Added a data cache to the custom weapons system

This commit is contained in:
Peter Covington 2022-04-20 01:48:32 -04:00
parent d871c6f8fd
commit fa41a327e7
5 changed files with 278 additions and 199 deletions

View File

@ -134,15 +134,28 @@ void CCustomWeaponSystem::LoadCustomWeaponsManifest(const char* file, bool bDont
unsigned short FactoryIndex = Factory.Find(pszFactory);
if (Factory.IsValidIndex(FactoryIndex))
{
auto* pFactory = Factory.Element(FactoryIndex);
const void* pData = pFactory->ParseDataFromWeaponFile(pkvWeaponScript);
if (!pData)
continue;
unsigned short ClassIndex = m_ClassFactories.Find(pszClassname);
if (!m_ClassFactories.IsValidIndex(ClassIndex))
{
ClassIndex = m_ClassFactories.Insert(pszClassname);
m_ClassFactories[ClassIndex].pOldFactory = EntityFactoryDictionary()->FindFactory(pszClassname);
}
else
{
Assert(m_ClassFactories[ClassIndex].pNewFactory);
Assert(m_ClassFactories[ClassIndex].pData);
m_ClassFactories[ClassIndex].pNewFactory->ReleaseData(m_ClassFactories[ClassIndex].pData);
}
m_ClassFactories[ClassIndex].sDataFile = pkvWeapon->GetString();
m_ClassFactories[ClassIndex].pNewFactory = Factory.Element(FactoryIndex);
m_ClassFactories[ClassIndex].pNewFactory = pFactory;
m_ClassFactories[ClassIndex].pData = pData;
EntityFactoryDictionary()->UninstallFactory(pszClassname);
EntityFactoryDictionary()->InstallFactory(m_ClassFactories[ClassIndex].pNewFactory, pszClassname);
}
@ -160,6 +173,9 @@ void CCustomWeaponSystem::LevelShutdownPostEntity()
const CustomClassName_t& entry = m_ClassFactories.Element(i);
if (entry.pOldFactory)
EntityFactoryDictionary()->InstallFactory(entry.pOldFactory, m_ClassFactories.GetElementName(i));
Assert(entry.pData);
entry.pNewFactory->ReleaseData(entry.pData);
}
m_ClassFactories.Purge();
@ -176,12 +192,12 @@ void CCustomWeaponSystem::ParseWeapon(CBaseCombatWeapon* pWeapon, const char* pC
if (!m_ClassFactories.IsValidIndex(i))
return;
pCustom->ParseCustomFromWeaponFile(m_ClassFactories[i].sDataFile.String());
pCustom->InitCustomWeaponFromData(m_ClassFactories[i].pData, m_ClassFactories[i].sDataFile.String());
}
CUtlDict<IEntityFactory*, unsigned short>& CustomWeaponsFactoryDictionary()
CUtlDict<ICustomWeaponDataLoader*, unsigned short>& CustomWeaponsFactoryDictionary()
{
static CUtlDict<IEntityFactory*, unsigned short> dict;
static CUtlDict<ICustomWeaponDataLoader*, unsigned short> dict;
return dict;
}

View File

@ -14,12 +14,17 @@
DECLARE_PRIVATE_SYMBOLTYPE(CustomWeaponSymbol);
CUtlDict< IEntityFactory*, unsigned short >& CustomWeaponsFactoryDictionary();
class ICustomWeaponDataLoader : public IEntityFactory
{
public:
virtual const void* ParseDataFromWeaponFile(KeyValues* pKV) const = 0;
virtual void ReleaseData(const void* pData) const = 0;
};
class ICustomWeapon
{
public:
virtual void ParseCustomFromWeaponFile(const char* pFileName) = 0;
virtual void InitCustomWeaponFromData(const void* pData, const char *pszWeaponScript) = 0;
};
class CCustomWeaponSystem : public CAutoGameSystem
@ -42,19 +47,22 @@ private:
typedef struct CustomClassName_s
{
CustomWeaponSymbol sDataFile;
IEntityFactory* pNewFactory;
ICustomWeaponDataLoader* pNewFactory;
IEntityFactory* pOldFactory;
const void* pData;
} CustomClassName_t;
CUtlDict<CustomClassName_t, unsigned short> m_ClassFactories;
};
CCustomWeaponSystem* CustomWeaponSystem();
CUtlDict< ICustomWeaponDataLoader*, unsigned short >& CustomWeaponsFactoryDictionary();
template <class T>
class CCustomWeaponEntityFactory : public IEntityFactory
class CCustomWeaponEntityFactoryBase : public ICustomWeaponDataLoader
{
public:
CCustomWeaponEntityFactory(const char* pFactoryClass)
