hl2_src-leak-2017/src/game/shared/tf/tf_weapon_sniperrifle.cpp

2272 lines
61 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF Sniper Rifle
//
//=============================================================================//
#include "cbase.h"
#include "tf_fx_shared.h"
#include "tf_weapon_sniperrifle.h"
#include "in_buttons.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "view.h"
#include "beamdraw.h"
#include "vgui/ISurface.h"
#include <vgui/ILocalize.h>
#include "vgui_controls/Controls.h"
#include "hud_crosshair.h"
#include "functionproxy.h"
#include "materialsystem/imaterialvar.h"
#include "toolframework_client.h"
#include "input.h"
#include "client_virtualreality.h"
#include "sourcevr/isourcevirtualreality.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
#else
#include "tf_gamerules.h"
#include "tf_fx.h"
#endif
#define TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC 50.0
#define TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC 75.0
#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN 50
#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX 150
#define TF_WEAPON_SNIPERRIFLE_RELOAD_TIME 1.5f
#define TF_WEAPON_SNIPERRIFLE_ZOOM_TIME 0.3f
#define TF_WEAPON_SNIPERRIFLE_NO_CRIT_AFTER_ZOOM_TIME 0.2f
#define SNIPER_DOT_SPRITE_RED "effects/sniperdot_red.vmt"
#define SNIPER_DOT_SPRITE_BLUE "effects/sniperdot_blue.vmt"
#define SNIPER_CHARGE_BEAM_RED "tfc_sniper_charge_red"
#define SNIPER_CHARGE_BEAM_BLUE "tfc_sniper_charge_blue"
#ifdef CLIENT_DLL
ConVar tf_sniper_fullcharge_bell( "tf_sniper_fullcharge_bell", "0", FCVAR_ARCHIVE );
#endif
//=============================================================================
//
// Weapon Sniper Rifles tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifle, DT_TFSniperRifle )
BEGIN_NETWORK_TABLE_NOBASE( CTFSniperRifle, DT_SniperRifleLocalData )
#if !defined( CLIENT_DLL )
SendPropFloat( SENDINFO(m_flChargedDamage), 0, SPROP_NOSCALE | SPROP_CHANGES_OFTEN ),
#else
RecvPropFloat( RECVINFO(m_flChargedDamage) ),
#endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CTFSniperRifle, DT_TFSniperRifle )
#if !defined( CLIENT_DLL )
SendPropDataTable( "SniperRifleLocalData", 0, &REFERENCE_SEND_TABLE( DT_SniperRifleLocalData ), SendProxy_SendLocalWeaponDataTable ),
#else
RecvPropDataTable( "SniperRifleLocalData", 0, 0, &REFERENCE_RECV_TABLE( DT_SniperRifleLocalData ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFSniperRifle )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_flUnzoomTime, FIELD_FLOAT, 0 ),
DEFINE_PRED_FIELD( m_flRezoomTime, FIELD_FLOAT, 0 ),
DEFINE_PRED_FIELD( m_bRezoomAfterShot, FIELD_BOOLEAN, 0 ),
DEFINE_PRED_FIELD( m_flChargedDamage, FIELD_FLOAT, 0 ),
#endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle, CTFSniperRifle );
PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle );
BEGIN_DATADESC( CTFSniperRifle )
DEFINE_FIELD( m_flUnzoomTime, FIELD_FLOAT ),
DEFINE_FIELD( m_flRezoomTime, FIELD_FLOAT ),
DEFINE_FIELD( m_bRezoomAfterShot, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flChargedDamage, FIELD_FLOAT ),
END_DATADESC()
//=============================================================================
IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifleDecap, DT_TFSniperRifleDecap )
BEGIN_NETWORK_TABLE( CTFSniperRifleDecap, DT_TFSniperRifleDecap )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFSniperRifleDecap )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle_decap, CTFSniperRifleDecap );
PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle_decap );
//=============================================================================
IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifleClassic, DT_TFSniperRifleClassic )
BEGIN_NETWORK_TABLE( CTFSniperRifleClassic, DT_TFSniperRifleClassic )
#if !defined( CLIENT_DLL )
SendPropBool( SENDINFO(m_bCharging) ),
#else
RecvPropBool( RECVINFO(m_bCharging) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFSniperRifleClassic )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_bCharging, FIELD_BOOLEAN, 0 ),
#endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle_classic, CTFSniperRifleClassic );
PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle_classic );
//=============================================================================
#ifdef STAGING_ONLY
IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifleRevolver, DT_TFSniperRifleRevolver )
BEGIN_NETWORK_TABLE( CTFSniperRifleRevolver, DT_TFSniperRifleRevolver )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFSniperRifleRevolver )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle_revolver, CTFSniperRifleRevolver );
PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle_revolver );
#endif // STAGING_ONLY
//=============================================================================
//
// Weapon Sniper Rifles functions.
//
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTFSniperRifle::CTFSniperRifle()
{
// Server specific.
#ifdef GAME_DLL
m_hSniperDot = NULL;
#else
m_bPlayedBell = false;
#endif
m_bCurrentShotIsHeadshot = false;
m_flChargedDamage = 0.0f;
m_flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
m_bWasAimedAtEnemy = false;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CTFSniperRifle::~CTFSniperRifle()
{
// Server specific.
#ifdef GAME_DLL
DestroySniperDot();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::Spawn()
{
m_iAltFireHint = HINT_ALTFIRE_SNIPERRIFLE;
BaseClass::Spawn();
ResetTimers();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::Precache()
{
BaseClass::Precache();
PrecacheModel( SNIPER_DOT_SPRITE_RED );
PrecacheModel( SNIPER_DOT_SPRITE_BLUE );
PrecacheScriptSound( "doomsday.warhead" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ResetTimers( void )
{
m_flUnzoomTime = -1;
m_flRezoomTime = -1;
m_bRezoomAfterShot = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::Reload( void )
{
// We currently don't reload.
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::CanHolster( void ) const
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer )
{
// TF_COND_MELEE_ONLY need to be able to immediately holster and switch to melee weapon
if ( pPlayer->m_Shared.InCond( TF_COND_MELEE_ONLY ) )
return true;
// don't allow us to holster this weapon if we're in the process of zooming and
// we've just fired the weapon (next primary attack is only 1.5 seconds after firing)
if ( ( pPlayer->GetFOV() < pPlayer->GetDefaultFOV() ) && ( m_flNextPrimaryAttack > gpGlobals->curtime ) )
return false;
}
return BaseClass::CanHolster();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::Holster( CBaseCombatWeapon *pSwitchingTo )
{
// Server specific.
