//========= Copyright © 1996-2010, Valve Corporation and Cave, 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 CWeaponOICW C_WeaponOICW
#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 CWeaponOICW : public CHL2MPMachineGun
{
public:
DECLARE_CLASS( CWeaponOICW, CHL2MPMachineGun );
CWeaponOICW();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
void Precache( void );
void AddViewKick( void );
void SecondaryAttack( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
void ToggleZoom( void );
void CheckZoomToggle( void );
virtual void ItemPostFrame( void );
virtual void ItemBusyFrame( 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();
DECLARE_ACTTABLE();
protected:
Vector m_vecTossVelocity;
float m_flNextGrenadeCheck;
private:
CWeaponOICW( const CWeaponOICW & );
CNetworkVar( bool, m_bInZoom );
CNetworkVar( bool, m_bMustReload );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponOICW, DT_WeaponOICW )
BEGIN_NETWORK_TABLE( CWeaponOICW, DT_WeaponOICW )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponOICW )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_oicw, CWeaponOICW );
PRECACHE_WEAPON_REGISTER(weapon_oicw);
acttable_t CWeaponOICW::m_acttable[] =
{
{ ACT_MP_STAND_IDLE, ACT_HL2MP_IDLE_SMG1, false },
{ ACT_MP_CROUCH_IDLE, ACT_HL2MP_IDLE_CROUCH_SMG1, false },
{ ACT_MP_RUN, ACT_HL2MP_RUN_SMG1, false },
{ ACT_MP_CROUCHWALK, ACT_HL2MP_WALK_CROUCH_SMG1, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1, false },
{ ACT_MP_RELOAD_STAND, ACT_HL2MP_GESTURE_RELOAD_SMG1, false },
{ ACT_MP_RELOAD_CROUCH, ACT_HL2MP_GESTURE_RELOAD_SMG1, false },
{ ACT_MP_JUMP, ACT_HL2MP_JUMP_SMG1, false },
};
IMPLEMENT_ACTTABLE(CWeaponOICW);
//=========================================================
CWeaponOICW::CWeaponOICW( )
{
m_fMinRange1 = 0;// No minimum range.
m_fMaxRange1 = 1400;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::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 CWeaponOICW::Equip( CBaseCombatCharacter *pOwner )
{
m_fMaxRange1 = 1400;
BaseClass::Equip( pOwner );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CWeaponOICW::GetPrimaryAttackActivity( void )
{
return ACT_VM_PRIMARYATTACK;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CWeaponOICW::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 );
ToHL2MPPlayer(GetOwner())->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
}
if ( m_bInZoom )
{
ToggleZoom();
}
return fRet;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::CheckZoomToggle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer->m_afButtonPressed & IN_ATTACK3 )
{
ToggleZoom();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::ItemBusyFrame( void )
{
// Allow zoom toggling even when we're reloading
CheckZoomToggle();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::ItemPostFrame( void )
{
// Allow zoom toggling
CheckZoomToggle();
if ( m_bMustReload && HasWeaponIdleTimeElapsed() )
{
Reload();
}
BaseClass::ItemPostFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer == NULL )
return;
color32 lightGreen = { 50, 255, 170, 32 };
#ifndef CLIENT_DLL
if ( m_bInZoom )
{
if ( pPlayer->SetFOV( this, 0, 0.2f ) )
{
pPlayer->ShowViewModel( true );
WeaponSound(SPECIAL2);
m_bInZoom = false;
UTIL_ScreenFade( pPlayer, lightGreen, 0.2f, 0, (FFADE_IN|FFADE_PURGE) );
}
}
else
{
if ( pPlayer->SetFOV( this, 35, 0.1f ) )
{
pPlayer->ShowViewModel( false );
WeaponSound(SPECIAL1);
m_bInZoom = true;
UTIL_ScreenFade( pPlayer, lightGreen, 0.2f, 0, (FFADE_OUT|FFADE_PURGE|FFADE_STAYOUT) );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::AddViewKick( void )
{
#define EASY_DAMPEN 0.5f
#define MAX_VERTICAL_KICK 24.0f //Degrees
#define SLIDE_LIMIT 3.0f //Seconds
//Get the view kick
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
return;
DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSwitchingTo -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CWeaponOICW::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( m_bInZoom )
{
ToggleZoom();
}
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponOICW::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 );
//Tony; TODO SECONDARY!
ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
// 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 *CWeaponOICW::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;
}
P.S. This code is wip.
Weapon OICW
It's not a tutorial... it's just a copy&paste code from the mod! :D
Posted by .kave on - Basic Server Side Coding
wat? I don't get it