CCustomWeaponEntityFactoryBase(const char* pFactoryClass)
{
CustomWeaponsFactoryDictionary().Insert(pFactoryClass, this);
}
@ -80,7 +88,30 @@ public:
}
};
#define DEFINE_CUSTOM_WEAPON_FACTORY(factoryName, DLLClassName) \
static CCustomWeaponEntityFactory<DLLClassName> custom_weapon_##factoryName##_factory( #factoryName );
template <class Entity, class Data>
class CDefaultCustomWeaponEntityFactory : public CCustomWeaponEntityFactoryBase<Entity>
{
public:
CDefaultCustomWeaponEntityFactory(const char *pFactoryClass) : CCustomWeaponEntityFactoryBase(pFactoryClass)
{}
virtual const void* ParseDataFromWeaponFile(KeyValues* pKV) const
{
Data* pData = new Data;
if (pData && pData->Parse(pKV))
return pData;
delete pData;
return nullptr;
}
virtual void ReleaseData(const void* pData) const
{
delete pData;
}
};
#define DEFINE_CUSTOM_WEAPON_FACTORY(factoryName, DLLClassName, DataStruct) \
static CDefaultCustomWeaponEntityFactory<DLLClassName, DataStruct> custom_weapon_##factoryName##_factory( #factoryName );
#endif // !CUSTOM_WEAPON_FACTORY_H

View File

@ -49,6 +49,17 @@ int g_nDamageClassTypeBits[ARRAYSIZE(g_ppszDamageClasses)] = {
DMG_CLUB|DMG_BURN,
};
typedef struct HL2CustomMeleeData_s
{
float m_flMeleeRange;
float m_flRefireRate;
float m_flDamage;
float m_flNPCDamage;
byte m_nDamageClass;
bool Parse(KeyValues*);
} HL2CustomMeleeData_t;
class CHLCustomWeaponMelee : public CBaseHLBludgeonWeapon, public ICustomWeapon
{
public:
@ -59,8 +70,8 @@ public:
CHLCustomWeaponMelee();
float GetRange(void) { return m_flMeleeRange; }
float GetFireRate(void) { return m_flRefireRate; }
float GetRange(void) { return m_CustomData.m_flMeleeRange; }
float GetFireRate(void) { return m_CustomData.m_flRefireRate; }
void AddViewKick(void);
float GetDamageForActivity(Activity hitActivity);
@ -76,20 +87,16 @@ public:
int GetBackupActivityListCount() { return 0; }
const char* GetWeaponScriptName() { return m_iszWeaponScriptName.Get(); }
virtual int GetDamageType() { return g_nDamageClassTypeBits[m_nDamageClass]; }
virtual int GetDamageType() { return g_nDamageClassTypeBits[m_CustomData.m_nDamageClass]; }
virtual void ParseCustomFromWeaponFile(const char* pFileName);
virtual void InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript);
private:
// Animation event handlers
void HandleAnimEventMeleeHit(animevent_t* pEvent, CBaseCombatCharacter* pOperator);
private:
float m_flMeleeRange;
float m_flRefireRate;
float m_flDamage;
float m_flNPCDamage;
byte m_nDamageClass;
HL2CustomMeleeData_t m_CustomData;
CNetworkString(m_iszWeaponScriptName, 128);
};
@ -98,7 +105,41 @@ IMPLEMENT_SERVERCLASS_ST(CHLCustomWeaponMelee, DT_HLCustomWeaponMelee)
SendPropString(SENDINFO(m_iszWeaponScriptName)),
END_SEND_TABLE();
DEFINE_CUSTOM_WEAPON_FACTORY(hl2_melee, CHLCustomWeaponMelee);
DEFINE_CUSTOM_WEAPON_FACTORY(hl2_melee, CHLCustomWeaponMelee, HL2CustomMeleeData_t);
bool HL2CustomMeleeData_s::Parse(KeyValues* pKVWeapon)
{
KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
if (pkvData)
{
m_flDamage = pkvData->GetFloat("damage");
m_flNPCDamage = pkvData->GetFloat("damage_npc", m_flDamage);
m_flMeleeRange = pkvData->GetFloat("range", 70.f);
m_flRefireRate = pkvData->GetFloat("rate", 0.7f);
const char* pszDamageClass = pkvData->GetString("damage_type", nullptr);
if (pszDamageClass)
{
for (byte i = 0; i < ARRAYSIZE(g_ppszDamageClasses); i++)
{
if (V_stricmp(pszDamageClass, g_ppszDamageClasses[i]) == 0)
{
m_nDamageClass = i;
break;
}
}
}
return true;
}
return false;
}
void CHLCustomWeaponMelee::InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript)
{
Q_FileBase(pszWeaponScript, m_iszWeaponScriptName.GetForModify(), 128);