#ifdef GAME_DLL
// Destroy the sniper dot.
DestroySniperDot();
#endif
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
{
ZoomOut();
}
m_flChargedDamage = 0.0f;
#ifdef CLIENT_DLL
m_bPlayedBell = false;
#endif
ResetTimers();
return BaseClass::Holster( pSwitchingTo );
}
void CTFSniperRifle::WeaponReset( void )
{
BaseClass::WeaponReset();
ZoomOut();
m_bCurrentShotIsHeadshot = false;
m_flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::OwnerCanJump( void )
{
return gpGlobals->curtime > m_flUnzoomTime;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::HandleZooms( void )
{
// Get the owning player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
// Handle the zoom when taunting.
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
{
if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) )
{
ToggleZoom();
}
//Don't rezoom in the middle of a taunt.
ResetTimers();
}
if ( m_flUnzoomTime > 0 && gpGlobals->curtime > m_flUnzoomTime )
{
if ( m_bRezoomAfterShot )
{
ZoomOutIn();
m_bRezoomAfterShot = false;
}
else
{
ZoomOut();
}
m_flUnzoomTime = -1;
}
if ( m_flRezoomTime > 0 )
{
if ( gpGlobals->curtime > m_flRezoomTime )
{
ZoomIn();
m_flRezoomTime = -1;
}
}
if ( ( pPlayer->m_nButtons & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
{
// If we're in the process of rezooming, just cancel it
if ( m_flRezoomTime > 0 || m_flUnzoomTime > 0 )
{
// Prevent them from rezooming in less time than they would have
m_flNextSecondaryAttack = m_flRezoomTime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME;
m_flRezoomTime = -1;
}
else
{
Zoom();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ItemPostFrame( void )
{
// If we're lowered, we're not allowed to fire
if ( m_bLowered )
return;
// Get the owning player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
{
if ( IsZoomed() )
{
ToggleZoom();
}
return;
}
HandleZooms();
#ifdef GAME_DLL
// Update the sniper dot position if we have one
if ( m_hSniperDot )
{
UpdateSniperDot();
}
#endif
// Start charging when we're zoomed in, and allowed to fire
if ( pPlayer->m_Shared.IsJumping() )
{
// Unzoom if we're jumping
if ( IsZoomed() )
{
ToggleZoom();
}
m_flChargedDamage = 0.0f;
m_bRezoomAfterShot = false;
m_flRezoomTime = -1.f;
}
else if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
{
// Don't start charging in the time just after a shot before we unzoom to play rack anim.
if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot )
{
float fSniperRifleChargePerSec = m_flChargePerSec;
ApplyChargeSpeedModifications( fSniperRifleChargePerSec );
fSniperRifleChargePerSec += SniperRifleChargeRateMod();
// we don't want sniper charge rate to go too high.
fSniperRifleChargePerSec = clamp( fSniperRifleChargePerSec, 0, 2.f * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC );
m_flChargedDamage = MIN( m_flChargedDamage + gpGlobals->frametime * fSniperRifleChargePerSec, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
#ifdef CLIENT_DLL
// play the recharged bell if we're fully charged
if ( IsFullyCharged() && !m_bPlayedBell )
{
m_bPlayedBell = true;
if ( tf_sniper_fullcharge_bell.GetBool() )
{
C_TFPlayer::GetLocalTFPlayer()->EmitSound( "TFPlayer.ReCharged" );
}
}
#endif
}
else
{
m_flChargedDamage = MAX( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC );
}
}
// Fire.
if ( pPlayer->m_nButtons & IN_ATTACK )
{
Fire( pPlayer );
}
// Idle.
if ( !( ( pPlayer->m_nButtons & IN_ATTACK) || ( pPlayer->m_nButtons & IN_ATTACK2 ) ) )
{
// No fire buttons down or reloading
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
{
WeaponIdle();
}
}
// Sniper Rage (Hitman's heatmaker)
// Activate on 'R'
// no longer need full charge
if ( (pPlayer->m_nButtons & IN_RELOAD ) && pPlayer->m_Shared.GetRageMeter() > 1.0f )
{
int iBuffType = 0;
CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
if ( iBuffType > 0 )
{
pPlayer->m_Shared.ActivateRageBuff( pPlayer, iBuffType );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::PlayWeaponShootSound( void )
{
if ( TFGameRules()->GameModeUsesUpgrades() )
{
PlayUpgradedShootSound( "Weapon_Upgrade.DamageBonus" );
}
if ( !IsFullyCharged() )
{
float flDamageBonus = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( flDamageBonus, sniper_full_charge_damage_bonus );
if ( flDamageBonus > 1.0f )
{
WeaponSound( SPECIAL3 );
return;
}
}
BaseClass::PlayWeaponShootSound();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::Lower( void )
{
if ( BaseClass::Lower() )
{
if ( IsZoomed() )
{
ToggleZoom();
}
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Secondary attack.
//-----------------------------------------------------------------------------
void CTFSniperRifle::Zoom( void )
{
// Don't allow the player to zoom in while jumping
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->m_Shared.IsJumping() )
{
if ( pPlayer->GetFOV() >= 75 )
return;
}
ToggleZoom();
// at least 0.1 seconds from now, but don't stomp a previous value
m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, gpGlobals->curtime + 0.1 );
m_flNextSecondaryAttack = gpGlobals->curtime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ZoomOutIn( void )
{
ZoomOut();
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->ShouldAutoRezoom() )
{
float flRezoomDelay = 0.9f;
if ( !UsesClipsForAmmo1() )
{
// Since sniper rifles don't actually use clips the fast reload hook also affects unzoom and zoom delays
ApplyScopeSpeedModifications( flRezoomDelay );
}
m_flRezoomTime = gpGlobals->curtime + flRezoomDelay;
}
else
{
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ZoomIn( void )
{
// Start aiming.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
return;
BaseClass::ZoomIn();
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
#ifdef GAME_DLL
// Create the sniper dot.
CreateSniperDot();
pPlayer->ClearExpression();
#endif
}
//-----------------------------------------------------------------------------
bool CTFSniperRifle::IsZoomed( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer )
{
return pPlayer->m_Shared.InCond( TF_COND_ZOOMED );
}
return false;
}
//-----------------------------------------------------------------------------
//
// Have we been zoomed in long enough for our shot to do max damage
//
bool CTFSniperRifle::IsFullyCharged( void ) const
{
return m_flChargedDamage >= TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ZoomOut( void )
{
BaseClass::ZoomOut();
// Stop aiming
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
#ifdef GAME_DLL
// Destroy the sniper dot.
