from ar2:
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#include "basecombatweapon.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 "player.h"
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#include "grenade_ar2.h"
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#include "gamerules.h"
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#include "game.h"
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#include "in_buttons.h"
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#include "ai_memory.h"
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#include "soundent.h"
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#include "hl2_player.h"
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#include "EntityFlame.h"
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#include "weapon_flaregun.h"
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#include "te_effect_dispatch.h"
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#include "prop_combine_ball.h"
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#include "beam_shared.h"
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#include "npc_combine.h"
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#include "asw_rifle_grenade.h"
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#include "asw_marine.h"
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#include "asw_marine_resource.h"
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#include "asw_player.h"
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#include "asw_marine_skills.h"
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#include "asw_marine_speech.h"
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#include "asw_fail_advice.h"
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#include "fmtstr.h"
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#include "asw_weapon_parse.h"
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#include "particle_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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extern ConVar asw_debug_marine_damage;
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LINK_ENTITY_TO_CLASS( asw_weapon_rifle, CASW_Weapon_Rifle );
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//---------------------------------------------------------
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//
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//---------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CASW_Weapon_Rifle, DT_ASW_Weapon_Rifle)
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END_SEND_TABLE()
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CASW_Weapon_Rifle )
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END_DATADESC()
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PRECACHE_WEAPON_REGISTER(asw_weapon_rifle);
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CASW_Weapon_Rifle::CASW_Weapon_Rifle()
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{
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}
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CASW_Weapon_Rifle::~CASW_Weapon_Rifle()
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{
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}
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void CASW_Weapon_Rifle::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound("ASW_Rifle.ReloadA");
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PrecacheScriptSound("ASW_Rifle.ReloadB");
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PrecacheScriptSound("ASW_Rifle.ReloadC");
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UTIL_PrecacheOther( "env_entity_dissolver" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &tr -
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// nDamageType -
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//-----------------------------------------------------------------------------
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void CASW_Weapon_Rifle::DoImpactEffect( trace_t &tr, int nDamageType )
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{
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CEffectData data;
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data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f );
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data.m_vNormal = tr.plane.normal;
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DispatchEffect( "AR2Impact", data );
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BaseClass::DoImpactEffect( tr, nDamageType );
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}
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void CASW_Weapon_Rifle::SecondaryAttack( void )
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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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//Must have ammo
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bool bUsesSecondary = UsesSecondaryAmmo();
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bool bUsesClips = UsesClipsForAmmo2();
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int iAmmoCount = pMarine->GetAmmoCount(m_iSecondaryAmmoType);
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bool bInWater = ( pMarine->GetWaterLevel() == 3 );
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if ( (bUsesSecondary &&
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( ( bUsesClips && m_iClip2 <= 0) ||
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( !bUsesClips && iAmmoCount<=0 )
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) )
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|| bInWater || m_bInReload )
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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 + 0.5f;
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return;
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}
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// MUST call sound before removing a round from the clip of a CMachineGun
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//BaseClass::WeaponSound( WPN_DOUBLE );
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BaseClass::WeaponSound( SPECIAL1 );
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Vector vecSrc = pMarine->Weapon_ShootPosition();
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Vector vecThrow;
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// Don't autoaim on grenade tosses
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QAngle angGrenFacing;
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// TODO: Fix for AI
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vecThrow = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
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VectorAngles(vecThrow, angGrenFacing);
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VectorScale( vecThrow, 1000.0f, vecThrow );
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#ifndef CLIENT_DLL
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pMarine->GetMarineSpeech()->Chatter(CHATTER_GRENADE);
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//Create the grenade
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float fGrenadeDamage = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_DMG);
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float fGrenadeRadius = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_RADIUS);
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if (asw_debug_marine_damage.GetBool())
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{
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Msg("Grenade damage = %f radius = %f\n", fGrenadeDamage, fGrenadeRadius);
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}
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CASW_Rifle_Grenade::Rifle_Grenade_Create(
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fGrenadeDamage,
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fGrenadeRadius,
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vecSrc, angGrenFacing, vecThrow, AngularImpulse(0,0,0), pMarine, this );
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pMarine->OnWeaponFired( this, 1, true );
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#endif
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SendWeaponAnim( GetPrimaryAttackActivity() );
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pMarine->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN_PRIMARY );
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if ( bUsesClips )
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{
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m_iClip2 -= 1;
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}
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else
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{
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pMarine->RemoveAmmo( 1, m_iSecondaryAmmoType );
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}
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ASWFailAdvice()->OnMarineUsedSecondary();
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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//data.m_vNormal = dir;
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//data.m_flScale = (float)amount;
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CPASFilter filter( data.m_vOrigin );
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filter.SetIgnorePredictionCull(true);
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DispatchParticleEffect( "muzzleflash_grenadelauncher_main", PATTACH_POINT_FOLLOW, this, "muzzle", false, -1, &filter );
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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 + 1.0f;
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}
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float CASW_Weapon_Rifle::GetFireRate()
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{
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//float flRate = 0.07f;
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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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