NS/releases/valve/source/mod/AvHMarineWeapon.cpp

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHMarineWeapon.cpp $
// $Date: 2002/11/22 21:28:16 $
//
//-------------------------------------------------------------------------------
// $Log: AvHMarineWeapon.cpp,v $
// Revision 1.4 2002/11/22 21:28:16 Flayra
// - mp_consistency changes
//
// Revision 1.3 2002/10/03 18:58:15 Flayra
// - Added heavy view models
//
// Revision 1.2 2002/06/25 17:50:59 Flayra
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
//
// Revision 1.1 2002/05/23 02:33:42 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#include "mod/AvHMarineWeapon.h"
#include "mod/AvHMarineWeaponConstants.h"
#include "mod/AvHSpecials.h"
bool AvHMarineWeapon::GetAllowedForUser3(AvHUser3 inUser3)
{
bool theAllowed = false;
// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
switch(inUser3)
{
case AVH_USER3_MARINE_PLAYER:
theAllowed = true;
break;
}
return theAllowed;
}
float AvHMarineWeapon::GetDeploySoundVolume() const
{
return kDeployMarineWeaponVolume;
}
char* AvHMarineWeapon::GetHeavyViewModel() const
{
return NULL;
}
float AvHMarineWeapon::ComputeAttackInterval() const
{
float theROF = this->GetRateOfFire();
int theUser4 = this->m_pPlayer->pev->iuser4;
// Speed attack if in range of primal scream
if(GetHasUpgrade(theUser4, MASK_BUFFED))
{
float theCatalystROFFactor = 1.0f + BALANCE_FVAR(kCatalystROFFactor);
theROF /= theCatalystROFFactor;
}
return theROF;
}
char* AvHMarineWeapon::GetActiveViewModel() const
{
char* theViewModel = this->GetViewModel();
// If we're a marine with heavy armor, use the heavy view model
if(this->m_pPlayer && (this->m_pPlayer->pev->iuser3 == AVH_USER3_MARINE_PLAYER || this->m_pPlayer->pev->iuser3 == AVH_USER3_COMMANDER_PLAYER) && (GetHasUpgrade(this->m_pPlayer->pev->iuser4, MASK_UPGRADE_13)))
{
char* theHeavyViewModel = this->GetHeavyViewModel();
if(theHeavyViewModel)
{
theViewModel = theHeavyViewModel;
}
}
return theViewModel;
}
void AvHMarineWeapon::Precache()
{
AvHBasePlayerWeapon::Precache();
char* theHeavyViewModel = this->GetHeavyViewModel();
if(theHeavyViewModel)
{
PRECACHE_UNMODIFIED_MODEL(theHeavyViewModel);
}
}
// AvHReloadableMarineWeapon
const int kSpecialReloadNone = 0;
const int kSpecialReloadGotoReload = 1;
const int kSpecialReloadReloadShell = 2;
void AvHReloadableMarineWeapon::DeductCostForShot(void)
{
AvHMarineWeapon::DeductCostForShot();
// Stop reload if we were in the middle of one
if(this->mSpecialReload != kSpecialReloadNone)
{
this->mSpecialReload = kSpecialReloadNone;
}
}
int AvHReloadableMarineWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay )
{
// Needed to prevet super fast default reload
return FALSE;
}
void AvHReloadableMarineWeapon::Holster( int skiplocal)
{
AvHMarineWeapon::Holster(skiplocal);
// Cancel any reload in progress.
this->mSpecialReload = kSpecialReloadNone;
}
void AvHReloadableMarineWeapon::Init()
{
this->mSpecialReload = kSpecialReloadNone;
this->mNextReload = 0;
}
void AvHReloadableMarineWeapon::Reload(void)
{
int theReloadAnimation = this->GetReloadAnimation();
float theReloadTime = this->GetReloadTime();
int theClipSize = this->GetClipSize();
if((this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0) && (m_iClip < theClipSize))
{
// don't reload until recoil is done
if(this->m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
{
if(this->mSpecialReload == kSpecialReloadNone)
{
// Start reload
this->mSpecialReload = kSpecialReloadGotoReload;
this->SendWeaponAnim(this->GetGotoReloadAnimation());
float theGotoReloadAnimationTime = this->GetGotoReloadAnimationTime();
this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime; // 1.0f
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime; // 1.0f
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_START);
}
else if(this->mSpecialReload == kSpecialReloadGotoReload)
{
if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
{
// was waiting for gun to move to side
this->mSpecialReload = kSpecialReloadReloadShell;
this->SendWeaponAnim(this->GetShellReloadAnimation());
float theShellReloadTime = this->GetShellReloadAnimationTime();
this->mNextReload = UTIL_WeaponTimeBase() + theShellReloadTime;
this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theShellReloadTime;
this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_INSERT);
}
}
else if(this->mSpecialReload == kSpecialReloadReloadShell)
{
//DefaultReload(theClipSize, theReloadAnimation, theReloadTime);
// Don't idle for a bit
//this->SetNextIdle();
// Add them to the clip
this->m_iClip += 1;
this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
this->mSpecialReload = kSpecialReloadGotoReload;
this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
}
}
}
}
void AvHReloadableMarineWeapon::WeaponIdle(void)
{
if(this->m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
if((this->m_iClip == 0) && (this->mSpecialReload == kSpecialReloadNone) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
this->Reload();
}
else if(this->mSpecialReload != kSpecialReloadNone)
{
if((m_iClip != this->GetClipSize()) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
this->Reload();
}
else
{
// reload debounce has timed out
this->mSpecialReload = kSpecialReloadNone;
this->SendWeaponAnim(this->GetEndReloadAnimation());
float theEndReloadAnimationTime = this->GetEndReloadAnimationTime();
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theEndReloadAnimationTime;
}
}
else
{
// Hack to prevent idle animation from playing mid-reload. Not sure how to fix this right, but all this special reloading is happening server-side, client doesn't know about it
if(m_iClip == this->GetClipSize())
{
AvHMarineWeapon::WeaponIdle();
}
}
}
}