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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatweapon.h"
#include "npcevent.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "weapon_ar2.h"
#include "grenade_ar2.h"
#include "gamerules.h"
#include "game.h"
#include "in_buttons.h"
#include "ai_memory.h"
#include "soundent.h"
#include "hl2_player.h"
#include "EntityFlame.h"
#include "weapon_flaregun.h"
#include "te_effect_dispatch.h"
#include "prop_combine_ball.h"
#include "beam_shared.h"
#include "npc_combine.h"
#include "rumble_shared.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar sk_weapon_ar2_alt_fire_radius( "sk_weapon_ar2_alt_fire_radius", "10" ); ConVar sk_weapon_ar2_alt_fire_duration( "sk_weapon_ar2_alt_fire_duration", "2" ); ConVar sk_weapon_ar2_alt_fire_mass( "sk_weapon_ar2_alt_fire_mass", "150" );
//=========================================================
//=========================================================
BEGIN_DATADESC( CWeaponAR2 )
DEFINE_FIELD( m_flDelayedFire, FIELD_TIME ), DEFINE_FIELD( m_bShotDelayed, FIELD_BOOLEAN ), //DEFINE_FIELD( m_nVentPose, FIELD_INTEGER ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CWeaponAR2, DT_WeaponAR2) END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_ar2, CWeaponAR2 ); PRECACHE_WEAPON_REGISTER(weapon_ar2);
acttable_t CWeaponAR2::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_AR2, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, // FIXME: hook to AR2 unique
{ ACT_IDLE, ACT_IDLE_SMG1, true }, // FIXME: hook to AR2 unique
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true }, // FIXME: hook to AR2 unique
{ ACT_WALK, ACT_WALK_RIFLE, true },
// Readiness activities (not aiming)
{ ACT_IDLE_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_STIMULATED, ACT_IDLE_SMG1_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_STIMULATED, ACT_WALK_RIFLE_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_STIMULATED, ACT_RUN_RIFLE_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
// Readiness activities (aiming)
{ ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG1_RELAXED, false },//never aims
{ ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_RIFLE_STIMULATED, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG1, false },//always aims
{ ACT_WALK_AIM_RELAXED, ACT_WALK_RIFLE_RELAXED, false },//never aims
{ ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_RIFLE_STIMULATED, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_RIFLE, false },//always aims
{ ACT_RUN_AIM_RELAXED, ACT_RUN_RIFLE_RELAXED, false },//never aims
{ ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_RIFLE_STIMULATED, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_RIFLE, false },//always aims
//End readiness activities
{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, { ACT_RUN, ACT_RUN_RIFLE, true }, { ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true }, { ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, true }, { ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, true }, { ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_AR2, false }, { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, // FIXME: hook to AR2 unique
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_AR2_LOW, false }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, // FIXME: hook to AR2 unique
{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true }, // { ACT_RANGE_ATTACK2, ACT_RANGE_ATTACK_AR2_GRENADE, true },
};
IMPLEMENT_ACTTABLE(CWeaponAR2);
CWeaponAR2::CWeaponAR2( ) { m_fMinRange1 = 65; m_fMaxRange1 = 2048;
m_fMinRange2 = 256; m_fMaxRange2 = 1024;
m_nShotsFired = 0; m_nVentPose = -1;
m_bAltFiresUnderwater = false; }
void CWeaponAR2::Precache( void ) { BaseClass::Precache();
UTIL_PrecacheOther( "prop_combine_ball" ); UTIL_PrecacheOther( "env_entity_dissolver" ); }
//-----------------------------------------------------------------------------
// Purpose: Handle grenade detonate in-air (even when no ammo is left)
//-----------------------------------------------------------------------------
void CWeaponAR2::ItemPostFrame( void ) { // See if we need to fire off our secondary round
if ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire ) { DelayedAttack(); }
// Update our pose parameter for the vents
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner ) { CBaseViewModel *pVM = pOwner->GetViewModel();
if ( pVM ) { if ( m_nVentPose == -1 ) { m_nVentPose = pVM->LookupPoseParameter( "VentPoses" ); } float flVentPose = RemapValClamped( m_nShotsFired, 0, 5, 0.0f, 1.0f ); pVM->SetPoseParameter( m_nVentPose, flVentPose ); } }
