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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "basehlcombatweapon.h"
#include "npcevent.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "game.h"
#include "in_buttons.h"
#include "grenade_ar2.h"
#include "ai_memory.h"
#include "soundent.h"
#include "rumble_shared.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar sk_plr_dmg_smg1_grenade;
class CWeaponSMG1 : public CHLSelectFireMachineGun { DECLARE_DATADESC(); public: DECLARE_CLASS( CWeaponSMG1, CHLSelectFireMachineGun );
CWeaponSMG1();
DECLARE_SERVERCLASS(); void Precache( void ); void AddViewKick( void ); void SecondaryAttack( void );
int GetMinBurst() { return 2; } int GetMaxBurst() { return 5; }
virtual void Equip( CBaseCombatCharacter *pOwner ); bool Reload( void );
float GetFireRate( void ) { return 0.075f; } // 13.3hz
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } int WeaponRangeAttack2Condition( float flDot, float flDist ); Activity GetPrimaryAttackActivity( void );
virtual const Vector& GetBulletSpread( void ) { static const Vector cone = VECTOR_CONE_5DEGREES; return cone; }
const WeaponProficiencyInfo_t *GetProficiencyValues();
void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir ); void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ); void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
DECLARE_ACTTABLE();
protected:
Vector m_vecTossVelocity; float m_flNextGrenadeCheck; };
IMPLEMENT_SERVERCLASS_ST(CWeaponSMG1, DT_WeaponSMG1) END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 ); PRECACHE_WEAPON_REGISTER(weapon_smg1);
BEGIN_DATADESC( CWeaponSMG1 )
DEFINE_FIELD( m_vecTossVelocity, FIELD_VECTOR ), DEFINE_FIELD( m_flNextGrenadeCheck, FIELD_TIME ),
END_DATADESC()
acttable_t CWeaponSMG1::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, true }, { ACT_RELOAD, ACT_RELOAD_SMG1, true }, { ACT_IDLE, ACT_IDLE_SMG1, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
{ ACT_WALK, ACT_WALK_RIFLE, true }, { ACT_WALK_AIM, ACT_WALK_AIM_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_SMG1, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG1_LOW, true }, { ACT_COVER_LOW, ACT_COVER_SMG1_LOW, false }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG1_LOW, false }, { ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, true }, };
IMPLEMENT_ACTTABLE(CWeaponSMG1);
//=========================================================
CWeaponSMG1::CWeaponSMG1( ) { m_fMinRange1 = 0;// No minimum range.
m_fMaxRange1 = 1400;
m_bAltFiresUnderwater = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG1::Precache( void ) { UTIL_PrecacheOther("grenade_ar2");
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Give this weapon longer range when wielded by an ally NPC.
//-----------------------------------------------------------------------------
void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner ) { if( pOwner->Classify() == CLASS_PLAYER_ALLY ) { m_fMaxRange1 = 3000; } else { m_fMaxRange1 = 1400; }
BaseClass::Equip( pOwner ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG1::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir ) { // FIXME: use the returned number of bullets to account for >10hz firerate
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, entindex(), 0 );
pOperator->DoMuzzleFlash(); m_iClip1 = m_iClip1 - 1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG1::Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) { // Ensure we have enough rounds in the clip
m_iClip1++;
Vector vecShootOrigin, vecShootDir; QAngle angShootDir; GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir ); AngleVectors( angShootDir, &vecShootDir ); FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG1::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_SMG1: { Vector vecShootOrigin, vecShootDir; QAngle angDiscard;
// Support old style attachment point firing
if ((pEvent->options == NULL) || (pEvent->options[0] == '\0') || (!pOperator->GetAttachment(pEvent->options, vecShootOrigin, angDiscard))) { vecShootOrigin = pOperator->Weapon_ShootPosition(); }
CAI_BaseNPC *npc = pOperator->MyNPCPointer(); ASSERT( npc != NULL ); vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir ); } break;
/*//FIXME: Re-enable
case EVENT_WEAPON_AR2_GRENADE: { CAI_BaseNPC *npc = pOperator->MyNPCPointer();
Vector vecShootOrigin, vecShootDir; vecShootOrigin = pOperator->Weapon_ShootPosition(); vecShootDir = npc->GetShootEnemyDir( vecShootOrigin );
Vector vecThrow = m_vecTossVelocity;
CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecShootOrigin, vec3_angle, npc ); pGrenade->SetAbsVelocity( vecThrow ); pGrenade->SetLocalAngularVelocity( QAngle( 0, 400, 0 ) ); pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY ); pGrenade->m_hOwner = npc; pGrenade->m_pMyWeaponAR2 = this; pGrenade->SetDamage(sk_npc_dmg_ar2_grenade.GetFloat());
// FIXME: arrgg ,this is hard coded into the weapon???
m_flNextGrenadeCheck = gpGlobals->curtime + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
m_iClip2--; } break; */
default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CWeaponSMG1::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; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponSMG1::Reload( void ) { bool fRet; float fCacheTime = m_flNextSecondaryAttack;
fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); if ( fRet ) { // Undo whatever the reload process has done to our secondary
// attack timer. We allow you to interrupt reloading to fire
// a grenade.