DestroySniperDot();
pPlayer->ClearExpression();
#endif
// if we are thinking about zooming, cancel it
m_flUnzoomTime = -1;
m_flRezoomTime = -1;
m_bRezoomAfterShot = false;
m_flChargedDamage = 0.0f;
#ifdef CLIENT_DLL
m_bPlayedBell = false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ApplyScopeSpeedModifications( float &flBaseRef )
{
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, fast_reload );
// Prototype hack
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE || pPlayer->m_Shared.GetCarryingRuneType() == RUNE_PRECISION )
{
flBaseRef *= 0.5f;
}
else if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KING || pPlayer->m_Shared.InCond( TF_COND_KING_BUFFED ) )
{
flBaseRef *= 0.75f;
}
int iMaster = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iMaster, ability_master_sniper );
if ( iMaster )
{
flBaseRef *= RemapValClamped( iMaster, 1, 2, 0.6f, 0.3f );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ApplyChargeSpeedModifications( float &flBaseRef )
{
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, mult_sniper_charge_per_sec );
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
Vector vForward;
AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vForward );
Vector vShootPos = pPlayer->Weapon_ShootPosition();
trace_t tr;
UTIL_TraceLine( vShootPos, vShootPos + vForward * m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flRange, MASK_BLOCKLOS_AND_NPCS, pPlayer, COLLISION_GROUP_NONE, &tr );
CTFPlayer *pTarget = ToTFPlayer( tr.m_pEnt );
if ( pTarget && pTarget->IsAlive() && pTarget->GetTeamNumber() != pPlayer->GetTeamNumber() &&
!( pTarget->m_Shared.IsStealthed() && !pTarget->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) ) )
{
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, mult_sniper_charge_per_sec_with_enemy_under_crosshair );
int nBeep = 0;
CALL_ATTRIB_HOOK_FLOAT( nBeep, sniper_beep_with_enemy_under_crosshair );
if ( nBeep > 0 && !m_bWasAimedAtEnemy )
{
pPlayer->EmitSound( "doomsday.warhead" );
}
m_bWasAimedAtEnemy = true;
}
else
{
m_bWasAimedAtEnemy = false;
}
if ( pPlayer && ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_PRECISION || pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE ) )
{
flBaseRef *= 3.0f;
}
else if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KING || pPlayer->m_Shared.InCond( TF_COND_KING_BUFFED ) )
{
flBaseRef *= 1.5f;
}
// Prototype hack
int iMaster = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iMaster, ability_master_sniper );
if ( iMaster )
{
flBaseRef *= RemapValClamped( iMaster, 1, 2, 1.5f, 3.f );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::MustBeZoomedToFire( void )
{
int iModOnlyFireZoomed = 0;
CALL_ATTRIB_HOOK_INT( iModOnlyFireZoomed, sniper_only_fire_zoomed );
return ( iModOnlyFireZoomed != 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::HandleNoScopeFireDeny( void )
{
if ( m_flNextEmptySoundTime < gpGlobals->curtime )
{
WeaponSound( SPECIAL2 );
#ifdef CLIENT_DLL
ParticleProp()->Init( this );
ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, "muzzle" );
#endif
m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ETFDmgCustom CTFSniperRifle::GetPenetrateType() const
{
if ( IsFullyCharged() )
{
int iPenetrate = 0;
CALL_ATTRIB_HOOK_INT( iPenetrate, sniper_penetrate_players_when_charged );
if ( iPenetrate > 0 )
return TF_DMG_CUSTOM_PENETRATE_ALL_PLAYERS;
}
return BaseClass::GetPenetrateType();
}
#ifdef SIXENSE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFSniperRifle::GetRezoomTime() const
{
return m_flRezoomTime;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::Fire( CTFPlayer *pPlayer )
{
// Check the ammo. We don't use clip ammo, check the primary ammo type.
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
{
HandleFireOnEmpty();
return;
}
// Some weapons can only fire while zoomed
if ( MustBeZoomedToFire() )
{
if ( !IsZoomed() )
{
HandleNoScopeFireDeny();
return;
}
}
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Fire the sniper shot.
PrimaryAttack();
if ( IsZoomed() )
{
// If we have more bullets, zoom out, play the bolt animation and zoom back in
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
{
// do not zoom out if we're under rage or about to enter it
if ( !( pPlayer->m_Shared.InCond( TF_COND_SNIPERCHARGE_RAGE_BUFF ) ) )
{
float flUnzoomDelay = 0.5f;
if ( !UsesClipsForAmmo1() )
{
// Since sniper rifles don't actually use clips the fast reload hook also affects unzoom and zoom delays
ApplyScopeSpeedModifications( flUnzoomDelay );
}
SetRezoom( true, flUnzoomDelay ); // zoom out in 0.5 seconds, then rezoom
}
}
else
{
//just zoom out
SetRezoom( false, 0.5f ); // just zoom out in 0.5 seconds
}
}
else
{
float flZoomDelay = SequenceDuration();
// Since sniper rifles don't actually use clips the fast reload hook also affects zoom delays
ApplyScopeSpeedModifications( flZoomDelay );
// Prevent primary fire preventing zooms
m_flNextSecondaryAttack = gpGlobals->curtime + flZoomDelay;
}
m_flChargedDamage = 0.0f;
#ifdef GAME_DLL
if ( m_hSniperDot )
{
m_hSniperDot->ResetChargeTime();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::SetRezoom( bool bRezoom, float flDelay )
{
m_flUnzoomTime = gpGlobals->curtime + flDelay;
m_bRezoomAfterShot = bRezoom;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CTFSniperRifle::GetProjectileDamage( void )
{
float flDamage = MAX( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN );
float flDamageMod = 1.f;
CALL_ATTRIB_HOOK_FLOAT( flDamageMod, mult_dmg );
flDamage *= flDamageMod;
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer && pPlayer->m_Shared.GetCarryingRuneType() == RUNE_PRECISION )
{
flDamage *= 2.f;
}
}
if ( IsFullyCharged() )
{
CALL_ATTRIB_HOOK_FLOAT( flDamage, sniper_full_charge_damage_bonus );
}
return flDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFSniperRifle::GetDamageType( void ) const
{
// Only do hit location damage if we're zoomed
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
return BaseClass::GetDamageType();
int nDamageType = BaseClass::GetDamageType() & ~DMG_USE_HITLOCATIONS;
return nDamageType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::CreateSniperDot( void )
{
// Server specific.