V_memcpy(&m_CustomData, pData, sizeof(HL2CustomMeleeData_t));
}
acttable_t CHLCustomWeaponMelee::m_acttable[] =
{
@ -165,7 +206,6 @@ IMPLEMENT_ACTTABLE(CHLCustomWeaponMelee);
CHLCustomWeaponMelee::CHLCustomWeaponMelee()
{
m_nDamageClass = 0;
}
//-----------------------------------------------------------------------------
@ -176,9 +216,9 @@ CHLCustomWeaponMelee::CHLCustomWeaponMelee()
float CHLCustomWeaponMelee::GetDamageForActivity(Activity hitActivity)
{
if ((GetOwner() != NULL) && (GetOwner()->IsPlayer()))
return m_flDamage;
return m_CustomData.m_flDamage;
return m_flNPCDamage;
return m_CustomData.m_flNPCDamage;
}
//-----------------------------------------------------------------------------
@ -280,7 +320,7 @@ void CHLCustomWeaponMelee::HandleAnimEventMeleeHit(animevent_t* pEvent, CBaseCom
Vector vecEnd;
VectorMA(pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd);
CBaseEntity* pHurt = pOperator->CheckTraceHullAttack(pOperator->Weapon_ShootPosition(), vecEnd,
Vector(-16, -16, -16), Vector(36, 36, 36), m_flNPCDamage, GetDamageType(), 0.75);
Vector(-16, -16, -16), Vector(36, 36, 36), m_CustomData.m_flNPCDamage, GetDamageType(), 0.75);
// did I hit someone?
if (pHurt)
@ -317,36 +357,6 @@ void CHLCustomWeaponMelee::Operator_HandleAnimEvent(animevent_t* pEvent, CBaseCo
}
}
void CHLCustomWeaponMelee::ParseCustomFromWeaponFile(const char* pFileName)
{
Q_FileBase(pFileName, m_iszWeaponScriptName.GetForModify(), 128);
KeyValuesAD pKVWeapon("WeaponData");
if (pKVWeapon->LoadFromFile(filesystem, pFileName, "GAME"))
{
KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
if (pkvData)
{
m_flDamage = pkvData->GetFloat("damage");
m_flNPCDamage = pkvData->GetFloat("damage_npc", m_flDamage);
m_flMeleeRange = pkvData->GetFloat("range", 70.f);
m_flRefireRate = pkvData->GetFloat("rate", 0.7f);
const char* pszDamageClass = pkvData->GetString("damage_type", nullptr);
if (pszDamageClass)
{
for (byte i = 0; i < ARRAYSIZE(g_ppszDamageClasses); i++)
{
if (V_stricmp(pszDamageClass, g_ppszDamageClasses[i]) == 0)
{
m_nDamageClass = i;
break;
}
}
}
}
}
}
//--------------------------------------------------------------------------
//
// Custom ranged weapon
@ -361,7 +371,7 @@ public:
DECLARE_DATADESC();
CHLCustomWeaponGun();
virtual void ParseCustomFromWeaponFile(const char* pFileName);
virtual void InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript);
const char* GetWeaponScriptName() { return m_iszWeaponScriptName.Get(); }
// Weapon behaviour
@ -371,15 +381,15 @@ public:
// Bullet launch information
virtual const Vector& GetBulletSpread(void);
virtual float GetFireRate(void) { return m_flFireRate; }
virtual int GetMinBurst() { return m_nMinBurst; }
virtual int GetMaxBurst() { return m_nMaxBurst; }
virtual float GetMinRestTime() { return m_RestInterval.start; }
virtual float GetMaxRestTime() { return m_RestInterval.start + m_RestInterval.range; }
virtual float GetFireRate(void) { return m_CustomData.m_flFireRate; }
virtual int GetMinBurst() { return m_CustomData.m_nMinBurst; }
virtual int GetMaxBurst() { return m_CustomData.m_nMaxBurst; }
virtual float GetMinRestTime() { return m_CustomData.m_RestInterval.start; }
virtual float GetMaxRestTime() { return m_CustomData.m_RestInterval.start + m_CustomData.m_RestInterval.range; }
// Autoaim
virtual float GetMaxAutoAimDeflection() { return 0.99f; }
virtual float WeaponAutoAimScale() { return m_flAutoAimScale; } // allows a weapon to influence the perceived size of the target's autoaim radius.
virtual float WeaponAutoAimScale() { return m_CustomData.m_flAutoAimScale; } // allows a weapon to influence the perceived size of the target's autoaim radius.
