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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 "grenade_ar2.h"
#include "hl2mp_player.h"
#include "basegrenade_shared.h"
#endif
#include "weapon_hl2mpbase.h"
#include "weapon_hl2mpbase_machinegun.h"
#ifdef CLIENT_DLL
#define CWeaponSMG1 C_WeaponSMG1
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define SMG1_GRENADE_DAMAGE 100.0f
#define SMG1_GRENADE_RADIUS 250.0f
class CWeaponSMG1 : public CHL2MPMachineGun { public: DECLARE_CLASS( CWeaponSMG1, CHL2MPMachineGun );
CWeaponSMG1();
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
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
Activity GetPrimaryAttackActivity( void );
virtual const Vector& GetBulletSpread( void ) { static const Vector cone = VECTOR_CONE_5DEGREES; return cone; }
const WeaponProficiencyInfo_t *GetProficiencyValues();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE(); #endif
protected:
Vector m_vecTossVelocity; float m_flNextGrenadeCheck; private: CWeaponSMG1( const CWeaponSMG1 & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSMG1, DT_WeaponSMG1 )
BEGIN_NETWORK_TABLE( CWeaponSMG1, DT_WeaponSMG1 ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponSMG1 ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_smg1, CWeaponSMG1 ); PRECACHE_WEAPON_REGISTER(weapon_smg1);
#ifndef CLIENT_DLL
acttable_t CWeaponSMG1::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG1, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG1, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG1, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG1, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG1, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG1, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG1, false }, };
IMPLEMENT_ACTTABLE(CWeaponSMG1); #endif
//=========================================================
CWeaponSMG1::CWeaponSMG1( ) { m_fMinRange1 = 0;// No minimum range.
m_fMaxRange1 = 1400; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponSMG1::Precache( void ) { #ifndef CLIENT_DLL
UTIL_PrecacheOther("grenade_ar2"); #endif
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Give this weapon longer range when wielded by an ally NPC.
//-----------------------------------------------------------------------------
void CWeaponSMG1::Equip( CBaseCombatCharacter *pOwner ) { m_fMaxRange1 = 1400;
BaseClass::Equip( pOwner ); }
//-----------------------------------------------------------------------------
// 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 );
Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecThrow; // Don't autoaim on grenade tosses
AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vecThrow ); VectorScale( vecThrow, 1000.0f, vecThrow ); #ifndef CLIENT_DLL
//Create the grenade
CGrenadeAR2 *pGrenade = (CGrenadeAR2*)Create( "grenade_ar2", vecSrc, vec3_angle, pPlayer ); pGrenade->SetAbsVelocity( vecThrow );
pGrenade->SetLocalAngularVelocity( RandomAngle( -400, 400 ) ); pGrenade->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); pGrenade->SetThrower( GetOwner() ); pGrenade->SetDamage( SMG1_GRENADE_DAMAGE ); pGrenade->SetDamageRadius( SMG1_GRENADE_RADIUS ); #endif
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
// 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; }
//-----------------------------------------------------------------------------
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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