411 lines
11 KiB
C++
411 lines
11 KiB
C++
#include "cbase.h"
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#include "asw_weapon_pistol_shared.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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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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#else
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#include "asw_lag_compensation.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_weapon.h"
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#include "npcevent.h"
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#include "shot_manipulator.h"
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#include "asw_shotgun_pellet.h"
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#include "asw_marine_speech.h"
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#include "asw_weapon_ammo_bag_shared.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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extern ConVar asw_weapon_max_shooting_distance;
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extern ConVar sk_plr_dmg_asw_sg;
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extern ConVar asw_weapon_force_scale;
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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Pistol, DT_ASW_Weapon_Pistol )
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BEGIN_NETWORK_TABLE( CASW_Weapon_Pistol, DT_ASW_Weapon_Pistol )
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#ifdef CLIENT_DLL
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// recvprops
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RecvPropTime( RECVINFO( m_fSlowTime ) ),
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#else
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// sendprops
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SendPropTime( SENDINFO( m_fSlowTime ) ),
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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_Pistol )
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DEFINE_PRED_FIELD_TOL( m_fSlowTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
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END_PREDICTION_DATA()
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#else
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//-----------------------------------------------------------------------------
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// Purpose: Save Data
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//-----------------------------------------------------------------------------//
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BEGIN_DATADESC( CASW_Weapon_Pistol )
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DEFINE_FIELD( m_fSlowTime, FIELD_TIME ),
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END_DATADESC()
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#endif
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LINK_ENTITY_TO_CLASS( asw_weapon_pistol, CASW_Weapon_Pistol );
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PRECACHE_WEAPON_REGISTER(asw_weapon_pistol);
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#ifndef CLIENT_DLL
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extern ConVar asw_debug_marine_damage;
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#endif /* not client */
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CASW_Weapon_Pistol::CASW_Weapon_Pistol()
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{
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m_fMinRange1 = 0;
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m_fMaxRange1 = 512;
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m_fMinRange2 = 256;
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m_fMaxRange2 = 1024;
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m_fSlowTime = 0;
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}
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CASW_Weapon_Pistol::~CASW_Weapon_Pistol()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Activity
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//-----------------------------------------------------------------------------
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Activity CASW_Weapon_Pistol::GetPrimaryAttackActivity( void )
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{
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return ACT_VM_PRIMARYATTACK;
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}
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#define PELLET_AIR_VELOCITY 3500
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#define PELLET_WATER_VELOCITY 1500
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void CASW_Weapon_Pistol::PrimaryAttack( void )
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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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// 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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BaseClass::WeaponSound( EMPTY );
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m_bIsFiring = true;
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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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// sets the animation on the marine holding this weapon
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//pMarine->SetAnimation( PLAYER_ATTACK1 );
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#ifdef GAME_DLL // check for turning on lag compensation
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if (pPlayer && pMarine->IsInhabited())
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{
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CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() );
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}
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#endif
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// if (asw_pistol_hitscan.GetBool())
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if (true)
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{
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FireBulletsInfo_t info;
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info.m_vecSrc = pMarine->Weapon_ShootPosition( );
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if ( pPlayer && pMarine->IsInhabited() )
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{
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info.m_vecDirShooting = 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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info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc );
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#endif
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}
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info.m_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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info.m_iShots = MIN( info.m_iShots, m_iClip1 );
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m_iClip1 -= info.m_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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info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) );
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pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
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}
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info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat();
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info.m_iAmmoType = m_iPrimaryAmmoType;
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info.m_iTracerFreq = 1;
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info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat();
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info.m_vecSpread = GetBulletSpread();
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info.m_flDamage = GetWeaponDamage();
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#ifndef CLIENT_DLL
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if (asw_debug_marine_damage.GetBool())
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Msg("Weapon dmg = %f\n", info.m_flDamage);
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info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale();
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#endif
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pMarine->FireBullets( info );
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//FireBulletsInfo_t info( 1, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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//info.m_pAttacker = pMarine;
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// Fire the bullets, and force the first shot to be perfectly accuracy
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//pMarine->FireBullets( info );
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}
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else // projectile pistol
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{
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#ifndef CLIENT_DLL
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Vector vecSrc = pMarine->Weapon_ShootPosition( );
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Vector vecAiming = vec3_origin;
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if ( pPlayer && pMarine->IsInhabited() )
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{
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vecAiming = 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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vecAiming = pMarine->GetActualShootTrajectory( vecSrc );
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}
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CShotManipulator Manipulator( vecAiming );
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AngularImpulse rotSpeed(0,0,720);
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Vector newVel = Manipulator.ApplySpread(GetBulletSpread());
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if ( pMarine->GetWaterLevel() == 3 )
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newVel *= PELLET_WATER_VELOCITY;
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else
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newVel *= PELLET_AIR_VELOCITY;
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newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1)));
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CASW_Shotgun_Pellet::Shotgun_Pellet_Create( vecSrc, QAngle(0,0,0),
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newVel, rotSpeed, pMarine, GetWeaponDamage() );
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// decrement ammo
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m_iClip1 -= 1;
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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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// increment shooting stats