virtual void AddViewKick(void);
int WeaponSoundRealtime(WeaponSound_t shoot_type);
@ -409,35 +419,54 @@ private:
void CheckZoomToggle(void);
void ToggleZoom(void);
public:
typedef struct Data_s
{
float m_flFireRate;
int m_nMinBurst;
int m_nMaxBurst;
interval_t m_RestInterval;
float m_flAutoAimScale;
Vector m_vPlayerSpread;
Vector m_vAllySpread;
Vector m_vNPCSpread;
int m_nBulletsPerShot; // For shotguns
// Viewkick
float m_flMaxVerticalKick;
float m_flSlideLimit;
interval_t m_VerticalPunchRange;
int m_nActTableIndex;
bool m_bUseRecoilAnims;
bool m_bFullAuto; // True for machine gun, false for semi-auto
bool m_bNextAttackFromSequence;
bool m_bUsePumpAnimation;
bool m_bHasSecondaryFire;
bool m_bHasZoom;
bool m_bZoomDuringReload;
} Data_t;
struct Cache_s : public Data_s
{
bool m_bFiresUnderwater; // true if this weapon can fire underwater
bool m_bAltFiresUnderwater; // true if this weapon can fire underwater
float m_fMinRange1; // What's the closest this weapon can be used?
float m_fMinRange2; // What's the closest this weapon can be used?
float m_fMaxRange1; // What's the furthest this weapon can be used?
float m_fMaxRange2; // What's the furthest this weapon can be used?
bool m_bReloadsSingly; // True if this weapon reloads 1 round at a time
bool Parse(KeyValues*);
};
private:
CNetworkString(m_iszWeaponScriptName, 128);
float m_flFireRate;
int m_nMinBurst;
int m_nMaxBurst;
interval_t m_RestInterval;
float m_flAutoAimScale;
Vector m_vPlayerSpread;
Vector m_vAllySpread;
Vector m_vNPCSpread;
int m_nBulletsPerShot; // For shotguns
// Viewkick
float m_flMaxVerticalKick;
float m_flSlideLimit;
interval_t m_VerticalPunchRange;
int m_nActTableIndex;
bool m_bUseRecoilAnims;
bool m_bFullAuto; // True for machine gun, false for semi-auto
bool m_bNextAttackFromSequence;
bool m_bUsePumpAnimation;
bool m_bHasSecondaryFire;
bool m_bHasZoom;
bool m_bZoomDuringReload;
Data_t m_CustomData;
bool m_bNeedPump; // When emptied completely
bool m_bDelayedFire1; // Fire primary when finished reloading
@ -476,28 +505,10 @@ DEFINE_FIELD(m_bInZoom, FIELD_BOOLEAN),
DEFINE_FIELD(m_bMustReload, FIELD_BOOLEAN),
END_DATADESC();
DEFINE_CUSTOM_WEAPON_FACTORY(hl2_gun, CHLCustomWeaponGun);
DEFINE_CUSTOM_WEAPON_FACTORY(hl2_gun, CHLCustomWeaponGun, CHLCustomWeaponGun::Cache_s);
CHLCustomWeaponGun::CHLCustomWeaponGun()
{
m_flFireRate = 0.5f;
m_nMinBurst = 1;
m_nMaxBurst = 1;
m_RestInterval.start = .3f;
m_RestInterval.range = .3f;
m_flAutoAimScale = 1.f;
m_nBulletsPerShot = 1;
m_bUseRecoilAnims = false;
m_bFullAuto = false;
m_bNextAttackFromSequence = false;
m_bUsePumpAnimation = false;
m_bHasSecondaryFire = false;
m_bHasZoom = false;
m_bZoomDuringReload = false;
m_bFiresUnderwater = false;
m_bNeedPump = false;
m_bDelayedFire1 = false;
m_bDelayedFire2 = false;
@ -508,7 +519,7 @@ CHLCustomWeaponGun::CHLCustomWeaponGun()
acttable_t* CHLCustomWeaponGun::ActivityList(void)
{
switch (m_nActTableIndex)
switch (m_CustomData.m_nActTableIndex)
{
default:
case ACTTABLE_SMG1:
@ -537,7 +548,7 @@ acttable_t* CHLCustomWeaponGun::ActivityList(void)
int CHLCustomWeaponGun::ActivityListCount(void)
{
switch (m_nActTableIndex)
switch (m_CustomData.m_nActTableIndex)
{
default:
case ACTTABLE_SMG1:
@ -566,7 +577,7 @@ int CHLCustomWeaponGun::ActivityListCount(void)
acttable_t* CHLCustomWeaponGun::GetBackupActivityList(void)
{
switch (m_nActTableIndex)
switch (m_CustomData.m_nActTableIndex)
{
default:
case ACTTABLE_SMG1:
@ -587,7 +598,7 @@ acttable_t* CHLCustomWeaponGun::GetBackupActivityList(void)
int CHLCustomWeaponGun::GetBackupActivityListCount(void)
{
switch (m_nActTableIndex)
switch (m_CustomData.m_nActTableIndex)