#ifdef GAME_DLL
// Check to see if we have already been created?
if ( m_hSniperDot )
return;
// Get the owning player (make sure we have one).
CBaseCombatCharacter *pPlayer = GetOwner();
if ( !pPlayer )
return;
// Create the sniper dot, but do not make it visible yet.
m_hSniperDot = CSniperDot::Create( GetAbsOrigin(), pPlayer, true );
m_hSniperDot->ChangeTeam( pPlayer->GetTeamNumber() );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::DestroySniperDot( void )
{
// Server specific.
#ifdef GAME_DLL
// Destroy the sniper dot.
if ( m_hSniperDot )
{
UTIL_Remove( m_hSniperDot );
m_hSniperDot = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::UpdateSniperDot( void )
{
// Server specific.
#ifdef GAME_DLL
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
return;
// Get the start and endpoints.
Vector vecMuzzlePos = pPlayer->Weapon_ShootPosition();
Vector forward;
pPlayer->EyeVectors( &forward );
Vector vecEndPos = vecMuzzlePos + ( forward * MAX_TRACE_LENGTH );
trace_t trace;
UTIL_TraceLine( vecMuzzlePos, vecEndPos, ( MASK_SHOT & ~CONTENTS_WINDOW ), GetOwner(), COLLISION_GROUP_NONE, &trace );
// Update the sniper dot.
if ( m_hSniperDot )
{
CBaseEntity *pEntity = NULL;
if ( trace.DidHitNonWorldEntity() )
{
pEntity = trace.m_pEnt;
if ( !pEntity || !pEntity->m_takedamage )
{
pEntity = NULL;
}
}
m_hSniperDot->Update( pEntity, trace.endpos, trace.plane.normal );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::CanFireCriticalShot( bool bIsHeadshot )
{
m_bCurrentAttackIsCrit = false;
m_bCurrentShotIsHeadshot = false;
if ( !BaseClass::CanFireCriticalShot( bIsHeadshot ) )
return false;
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->m_Shared.IsCritBoosted() )
{
m_bCurrentShotIsHeadshot = bIsHeadshot;
return true;
}
// If we don't auto crit on a headshot, use standard criteria to determine other crits.
if ( GetRifleType() == RIFLE_JARATE )
{
return false; // Never auto crit on headshot.
}
// can only fire a crit shot if this is a headshot, unless we're critboosted
if ( !bIsHeadshot )
return false;
int iFullChargeHeadShotPenalty = 0;
CALL_ATTRIB_HOOK_INT( iFullChargeHeadShotPenalty, sniper_no_headshot_without_full_charge );
if ( iFullChargeHeadShotPenalty != 0 )
{
if ( !IsFullyCharged() )
return false;
}
int iCanCritNoScope = 0;
CALL_ATTRIB_HOOK_INT( iCanCritNoScope, sniper_crit_no_scope );
if ( iCanCritNoScope == 0 )
{
if ( pPlayer )
{
// no crits if they're not zoomed
if ( pPlayer->GetFOV() >= pPlayer->GetDefaultFOV() )
{
return false;
}
// no crits for 0.2 seconds after starting to zoom
if ( ( gpGlobals->curtime - pPlayer->GetFOVTime() ) < TF_WEAPON_SNIPERRIFLE_NO_CRIT_AFTER_ZOOM_TIME )
{
return false;
}
}
}
m_bCurrentAttackIsCrit = true;
m_bCurrentShotIsHeadshot = bIsHeadshot;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Our owner was stunned.
//-----------------------------------------------------------------------------
void CTFSniperRifle::OnControlStunned( void )
{
BaseClass::OnControlStunned();
ZoomOut();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFSniperRifle::GetCustomDamageType() const
{
if ( IsJarateRifle() )
{
return TF_DMG_CUSTOM_PENETRATE_NONBURNING_TEAMMATE;
}
return TF_DMG_CUSTOM_PENETRATE_MY_TEAM;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::Detach( void )
{
if ( IsZoomed() )
{
ToggleZoom();
}
BaseClass::Detach();
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info )
{
BaseClass::OnPlayerKill( pVictim, info );
if ( m_iConsecutiveKills == 3 )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
pPlayer->AwardAchievement( ACHIEVEMENT_TF_SNIPER_RIFLE_NO_MISSING );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::OnBulletFire( int iEnemyPlayersHit )
{
BaseClass::OnBulletFire( iEnemyPlayersHit );
// Did we completely miss?
