//========= 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" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class CWeaponSMG2 : public CHLSelectFireMachineGun { public: DECLARE_CLASS( CWeaponSMG2, CHLSelectFireMachineGun ); CWeaponSMG2(); DECLARE_SERVERCLASS(); const Vector &GetBulletSpread( void ); void Precache( void ); void AddViewKick( void ); void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); float GetFireRate( void ) { return 0.1f; } int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } DECLARE_ACTTABLE(); }; IMPLEMENT_SERVERCLASS_ST(CWeaponSMG2, DT_WeaponSMG2) END_SEND_TABLE() LINK_ENTITY_TO_CLASS( weapon_smg2, CWeaponSMG2 ); PRECACHE_WEAPON_REGISTER(weapon_smg2); acttable_t CWeaponSMG2::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SMG2, true }, #if EXPANDED_HL2_UNUSED_WEAPON_ACTIVITIES // Optional new NPC activities // (these should fall back to SMG animations when they don't exist on an NPC) { ACT_RELOAD, ACT_RELOAD_SMG2, true }, { ACT_IDLE, ACT_IDLE_SMG2, true }, { ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG2, true }, // Readiness activities (not aiming) { ACT_IDLE_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims { ACT_IDLE_STIMULATED, ACT_IDLE_SMG2_STIMULATED, false }, { ACT_IDLE_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims { ACT_WALK_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims { ACT_WALK_STIMULATED, ACT_WALK_SMG2_STIMULATED, false }, { ACT_WALK_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims { ACT_RUN_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims { ACT_RUN_STIMULATED, ACT_RUN_SMG2_STIMULATED, false }, { ACT_RUN_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims // Readiness activities (aiming) { ACT_IDLE_AIM_RELAXED, ACT_IDLE_SMG2_RELAXED, false },//never aims { ACT_IDLE_AIM_STIMULATED, ACT_IDLE_AIM_SMG2_STIMULATED, false }, { ACT_IDLE_AIM_AGITATED, ACT_IDLE_ANGRY_SMG2, false },//always aims { ACT_WALK_AIM_RELAXED, ACT_WALK_SMG2_RELAXED, false },//never aims { ACT_WALK_AIM_STIMULATED, ACT_WALK_AIM_SMG2_STIMULATED, false }, { ACT_WALK_AIM_AGITATED, ACT_WALK_AIM_SMG2, false },//always aims { ACT_RUN_AIM_RELAXED, ACT_RUN_SMG2_RELAXED, false },//never aims { ACT_RUN_AIM_STIMULATED, ACT_RUN_AIM_SMG2_STIMULATED, false }, { ACT_RUN_AIM_AGITATED, ACT_RUN_AIM_SMG2, false },//always aims //End readiness activities { ACT_WALK, ACT_WALK_SMG2, true }, { ACT_WALK_AIM, ACT_WALK_AIM_SMG2, true }, { ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, true }, { ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, true }, { ACT_RUN, ACT_RUN_SMG2, true }, { ACT_RUN_AIM, ACT_RUN_AIM_SMG2, 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_SMG2, true }, { ACT_RANGE_ATTACK1_LOW, ACT_RANGE_ATTACK_SMG2_LOW, true }, { ACT_COVER_LOW, ACT_COVER_SMG2_LOW, false }, { ACT_RANGE_AIM_LOW, ACT_RANGE_AIM_SMG2_LOW, false }, { ACT_RELOAD_LOW, ACT_RELOAD_SMG2_LOW, false }, { ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG2, true }, { ACT_ARM, ACT_ARM_RIFLE, false }, { ACT_DISARM, ACT_DISARM_RIFLE, false }, #if EXPANDED_HL2_COVER_ACTIVITIES { ACT_RANGE_AIM_MED, ACT_RANGE_AIM_SMG2_MED, false }, { ACT_RANGE_ATTACK1_MED, ACT_RANGE_ATTACK_SMG2_MED, false }, #endif #if EXPANDED_HL2DM_ACTIVITIES // HL2:DM activities (for third-person animations in SP) { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_SMG2, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_SMG2, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_SMG2, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_SMG2, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG2, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_SMG2, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SMG2, false }, { ACT_HL2MP_WALK, ACT_HL2MP_WALK_SMG2, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK2, ACT_HL2MP_GESTURE_RANGE_ATTACK2_SMG2, false }, #endif #endif }; IMPLEMENT_ACTTABLE(CWeaponSMG2); //========================================================= CWeaponSMG2::CWeaponSMG2( ) { m_fMaxRange1 = 2000; m_fMinRange1 = 32; m_iFireMode = FIREMODE_3RNDBURST; } void CWeaponSMG2::Precache( void ) { BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: // Output : const Vector //----------------------------------------------------------------------------- const Vector &CWeaponSMG2::GetBulletSpread( void ) { static const Vector cone = VECTOR_CONE_10DEGREES; return cone; } //----------------------------------------------------------------------------- // Purpose: // Input : *pEvent - // *pOperator - //----------------------------------------------------------------------------- void CWeaponSMG2::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { switch( pEvent->event ) { case EVENT_WEAPON_SMG2: { Vector vecShootOrigin, vecShootDir; vecShootOrigin = pOperator->Weapon_ShootPosition( ); CAI_BaseNPC *npc = pOperator->MyNPCPointer(); ASSERT( npc != NULL ); vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin ); WeaponSound(SINGLE_NPC); pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); pOperator->DoMuzzleFlash(); m_iClip1 = m_iClip1 - 1; } break; default: BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); break; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponSMG2::AddViewKick( void ) { #define EASY_DAMPEN 0.5f #define MAX_VERTICAL_KICK 2.0f //Degrees #define SLIDE_LIMIT 1.0f //Seconds //Get the view kick CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) return; DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT ); }