//======== (C) Copyright 2001 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: // // $Workfile: AvHBasePlayerWeapon.cpp$ // $Date: 2002/11/22 21:28:15 $ // //------------------------------------------------------------------------------- // $Log: AvHBasePlayerWeapon.cpp,v $ // Revision 1.38 2002/11/22 21:28:15 Flayra // - mp_consistency changes // // Revision 1.37 2002/11/03 04:47:23 Flayra // - Moved weapon expiring into .dll out of .cfg // // Revision 1.36 2002/10/24 21:22:10 Flayra // - Fixes muzzle-flash showing when firing an empty weapon // // Revision 1.35 2002/10/17 17:34:14 Flayra // - Part 2 of persistent weapons fix (found with Grendel) // // Revision 1.34 2002/10/16 20:51:17 Flayra // - Fixed problem where acid projectile hit player // // Revision 1.33 2002/10/03 18:39:24 Flayra // - Added heavy view models // // Revision 1.32 2002/09/23 22:10:46 Flayra // - Weapons now stick around the way they should (forever when dropped by commander, weapon stay time when dropped by player) // // Revision 1.31 2002/08/16 02:33:12 Flayra // - Added damage types // // Revision 1.30 2002/07/24 19:11:45 Flayra // - Linux issues // // Revision 1.29 2002/07/24 18:45:40 Flayra // - Linux and scripting changes // // Revision 1.28 2002/07/08 16:47:31 Flayra // - Reworked bullet firing to add random spread (bug #236), temporarily hacked shotty player animation, removed old adrenaline, don't allow using weapons when invulnerable // // Revision 1.27 2002/07/01 21:17:13 Flayra // - Removed outdated adrenaline concept, made ROF generic for primal scream // // Revision 1.26 2002/06/25 17:41:13 Flayra // - Reworking for correct player animations and new enable/disable state // // Revision 1.25 2002/06/10 19:50:37 Flayra // - First-pass at level 1 animated view model (different anims when running and walking) // // Revision 1.24 2002/06/03 16:29:53 Flayra // - Added resupply (from arsenal), better animation support (for both view model and player model) // // Revision 1.23 2002/05/28 17:37:33 Flayra // - Max entities fix, added animation empty fire // // Revision 1.22 2002/05/23 02:34:00 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #ifdef AVH_CLIENT #include "cl_dll/wrect.h" #include "cl_dll/cl_dll.h" #include "cl_dll/hud.h" #include "cl_dll/cl_util.h" #include "cl_dll/ammo.h" #include "cl_dll/ammohistory.h" extern int g_runfuncs; #endif #include "../util/nowarnings.h" #include "AvHBasePlayerWeapon.h" #include "AvHAlienWeaponConstants.h" #include "AvHPlayer.h" #include "../common/usercmd.h" #include "../pm_shared/pm_defs.h" #include "AvHMarineEquipmentConstants.h" #include "AvHMarineWeapons.h" #ifdef AVH_SERVER #include "AvHServerUtil.h" #include "AvHGamerules.h" extern int gWelderConstEventID; #endif #ifdef AVH_CLIENT #include "cl_dll/com_weapons.h" #endif #include "AvHPlayerUpgrade.h" #include "AvHSharedUtil.h" #include "../types.h" #include "../common/vector_util.h" #include "../util/MathUtil.h" // extern "C" this guy because delcared in pm_shared.c, not pm_shared.cpp extern playermove_t* pmove; extern cvar_t weaponstay; Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread) { // Use player's random seed. // get circular gaussian spread float x, y; // Check if seed is 0 to fix bot weapon spread. if (inSeed == 0) { x = g_engfuncs.pfnRandomFloat(-0.5, 0.5); x = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + x; y = g_engfuncs.pfnRandomFloat(-0.5, 0.5); y = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + y; } else { x = UTIL_SharedRandomFloat(inSeed + inShotNumber, -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (1 + inShotNumber), -0.5, 0.5); y = UTIL_SharedRandomFloat(inSeed + (2 + inShotNumber), -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (3 + inShotNumber), -0.5, 0.5); } float z = x * x + y * y; Vector theRandomDir = inBaseDirection + x * inSpread.x * inRight + y * inSpread.y * inUp; return theRandomDir; } // test Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread, const Vector& inFromSpread) { // Use player's random seed. // get circular gaussian spread float x, y; // Check if seed is 0 to fix bot weapon spread. if (inSeed == 0) { x = g_engfuncs.pfnRandomFloat(-0.5, 0.5); x = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + x; y = g_engfuncs.pfnRandomFloat(-0.5, 0.5); y = g_engfuncs.pfnRandomFloat(-0.5, 0.5) + y; } else { x = UTIL_SharedRandomFloat(inSeed + inShotNumber, -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (1 + inShotNumber), -0.5, 0.5); y = UTIL_SharedRandomFloat(inSeed + (2 + inShotNumber), -0.5, 0.5) + UTIL_SharedRandomFloat(inSeed + (3 + inShotNumber), -0.5, 0.5); } float z = x * x + y * y; float xdir = x / fabs(x); float ydir = y / fabs(y); Vector theRandomDir = inBaseDirection + inFromSpread.x * inRight * xdir + x * inSpread.x * inRight + inFromSpread.y * inUp * ydir + y * inSpread.y * inUp; return theRandomDir; } AvHBasePlayerWeapon::AvHBasePlayerWeapon() { // reasonable defaults for everything else this->mEvent = 0; this->mWeaponAnimationEvent = 0; this->mStartEvent = 0; this->mEndEvent = 0; this->mRange = 8012; this->mDamage = 10; this->mAttackButtonDownLastFrame = false; this->mTimeOfLastResupply = -1; this->mTimeOfLastPrime = -1; this->mWeaponPrimeStarted = false; #ifdef AVH_SERVER this->mInOverwatch = false; this->mIsPersistent = false; this->mLifetime = -1; #endif } void AvHBasePlayerWeapon::PrintWeaponToClient(CBaseEntity *theAvHPlayer) { char msg[1024]; ItemInfo theItemInfo; this->GetItemInfo(&theItemInfo); sprintf(msg, "%s iuser3=%d\tenabled = %d\n", theItemInfo.pszName, this->pev->iuser3, this->m_iEnabled); ClientPrint(theAvHPlayer->pev, HUD_PRINTNOTIFY, msg); } int AvHBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { // Can we predict weapon pick-ups? I bet we can. int theAddedToPlayer = 0; #ifdef AVH_SERVER AvHPlayer* inPlayer = dynamic_cast(pPlayer); ASSERT(inPlayer != NULL); if(this->GetAllowedForUser3(inPlayer->GetUser3())) { // Make sure player doesn't have this weapon already if(!pPlayer->HasItem(this)) { // If weapon was placed by mapper if(this->GetIsPersistent()) { // Create a new weapon and give it to the player pPlayer->GiveNamedItem(STRING(this->pev->classname)); this->DestroyItem(); } else { theAddedToPlayer = CBasePlayerWeapon::AddToPlayer(pPlayer); if(theAddedToPlayer) { // Make sure it's not set for expiration SetThink(NULL); } } } } #endif return theAddedToPlayer; } BOOL AvHBasePlayerWeapon::Deploy() { // : 0000938 // removed deploy sounds for all weapons, leaving the sounds to the models // char* theDeploySound = this->GetDeploySound(); // if(theDeploySound) // { // EMIT_SOUND(ENT(this->pev), CHAN_WEAPON, this->GetDeploySound(), this->GetDeploySoundVolume(), ATTN_NORM); //} // : char* theAnimExt = this->GetAnimationExtension(); BOOL theSuccess = DefaultDeploy(this->GetActiveViewModel(), this->GetPlayerModel(), this->GetDeployAnimation(), theAnimExt); // Set a player animatiom here? //this->m_pPlayer->SetAnimation(PLAYER_ANIM(iAnim)); // Set deploy time this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime(); this->mTimeOfLastPrime = -1; this->mWeaponPrimeStarted = false; return theSuccess; } BOOL AvHBasePlayerWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body) { if (!CanDeploy( )) return FALSE; m_pPlayer->TabulateAmmo(); // This was causing a crash from hl_weapons.cpp only when connected to a dedicated server and switching weapons //#ifdef AVH_SERVER //m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); //#endif #ifdef AVH_SERVER m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); #else gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel ); gEngfuncs.CL_LoadModel( szWeaponModel, &m_pPlayer->pev->weaponmodel ); #endif strcpy( m_pPlayer->m_szAnimExtention, szAnimExt ); //SendWeaponAnim( iAnim, skiplocal, body ); this->SendWeaponAnim(iAnim); // Set the player animation as well //this->m_pPlayer->SetAnimation(PLAYER_ANIM(iAnim)); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime(); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetDeployTime() + kDeployIdleInterval; return TRUE; } BOOL AvHBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body) { // : 0000996 if (m_fInReload == TRUE) return TRUE; // : if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return FALSE; // Don't reload while we're resupplying // if(this->mTimeOfLastResupply > 0) // { // return FALSE; // } int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); if (j == 0) return FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; //!!UNDONE -- reload sound goes here !!! // 2021 Ammo networking. Uncommented to not send animations to the client that initiated the reload. This is HL SDK code. SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 ); //// 2021 Ammo networking. Commented below - client was getting sent extra reload animations causing visual stutter. //this->SendWeaponAnim(iAnim); //// 2021 Ammo networking. Commented below - client was getting sent extra reload animations causing visual stutter. // Send reload to all players. Reloads are initiated server-side, so send down to local client as well //this->m_pPlayer->pev->weaponanim = iAnim; //this->PlaybackEvent(this->mWeaponAnimationEvent, iAnim, FEV_RELIABLE); //ALERT(at_console, "defaultreload nextattack:%g\n", m_pPlayer->m_flNextAttack); // Player model reload animation this->m_pPlayer->SetAnimation(PLAYER_RELOAD); m_fInReload = TRUE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kDeployIdleInterval; return TRUE; } char* AvHBasePlayerWeapon::GetActiveViewModel() const { return this->GetViewModel(); } //BOOL AvHBasePlayerWeapon::Deploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, float inNextAttackTime, int skiplocal) //{ // BOOL theSuccess = FALSE; // // if(CanDeploy()) // { // this->m_pPlayer->TabulateAmmo(); // this->m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel); // this->m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel); // strcpy( m_pPlayer->m_szAnimExtention, szAnimExt ); // SendWeaponAnim( iAnim, skiplocal ); // // this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + inNextAttackTime; // this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; // // theSuccess = TRUE; // } // // return theSuccess; //} char* AvHBasePlayerWeapon::GetAnimationExtension() const { char* theAnimExt = NULL; AvHWeaponID theWeaponID = (AvHWeaponID)this->m_iId; switch(theWeaponID) { case AVH_WEAPON_BITE: case AVH_WEAPON_SPIT: case AVH_WEAPON_SPIKE: case AVH_WEAPON_BITE2: case AVH_WEAPON_SWIPE: case AVH_WEAPON_CLAWS: theAnimExt = "ability1"; break; case AVH_WEAPON_PARASITE: case AVH_WEAPON_HEALINGSPRAY: case AVH_WEAPON_SPORES: case AVH_WEAPON_BLINK: case AVH_WEAPON_STOMP: theAnimExt = "ability2"; break; case AVH_ABILITY_LEAP: case AVH_WEAPON_BILEBOMB: case AVH_WEAPON_UMBRA: case AVH_WEAPON_METABOLIZE: case AVH_WEAPON_DEVOUR: theAnimExt = "ability3"; break; case AVH_WEAPON_DIVINEWIND: case AVH_WEAPON_WEBSPINNER: case AVH_WEAPON_PRIMALSCREAM: case AVH_WEAPON_ACIDROCKET: case AVH_ABILITY_CHARGE: theAnimExt = "ability4"; break; case AVH_WEAPON_KNIFE: theAnimExt = "knife"; break; case AVH_WEAPON_PISTOL: theAnimExt = "pistol"; break; case AVH_WEAPON_MG: theAnimExt = "lmg"; break; case AVH_WEAPON_SONIC: theAnimExt = "shotgun"; break; case AVH_WEAPON_HMG: theAnimExt = "hmg"; break; case AVH_WEAPON_WELDER: theAnimExt = "welder"; break; case AVH_WEAPON_MINE: theAnimExt = "tripmine"; break; case AVH_WEAPON_GRENADE_GUN: theAnimExt = "grenadegun"; break; case