//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" //#include "basecombatweapon.h" #include "hl1mp_basecombatweapon_shared.h" #include "npcevent.h" //#include "basecombatcharacter.h" //#include "AI_BaseNPC.h" #ifdef CLIENT_DLL #include "hl1/hl1_c_player.h" #else #include "player.h" #endif #include "hl1mp_weapon_mp5.h" //#include "hl1_weapon_mp5.h" #ifdef CLIENT_DLL #else #include "hl1_grenade_mp5.h" #endif #include "gamerules.h" #ifdef CLIENT_DLL #else #include "soundent.h" #include "game.h" #endif #include "in_buttons.h" #include "engine/IEngineSound.h" extern ConVar sk_plr_dmg_mp5_grenade; extern ConVar sk_max_mp5_grenade; extern ConVar sk_mp5_grenade_radius; //========================================================= //========================================================= IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 ); BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponMP5 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 ); PRECACHE_WEAPON_REGISTER(weapon_mp5); //IMPLEMENT_SERVERCLASS_ST( CWeaponMP5, DT_WeaponMP5 ) //END_SEND_TABLE() BEGIN_DATADESC( CWeaponMP5 ) END_DATADESC() CWeaponMP5::CWeaponMP5( ) { m_bReloadsSingly = false; m_bFiresUnderwater = false; } void CWeaponMP5::Precache( void ) { BaseClass::Precache(); #ifndef CLIENT_DLL UTIL_PrecacheOther( "grenade_mp5" ); #endif } void CWeaponMP5::PrimaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } if ( m_iClip1 <= 0 ) { DryFire(); return; } WeaponSound( SINGLE ); pPlayer->DoMuzzleFlash(); m_iClip1--; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.1; Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( !g_pGameRules->IsMultiplayer() ) { // optimized multiplayer. Widened to make it easier to hit a moving player // pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer; info.m_iTracerFreq = 2; pPlayer->FireBullets( info ); } else { // single player spread // pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 ); FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer; info.m_iTracerFreq = 2; pPlayer->FireBullets( info ); } EjectShell( pPlayer, 0 ); pPlayer->ViewPunch( QAngle( random->RandomFloat( -2, 2 ), 0, 0 ) ); #ifdef CLIENT_DLL pPlayer->DoMuzzleFlash(); #else pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); #endif #ifdef CLIENT_DLL #else CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 ); #endif if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) ); } void CWeaponMP5::SecondaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) { return; } if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) { DryFire( ); return; } WeaponSound(WPN_DOUBLE); pPlayer->DoMuzzleFlash(); Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecThrow = pPlayer->GetAutoaimVector( 0 ) * 800; QAngle angGrenAngle; VectorAngles( vecThrow, angGrenAngle ); #ifdef CLIENT_DLL #else CGrenadeMP5 * m_pMyGrenade = (CGrenadeMP5*)Create( "grenade_mp5", vecSrc, angGrenAngle, GetOwner() ); m_pMyGrenade->SetAbsVelocity( vecThrow ); m_pMyGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), 0, 0 ) ); m_pMyGrenade->SetMoveType( MOVETYPE_FLYGRAVITY ); m_pMyGrenade->SetThrower( GetOwner() ); m_pMyGrenade->SetDamage( sk_plr_dmg_mp5_grenade.GetFloat() * g_pGameRules->GetDamageMultiplier() ); #endif SendWeaponAnim( ACT_VM_SECONDARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->ViewPunch( QAngle( -10, 0, 0 ) ); // Register a muzzleflash for the AI. #if !defined(CLIENT_DLL) pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); #endif #ifdef CLIENT_DLL #else CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 ); #endif // Decrease ammo pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType ); if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; SetWeaponIdleTime( gpGlobals->curtime + 5.0 ); } void CWeaponMP5::DryFire( void ) { WeaponSound( EMPTY ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; m_flNextSecondaryAttack = gpGlobals->curtime + 0.15; } void CWeaponMP5::WeaponIdle( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer ) { pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); } bool bElapsed = HasWeaponIdleTimeElapsed(); BaseClass::WeaponIdle(); if( bElapsed ) SetWeaponIdleTime( gpGlobals->curtime + random->RandomInt( 3, 5 ) ); }