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if( iEnemyPlayersHit == 0 && pPlayer && pPlayer->m_Shared.InCond( TF_COND_AIMING ) )
{
EconEntity_OnOwnerKillEaterEventNoPartner( assert_cast<CEconEntity *>( this ), pPlayer, kKillEaterEvent_NEGATIVE_SniperShotsMissed );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifle::ExplosiveHeadShot( CTFPlayer *pAttacker, CTFPlayer *pVictim )
{
if ( !pAttacker )
return;
if ( !pVictim )
return;
int iExplosiveShot = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER ( pAttacker, iExplosiveShot, explosive_sniper_shot );
// Stun the source
float flStunDuration = 1.f + ( ( (float)iExplosiveShot - 1.f ) * 0.5f );
float flStunAmt = pVictim->IsMiniBoss() ? 0.5f : RemapValClamped( iExplosiveShot, 1, 3, 0.5f, 0.8f );
pVictim->m_Shared.StunPlayer( flStunDuration, flStunAmt, TF_STUN_MOVEMENT, pAttacker );
// Generate an explosion and look for nearby bots
float flDmgRange = 125.f + iExplosiveShot * 25.f;
float flDmg = 130.f + iExplosiveShot * 20.f;
CBaseEntity *pObjects[ 32 ];
int nCount = UTIL_EntitiesInSphere( pObjects, ARRAYSIZE( pObjects ), pVictim->GetAbsOrigin(), flDmgRange, FL_CLIENT );
for ( int i = 0; i < nCount; i++ )
{
if ( !pObjects[i] )
continue;
if ( !pObjects[i]->IsAlive() )
continue;
if ( pObjects[i] == pVictim )
continue;
if ( pAttacker->InSameTeam( pObjects[i] ) )
continue;
if ( !pVictim->FVisible( pObjects[i], MASK_OPAQUE ) )
continue;
CTFPlayer *pTFPlayer = static_cast<CTFPlayer *>( pObjects[i] );
if ( !pTFPlayer )
continue;
if ( pTFPlayer->m_Shared.InCond( TF_COND_PHASE ) || pTFPlayer->m_Shared.InCond( TF_COND_PASSTIME_INTERCEPTION ) )
continue;
if ( pTFPlayer->m_Shared.IsInvulnerable() )
continue;
// Stun
flStunAmt = pTFPlayer->IsMiniBoss() ? 0.5f : RemapValClamped( iExplosiveShot, 1, 3, 0.5f, 0.8f );
pTFPlayer->m_Shared.StunPlayer( flStunDuration, flStunAmt, TF_STUN_MOVEMENT, pAttacker );
// DoT
pTFPlayer->m_Shared.MakeBleed( pAttacker, this, 0.1f, flDmg );
// Shoot a beam at them
CPVSFilter filter( pTFPlayer->WorldSpaceCenter() );
Vector vStart = pVictim->EyePosition();
Vector vEnd = pTFPlayer->EyePosition();
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd };
TE_TFParticleEffectComplex( filter, 0.0f, "dxhr_arm_muzzleflash", vStart, QAngle( 0, 0, 0 ), NULL, &controlPoint, pTFPlayer, PATTACH_CUSTOMORIGIN );
pTFPlayer->EmitSound( "Weapon_Upgrade.ExplosiveHeadshot" );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::IsJarateRifle( void ) const
{
return GetJarateTimeInternal() > 0.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFSniperRifle::GetJarateTime( void ) const
{
if ( m_flChargedDamage > 0.f )
{
return GetJarateTimeInternal();
}
else
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFSniperRifle::GetJarateTimeInternal( void ) const
{
float flMaxJarateTime = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flMaxJarateTime, jarate_duration );
if ( flMaxJarateTime > 0 )
{
const float flMinJarateTime = 2.f;
float flDuration = RemapValClamped( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX, flMinJarateTime, flMaxJarateTime );
return flDuration;
}
return 0.f;
}
//-----------------------------------------------------------------------------
// Purpose: UI Progress (same as GetProgress() without the division by 100.0f)
//-----------------------------------------------------------------------------
bool CTFSniperRifle::IsRageFull( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
{
return false;
}
return ( pPlayer->m_Shared.GetRageMeter() >= 100.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::EffectMeterShouldFlash( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
{
return false;
}
if ( pPlayer && ( IsRageFull() || pPlayer->m_Shared.IsRageDraining() ) )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: UI Progress
//-----------------------------------------------------------------------------
float CTFSniperRifle::GetProgress( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
{
return 0.f;
}
return pPlayer->m_Shared.GetRageMeter() / 100.0f;
}
//=============================================================================
//
// Client specific functions.
//
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifle::ShouldEjectBrass()
{
if ( GetJarateTimeInternal() > 0.f )
return false;
else
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFSniperRifle::GetHUDDamagePerc( void )
{
return (m_flChargedDamage / TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX);
}
//-----------------------------------------------------------------------------
// Returns the sniper chargeup from 0 to 1
//-----------------------------------------------------------------------------
class CProxySniperRifleCharge : public CResultProxy
{
public:
void OnBind( void *pC_BaseEntity );
};
void CProxySniperRifleCharge::OnBind( void *pC_BaseEntity )
{
Assert( m_pResult );
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
{
pPlayer = (C_TFPlayer *)UTIL_PlayerByIndex( GetSpectatorTarget() );
}
if ( pPlayer )
{
CTFSniperRifle *pWeapon = assert_cast<CTFSniperRifle*>(pPlayer->GetActiveTFWeapon());
if ( pWeapon )
{
float flChargeValue = ( ( 1.0 - pWeapon->GetHUDDamagePerc() ) * 0.8 ) + 0.6;
VMatrix mat, temp;
Vector2D center( 0.5, 0.5 );
MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f );
// scale
{
Vector2D scale( 1.0f, 0.25f );
MatrixBuildScale( temp, scale.x, scale.y, 1.0f );
MatrixMultiply( temp, mat, mat );
}
MatrixBuildTranslation( temp, center.x, center.y, 0.0f );
MatrixMultiply( temp, mat, mat );
// translation
{
Vector2D translation( 0.0f, flChargeValue );
MatrixBuildTranslation( temp, translation.x, translation.y, 0.0f );
MatrixMultiply( temp, mat, mat );
}
m_pResult->SetMatrixValue( mat );
}
}
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
EXPOSE_INTERFACE( CProxySniperRifleCharge, IMaterialProxy, "SniperRifleCharge" IMATERIAL_PROXY_INTERFACE_VERSION );
#endif
//=============================================================================
//
// Laser Dot functions.
//
IMPLEMENT_NETWORKCLASS_ALIASED( SniperDot, DT_SniperDot )
BEGIN_NETWORK_TABLE( CSniperDot, DT_SniperDot )
#ifdef CLIENT_DLL
RecvPropFloat( RECVINFO( m_flChargeStartTime ) ),
#else
SendPropTime( SENDINFO( m_flChargeStartTime ) ),
#endif
END_NETWORK_TABLE()
LINK_ENTITY_TO_CLASS( env_sniperdot, CSniperDot );
BEGIN_DATADESC( CSniperDot )
DEFINE_FIELD( m_vecSurfaceNormal, FIELD_VECTOR ),
DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CSniperDot::CSniperDot( void )
{
m_vecSurfaceNormal.Init();
m_hTargetEnt = NULL;
#ifdef CLIENT_DLL
m_hSpriteMaterial = NULL;
m_laserBeamEffect = NULL;
#endif
ResetChargeTime();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CSniperDot::~CSniperDot( void )
{
#ifdef CLIENT_DLL
if ( m_laserBeamEffect )
{
ParticleProp()->StopEmissionAndDestroyImmediately( m_laserBeamEffect );
m_laserBeamEffect = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// Output : CSniperDot
//-----------------------------------------------------------------------------
CSniperDot *CSniperDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
{
// Client specific.
#ifdef CLIENT_DLL
return NULL;
// Server specific.
#else
// Create the sniper dot entity.