BaseClass::ItemPostFrame(); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CWeaponAR2::GetPrimaryAttackActivity( void ) { if ( m_nShotsFired < 2 ) return ACT_VM_PRIMARYATTACK;
if ( m_nShotsFired < 3 ) return ACT_VM_RECOIL1; if ( m_nShotsFired < 4 ) return ACT_VM_RECOIL2;
return ACT_VM_RECOIL3; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &tr -
// nDamageType -
//-----------------------------------------------------------------------------
void CWeaponAR2::DoImpactEffect( trace_t &tr, int nDamageType ) { CEffectData data;
data.m_vOrigin = tr.endpos + ( tr.plane.normal * 1.0f ); data.m_vNormal = tr.plane.normal;
DispatchEffect( "AR2Impact", data );
BaseClass::DoImpactEffect( tr, nDamageType ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::DelayedAttack( void ) { m_bShotDelayed = false; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
// Deplete the clip completely
SendWeaponAnim( ACT_VM_SECONDARYATTACK ); m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
// Register a muzzleflash for the AI
pOwner->DoMuzzleFlash(); pOwner->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); WeaponSound( WPN_DOUBLE );
pOwner->RumbleEffect(RUMBLE_SHOTGUN_DOUBLE, 0, RUMBLE_FLAG_RESTART );
// Fire the bullets
Vector vecSrc = pOwner->Weapon_ShootPosition( ); Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
// Fire the bullets
Vector vecVelocity = vecAiming * 1000.0f;
// Fire the combine ball
CreateCombineBall( vecSrc, vecVelocity, sk_weapon_ar2_alt_fire_radius.GetFloat(), sk_weapon_ar2_alt_fire_mass.GetFloat(), sk_weapon_ar2_alt_fire_duration.GetFloat(), pOwner );
// View effects
color32 white = {255, 255, 255, 64}; UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN ); //Disorient the player
QAngle angles = pOwner->GetLocalAngles();
angles.x += random->RandomInt( -4, 4 ); angles.y += random->RandomInt( -4, 4 ); angles.z = 0;
pOwner->SnapEyeAngles( angles ); pOwner->ViewPunch( QAngle( random->RandomInt( -8, -12 ), random->RandomInt( 1, 2 ), 0 ) );
// Decrease ammo
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
// Can shoot again immediately
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
// Can blow up after a short delay (so have time to release mouse button)
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::SecondaryAttack( void ) { if ( m_bShotDelayed ) return;
// Cannot fire underwater
if ( GetOwner() && GetOwner()->GetWaterLevel() == 3 ) { SendWeaponAnim( ACT_VM_DRYFIRE ); BaseClass::WeaponSound( EMPTY ); m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; return; }
m_bShotDelayed = true; m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flDelayedFire = gpGlobals->curtime + 0.5f;
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if( pPlayer ) { pPlayer->RumbleEffect(RUMBLE_AR2_ALT_FIRE, 0, RUMBLE_FLAG_RESTART ); }
SendWeaponAnim( ACT_VM_FIDGET ); WeaponSound( SPECIAL1 );
m_iSecondaryAttacks++; gamestats->Event_WeaponFired( pPlayer, false, GetClassname() ); }
//-----------------------------------------------------------------------------
// Purpose: Override if we're waiting to release a shot
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponAR2::CanHolster( void ) { if ( m_bShotDelayed ) return false;
return BaseClass::CanHolster(); }
//-----------------------------------------------------------------------------
// Purpose: Override if we're waiting to release a shot
//-----------------------------------------------------------------------------
bool CWeaponAR2::Reload( void ) { if ( m_bShotDelayed ) return false;
return BaseClass::Reload(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOperator -
//-----------------------------------------------------------------------------
void CWeaponAR2::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) { Vector vecShootOrigin, vecShootDir;
CAI_BaseNPC *npc = pOperator->MyNPCPointer(); ASSERT( npc != NULL );
if ( bUseWeaponAngles ) { QAngle angShootDir; GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir ); AngleVectors( angShootDir, &vecShootDir ); } else { vecShootOrigin = pOperator->Weapon_ShootPosition(); vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); }
WeaponSoundRealtime( SINGLE_NPC );
CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
// NOTENOTE: This is overriden on the client-side
// pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ) { WeaponSound( WPN_DOUBLE );
if ( !GetOwner() ) return; CAI_BaseNPC *pNPC = GetOwner()->MyNPCPointer(); if ( !pNPC ) return; // Fire!