AVH_WEAPON_GRENADE: theAnimExt = "handgrenade"; break; default: ASSERT(false); break; } return theAnimExt; } int AvHBasePlayerWeapon::GetClipSize() const { ItemInfo theItemInfo; this->GetItemInfo(&theItemInfo); int theClipSize = theItemInfo.iMaxClip; return theClipSize; } int AvHBasePlayerWeapon::GetPrimaryAmmoAmount() const { int theAmmo = 0; if(this->m_pPlayer && (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)) { theAmmo = this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType]; } return theAmmo; } int AvHBasePlayerWeapon::GetDamageType() const { return NS_DMG_NORMAL; } char* AvHBasePlayerWeapon::GetDeploySound() const { return NULL; } float AvHBasePlayerWeapon::GetDeploySoundVolume() const { return 1.0f; } int AvHBasePlayerWeapon::GetEmptyShootAnimation() const { return kShootEmptyAnimation; } void AvHBasePlayerWeapon::GetEventOrigin(Vector& outOrigin) const { VectorCopy(this->m_pPlayer->pev->origin, outOrigin); } void AvHBasePlayerWeapon::GetEventAngles(Vector& outAngles) const { outAngles = this->pev->v_angle + this->pev->punchangle; } bool AvHBasePlayerWeapon::GetFiresUnderwater() const { return false; } bool AvHBasePlayerWeapon::GetIsFiring() const { return this->mAttackButtonDownLastFrame; } bool AvHBasePlayerWeapon::GetHasMuzzleFlash() const { return false; } bool AvHBasePlayerWeapon::GetIsCapableOfFiring() const { return !this->UsesAmmo() || (this->m_iClip > 0); } int AvHBasePlayerWeapon::GetDeployAnimation() const { return kDeployAnimation; } int AvHBasePlayerWeapon::GetIdleAnimation() const { int iAnim; int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1); switch(theRandomNum) { case 0: iAnim = kIdleAnimationOne; break; default: case 1: iAnim = kIdleAnimationTwo; break; } return iAnim; } Vector AvHBasePlayerWeapon::GetProjectileSpread() const { return VECTOR_CONE_0DEGREES; } float AvHBasePlayerWeapon::ComputeAttackInterval() const { return this->GetRateOfFire(); } float AvHBasePlayerWeapon::GetRateOfFire() const { return 1; } int AvHBasePlayerWeapon::GetShootAnimation() const { return kShootAnimation; } int AvHBasePlayerWeapon::GetShotsInClip() const { int theShotsInClip = -1; if(this->UsesAmmo()) { theShotsInClip = this->m_iClip; } return theShotsInClip; } bool AvHBasePlayerWeapon::GetIsDroppable() const { return true; } bool AvHBasePlayerWeapon::GetIsPlayerMoving() const { bool thePlayerIsMoving = false; // float kMovingThresholdVelocity = 100; // float theCurrentVelocity = 0; // // #ifdef AVH_SERVER // theCurrentVelocity = this->m_pPlayer->pev->velocity.Length(); // #endif // // #ifdef AVH_CLIENT // cl_entity_t* theLocalPlayer = gEngfuncs.GetLocalPlayer(); // if(theLocalPlayer) // { // theCurrentVelocity = theLocalPlayer->curstate.velocity.Length(); // } // #endif // // if(theCurrentVelocity > kMovingThresholdVelocity) // { // thePlayerIsMoving = true; // } return thePlayerIsMoving; } int AvHBasePlayerWeapon::GetMaxClipsCouldReceive() { int theMaxClips = 0; ItemInfo theItemInfo; this->GetItemInfo(&theItemInfo); int theClipSize = theItemInfo.iMaxClip; if(theClipSize > 0 && this->UsesAmmo()) { theMaxClips = ((theItemInfo.iMaxAmmo1 - this->m_iClip)/theClipSize) + 1; } return theMaxClips; } AvHWeaponID AvHBasePlayerWeapon::GetPreviousWeaponID() const { AvHWeaponID theID = AVH_WEAPON_NONE; // Look at most recently used weapon and see if we can transition from it AvHBasePlayerWeapon* theWeapon = dynamic_cast(this->m_pPlayer->m_pLastItem); if(theWeapon) { theID = (AvHWeaponID)(theWeapon->m_iId); } return theID; } float AvHBasePlayerWeapon::GetRange() const { return this->mRange; } vec3_t AvHBasePlayerWeapon::GetWorldBarrelPoint() const { ASSERT(this->m_pPlayer); Vector vecAiming = gpGlobals->v_forward; Vector theWorldBarrelPoint = this->m_pPlayer->GetGunPosition() + vecAiming*this->GetBarrelLength(); return