CSniperDot *pDot = static_cast<CSniperDot*>( CBaseEntity::Create( "env_sniperdot", origin, QAngle( 0.0f, 0.0f, 0.0f ) ) );
if ( !pDot )
return NULL;
//Create the graphic
pDot->SetMoveType( MOVETYPE_NONE );
pDot->AddSolidFlags( FSOLID_NOT_SOLID );
pDot->AddEffects( EF_NOSHADOW );
UTIL_SetSize( pDot, -Vector( 4.0f, 4.0f, 4.0f ), Vector( 4.0f, 4.0f, 4.0f ) );
// Set owner.
pDot->SetOwnerEntity( pOwner );
// Force updates even though we don't have a model.
pDot->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
return pDot;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSniperDot::Update( CBaseEntity *pTarget, const Vector &vecOrigin, const Vector &vecNormal )
{
SetAbsOrigin( vecOrigin );
m_vecSurfaceNormal = vecNormal;
m_hTargetEnt = pTarget;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CSniperDot::GetChasePosition()
{
return GetAbsOrigin() - m_vecSurfaceNormal * 10;
}
//=============================================================================
//
// Client specific functions.
//
#ifdef CLIENT_DLL
bool CSniperDot::GetRenderingPositions( C_TFPlayer *pPlayer, Vector &vecAttachment, Vector &vecEndPos, float &flSize )
{
if ( !pPlayer )
return false;
// Get the sprite rendering position.
flSize = 6.0;
bool bScaleSizeByDistance = false;
const float c_fMaxSizeDistVR = 384.0f;
const float c_flMaxSizeDistUnzoomed = 200.0f;
if ( !pPlayer->IsDormant() )
{
Vector vecDir;
QAngle angles;
float flDist = MAX_TRACE_LENGTH;
// Always draw the dot in front of our faces when in first-person.
if ( pPlayer->IsLocalPlayer() )
{
// Take our view position and orientation
vecAttachment = CurrentViewOrigin();
vecDir = CurrentViewForward();
// Clamp the forward distance for the sniper's firstperson
flDist = c_fMaxSizeDistVR;
flSize = 2.0;
// Make the dot bigger when charging and not zoomed in (The Classic)
if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ))
{
flSize = 4.0f;
bScaleSizeByDistance = true;
}
if ( UseVR() )
{
// The view direction is not exactly the same as the weapon direction because of stereo, calibration, etc.
g_ClientVirtualReality.OverrideWeaponHudAimVectors ( &vecAttachment, &vecDir );
// No clamping, thanks - we need the distance to be correct so that
// vergence works properly, and we'll scale the size up accordingly.
flDist = MAX_TRACE_LENGTH;
bScaleSizeByDistance = true;
}
}
else
{
// Take the owning player eye position and direction.
vecAttachment = pPlayer->EyePosition();
QAngle anglesEye = pPlayer->EyeAngles();
AngleVectors( anglesEye, &vecDir );
}
trace_t tr;
CTraceFilterIgnoreFriendlyCombatItems filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * flDist ), MASK_SHOT, &filter, &tr );
// Backup off the hit plane, towards the source
vecEndPos = tr.endpos + vecDir * -4;
if ( UseVR() )
{
float fDist = ( vecEndPos - vecAttachment ).Length();
if ( fDist > c_fMaxSizeDistVR )
{
// Scale the dot up so it's still visible in first person.
flSize *= ( fDist * ( 1.0f / c_fMaxSizeDistVR ) );
}
}
else if ( bScaleSizeByDistance )
{
float fDist = ( vecEndPos - vecAttachment ).Length();
if ( fDist > c_flMaxSizeDistUnzoomed )
{
// Scale the dot up so it's still visible in first person.
flSize *= ( fDist * ( 1.0f / c_flMaxSizeDistUnzoomed ) );
}
}
}
else
{
// Just use our position if we can't predict it otherwise.
vecAttachment = GetAbsOrigin();
vecEndPos = GetAbsOrigin();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// TFTODO: Make the sniper dot get brighter the more damage it will do.
//-----------------------------------------------------------------------------
int CSniperDot::DrawModel( int flags )
{
// Get the owning player.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( !pPlayer )
return -1;
Vector vecAttachement;
Vector vecEndPos;
float flSize;
if ( !GetRenderingPositions( pPlayer, vecAttachement, vecEndPos, flSize ) )
{
return -1;
}
// Draw our laser dot in space.
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_hSpriteMaterial, this );
CTFWeaponBase *pBaseWeapon = pPlayer->GetActiveTFWeapon();
CTFSniperRifle *pWeapon = dynamic_cast< CTFSniperRifle* >( pBaseWeapon );
float flLifeTime = gpGlobals->curtime - m_flChargeStartTime;
float flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
if ( pWeapon )
{
pWeapon->ApplyChargeSpeedModifications( flChargePerSec );
}
// Sniper Rage
if ( pPlayer->m_Shared.InCond( TF_COND_SNIPERCHARGE_RAGE_BUFF ) )
{
flChargePerSec *= 1.25f;
}
float flStrength;
if ( pWeapon )
{
flStrength = pWeapon->GetHUDDamagePerc();
// FIXME: We should find out what's causing this and fix it.
AssertMsg1( flStrength >= ( 0.0f - FLT_EPSILON ) && flStrength <= ( 1.0f + FLT_EPSILON ), "GetHUDDamagePerc returned out of range value: %f", flStrength );
flStrength = clamp( flStrength, 0.1f, 1.0f );
}
else
{
flStrength = RemapValClamped( flLifeTime, 0.0, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX / flChargePerSec, 0.1f, 1.0f );
}
color32 innercolor = { 255, 255, 255, 255 };
color32 outercolor = { 255, 255, 255, 128 };
DrawSprite( vecEndPos, flSize, flSize, outercolor );
DrawSprite( vecEndPos, flSize * flStrength, flSize * flStrength, innercolor );
// Successful.