{
default:
case ACTTABLE_SMG1:
@ -627,7 +638,7 @@ void ReadIntervalInt(const char* pString, int &iMin, int &iMax)
}
}
void CHLCustomWeaponGun::ParseCustomFromWeaponFile(const char* pFileName)
bool CHLCustomWeaponGun::Cache_s::Parse(KeyValues* pKVWeapon)
{
static const char* ppszCustomGunAnimTypes[NUM_GUN_ACT_TABLES] = {
"smg",
@ -639,80 +650,93 @@ void CHLCustomWeaponGun::ParseCustomFromWeaponFile(const char* pFileName)
"annabelle",
};
Q_FileBase(pFileName, m_iszWeaponScriptName.GetForModify(), 128);
KeyValuesAD pKVWeapon("WeaponData");
if (pKVWeapon->LoadFromFile(filesystem, pFileName, "GAME"))
KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
if (pkvData)
{
KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
if (pkvData)
m_flFireRate = pkvData->GetFloat("fire_rate", 0.5f);
ReadIntervalInt(pkvData->GetString("npc_burst", "1"), m_nMinBurst, m_nMaxBurst);
m_RestInterval = ReadInterval(pkvData->GetString("npc_rest_time", "0.3,0.6"));
m_flAutoAimScale = pkvData->GetFloat("autoaim_scale", 1.f);
m_bFullAuto = pkvData->GetBool("auto_fire");
m_nBulletsPerShot = pkvData->GetInt("bullets", 1);
m_bUseRecoilAnims = pkvData->GetBool("recoil_anims", true);
m_bReloadsSingly = pkvData->GetBool("reload_singly");
m_bFiresUnderwater = pkvData->GetBool("fires_underwater");
m_bHasZoom = pkvData->GetBool("zoom_enable");
m_bZoomDuringReload = m_bHasZoom && pkvData->GetBool("zoom_in_reload");
m_fMinRange1 = pkvData->GetFloat("range1_min", 65.f);
m_fMinRange2 = pkvData->GetFloat("range2_min", 65.f);
m_fMaxRange1 = pkvData->GetFloat("range1_max", 1024.f);
m_fMaxRange2 = pkvData->GetFloat("range2_max", 1024.f);
if (m_bFullAuto)
{
m_flFireRate = pkvData->GetFloat("fire_rate", 0.5f);
ReadIntervalInt(pkvData->GetString("npc_burst", "1"), m_nMinBurst, m_nMaxBurst);
m_RestInterval = ReadInterval(pkvData->GetString("npc_rest_time", "0.3,0.6"));
m_flAutoAimScale = pkvData->GetFloat("autoaim_scale", 1.f);
m_bFullAuto = pkvData->GetBool("auto_fire");
m_nBulletsPerShot = pkvData->GetInt("bullets", 1);
m_bUseRecoilAnims = pkvData->GetBool("recoil_anims", true);
m_bReloadsSingly = pkvData->GetBool("reload_singly");
m_bFiresUnderwater = pkvData->GetBool("fires_underwater");
m_bHasZoom = pkvData->GetBool("zoom_enable");
m_bZoomDuringReload = m_bHasZoom && pkvData->GetBool("zoom_in_reload");
m_flMaxVerticalKick = pkvData->GetFloat("viewkick_vertical_max", 1.f);
m_flSlideLimit = pkvData->GetFloat("viewkick_slide_limit", 2.f);
}
else
{
m_flSlideLimit = pkvData->GetFloat("viewpunch_side_max", .6f);
m_VerticalPunchRange = ReadInterval(pkvData->GetString("viewpunch_vertical", "0.25,0.5"));
m_fMinRange1 = pkvData->GetFloat("range1_min", 65.f);
m_fMinRange2 = pkvData->GetFloat("range2_min", 65.f);
m_fMaxRange1 = pkvData->GetFloat("range1_max", 1024.f);
m_fMaxRange2 = pkvData->GetFloat("range2_max", 1024.f);
m_bNextAttackFromSequence = pkvData->GetBool("next_attack_time_from_sequence");
m_bUsePumpAnimation = pkvData->GetBool("use_pump_anim");
}
if (m_bFullAuto)
// NOTE: The way these are calculated is that each component == sin (degrees/2)
float flSpread = pkvData->GetFloat("spread", 5.f);
float flNPCSpread = pkvData->GetFloat("spread_npc", flSpread);
float flAllySperad = pkvData->GetFloat("spread_ally", flNPCSpread);
m_vPlayerSpread = Vector(sin(DEG2RAD(flSpread * 0.5f)));
m_vNPCSpread = Vector(sin(DEG2RAD(flNPCSpread * 0.5f)));
m_vAllySpread = Vector(sin(DEG2RAD(flAllySperad * 0.5f)));
const char* pszAnimType = pkvData->GetString("anim_type", nullptr);
if (pszAnimType)
{
for (int i = 0; i < NUM_GUN_ACT_TABLES; i++)
{
m_flMaxVerticalKick = pkvData->GetFloat("viewkick_vertical_max", 1.f);