theWorldBarrelPoint; } char* AvHBasePlayerWeapon::GetPlayerModel() const { return kNullModel; } char* AvHBasePlayerWeapon::GetPrimeSound() const { return NULL; } float AvHBasePlayerWeapon::GetPrimeSoundVolume() const { return 1.0f; } char* AvHBasePlayerWeapon::GetViewModel() const { return kNullModel; } char* AvHBasePlayerWeapon::GetWorldModel() const { return kNullModel; } void AvHBasePlayerWeapon::Holster( int skiplocal) { CBasePlayerWeapon::Holster(skiplocal); #ifdef AVH_SERVER this->mInOverwatch = false; #endif } float AvHBasePlayerWeapon::GetTimePassedThisTick() const { float theClientTimePassedThisTick = (pmove->cmd.msec/1000.0f); return theClientTimePassedThisTick; } void AvHBasePlayerWeapon::ItemPostFrame( void ) { CBasePlayerWeapon::ItemPostFrame(); float theClientTimePassedThisTick = this->GetTimePassedThisTick(); this->m_flNextPrimaryAttack -= theClientTimePassedThisTick; this->m_flTimeWeaponIdle -= theClientTimePassedThisTick; this->mTimeOfLastResupply -= theClientTimePassedThisTick; this->mTimeOfLastPrime -= theClientTimePassedThisTick; } void AvHBasePlayerWeapon::Precache(void) { CBasePlayerWeapon::Precache(); char* theDeploySound = this->GetDeploySound(); if(theDeploySound) { PRECACHE_UNMODIFIED_SOUND(theDeploySound); } char* thePrimeSound = this->GetPrimeSound(); if(thePrimeSound) { PRECACHE_UNMODIFIED_SOUND(thePrimeSound); } char* thePlayerModel = this->GetPlayerModel(); if(thePlayerModel) { PRECACHE_UNMODIFIED_MODEL(thePlayerModel); } char* theViewModel = this->GetViewModel(); if(theViewModel) { PRECACHE_UNMODIFIED_MODEL(theViewModel); } char* theWorldModel = this->GetWorldModel(); if(theWorldModel) { PRECACHE_UNMODIFIED_MODEL(theWorldModel); } this->mWeaponAnimationEvent = PRECACHE_EVENT(1, kWeaponAnimationEvent); } bool AvHBasePlayerWeapon::ProcessValidAttack(void) { bool theAttackIsValid = false; //#ifdef AVH_CLIENT // char sz[ 128 ]; // sprintf(sz, "during check valid, clip is %d\n", this->m_iClip); // gEngfuncs.pfnCenterPrint( sz ); // // //gEngfuncs.Con_Printf("during idle, clip is %d\n", sz); //#endif //#ifdef AVH_CLIENT // if(gHUD.GetInTopDownMode()) // { // return false; // } //#endif // //#ifdef AVH_SERVER // AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); // if(thePlayer->GetIsInTopDownMode()) // { // return false; // } //#endif // Only shoot if deployed and enabled (iuser3 is 0 when disabled, 1 when enabled ) // : 497 call GetEnabledState instead of testing directly int enabledState=this->GetEnabledState(); if(this->m_pPlayer->pev->viewmodel && ( enabledState == 1)) { // don't fire underwater if((this->m_pPlayer->pev->waterlevel == 3) && !this->GetFiresUnderwater()) { this->PlayEmptySound(); //this->m_flNextPrimaryAttack = gpGlobals->time + this->mROF; this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + this->ComputeAttackInterval(); } else if(this->UsesAmmo()) { ASSERT(this->m_iPrimaryAmmoType >= 0); if(this->m_iClip > 0) { if((this->m_flNextPrimaryAttack <= 0) && !this->m_fInSpecialReload) { if(!this->GetMustPressTriggerForEachShot() || (!this->mAttackButtonDownLastFrame)) { //ALERT(at_console, "trueattack1 primammo:%d primatype:%d secammo:%d secatype:%d\n", this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType], this->m_iPrimaryAmmoType, this->m_pPlayer->m_rgAmmo[this->m_iSecondaryAmmoType], this->m_iSecondaryAmmoType); theAttackIsValid = true; } } } else { // Definitely not firing this pull of the trigger theAttackIsValid = false; BOOL theHasAmmo = 0; //// 2021 Ammo networking - Client can't check pszAmmo, removing check since every gun in NS uses pszAmmo1 and it was causing theHasAmmo to fail on client when the player had ammo. //if ( pszAmmo1() ) //{ theHasAmmo |= (this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] != 0); //} //if ( pszAmmo2() ) //{ //theHasAmmo |= (this->m_pPlayer->m_rgAmmo[this->m_iSecondaryAmmoType] != 0); //} if (this->m_iClip > 0) { theHasAmmo |= 1; } if(theHasAmmo) { // Trigger reload this->Reload(); //ALERT(at_console, "hasammo m_iprimary: %i\n", this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType]); //ALERT(at_console, "hasammo m_iptype: %i\n", m_iPrimaryAmmoType); } else { this->PlayEmptySound(); this->SendWeaponAnim(this->GetEmptyShootAnimation()); //ALERT(at_console, "noammo m_iprimary: %i\n", this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType]); //ALERT(at_console, "noammo m_iptype: %i\n", m_iPrimaryAmmoType); //this->m_pPlayer->SetAnimation(PLAYER_ATTACK1); } } } else { theAttackIsValid = true; } } return theAttackIsValid; } bool AvHBasePlayerWeapon::GetIsGunPositionValid() const { return true; } void AvHBasePlayerWeapon::DeductCostForShot(void) { this->m_iClip--; // On a successful attack, decloak the player if needed #ifdef AVH_SERVER AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); if(thePlayer) { thePlayer->TriggerUncloak(); } int theResourceCost = this->GetResourceCost(); if(theResourceCost > 0) { float theNewResources = (thePlayer->GetResources(false) - theResourceCost); theNewResources = max(theNewResources, 0.0f); thePlayer->SetResources(theNewResources); } #endif } float AvHBasePlayerWeapon::GetReloadTime(void) const { // TODO: Allow weapons to have different reload times return 1.5f; } int AvHBasePlayerWeapon::GetReloadAnimation() const { return kReloadAnimation; } void AvHBasePlayerWeapon::PlaybackEvent(unsigned short inEvent, int inIparam2, int inFlags) const { unsigned short theEvent = inEvent; if(theEvent != 0) { // Playback event, sending along enough data so client knows who triggered this event! int theWeaponIndex = 0; AvHUser3 theUser3 = AVH_USER3_NONE; int theUpgrades = 0; // When predicting weapons, play the event locally, then tell everyone else but us to play it back later int flags = inFlags; edict_t* theEdict; // Pass player random seed to event, so it chooses the right direction for spread int theRandomNumber = this->m_pPlayer->random_seed; #if defined( AVH_CLIENT ) theUser3 = gHUD.GetHUDUser3(); theUpgrades = gHUD.GetHUDUpgrades(); theEdict = NULL; #else theUser3 = dynamic_cast(this->m_pPlayer)->GetUser3(); theUpgrades = this->m_pPlayer->pev->iuser4; theEdict = this->m_pPlayer->edict(); #endif // For bullet spread //theRandomNumber = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 1, kBulletSpreadGranularity*kBulletSpreadGranularity); // When in overwatch, the weapon is fired on the server, so the client firing the weapon won't be firing it locally first #if defined(AVH_SERVER) if(this->mInOverwatch) { flags = 0; } #endif // Allow weapon to specify some parameters, so they are available on both client and server Vector theEventOrigin; this->GetEventOrigin(theEventOrigin); Vector theEventAngles; this->GetEventAngles(theEventAngles); float theVolume = AvHPlayerUpgrade::GetSilenceVolumeLevel(theUser3, theUpgrades); //( int flags, const edict_t *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); PLAYBACK_EVENT_FULL(flags, this->m_pPlayer->edict(), theEvent, 0, (float *)&theEventOrigin, (float *)&theEventAngles, theVolume, 0.0, theRandomNumber, inIparam2, 0, 0 ); } } void AvHBasePlayerWeapon::SetAnimationAndSound(void) { this->m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; this->m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; // player "shoot" animation //SendWeaponAnim(this->GetShootAnimation()); this->m_pPlayer->SetAnimation(PLAYER_ATTACK1); if(this->GetHasMuzzleFlash()) { this->m_pPlayer->pev->effects = (int)(this->m_pPlayer->pev->effects) | EF_MUZZLEFLASH; } } void AvHBasePlayerWeapon::FireProjectiles(void) { Vector vecSrc = this->m_pPlayer->GetGunPosition(); Vector vecAiming = this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); // Fire