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CSniperDot::ShouldDraw( void )
{
if ( IsEffectActive( EF_NODRAW ) )
return false;
// Don't draw the sniper dot when in thirdperson.
if ( ::input->CAM_IsThirdPerson() )
return false;
return true;
}
void CSniperDot::ClientThink( void )
{
// snipers have laser sights in PvE mode
if ( TFGameRules()->IsPVEModeActive() && GetTeamNumber() == TF_TEAM_PVE_INVADERS )
{
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
if ( !m_laserBeamEffect )
{
m_laserBeamEffect = ParticleProp()->Create( "laser_sight_beam", PATTACH_ABSORIGIN_FOLLOW );
}
if ( m_laserBeamEffect )
{
m_laserBeamEffect->SetSortOrigin( m_laserBeamEffect->GetRenderOrigin() );
m_laserBeamEffect->SetControlPoint( 2, Vector( 0, 0, 255 ) );
Vector vecAttachment;
Vector vecEndPos;
float flSize;
if ( pPlayer->GetAttachment( "eye_1", vecAttachment ) )
{
m_laserBeamEffect->SetControlPoint( 1, vecAttachment );
}
else if ( GetRenderingPositions( pPlayer, vecAttachment, vecEndPos, flSize ) )
{
m_laserBeamEffect->SetControlPoint( 1, vecAttachment );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSniperDot::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
if ( GetTeamNumber() == TF_TEAM_BLUE )
{
m_hSpriteMaterial.Init( SNIPER_DOT_SPRITE_BLUE, TEXTURE_GROUP_CLIENT_EFFECTS );
}
else
{
m_hSpriteMaterial.Init( SNIPER_DOT_SPRITE_RED, TEXTURE_GROUP_CLIENT_EFFECTS );
}
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
#endif // CLIENT_DLL
#ifdef GAME_DLL
void CTFSniperRifleDecap::OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info )
{
BaseClass::OnPlayerKill( pVictim, info );
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer && IsHeadshot( info.GetDamageCustom() ) )
{
// If we got a headshot kill, increment our number of decapitations.
int iDecaps = pPlayer->m_Shared.GetDecapitations() + 1;
pPlayer->m_Shared.SetDecapitations( iDecaps );
}
}
#endif // GAME_DLL
static const int MAX_HEAD_BONUS = 6;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFSniperRifleDecap::SniperRifleChargeRateMod()
{
return ( .25f * ( MIN( GetCount(), MAX_HEAD_BONUS ) - 2 ) ) * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFSniperRifleDecap::GetCount( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
return pPlayer->m_Shared.GetDecapitations();
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTFSniperRifleClassic::CTFSniperRifleClassic()
{
m_bCharging = false;
#ifdef CLIENT_DLL
m_pChargedEffect = NULL;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CTFSniperRifleClassic::~CTFSniperRifleClassic()
{
#ifdef CLIENT_DLL
if ( m_pChargedEffect )
{
ParticleProp()->StopEmissionAndDestroyImmediately( m_pChargedEffect );
m_pChargedEffect = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::Precache()
{
BaseClass::Precache();
PrecacheParticleSystem( SNIPER_CHARGE_BEAM_RED );
PrecacheParticleSystem( SNIPER_CHARGE_BEAM_BLUE );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::ZoomOut( void )
{
CTFWeaponBaseGun::ZoomOut(); // intentionally skipping CTFSniperRifle::ZoomOut()
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::ZoomIn( void )
{
// Start aiming.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
return;
CTFWeaponBaseGun::ZoomIn(); // intentionally skipping CTFSniperRifle::ZoomIn()
}
//-----------------------------------------------------------------------------
// Purpose: Secondary attack.
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::Zoom( void )
{
ToggleZoom();
// at least 0.1 seconds from now, but don't stomp a previous value
m_flNextSecondaryAttack = gpGlobals->curtime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::HandleZooms( void )
{
// Get the owning player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
// Handle the zoom when taunting.
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
{
if ( IsZoomed() )
{
ToggleZoom();
return;
}
}
if ( ( pPlayer->m_nButtons & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
{
Zoom();
}
}
#ifdef CLIENT_DLL
void CTFSniperRifleClassic::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
ManageChargeBeam();
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::ItemPostFrame( void )
{
// If we're lowered, we're not allowed to fire
if ( m_bLowered )
return;
// Get the owning player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
{
if ( IsZoomed() )
{
ToggleZoom();
}
WeaponReset();
return;
}
HandleZooms();
#ifdef GAME_DLL
// Update the sniper dot position if we have one
if ( m_hSniperDot )
{
UpdateSniperDot();
}
#endif
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
{
WeaponReset();
return;
}
if ( ( pPlayer->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
{
if ( !m_bCharging )
{
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
m_bCharging = true;
#ifdef GAME_DLL
// Create the sniper dot.
CreateSniperDot();
pPlayer->ClearExpression();
#endif
}
float fSniperRifleChargePerSec = m_flChargePerSec;
ApplyChargeSpeedModifications( fSniperRifleChargePerSec );
fSniperRifleChargePerSec += SniperRifleChargeRateMod();
// we don't want sniper charge rate to go too high.
fSniperRifleChargePerSec = clamp( fSniperRifleChargePerSec, 0, 2.f * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC );
m_flChargedDamage = MIN( m_flChargedDamage + gpGlobals->frametime * fSniperRifleChargePerSec, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
#ifdef CLIENT_DLL
// play the recharged bell if we're fully charged
if ( IsFullyCharged() && !m_bPlayedBell )
{
m_bPlayedBell = true;
if ( tf_sniper_fullcharge_bell.GetBool() )
{
C_TFPlayer::GetLocalTFPlayer()->EmitSound( "TFPlayer.ReCharged" );
}
}
#endif
}
else if ( m_bCharging )
{
if ( pPlayer->GetGroundEntity() )
{
Fire( pPlayer );
}
else
{
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
WeaponReset();
}
else
{
// Idle.
// No fire buttons down or reloading
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
{
WeaponIdle();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFSniperRifleClassic::GetDamageType( void ) const
{
return CTFWeaponBaseGun::GetDamageType(); // intentionally skipping CTFSniperRifle::GetDamageType()
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifleClassic::Holster( CBaseCombatWeapon *pSwitchingTo )
{
WeaponReset();
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifleClassic::Deploy( void )
{
WeaponReset();
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::WeaponReset( void )
{
m_flChargedDamage = 0.0f;
m_bCharging = false;
#ifdef CLIENT_DLL
ManageChargeBeam();
#endif
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer )
{
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
}
#ifdef GAME_DLL
// Destroy the sniper dot.
