mirror of
https://github.com/alliedmodders/hl2sdk.git
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351 lines
9.6 KiB
C++
351 lines
9.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Grigori's personal shotgun (npc_monk)
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "basehlcombatweapon_shared.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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#include "gamerules.h" // For g_pGameRules
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#include "in_buttons.h"
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#include "soundent.h"
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#include "vstdlib/random.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar sk_auto_reload_time;
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class CWeaponAnnabelle : public CBaseHLCombatWeapon
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponAnnabelle, CBaseHLCombatWeapon );
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DECLARE_SERVERCLASS();
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private:
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bool m_bNeedPump; // When emptied completely
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bool m_bDelayedFire1; // Fire primary when finished reloading
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bool m_bDelayedFire2; // Fire secondary when finished reloading
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public:
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void Precache( void );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone = vec3_origin;
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return cone;
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}
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virtual int GetMinBurst() { return 1; }
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virtual int GetMaxBurst() { return 3; }
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void ItemHolsterFrame( void );
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bool StartReload( void );
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bool Reload( void );
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void FillClip( void );
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void FinishReload( void );
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void CheckHolsterReload( void );
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void Pump( void );
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void DryFire( void );
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virtual float GetFireRate( void ) { return 1.5; };
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virtual float GetMinRestTime() { return 1.0; }
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virtual float GetMaxRestTime() { return 1.5; }
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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DECLARE_ACTTABLE();
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CWeaponAnnabelle(void);
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponAnnabelle, DT_WeaponAnnabelle)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_annabelle, CWeaponAnnabelle );
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#ifndef HL2MP
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PRECACHE_WEAPON_REGISTER(weapon_annabelle);
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#endif
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BEGIN_DATADESC( CWeaponAnnabelle )
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DEFINE_FIELD( m_bNeedPump, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bDelayedFire1, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bDelayedFire2, FIELD_BOOLEAN ),
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END_DATADESC()
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acttable_t CWeaponAnnabelle::m_acttable[] =
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{
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{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_SMG1, true },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD, ACT_RELOAD_SMG1, true },
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{ ACT_WALK, ACT_WALK_RIFLE, true },
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{ ACT_WALK_AIM, ACT_WALK_AIM_RIFLE, true },
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{ ACT_WALK_CROUCH, ACT_WALK_CROUCH_RIFLE, false },
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{ ACT_WALK_CROUCH_AIM, ACT_WALK_CROUCH_AIM_RIFLE, false },
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{ ACT_RUN, ACT_RUN_RIFLE, true },
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{ ACT_RUN_AIM, ACT_RUN_AIM_RIFLE, true },
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{ ACT_RUN_CROUCH, ACT_RUN_CROUCH_RIFLE, false },
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{ ACT_RUN_CROUCH_AIM, ACT_RUN_CROUCH_AIM_RIFLE, false },
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{ ACT_GESTURE_RANGE_ATTACK1, ACT_GESTURE_RANGE_ATTACK_SHOTGUN, true },
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{ ACT_RELOAD_LOW, ACT_RELOAD_SMG1_LOW, false },
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{ ACT_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponAnnabelle);
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void CWeaponAnnabelle::Precache( void )
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{
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CBaseCombatWeapon::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponAnnabelle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch( pEvent->event )
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{
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case EVENT_WEAPON_SHOTGUN_FIRE:
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{
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Vector vecShootOrigin, vecShootDir;
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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ASSERT( npc != NULL );
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WeaponSound( SINGLE_NPC );
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pOperator->DoMuzzleFlash();
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m_iClip1 = m_iClip1 - 1;
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
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pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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}
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break;
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default:
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CBaseCombatWeapon::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so only reload one shell at a time
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponAnnabelle::StartReload( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return false;
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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return false;
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if (m_iClip1 >= GetMaxClip1())
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return false;
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// If shotgun totally emptied then a pump animation is needed
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if (m_iClip1 <= 0)
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{
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m_bNeedPump = true;
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}
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int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
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if (j <= 0)
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return false;
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
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// Make shotgun shell visible
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SetBodygroup(1,0);
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pOwner->m_flNextAttack = gpGlobals->curtime;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_bInReload = true;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Override so only reload one shell at a time
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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bool CWeaponAnnabelle::Reload( void )
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{
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// Check that StartReload was called first
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if (!m_bInReload)
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{
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Warning("ERROR: Shotgun Reload called incorrectly!\n");
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}
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return false;
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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return false;
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if (m_iClip1 >= GetMaxClip1())
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return false;
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int j = MIN(1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
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if (j <= 0)
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return false;
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FillClip();
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// Play reload on different channel as otherwise steals channel away from fire sound
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WeaponSound(RELOAD);
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SendWeaponAnim( ACT_VM_RELOAD );
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pOwner->m_flNextAttack = gpGlobals->curtime;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play finish reload anim and fill clip
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponAnnabelle::FinishReload( void )
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{
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// Make shotgun shell invisible
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SetBodygroup(1,1);
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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m_bInReload = false;
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// Finish reload animation
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
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pOwner->m_flNextAttack = gpGlobals->curtime;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play finish reload anim and fill clip
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponAnnabelle::FillClip( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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// Add them to the clip
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if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
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{
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if ( Clip1() < GetMaxClip1() )
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{
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m_iClip1++;
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pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play weapon pump anim
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CWeaponAnnabelle::Pump( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if ( pOwner == NULL )
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return;
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m_bNeedPump = false;
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WeaponSound( SPECIAL1 );
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// Finish reload animation
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SendWeaponAnim( ACT_SHOTGUN_PUMP );
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pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CWeaponAnnabelle::DryFire( void )
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{
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WeaponSound(EMPTY);
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SendWeaponAnim( ACT_VM_DRYFIRE );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponAnnabelle::ItemHolsterFrame( void )
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{
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// Must be player held
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if ( GetOwner() && GetOwner()->IsPlayer() == false )
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return;
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// We can't be active
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if ( GetOwner()->GetActiveWeapon() == this )
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return;
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// If it's been longer than three seconds, reload
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if ( ( gpGlobals->curtime - m_flHolsterTime ) > sk_auto_reload_time.GetFloat() )
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{
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// Reset the timer
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m_flHolsterTime = gpGlobals->curtime;
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if ( GetOwner() == NULL )
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return;
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if ( m_iClip1 == GetMaxClip1() )
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return;
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// Just load the clip with no animations
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int ammoFill = MIN( (GetMaxClip1() - m_iClip1), GetOwner()->GetAmmoCount( GetPrimaryAmmoType() ) );
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GetOwner()->RemoveAmmo( ammoFill, GetPrimaryAmmoType() );
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m_iClip1 += ammoFill;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponAnnabelle::CWeaponAnnabelle( void )
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{
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m_bReloadsSingly = true;
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m_bNeedPump = false;
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m_bDelayedFire1 = false;
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m_bDelayedFire2 = false;
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m_fMinRange1 = 0.0;
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m_fMaxRange1 = 500;
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m_fMinRange2 = 0.0;
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m_fMaxRange2 = 200;
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}
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