201 lines
5.2 KiB
C++
201 lines
5.2 KiB
C++
#include "cbase.h"
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#include "asw_weapon_prifle_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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#define CASW_Marine C_ASW_Marine
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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 "asw_grenade_prifle.h"
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#include "asw_fail_advice.h"
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#include "effect_dispatch_data.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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#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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IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_PRifle, DT_ASW_Weapon_PRifle )
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BEGIN_NETWORK_TABLE( CASW_Weapon_PRifle, DT_ASW_Weapon_PRifle )
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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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BEGIN_PREDICTION_DATA( CASW_Weapon_PRifle )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( asw_weapon_prifle, CASW_Weapon_PRifle );
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PRECACHE_WEAPON_REGISTER(asw_weapon_prifle);
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#ifndef CLIENT_DLL
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extern ConVar asw_debug_marine_damage;
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CASW_Weapon_PRifle )
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END_DATADESC()
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#endif /* not client */
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CASW_Weapon_PRifle::CASW_Weapon_PRifle()
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{
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}
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CASW_Weapon_PRifle::~CASW_Weapon_PRifle()
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{
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}
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void CASW_Weapon_PRifle::Precache()
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{
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// precache the weapon model here?
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PrecacheScriptSound("ASW_Weapon_PRifle.StunGrenadeExplosion");
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PrecacheScriptSound("ASW_PRifle.ReloadA");
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PrecacheScriptSound("ASW_PRifle.ReloadB");
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PrecacheScriptSound("ASW_PRifle.ReloadC");
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PrecacheModel( "swarm/effects/electrostunbeam.vmt" );
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PrecacheModel( "swarm/effects/bluemuzzle_nocull.vmt" );
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PrecacheModel( "effects/bluelaser2.vmt" );
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BaseClass::Precache();
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}
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float CASW_Weapon_PRifle::GetWeaponDamage()
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{
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//float flDamage = 7.0f;
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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_PRIFLE_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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void CASW_Weapon_PRifle::SecondaryAttack()
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{
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// Only the player fires this way so we can cast
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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( 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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vecThrow = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
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QAngle angGrenFacing;
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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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//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_Grenade_PRifle::PRifle_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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#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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#ifndef CLIENT_DLL
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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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pMarine->OnWeaponFired( this, 1 );
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#endif
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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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#ifdef CLIENT_DLL
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const char* CASW_Weapon_PRifle::GetPartialReloadSound(int iPart)
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{
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switch (iPart)
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{
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case 1: return "ASW_PRifle.ReloadB"; break;
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case 2: return "ASW_PRifle.ReloadC"; break;
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default: break;
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};
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return "ASW_PRifle.ReloadA";
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}
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#endif
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