m_flSlideLimit = pkvData->GetFloat("viewkick_slide_limit", 2.f);
}
else
{
m_flSlideLimit = pkvData->GetFloat("viewpunch_side_max", .6f);
m_VerticalPunchRange = ReadInterval(pkvData->GetString("viewpunch_vertical", "0.25,0.5"));
m_bNextAttackFromSequence = pkvData->GetBool("next_attack_time_from_sequence");
m_bUsePumpAnimation = pkvData->GetBool("use_pump_anim");
}
// NOTE: The way these are calculated is that each component == sin (degrees/2)
float flSpread = pkvData->GetFloat("spread", 5.f);
float flNPCSpread = pkvData->GetFloat("spread_npc", flSpread);
float flAllySperad = pkvData->GetFloat("spread_ally", flNPCSpread);
m_vPlayerSpread = Vector(sin(DEG2RAD(flSpread * 0.5f)));
m_vNPCSpread = Vector(sin(DEG2RAD(flNPCSpread * 0.5f)));
m_vAllySpread = Vector(sin(DEG2RAD(flAllySperad * 0.5f)));
const char* pszAnimType = pkvData->GetString("anim_type", nullptr);
if (pszAnimType)
{
for (int i = 0; i < NUM_GUN_ACT_TABLES; i++)
if (V_stricmp(pszAnimType, ppszCustomGunAnimTypes[i]) == 0)
{
if (V_stricmp(pszAnimType, ppszCustomGunAnimTypes[i]) == 0)
{
m_nActTableIndex = i;
break;
}
m_nActTableIndex = i;
break;
}
}
}
return true;
}
return false;
}
void CHLCustomWeaponGun::InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript)
{
Q_FileBase(pszWeaponScript, m_iszWeaponScriptName.GetForModify(), 128);
const auto* pCache = static_cast<const Cache_s*> (pData);
m_CustomData = *pCache;
m_bFiresUnderwater = pCache->m_bFiresUnderwater;
m_bAltFiresUnderwater = pCache->m_bAltFiresUnderwater;
m_fMinRange1 = pCache->m_fMinRange1;
m_fMinRange2 = pCache->m_fMinRange2;
m_fMaxRange1 = pCache->m_fMaxRange1;
m_fMaxRange2 = pCache->m_fMaxRange2;
m_bReloadsSingly = pCache->m_bReloadsSingly;
}
const Vector& CHLCustomWeaponGun::GetBulletSpread()
{
if (!GetOwner() || !GetOwner()->IsNPC())
return m_vPlayerSpread;
return m_CustomData.m_vPlayerSpread;
if (GetOwner()->MyNPCPointer()->IsPlayerAlly())
{
// 357 allies should be cooler
return m_vAllySpread;
return m_CustomData.m_vAllySpread;
}
return m_vNPCSpread;
return m_CustomData.m_vNPCSpread;
}
void CHLCustomWeaponGun::AddViewKick(void)
@ -723,7 +747,7 @@ void CHLCustomWeaponGun::AddViewKick(void)
if (!pPlayer)
return;
if (m_bFullAuto)
if (m_CustomData.m_bFullAuto)
{
float flDuration = m_fFireDuration;
@ -736,13 +760,13 @@ void CHLCustomWeaponGun::AddViewKick(void)
flDuration = MIN(flDuration, 0.75f);
}
CHLMachineGun::DoMachineGunKick(pPlayer, 0.5f, m_flMaxVerticalKick, flDuration, m_flSlideLimit);
CHLMachineGun::DoMachineGunKick(pPlayer, 0.5f, m_CustomData.m_flMaxVerticalKick, flDuration, m_CustomData.m_flSlideLimit);
}
else
{
QAngle viewPunch;
viewPunch.x = RandomInterval(m_VerticalPunchRange);
viewPunch.y = RandomFloat(-m_flSlideLimit, m_flSlideLimit);
viewPunch.x = RandomInterval(m_CustomData.m_VerticalPunchRange);
viewPunch.y = RandomFloat(-m_CustomData.m_flSlideLimit, m_CustomData.m_flSlideLimit);
viewPunch.z = 0.0f;
//Add it to the view punch
@ -755,13 +779,13 @@ void CHLCustomWeaponGun::AddViewKick(void)
//-----------------------------------------------------------------------------
void CHLCustomWeaponGun::CheckZoomToggle(void)
{
if (!m_bHasZoom)
if (!m_CustomData.m_bHasZoom)
return;
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
int iButtonsTest = IN_ATTACK3;
if (!m_bHasSecondaryFire)
if (!m_CustomData.m_bHasSecondaryFire)
iButtonsTest |= IN_ATTACK2;
if (pPlayer->m_afButtonPressed & iButtonsTest)
@ -819,7 +843,7 @@ bool CHLCustomWeaponGun::StartReload(void)
//NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished,
// without the pump. Technically, it's incorrect, but it's good for feedback...
