230 lines
6.2 KiB
C++
230 lines
6.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hl1_basecombatweapon_shared.h"
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#include "hl1_player_shared.h"
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LINK_ENTITY_TO_CLASS( basehl1combatweapon, CBaseHL1CombatWeapon );
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseHL1CombatWeapon , DT_BaseHL1CombatWeapon )
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BEGIN_NETWORK_TABLE( CBaseHL1CombatWeapon , DT_BaseHL1CombatWeapon )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CBaseHL1CombatWeapon )
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END_PREDICTION_DATA()
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void CBaseHL1CombatWeapon::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_BBOX );
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m_flNextEmptySoundTime = 0.0f;
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// Weapons won't show up in trace calls if they are being carried...
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RemoveEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
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m_iState = WEAPON_NOT_CARRIED;
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// Assume
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m_nViewModelIndex = 0;
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// If I use clips, set my clips to the default
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if ( UsesClipsForAmmo1() )
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{
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m_iClip1 = GetDefaultClip1();
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}
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else
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{
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SetPrimaryAmmoCount( GetDefaultClip1() );
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m_iClip1 = WEAPON_NOCLIP;
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}
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if ( UsesClipsForAmmo2() )
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{
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m_iClip2 = GetDefaultClip2();
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}
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else
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{
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SetSecondaryAmmoCount( GetDefaultClip2() );
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m_iClip2 = WEAPON_NOCLIP;
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}
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SetModel( GetWorldModel() );
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#if !defined( CLIENT_DLL )
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FallInit();
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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SetBlocksLOS( false );
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// Default to non-removeable, because we don't want the
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// game_weapon_manager entity to remove weapons that have
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// been hand-placed by level designers. We only want to remove
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// weapons that have been dropped by NPC's.
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SetRemoveable( false );
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#endif
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//Make weapons easier to pick up in MP.
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if ( g_pGameRules->IsMultiplayer() )
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{
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CollisionProp()->UseTriggerBounds( true, 36 );
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}
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else
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{
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CollisionProp()->UseTriggerBounds( true, 24 );
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}
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// Use more efficient bbox culling on the client. Otherwise, it'll setup bones for most
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// characters even when they're not in the frustum.
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AddEffects( EF_BONEMERGE_FASTCULL );
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}
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#if defined( CLIENT_DLL )
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#define HL1_BOB_CYCLE_MIN 1.0f
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#define HL1_BOB_CYCLE_MAX 0.45f
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#define HL1_BOB 0.002f
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#define HL1_BOB_UP 0.5f
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float g_lateralBob;
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float g_verticalBob;
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static ConVar cl_bobcycle( "cl_bobcycle","0.8" );
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static ConVar cl_bob( "cl_bob","0.002" );
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static ConVar cl_bobup( "cl_bobup","0.5" );
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// Register these cvars if needed for easy tweaking
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static ConVar v_iyaw_cycle( "v_iyaw_cycle", "2"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_iroll_cycle( "v_iroll_cycle", "0.5"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_ipitch_cycle( "v_ipitch_cycle", "1"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_iyaw_level( "v_iyaw_level", "0.3"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_iroll_level( "v_iroll_level", "0.1"/*, FCVAR_UNREGISTERED*/ );
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static ConVar v_ipitch_level( "v_ipitch_level", "0.3"/*, FCVAR_UNREGISTERED*/ );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : float
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//-----------------------------------------------------------------------------
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float CBaseHL1CombatWeapon::CalcViewmodelBob( void )
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{
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static float bobtime;
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static float lastbobtime;
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float cycle;
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CBasePlayer *player = ToBasePlayer( GetOwner() );
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//Assert( player );
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//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
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if ( ( !gpGlobals->frametime ) || ( player == NULL ) )
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{
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//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
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return 0.0f;// just use old value
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}
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//Find the speed of the player
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float speed = player->GetLocalVelocity().Length2D();
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//FIXME: This maximum speed value must come from the server.
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// MaxSpeed() is not sufficient for dealing with sprinting - jdw
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speed = clamp( speed, -320, 320 );
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float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f );
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bobtime += ( gpGlobals->curtime - lastbobtime ) * bob_offset;
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lastbobtime = gpGlobals->curtime;
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//Calculate the vertical bob
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cycle = bobtime - (int)(bobtime/HL1_BOB_CYCLE_MAX)*HL1_BOB_CYCLE_MAX;
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cycle /= HL1_BOB_CYCLE_MAX;
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if ( cycle < HL1_BOB_UP )
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{
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cycle = M_PI * cycle / HL1_BOB_UP;
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}
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else
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{
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cycle = M_PI + M_PI*(cycle-HL1_BOB_UP)/(1.0 - HL1_BOB_UP);
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}
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g_verticalBob = speed*0.005f;
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g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin(cycle);
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g_verticalBob = clamp( g_verticalBob, -7.0f, 4.0f );
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//Calculate the lateral bob
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cycle = bobtime - (int)(bobtime/HL1_BOB_CYCLE_MAX*2)*HL1_BOB_CYCLE_MAX*2;
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cycle /= HL1_BOB_CYCLE_MAX*2;
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if ( cycle < HL1_BOB_UP )
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{
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cycle = M_PI * cycle / HL1_BOB_UP;
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}
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else
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{
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cycle = M_PI + M_PI*(cycle-HL1_BOB_UP)/(1.0 - HL1_BOB_UP);
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}
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g_lateralBob = speed*0.005f;
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g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin(cycle);
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g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f );
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//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
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return 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &origin -
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// &angles -
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// viewmodelindex -
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//-----------------------------------------------------------------------------
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void CBaseHL1CombatWeapon::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
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{
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Vector forward, right;
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AngleVectors( angles, &forward, &right, NULL );
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CalcViewmodelBob();
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// Apply bob, but scaled down to 40%
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VectorMA( origin, g_verticalBob * 0.1f, forward, origin );
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// Z bob a bit more
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origin[2] += g_verticalBob * 0.1f;
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// bob the angles
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angles[ ROLL ] += g_verticalBob * 0.5f;
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angles[ PITCH ] -= g_verticalBob * 0.4f;
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angles[ YAW ] -= g_lateralBob * 0.3f;
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VectorMA( origin, g_lateralBob * 0.8f, right, origin );
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}
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#else
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Vector CBaseHL1CombatWeapon::GetSoundEmissionOrigin() const
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{
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if ( gpGlobals->maxClients == 1 || !GetOwner() )
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return CBaseCombatWeapon::GetSoundEmissionOrigin();
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// Vector vecOwner = GetOwner()->GetSoundEmissionOrigin();
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// Vector vecThis = WorldSpaceCenter();
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// DevMsg("SoundEmissionOrigin: Owner: %4.1f,%4.1f,%4.1f Default:%4.1f,%4.1f,%4.1f\n",
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// vecOwner.x, vecOwner.y, vecOwner.z,
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// vecThis.x, vecThis.y, vecThis.z );
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// TEMP fix for HL1MP... sounds are sometimes beeing emitted underneath the ground
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return GetOwner()->GetSoundEmissionOrigin();
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}
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#endif |