DestroySniperDot();
if ( pPlayer )
{
pPlayer->ClearExpression();
}
#else
m_bPlayedBell = false;
#endif
m_bCurrentShotIsHeadshot = false;
m_flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
CTFWeaponBase::WeaponReset(); // intentionally skipping CTFSniperRifle::WeaponReset()
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFSniperRifleClassic::Lower( void )
{
if ( BaseClass::Lower() )
{
WeaponReset();
return true;
}
return false;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::ManageChargeBeam( void )
{
if ( m_bCharging )
{
if ( !m_pChargedEffect )
{
m_pChargedEffect = ParticleProp()->Create( ( GetTeamNumber() == TF_TEAM_RED ) ? SNIPER_CHARGE_BEAM_RED : SNIPER_CHARGE_BEAM_BLUE, PATTACH_POINT_FOLLOW, "laser" );
}
}
else
{
if ( m_pChargedEffect )
{
ParticleProp()->StopEmissionAndDestroyImmediately( m_pChargedEffect );
m_pChargedEffect = NULL;
}
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFSniperRifleClassic::Detach( void )
{
WeaponReset();
BaseClass::Detach();
}
#ifdef STAGING_ONLY
// ********************************************************************************************************
// CTFSniperRifleRevolver
// ********************************************************************************************************
void CTFSniperRifleRevolver::PrimaryAttack()
{
BaseClass::PrimaryAttack();
#ifdef GAME_DLL
// Head bob
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer /*&& pPlayer->m_Shared.InCond( TF_COND_ZOOMED )*/ )
{
float impulse = RandomFloat( -2.0f, -1.0f );
if ( pPlayer->GetFlags() & FL_DUCKING )
{
impulse = RandomFloat( -0.5f, -0.2f );
}
pPlayer->ApplyPunchImpulseX( impulse );
}
float flCharge = (m_flChargedDamage / TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX);
if ( flCharge > 0.99 )
{
// Only at full charge do you get fast attack speed
// reduce the time between attacks
float flCurrTime = gpGlobals->curtime;
//float flTimeBetweenShots = m_flNextPrimaryAttack - flCurrTime;
//float flTime = RemapVal( flCharge, 0.0, 1, flTimeBetweenShots, 0.2 );
m_flNextPrimaryAttack = flCurrTime + 0.3;
}
#endif
}
//-----------------------------------------------------------------------------
float CTFSniperRifleRevolver::GetProjectileDamage()
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
{
float flCharge = ( m_flChargedDamage / TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
if ( flCharge > 0.99 )
{
return 75.0f; // Full Charge dmg bonus is less then the normal one (150)
}
return 50.0f;
}
return 40.0;
}
//-----------------------------------------------------------------------------
bool CTFSniperRifleRevolver::Reload( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
// do not reload if zoomed unless you are empty
if ( m_iClip1 > 0 && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
return false;
bool bReload = CTFWeaponBaseGun::Reload(); // intentionally skipping CTFSniperRifle::Reload().
if ( bReload && m_iClip1 <= 0 && m_iClip1 != -1 )
{
if ( pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
{
ZoomOut();
m_bRezoomAfterShot = pPlayer->ShouldAutoRezoom();
}
}
return bReload;
}
//-----------------------------------------------------------------------------
void CTFSniperRifleRevolver::ZoomIn( void )
{
// Start aiming.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( m_iClip1 <= 0 && m_iClip1 != -1 )
return;
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
m_flChargedDamage = 0;
#ifdef GAME_DLL
// Create the sniper dot.
CreateSniperDot();
pPlayer->ClearExpression();
#endif
CTFWeaponBaseGun::ZoomIn(); // intentionally skipping CTFSniperRifle::ZoomIn()
}
//-----------------------------------------------------------------------------
void CTFSniperRifleRevolver::ZoomOut( void )
{
// Start aiming.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
pPlayer->TeamFortress_SetSpeed();
m_flChargedDamage = 0;
#ifdef GAME_DLL
// Destroy the sniper dot.
DestroySniperDot();
pPlayer->ClearExpression();
#endif
CTFWeaponBaseGun::ZoomOut(); // intentionally skipping CTFSniperRifle::ZoomOut()
}
//-----------------------------------------------------------------------------
void CTFSniperRifleRevolver::ItemPostFrame( void )
{
// If we're lowered, we're not allowed to fire
if ( m_bLowered )
return;
// Get the owning player.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
{
if ( IsZoomed() )
{
ToggleZoom();
}
WeaponReset();
}
if ( m_bRezoomAfterShot && m_iClip1 > 0 )
{
Zoom();
m_bRezoomAfterShot = false;
}
HandleZooms();
#ifdef GAME_DLL
// Update the sniper dot position if we have one
if ( m_hSniperDot )
{
UpdateSniperDot();
}
#endif
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
{
WeaponReset();
return;
}
// Handle Charge Meter
if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
{
// Don't start charging in the time just after a shot before we unzoom to play rack anim.
if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot )
{
float fSniperRifleChargePerSec = m_flChargePerSec;
ApplyChargeSpeedModifications( fSniperRifleChargePerSec );
fSniperRifleChargePerSec += SniperRifleChargeRateMod();
// we don't want sniper charge rate to go too high.
fSniperRifleChargePerSec = clamp( fSniperRifleChargePerSec, 0, 2.f * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC );
m_flChargedDamage = MIN( m_flChargedDamage + gpGlobals->frametime * fSniperRifleChargePerSec, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
#ifdef CLIENT_DLL
// play the recharged bell if we're fully charged
if ( IsFullyCharged() && !m_bPlayedBell )
{
m_bPlayedBell = true;
if ( tf_sniper_fullcharge_bell.GetBool() )
{
C_TFPlayer::GetLocalTFPlayer()->EmitSound( "TFPlayer.ReCharged" );
}
}
#endif
}
else
{
m_flChargedDamage = MAX( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC );
}
}
return CTFWeaponBaseGun::ItemPostFrame(); // intentionally skipping CTFSniperRifle::ItemPostFrame(). This should just fire the gun
}
//-----------------------------------------------------------------------------
bool CTFSniperRifleRevolver::CanFireCriticalShot( bool bIsHeadshot )
{
return CTFSniperRifle::CanFireCriticalShot( bIsHeadshot ); // Skip TFC Sniper Rifle
}
//-----------------------------------------------------------------------------
//
ConVar tf_sniper_bolt_speed( "tf_sniper_bolt_speed", "3000", FCVAR_REPLICATED, "Dev Convar - Speed of projectile for Revolver Sniper");
ConVar tf_sniper_bolt_gravity( "tf_sniper_bolt_gravity", "0.1", FCVAR_REPLICATED, "Dev Convar - Gravity of projectile for Revolver Sniper");
float CTFSniperRifleRevolver::GetProjectileSpeed( void )
{
//return 4900.0;
return tf_sniper_bolt_speed.GetFloat();
}
//-----------------------------------------------------------------------------
float CTFSniperRifleRevolver::GetProjectileGravity( void )
{
//return 0.1;
return tf_sniper_bolt_gravity.GetFloat();
}
#endif // STAGING_ONLY