if (m_bUsePumpAnimation && m_iClip1 <= 0)
if (m_CustomData.m_bUsePumpAnimation && m_iClip1 <= 0)
{
m_bNeedPump = true;
}
@ -844,7 +868,7 @@ bool CHLCustomWeaponGun::StartReload(void)
}
#endif
if (m_bInZoom && !m_bZoomDuringReload)
if (m_bInZoom && !m_CustomData.m_bZoomDuringReload)
{
ToggleZoom();
}
@ -897,7 +921,7 @@ bool CHLCustomWeaponGun::Reload(void)
}
else if (BaseClass::Reload())
{
if (m_bInZoom && !m_bZoomDuringReload)
if (m_bInZoom && !m_CustomData.m_bZoomDuringReload)
{
ToggleZoom();
}
@ -1032,7 +1056,7 @@ void CHLCustomWeaponGun::ItemBusyFrame(void)
{
BaseClass::ItemBusyFrame();
if (m_bZoomDuringReload)
if (m_CustomData.m_bZoomDuringReload)
CheckZoomToggle();
}
@ -1050,7 +1074,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
UpdateAutoFire();
if (m_bZoomDuringReload || !m_bInReload)
if (m_CustomData.m_bZoomDuringReload || !m_bInReload)
CheckZoomToggle();
if (m_bReloadsSingly)
@ -1067,7 +1091,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
m_bDelayedFire1 = true;
}
// If I'm secondary firing and have one round stop reloading and fire
else if (m_bHasSecondaryFire && (pOwner->m_nButtons & IN_ATTACK2) && (m_iClip1 >= 2))
else if (m_CustomData.m_bHasSecondaryFire && (pOwner->m_nButtons & IN_ATTACK2) && (m_iClip1 >= 2))
{
m_bInReload = false;
m_bNeedPump = false;
@ -1106,7 +1130,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
CheckReload();
}
if (m_bUsePumpAnimation && (m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
if (m_CustomData.m_bUsePumpAnimation && (m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
m_fFireDuration = 0.f;
Pump();
@ -1121,7 +1145,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
bool bFired = false;
// Secondary attack has priority
if (m_bHasSecondaryFire && !m_bMustReload && (m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
if (m_CustomData.m_bHasSecondaryFire && !m_bMustReload && (m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
m_bDelayedFire2 = false;
@ -1259,7 +1283,7 @@ void CHLCustomWeaponGun::PrimaryAttack()
if ((UsesClipsForAmmo1() && m_iClip1 == 0) || (!UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType)))
return;
if (m_bFullAuto)
if (m_CustomData.m_bFullAuto)
{
m_nShotsFired++;
@ -1288,7 +1312,7 @@ void CHLCustomWeaponGun::PrimaryAttack()
// Fire the bullets
FireBulletsInfo_t info;
info.m_iShots = iBulletsToFire * m_nBulletsPerShot;
info.m_iShots = iBulletsToFire * m_CustomData.m_nBulletsPerShot;
info.m_vecSrc = pPlayer->Weapon_ShootPosition();
info.m_vecDirShooting = pPlayer->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
info.m_vecSpread = pPlayer->GetAttackSpread(this);
@ -1296,20 +1320,22 @@ void CHLCustomWeaponGun::PrimaryAttack()
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 2;
FireBullets(info);
SendWeaponAnim(GetPrimaryAttackActivity());
}
else
{
if (!m_bNextAttackFromSequence && !m_bUsePumpAnimation && !(pPlayer->m_afButtonPressed & IN_ATTACK))
if (!m_CustomData.m_bNextAttackFromSequence && !m_CustomData.m_bUsePumpAnimation && !(pPlayer->m_afButtonPressed & IN_ATTACK))
return;
m_nShotsFired++;
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE);
pPlayer->DoMuzzleFlash();
SendWeaponAnim(GetPrimaryAttackActivity());
m_flNextPrimaryAttack = gpGlobals->curtime + ((m_bNextAttackFromSequence || m_bUsePumpAnimation) ? GetViewModelSequenceDuration() : GetFireRate());
m_flNextPrimaryAttack = gpGlobals->curtime + ((m_CustomData.m_bNextAttackFromSequence || m_CustomData.m_bUsePumpAnimation) ? GetViewModelSequenceDuration() : GetFireRate());
m_iClip1 -= 1;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
@ -1318,9 +1344,9 @@ void CHLCustomWeaponGun::PrimaryAttack()
pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 1.0);
// Fire the bullets, and force the first shot to be perfectly accuracy
pPlayer->FireBullets(m_nBulletsPerShot, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, (m_nBulletsPerShot > 1), true);
pPlayer->FireBullets(m_CustomData.m_nBulletsPerShot, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, (m_CustomData.m_nBulletsPerShot > 1), true);
if (m_bUsePumpAnimation && m_iClip1)
if (m_CustomData.m_bUsePumpAnimation && m_iClip1)
{
// pump so long as some rounds are left.
