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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 357 - hand gun
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "te_effect_dispatch.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CWeapon357
//-----------------------------------------------------------------------------
class CWeapon357 : public CBaseHLCombatWeapon
{
DECLARE_CLASS( CWeapon357, CBaseHLCombatWeapon );
public:
CWeapon357( void );
void PrimaryAttack( void );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
float WeaponAutoAimScale() { return 0.6f; }
#ifdef MAPBASE
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual int GetMinBurst() { return 1; }
virtual int GetMaxBurst() { return 1; }
virtual float GetMinRestTime( void ) { return 1.0f; }
virtual float GetMaxRestTime( void ) { return 2.5f; }
virtual float GetFireRate( void ) { return 1.0f; }
virtual const Vector& GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_15DEGREES;
if (!GetOwner() || !GetOwner()->IsNPC())
return cone;
static Vector AllyCone = VECTOR_CONE_2DEGREES;
static Vector NPCCone = VECTOR_CONE_5DEGREES;
if( GetOwner()->MyNPCPointer()->IsPlayerAlly() )
{
// 357 allies should be cooler
return AllyCone;
}
return NPCCone;
}
void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir );
void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
#endif
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DECLARE_SERVERCLASS();
DECLARE_DATADESC();
#ifdef MAPBASE
DECLARE_ACTTABLE();
#endif
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};
LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
PRECACHE_WEAPON_REGISTER( weapon_357 );
IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 )
END_SEND_TABLE()
BEGIN_DATADESC( CWeapon357 )
END_DATADESC()
#ifdef MAPBASE
acttable_t CWeapon357::m_acttable[] =
{
{ ACT_IDLE, ACT_IDLE_PISTOL, true },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_PISTOL, true },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, true },
{ ACT_RELOAD, ACT_RELOAD_PISTOL, true },
{ ACT_WALK_AIM, ACT_WALK_AIM_PISTOL, true },
{ ACT_RUN_AIM, ACT_RUN_AIM_PISTOL, true },
{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_PISTOL,true },
{ ACT_RELOAD_LOW, ACT_RELOAD_PISTOL_LOW, false },
{ ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_PISTOL_LOW, false },
{ ACT_COVER_LOW, ACT_COVER_PISTOL_LOW, false },
{ ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_PISTOL_LOW, false },
{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_PISTOL, false },
{ ACT_WALK, ACT_WALK_PISTOL, false },
{ ACT_RUN, ACT_RUN_PISTOL, false },
};
IMPLEMENT_ACTTABLE( CWeapon357 );
#endif
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//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeapon357::CWeapon357( void )
{
m_bReloadsSingly = false;
m_bFiresUnderwater = false;
#ifdef MAPBASE
m_fMinRange1 = 24;
m_fMaxRange1 = 1000;
m_fMinRange2 = 24;
m_fMaxRange2 = 200;
#endif
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}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
switch( pEvent->event )
{
case EVENT_WEAPON_RELOAD:
{
CEffectData data;
// Emit six spent shells
for ( int i = 0; i < 6; i++ )
{
data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( -4, 4 );
data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 );
data.m_nEntIndex = entindex();
DispatchEffect( "ShellEject", data );
}
break;
}
#ifdef MAPBASE
case EVENT_WEAPON_PISTOL_FIRE:
{
Vector vecShootOrigin, vecShootDir;
vecShootOrigin = pOperator->Weapon_ShootPosition();
CAI_BaseNPC *npc = pOperator->MyNPCPointer();
ASSERT( npc != NULL );
vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
FireNPCPrimaryAttack( pOperator, vecShootOrigin, vecShootDir );
}
break;
default:
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
break;
#endif
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}
}
#ifdef MAPBASE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
WeaponSound( SINGLE_NPC );
pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose: Some things need this. (e.g. the new Force(X)Fire inputs or blindfire actbusy)
//-----------------------------------------------------------------------------
void CWeapon357::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 );
}
#endif
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//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
if ( m_iClip1 <= 0 )
{
if ( !m_bFireOnEmpty )
{
Reload();
}
else
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = 0.15;
}
return;
}
m_iPrimaryAttacks++;
gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
WeaponSound( SINGLE );
pPlayer->DoMuzzleFlash();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
m_iClip1--;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
//Disorient the player
QAngle angles = pPlayer->GetLocalAngles();
angles.x += random->RandomInt( -1, 1 );
angles.y += random->RandomInt( -1, 1 );
angles.z = 0;
pPlayer->SnapEyeAngles( angles );
pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() );
if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
}
}