//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "npcevent.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_hl2mp_player.h" #else #include "hl2mp_player.h" #endif #include "weapon_hl2mpbasehlmpcombatweapon.h" #define PISTOL_FASTEST_REFIRE_TIME 0.1f #define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f #define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from #define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out #ifdef CLIENT_DLL #define CWeaponPistol C_WeaponPistol #endif //----------------------------------------------------------------------------- // CWeaponPistol //----------------------------------------------------------------------------- class CWeaponPistol : public CBaseHL2MPCombatWeapon { public: DECLARE_CLASS( CWeaponPistol, CBaseHL2MPCombatWeapon ); CWeaponPistol(void); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); void Precache( void ); void ItemPostFrame( void ); void ItemPreFrame( void ); void ItemBusyFrame( void ); void PrimaryAttack( void ); void AddViewKick( void ); void DryFire( void ); void UpdatePenaltyTime( void ); Activity GetPrimaryAttackActivity( void ); virtual bool Reload( void ); virtual const Vector& GetBulletSpread( void ) { static Vector cone; float ramp = RemapValClamped( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME, 0.0f, 1.0f ); // We lerp from very accurate to inaccurate over time VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone ); return cone; } virtual int GetMinBurst() { return 1; } virtual int GetMaxBurst() { return 3; } virtual float GetFireRate( void ) { return 0.5f; } #ifndef CLIENT_DLL DECLARE_ACTTABLE(); #endif private: CNetworkVar( float, m_flSoonestPrimaryAttack ); CNetworkVar( float, m_flLastAttackTime ); CNetworkVar( float, m_flAccuracyPenalty ); CNetworkVar( int, m_nNumShotsFired ); private: CWeaponPistol( const CWeaponPistol & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol ) BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol ) #ifdef CLIENT_DLL RecvPropTime( RECVINFO( m_flSoonestPrimaryAttack ) ), RecvPropTime( RECVINFO( m_flLastAttackTime ) ), RecvPropFloat( RECVINFO( m_flAccuracyPenalty ) ), RecvPropInt( RECVINFO( m_nNumShotsFired ) ), #else SendPropTime( SENDINFO( m_flSoonestPrimaryAttack ) ), SendPropTime( SENDINFO( m_flLastAttackTime ) ), SendPropFloat( SENDINFO( m_flAccuracyPenalty ) ), SendPropInt( SENDINFO( m_nNumShotsFired ) ), #endif END_NETWORK_TABLE() #ifdef CLIENT_DLL BEGIN_PREDICTION_DATA( CWeaponPistol ) DEFINE_PRED_FIELD( m_flSoonestPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flLastAttackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_nNumShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol ); PRECACHE_WEAPON_REGISTER( weapon_pistol ); #ifndef CLIENT_DLL acttable_t CWeaponPistol::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, }; IMPLEMENT_ACTTABLE( CWeaponPistol ); #endif //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CWeaponPistol::CWeaponPistol( void ) { m_flSoonestPrimaryAttack = gpGlobals->curtime; m_flAccuracyPenalty = 0.0f; m_fMinRange1 = 24; m_fMaxRange1 = 1500; m_fMinRange2 = 24; m_fMaxRange2 = 200; m_bFiresUnderwater = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::Precache( void ) { BaseClass::Precache(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::DryFire( void ) { WeaponSound( EMPTY ); SendWeaponAnim( ACT_VM_DRYFIRE ); m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME; m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::PrimaryAttack( void ) { if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f ) { m_nNumShotsFired = 0; } else { m_nNumShotsFired++; } m_flLastAttackTime = gpGlobals->curtime; m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if( pOwner ) { // Each time the player fires the pistol, reset the view punch. This prevents // the aim from 'drifting off' when the player fires very quickly. This may // not be the ideal way to achieve this, but it's cheap and it works, which is // great for a feature we're evaluating. (sjb) pOwner->ViewPunchReset(); } BaseClass::PrimaryAttack(); // Add an accuracy penalty which can move past our maximum penalty time if we're really spastic m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::UpdatePenaltyTime( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; // Check our penalty time decay if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) { m_flAccuracyPenalty -= gpGlobals->frametime; m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::ItemPreFrame( void ) { UpdatePenaltyTime(); BaseClass::ItemPreFrame(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::ItemBusyFrame( void ) { UpdatePenaltyTime(); BaseClass::ItemBusyFrame(); } //----------------------------------------------------------------------------- // Purpose: Allows firing as fast as button is pressed //----------------------------------------------------------------------------- void CWeaponPistol::ItemPostFrame( void ) { BaseClass::ItemPostFrame(); if ( m_bInReload ) return; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; if ( pOwner->m_nButtons & IN_ATTACK2 ) { m_flLastAttackTime = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; m_flNextPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; } //Allow a refire as fast as the player can click if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) ) { m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f; } else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) ) { DryFire(); } } //----------------------------------------------------------------------------- // Purpose: // Output : int //----------------------------------------------------------------------------- Activity CWeaponPistol::GetPrimaryAttackActivity( void ) { if ( m_nNumShotsFired < 1 ) return ACT_VM_PRIMARYATTACK; if ( m_nNumShotsFired < 2 ) return ACT_VM_RECOIL1; if ( m_nNumShotsFired < 3 ) return ACT_VM_RECOIL2; return ACT_VM_RECOIL3; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CWeaponPistol::Reload( void ) { bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); if ( fRet ) { WeaponSound( RELOAD ); m_flAccuracyPenalty = 0.0f; } return fRet; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponPistol::AddViewKick( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer == NULL ) return; QAngle viewPunch; viewPunch.x = SharedRandomFloat( "pistolpax", 0.25f, 0.5f ); viewPunch.y = SharedRandomFloat( "pistolpay", -.6f, .6f ); viewPunch.z = 0.0f; //Add it to the view punch pPlayer->ViewPunch( viewPunch ); }