m_bNeedPump = true;
@ -1340,7 +1366,6 @@ void CHLCustomWeaponGun::PrimaryAttack()
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
SendWeaponAnim(GetPrimaryAttackActivity());
pPlayer->SetAnimation(PLAYER_ATTACK1);
// Register a muzzleflash for the AI
@ -1353,7 +1378,7 @@ void CHLCustomWeaponGun::PrimaryAttack()
//-----------------------------------------------------------------------------
Activity CHLCustomWeaponGun::GetPrimaryAttackActivity(void)
{
if (!m_bUseRecoilAnims || m_nShotsFired < 2)
if (!m_CustomData.m_bUseRecoilAnims || m_nShotsFired < 2)
return ACT_VM_PRIMARYATTACK;
if (m_nShotsFired < 3)
@ -1423,18 +1448,18 @@ void CHLCustomWeaponGun::FireNPCPrimaryAttack(CBaseCombatCharacter* pOperator, b
CSoundEnt::InsertSound(SOUND_COMBAT | SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2f, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy());
const Vector& vecSpread = (bUseWeaponAngles || m_nBulletsPerShot > 1) ? GetBulletSpread() : VECTOR_CONE_PRECALCULATED;
if (m_bFullAuto)
const Vector& vecSpread = (bUseWeaponAngles || m_CustomData.m_nBulletsPerShot > 1) ? GetBulletSpread() : VECTOR_CONE_PRECALCULATED;
if (m_CustomData.m_bFullAuto)
{
int nShots = WeaponSoundRealtime(SINGLE_NPC);
pOperator->FireBullets(nShots * m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
pOperator->FireBullets(nShots * m_CustomData.m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - nShots;
}
else
{
WeaponSound(SINGLE_NPC);
pOperator->FireBullets(m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
pOperator->FireBullets(m_CustomData.m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
pOperator->DoMuzzleFlash();
m_iClip1 = m_iClip1 - 1;
}

View File

@ -576,15 +576,22 @@ int CWeaponCustomScripted::WeaponMeleeAttack2Condition( float flDot, float flDis
return BaseClass::WeaponMeleeAttack2Condition( flDot, flDist );
}
DEFINE_CUSTOM_WEAPON_FACTORY(vscript, CWeaponCustomScripted);
void CWeaponCustomScripted::ParseCustomFromWeaponFile(const char* pFileName)
struct VScriptWeaponCustomData_s
{
Q_FileBase(pFileName, m_iszWeaponScriptName.GetForModify(), 256);
KeyValuesAD pKVWeapon("WeaponData");
if (pKVWeapon->LoadFromFile(filesystem, pFileName, "GAME"))
char cScripts[256];
bool Parse(KeyValues* pKVWeapon)
{
Q_strncpy(m_iszClientScripts.GetForModify(), pKVWeapon->GetString("vscript_file"), 256);
Q_strncpy(cScripts, pKVWeapon->GetString("vscript_file"), 256);
return true;
}
};
DEFINE_CUSTOM_WEAPON_FACTORY(vscript, CWeaponCustomScripted, VScriptWeaponCustomData_s);
void CWeaponCustomScripted::InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript)
{
Q_FileBase(pszWeaponScript, m_iszWeaponScriptName.GetForModify(), 256);
Q_strncpy(m_iszClientScripts.GetForModify(), static_cast<const VScriptWeaponCustomData_s *> (pData)->cScripts, 256);
}
extern ConVar sv_script_think_interval;

View File

@ -115,7 +115,7 @@ public:
int WeaponMeleeAttack2Condition( float flDot, float flDist );
// Inherited via ICustomWeapon
virtual void ParseCustomFromWeaponFile(const char* pFileName) override;
virtual void InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript);
#else
void OnDataChanged(DataUpdateType_t type);
#endif