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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#define PISTOL_FASTEST_REFIRE_TIME 0.1f
#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f
#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
#ifdef CLIENT_DLL
#define CWeaponPistol C_WeaponPistol
#endif
//-----------------------------------------------------------------------------
// CWeaponPistol
//-----------------------------------------------------------------------------
class CWeaponPistol : public CBaseHL2MPCombatWeapon { public: DECLARE_CLASS( CWeaponPistol, CBaseHL2MPCombatWeapon );
CWeaponPistol(void);
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
void Precache( void ); void ItemPostFrame( void ); void ItemPreFrame( void ); void ItemBusyFrame( void ); void PrimaryAttack( void ); void AddViewKick( void ); void DryFire( void );
void UpdatePenaltyTime( void );
Activity GetPrimaryAttackActivity( void );
virtual bool Reload( void );
virtual const Vector& GetBulletSpread( void ) { static Vector cone;
float ramp = RemapValClamped( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME, 0.0f, 1.0f );
// We lerp from very accurate to inaccurate over time
VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
return cone; } virtual int GetMinBurst() { return 1; }
virtual int GetMaxBurst() { return 3; }
virtual float GetFireRate( void ) { return 0.5f; } #ifndef CLIENT_DLL
DECLARE_ACTTABLE(); #endif
private: CNetworkVar( float, m_flSoonestPrimaryAttack ); CNetworkVar( float, m_flLastAttackTime ); CNetworkVar( float, m_flAccuracyPenalty ); CNetworkVar( int, m_nNumShotsFired );
private: CWeaponPistol( const CWeaponPistol & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol )
BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol ) #ifdef CLIENT_DLL
RecvPropTime( RECVINFO( m_flSoonestPrimaryAttack ) ), RecvPropTime( RECVINFO( m_flLastAttackTime ) ), RecvPropFloat( RECVINFO( m_flAccuracyPenalty ) ), RecvPropInt( RECVINFO( m_nNumShotsFired ) ), #else
SendPropTime( SENDINFO( m_flSoonestPrimaryAttack ) ), SendPropTime( SENDINFO( m_flLastAttackTime ) ), SendPropFloat( SENDINFO( m_flAccuracyPenalty ) ), SendPropInt( SENDINFO( m_nNumShotsFired ) ), #endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponPistol ) DEFINE_PRED_FIELD( m_flSoonestPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flLastAttackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_nNumShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); PRECACHE_WEAPON_REGISTER( weapon_pistol );
#ifndef CLIENT_DLL
acttable_t CWeaponPistol::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, };
IMPLEMENT_ACTTABLE( CWeaponPistol );
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponPistol::CWeaponPistol( void ) { m_flSoonestPrimaryAttack = gpGlobals->curtime; m_flAccuracyPenalty = 0.0f;
m_fMinRange1 = 24; m_fMaxRange1 = 1500; m_fMinRange2 = 24; m_fMaxRange2 = 200;
m_bFiresUnderwater = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::Precache( void ) { BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::DryFire( void ) { WeaponSound( EMPTY ); SendWeaponAnim( ACT_VM_DRYFIRE ); m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME; m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::PrimaryAttack( void ) { if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f ) { m_nNumShotsFired = 0; } else { m_nNumShotsFired++; }
m_flLastAttackTime = gpGlobals->curtime; m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if( pOwner ) { // Each time the player fires the pistol, reset the view punch. This prevents
// the aim from 'drifting off' when the player fires very quickly. This may
// not be the ideal way to achieve this, but it's cheap and it works, which is
// great for a feature we're evaluating. (sjb)
pOwner->ViewPunchReset(); }
BaseClass::PrimaryAttack();
// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::UpdatePenaltyTime( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return;
// Check our penalty time decay
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) { m_flAccuracyPenalty -= gpGlobals->frametime; m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::ItemPreFrame( void ) { UpdatePenaltyTime();
BaseClass::ItemPreFrame(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::ItemBusyFrame( void ) { UpdatePenaltyTime();
BaseClass::ItemBusyFrame(); }
//-----------------------------------------------------------------------------
// Purpose: Allows firing as fast as button is pressed
//-----------------------------------------------------------------------------
void CWeaponPistol::ItemPostFrame( void ) { BaseClass::ItemPostFrame();
if ( m_bInReload ) return; CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL ) return; if ( pOwner->m_nButtons & IN_ATTACK2 ) { m_flLastAttackTime = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; m_flNextPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; }
//Allow a refire as fast as the player can click
if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) { m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f; } else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) ) { DryFire(); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
Activity CWeaponPistol::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired < 1 ) return ACT_VM_PRIMARYATTACK;
if ( m_nNumShotsFired < 2 ) return ACT_VM_RECOIL1;
if ( m_nNumShotsFired < 3 ) return ACT_VM_RECOIL2;
return ACT_VM_RECOIL3; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponPistol::Reload( void ) { bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); if ( fRet ) { WeaponSound( RELOAD ); m_flAccuracyPenalty = 0.0f; } return fRet; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponPistol::AddViewKick( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer == NULL ) return;
QAngle viewPunch;
viewPunch.x = SharedRandomFloat( "pistolpax", 0.25f, 0.5f ); viewPunch.y = SharedRandomFloat( "pistolpay", -.6f, .6f ); viewPunch.z = 0.0f;
//Add it to the view punch
pPlayer->ViewPunch( viewPunch ); }
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