m_flNextSecondaryAttack = GetOwner()->m_flNextAttack = fCacheTime;
WeaponSound( RELOAD ); }
return fRet; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG1::AddViewKick( void ) { #define EASY_DAMPEN 0.5f
#define MAX_VERTICAL_KICK 1.0f //Degrees
#define SLIDE_LIMIT 2.0f //Seconds
//Get the view kick
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL ) return;
DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG1::SecondaryAttack( void ) { // Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer == NULL ) return;
//Must have ammo
if ( ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pPlayer->GetWaterLevel() == 3 ) ) { SendWeaponAnim( ACT_VM_DRYFIRE ); BaseClass::WeaponSound( EMPTY ); m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; return; }
if( m_bInReload ) m_bInReload = false;
// MUST call sound before removing a round from the clip of a CMachineGun
BaseClass::WeaponSound( WPN_DOUBLE );
pPlayer->RumbleEffect( RUMBLE_357, 0, RUMBLE_FLAGS_NONE );
Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecThrow; // Don't autoaim on grenade tosses
AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow ); VectorScale( vecThrow, 1000.0f, vecThrow ); //Create the grenade
QAngle angles; VectorAngles( vecThrow, angles ); CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, angles, pPlayer ); pGrenade->SetAbsVelocity( vecThrow );
pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) ); pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); pGrenade->SetThrower( GetOwner() ); pGrenade->SetDamage( sk_plr_dmg_smg1_grenade.GetFloat() );
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 1000, 0.2, GetOwner(), SOUNDENT_CHANNEL_WEAPON );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Decrease ammo
pPlayer->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;
// Register a muzzleflash for the AI.
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
m_iSecondaryAttacks++; gamestats->Event_WeaponFired( pPlayer, false, GetClassname() ); }
#define COMBINE_MIN_GRENADE_CLEAR_DIST 256
//-----------------------------------------------------------------------------
// Purpose:
// Input : flDot -
// flDist -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponSMG1::WeaponRangeAttack2Condition( float flDot, float flDist ) { CAI_BaseNPC *npcOwner = GetOwner()->MyNPCPointer();
return COND_NONE;
/*
// --------------------------------------------------------
// Assume things haven't changed too much since last time
// --------------------------------------------------------
if (gpGlobals->curtime < m_flNextGrenadeCheck ) return m_lastGrenadeCondition; */
// -----------------------
// If moving, don't check.
// -----------------------
if ( npcOwner->IsMoving()) return COND_NONE;
CBaseEntity *pEnemy = npcOwner->GetEnemy();
if (!pEnemy) return COND_NONE;
Vector vecEnemyLKP = npcOwner->GetEnemyLKP(); if ( !( pEnemy->GetFlags() & FL_ONGROUND ) && pEnemy->GetWaterLevel() == 0 && vecEnemyLKP.z > (GetAbsOrigin().z + WorldAlignMaxs().z) ) { //!!!BUGBUG - we should make this check movetype and make sure it isn't FLY? Players who jump a lot are unlikely to
// be grenaded.
// don't throw grenades at anything that isn't on the ground!
return COND_NONE; } // --------------------------------------
// Get target vector
// --------------------------------------
Vector vecTarget; if (random->RandomInt(0,1)) { // magically know where they are
vecTarget = pEnemy->WorldSpaceCenter(); } else { // toss it to where you last saw them
vecTarget = vecEnemyLKP; } // vecTarget = m_vecEnemyLKP + (pEnemy->BodyTarget( GetLocalOrigin() ) - pEnemy->GetLocalOrigin());
// estimate position
// vecTarget = vecTarget + pEnemy->m_vecVelocity * 2;
if ( ( vecTarget - npcOwner->GetLocalOrigin() ).Length2D() <= COMBINE_MIN_GRENADE_CLEAR_DIST ) { // crap, I don't want to blow myself up
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_NONE); }
// ---------------------------------------------------------------------
// Are any friendlies near the intended grenade impact area?
// ---------------------------------------------------------------------
CBaseEntity *pTarget = NULL;
while ( ( pTarget = gEntList.FindEntityInSphere( pTarget, vecTarget, COMBINE_MIN_GRENADE_CLEAR_DIST ) ) != NULL ) { //Check to see if the default relationship is hatred, and if so intensify that
if ( npcOwner->IRelationType( pTarget ) == D_LI ) { // crap, I might blow my own guy up. Don't throw a grenade and don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return (COND_WEAPON_BLOCKED_BY_FRIEND); } }
// ---------------------------------------------------------------------
// Check that throw is legal and clear
// ---------------------------------------------------------------------
// FIXME: speed is based on difficulty...
Vector vecToss = VecCheckThrow( this, npcOwner->GetLocalOrigin() + Vector(0,0,60), vecTarget, 600.0, 0.5 ); if ( vecToss != vec3_origin ) { m_vecTossVelocity = vecToss;
// don't check again for a while.
// JAY: HL1 keeps checking - test?
//m_flNextGrenadeCheck = gpGlobals->curtime;
m_flNextGrenadeCheck = gpGlobals->curtime + 0.3; // 1/3 second.
return COND_CAN_RANGE_ATTACK2; } else { // don't check again for a while.
m_flNextGrenadeCheck = gpGlobals->curtime + 1; // one full second.
return COND_WEAPON_SIGHT_OCCLUDED; } }
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CWeaponSMG1::GetProficiencyValues() { static WeaponProficiencyInfo_t proficiencyTable[] = { { 7.0, 0.75 }, { 5.00, 0.75 }, { 10.0/3.0, 0.75 }, { 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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