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#ifndef CLIENT_DLL
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if (pMarine && pMarine->GetMarineResource())
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{
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pMarine->GetMarineResource()->UsedWeapon(this, 1);
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pMarine->OnWeaponFired( this, 1 );
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}
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#endif
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}
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if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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else
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m_flNextPrimaryAttack = gpGlobals->curtime;
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m_fSlowTime = gpGlobals->curtime + 0.03f;
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if ( m_currentPistol == ASW_WEAPON_PISTOL_LEFT )
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{
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m_currentPistol = ASW_WEAPON_PISTOL_RIGHT;
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}
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else
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{
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m_currentPistol = ASW_WEAPON_PISTOL_LEFT;
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}
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}
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void CASW_Weapon_Pistol::Precache()
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{
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PrecacheModel( "swarm/sprites/whiteglow1.vmt" );
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PrecacheModel( "swarm/sprites/greylaser1.vmt" );
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PrecacheScriptSound("ASW_Pistol.ReloadA");
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PrecacheScriptSound("ASW_Pistol.ReloadB");
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BaseClass::Precache();
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}
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bool CASW_Weapon_Pistol::ShouldMarineMoveSlow()
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{
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return (gpGlobals->curtime < m_fSlowTime);
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}
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void CASW_Weapon_Pistol::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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if ( m_bInReload )
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return;
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CBasePlayer *pOwner = GetCommander();
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if ( pOwner == NULL )
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return;
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//Allow a refire as fast as the player can click
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
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}
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}
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float CASW_Weapon_Pistol::GetFireRate( void )
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{
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CASW_Marine *pMarine = GetMarine();
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float flRate = GetWeaponInfo()->m_flFireRate;
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// player firing rate
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if (!pMarine || pMarine->IsInhabited())
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{
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return flRate;
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}
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#ifdef CLIENT_DLL
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return flRate;
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#else
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float randomness = 0.1f * random->RandomFloat() - 0.05f;
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// AI firing rate: depends on distance to enemy
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if (!pMarine->GetEnemy())
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return 0.3f + randomness;
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float dist = pMarine->GetAbsOrigin().DistTo(pMarine->GetEnemy()->GetAbsOrigin());
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if (dist > 500)
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return 0.3f + randomness;
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if (dist < 100)
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return 0.14f + randomness;
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float factor = (dist - 100) / 400.0f;
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return 0.14f + factor * 0.16f + randomness;
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#endif
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}
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/*
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int CASW_Weapon_Pistol::ASW_SelectWeaponActivity(int idealActivity)
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{
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switch( idealActivity )
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{
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//case ACT_IDLE: idealActivity = ACT_DOD_STAND_IDLE; break;
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//case ACT_CROUCHIDLE: idealActivity = ACT_DOD_CROUCH_IDLE; break;
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//case ACT_RUN_CROUCH: idealActivity = ACT_DOD_CROUCHWALK_IDLE; break;
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case ACT_WALK: idealActivity = ACT_WALK_AIM_PISTOL; break;
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case ACT_RUN: idealActivity = ACT_RUN_AIM_PISTOL; break;
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case ACT_IDLE: idealActivity = ACT_IDLE_PISTOL; break;
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case ACT_RELOAD: idealActivity = ACT_RELOAD_PISTOL; break;
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case ACT_RANGE_ATTACK1: idealActivity = ACT_RANGE_ATTACK_PISTOL; break;
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default: break;
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}
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return idealActivity;
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}
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*/
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int CASW_Weapon_Pistol::ASW_SelectWeaponActivity(int idealActivity)
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{
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switch( idealActivity )
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{
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case ACT_WALK: idealActivity = ACT_MP_WALK_ITEM1; break;
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case ACT_RUN: idealActivity = ACT_MP_RUN_ITEM1; break;
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case ACT_IDLE: idealActivity = ACT_MP_STAND_ITEM1; break;
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case ACT_RELOAD: idealActivity = ACT_RELOAD_PISTOL; break; // short (pistol) reload
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case ACT_RANGE_ATTACK1: idealActivity = ACT_MP_ATTACK_STAND_ITEM1; break;
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case ACT_CROUCHIDLE: idealActivity = ACT_MP_CROUCHWALK_ITEM1; break;
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case ACT_JUMP: idealActivity = ACT_MP_JUMP_ITEM1; break;
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default:
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return BaseClass::ASW_SelectWeaponActivity(idealActivity);
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}
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return idealActivity;
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}
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float CASW_Weapon_Pistol::GetWeaponDamage()
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{
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//float flDamage = 18.0f;
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float flDamage = GetWeaponInfo()->m_flBaseDamage;
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if ( GetMarine() )
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{
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flDamage += MarineSkills()->GetSkillBasedValueByMarine(GetMarine(), ASW_MARINE_SKILL_ACCURACY, ASW_MARINE_SUBSKILL_ACCURACY_PISTOL_DMG);
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}
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//CALL_ATTRIB_HOOK_FLOAT( flDamage, mod_damage_done );
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return flDamage;
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}
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#ifdef CLIENT_DLL
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const char* CASW_Weapon_Pistol::GetPartialReloadSound(int iPart)
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{
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switch (iPart)
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{
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case 2: return "ASW_Pistol.ReloadB"; break;
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case 1: return NULL; // no sound in the middle
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default: break;
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};
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return "ASW_Pistol.ReloadA";
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}
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#endif
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// user message based tracer type
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const char* CASW_Weapon_Pistol::GetUTracerType()
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{
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//return "ASWUTracerDual";
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if ( m_currentPistol == ASW_WEAPON_PISTOL_RIGHT )
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{
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return "ASWUTracerDualRight";
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}
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else
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{
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return "ASWUTracerDualLeft";
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}
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} |