Vector vecSrc; Vector vecAiming;
if ( bUseWeaponAngles ) { QAngle angShootDir; GetAttachment( LookupAttachment( "muzzle" ), vecSrc, angShootDir ); AngleVectors( angShootDir, &vecAiming ); } else { vecSrc = pNPC->Weapon_ShootPosition( ); Vector vecTarget;
CNPC_Combine *pSoldier = dynamic_cast<CNPC_Combine *>( pNPC ); if ( pSoldier ) { // In the distant misty past, elite soldiers tried to use bank shots.
// Therefore, we must ask them specifically what direction they are shooting.
vecTarget = pSoldier->GetAltFireTarget(); } else { // All other users of the AR2 alt-fire shoot directly at their enemy.
if ( !pNPC->GetEnemy() ) return; vecTarget = pNPC->GetEnemy()->BodyTarget( vecSrc ); }
vecAiming = vecTarget - vecSrc; VectorNormalize( vecAiming ); }
Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
float flAmmoRatio = 1.0f; float flDuration = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 0.5f, sk_weapon_ar2_alt_fire_duration.GetFloat() ); float flRadius = RemapValClamped( flAmmoRatio, 0.0f, 1.0f, 4.0f, sk_weapon_ar2_alt_fire_radius.GetFloat() );
// Fire the bullets
Vector vecVelocity = vecAiming * 1000.0f;
// Fire the combine ball
CreateCombineBall( vecSrc, vecVelocity, flRadius, sk_weapon_ar2_alt_fire_mass.GetFloat(), flDuration, pNPC ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) { if ( bSecondary ) { FireNPCSecondaryAttack( pOperator, true ); } else { // Ensure we have enough rounds in the clip
m_iClip1++;
FireNPCPrimaryAttack( pOperator, true ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponAR2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_AR2: { FireNPCPrimaryAttack( pOperator, false ); } break;
case EVENT_WEAPON_AR2_ALTFIRE: { FireNPCSecondaryAttack( pOperator, false ); } break;
default: CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponAR2::AddViewKick( void ) { #define EASY_DAMPEN 0.5f
#define MAX_VERTICAL_KICK 8.0f //Degrees
#define SLIDE_LIMIT 5.0f //Seconds
//Get the view kick
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer) return;
float flDuration = m_fFireDuration;
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE ) { // On the 360 (or in any configuration using the 360 aiming scheme), don't let the
// AR2 progressive into the late, highly inaccurate stages of its kick. Just
// spoof the time to make it look (to the kicking code) like we haven't been
// firing for very long.
flDuration = MIN( flDuration, 0.75f ); }
DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, flDuration, SLIDE_LIMIT ); }
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponAR2::GetProficiencyValues() { static WeaponProficiencyInfo_t proficiencyTable[] = { { 7.0, 0.75 }, { 5.00, 0.75 }, { 3.0, 0.85 }, { 5.0/3.0, 0.75 }, { 1.00, 1.0 }, };
COMPILE_TIME_ASSERT( ARRAYSIZE(proficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return proficiencyTable; }
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