the bullets and apply damage int theRange = this->mRange; float theDamage = this->mDamage; int theTracerFreq; float theDamageMultiplier; AvHPlayerUpgrade::GetWeaponUpgrade(this->m_pPlayer->pev->iuser3, this->m_pPlayer->pev->iuser4, &theDamageMultiplier, &theTracerFreq); theDamage *= theDamageMultiplier; Vector theSpread = this->GetProjectileSpread(); this->m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, theSpread, theRange, BULLET_PLAYER_MP5, theTracerFreq, theDamage, this->m_pPlayer->pev, this->m_pPlayer->random_seed); this->mWeaponPrimeStarted = false; } int AvHBasePlayerWeapon::GetPrimeAnimation() const { return -1; } float AvHBasePlayerWeapon::GetWeaponPrimeTime() const { return -1.0f; } void AvHBasePlayerWeapon::PrimeWeapon() { float thePrimeTime = this->GetWeaponPrimeTime(); if(thePrimeTime > 0.0f) { if(!this->GetIsWeaponPriming()) { char* thePrimeSound = this->GetPrimeSound(); if(thePrimeSound) { EMIT_SOUND(ENT(this->pev), CHAN_WEAPON, thePrimeSound, this->GetPrimeSoundVolume(), ATTN_NORM); } this->PlaybackEvent(this->mWeaponAnimationEvent, this->GetPrimeAnimation()); this->mTimeOfLastPrime = UTIL_WeaponTimeBase() + thePrimeTime; this->mWeaponPrimeStarted = true; } } } BOOL AvHBasePlayerWeapon::GetIsWeaponPrimed() const { return ((this->GetWeaponPrimeTime() > 0.0f) && this->mWeaponPrimeStarted && (UTIL_WeaponTimeBase() > this->mTimeOfLastPrime)); } BOOL AvHBasePlayerWeapon::GetIsWeaponPriming() const { return ((this->GetWeaponPrimeTime() > 0.0f) && this->mWeaponPrimeStarted && (UTIL_WeaponTimeBase() < this->mTimeOfLastPrime)); } void AvHBasePlayerWeapon::SetNextAttack(void) { // this->m_flNextPrimaryAttack += this->mROF; // // if(this->m_flNextPrimaryAttack < 0) // this->m_flNextPrimaryAttack = this->mROF; float theRateOfFire = this->ComputeAttackInterval(); this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theRateOfFire; if(this->m_flNextPrimaryAttack < 0) { this->m_flNextPrimaryAttack = theRateOfFire; } this->SetNextIdle(); } void AvHBasePlayerWeapon::PrimaryAttack(void) { if (this->ProcessValidAttack()) { if (!this->mAttackButtonDownLastFrame) { this->PlaybackEvent(this->mStartEvent); this->mAttackButtonDownLastFrame = true; } this->PlaybackEvent(this->mEvent, this->GetShootAnimation()); this->SetAnimationAndSound(); // If player is too close to a wall, don't actually fire the projectile if(this->GetIsGunPositionValid()) { this->FireProjectiles(); } else { #ifdef DEBUG #ifdef AVH_SERVER char theMessage[256]; sprintf(theMessage, "Gun position is not valid, skipping call to FireProjectiles.\n"); ALERT(at_console, theMessage); #endif #endif } this->DeductCostForShot(); this->SetNextAttack(); } } void AvHBasePlayerWeapon::Reload(void) { // Move clip sounds out int theReloadAnimation = this->GetReloadAnimation(); float theReloadTime = this->GetReloadTime(); int theClipSize = this->GetClipSize(); this->DefaultReload(theClipSize, theReloadAnimation, theReloadTime); // Don't idle for a bit this->SetNextIdle(); } bool AvHBasePlayerWeapon::GetCanBeResupplied() const { bool theCanBeResupplied = false; if(this->UsesAmmo()) { ItemInfo theItemInfo; this->GetItemInfo(&theItemInfo); int theCurrentPrimary = this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]; int theMaxPrimary = theItemInfo.iMaxAmmo1; // Add some to primary store if(theCurrentPrimary < theMaxPrimary) { theCanBeResupplied = true; } } return theCanBeResupplied; } bool AvHBasePlayerWeapon::Resupply() { bool theResupplied = false; if(this->GetCanBeResupplied()) { ItemInfo theItemInfo; this->GetItemInfo(&theItemInfo); // Get amount to add int theMaxClip = theItemInfo.iMaxClip; // Add half the clip each time, rounding up (roughly 3 seconds per clip () int theAmountToAdd = max((theMaxClip+1)/2, 1); int theCurrentPrimary = this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]; int theMaxPrimary = theItemInfo.iMaxAmmo1; // Add ammo this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = min(theCurrentPrimary + theAmountToAdd, theMaxPrimary); const float theDelay = 1.0f; if (this->m_iId != AVH_WEAPON_SONIC && this->m_iId != AVH_WEAPON_GRENADE_GUN) { this->m_flNextPrimaryAttack = max(this->m_flNextPrimaryAttack, (UTIL_WeaponTimeBase() + (theDelay * 2)));// Delay*2 because nextprimary attack gets decremented twice. } else { bool startingReload = (this->m_pPlayer->pev->button & IN_RELOAD && (this->m_iClip < this->GetClipSize())); //Some edge cases here but it allows staged reload to start or continue while resupplying and adds resupply delay if not reloading. if ((this->m_fInSpecialReload == 0 && !startingReload) || (this->m_fInSpecialReload >= 2 && this->m_iClip >= (this->GetClipSize() - 1))) this->m_flNextPrimaryAttack = max(this->m_flNextPrimaryAttack, (UTIL_WeaponTimeBase() + (theDelay * 2))); } this->mTimeOfLastResupply = UTIL_WeaponTimeBase() + theDelay; } return theResupplied; } float AvHBasePlayerWeapon::GetResupplyTimer() const { return this->mTimeOfLastResupply; } void AvHBasePlayerWeapon::SendWeaponAnim(int inAnimation, int skiplocal, int body) { if(inAnimation >= 0) { this->m_pPlayer->pev->weaponanim = inAnimation; this->PlaybackEvent(this->mWeaponAnimationEvent, inAnimation); } } void AvHBasePlayerWeapon::SecondaryAttack(void) { } void AvHBasePlayerWeapon::Spawn() { CBasePlayerWeapon::Spawn(); this->pev->solid = SOLID_BBOX; this->pev->movetype = MOVETYPE_TOSS; UTIL_SetOrigin(this->pev, this->pev->origin); UTIL_SetSize(this->pev, kMarineItemMinSize, kMarineItemMaxSize); this->pev->iuser3 = AVH_USER3_MARINEITEM; #ifdef AVH_SERVER if(!this->GetIsPersistent()) { this->mLifetime = AvHSUGetWeaponStayTime(); } #endif } bool AvHBasePlayerWeapon::GetEnabledState() const { bool result=false; #ifdef AVH_SERVER result= (this->m_iEnabled == 1); #else // : 497 client now uses the enabled state in the appropriate WEAPON ItemInfo theItemInfo; this->GetItemInfo(&theItemInfo); WEAPON *pWeapon = gWR.GetWeapon( theItemInfo.iId ); if ( pWeapon != 0 ) { result=(pWeapon->iEnabled == 1); } #endif return result; } #ifdef AVH_SERVER void AvHBasePlayerWeapon::VirtualMaterialize(void) { int theLifetime = this->GetGroundLifetime(); if(theLifetime >= 0) { SetThink(&AvHBasePlayerWeapon::DestroyItem); this->pev->nextthink = gpGlobals->time + theLifetime; } } int AvHBasePlayerWeapon::GetGroundLifetime() const { return this->mLifetime; } // -1 means never expire void AvHBasePlayerWeapon::SetGroundLifetime(int inGroundLifetime) { this->mLifetime = inGroundLifetime; } int AvHBasePlayerWeapon::GetResourceCost() const { return 0; } void AvHBasePlayerWeapon::VirtualDestroyItem(void) { if(this->GetIsPersistent()) { // Make this weapon invisible until map reset this->pev->effects |= EF_NODRAW; this->pev->solid = SOLID_NOT; this->pev->takedamage = DAMAGE_NO; SetThink(NULL); } else { CBasePlayerItem::VirtualDestroyItem(); } } void AvHBasePlayerWeapon::ResetEntity() { CBasePlayerWeapon::ResetEntity(); this->pev->effects = 0; this->pev->solid = SOLID_BBOX; this->pev->movetype = MOVETYPE_TOSS; this->pev->takedamage = DAMAGE_YES; this->VirtualMaterialize(); } void AvHBasePlayerWeapon::SetOverwatchState(bool inState) { this->mInOverwatch = inState; } void AvHBasePlayerWeapon::UpdateInventoryEnabledState(int inNumActiveHives) { // Process here int theEnabledState = 1; bool theGameStarted = GetGameRules()->GetGameStarted(); ItemInfo theItemInfo; if(this->GetItemInfo(&theItemInfo) != 0) { int theWeaponFlags = theItemInfo.iFlags; AvHPlayer* thePlayer = dynamic_cast(this->m_pPlayer); ASSERT(thePlayer); // Pregame alien abilities if (!theGameStarted) { if (!thePlayer->GetIsAbleToAct() || (thePlayer->pev->iuser3 == AVH_USER3_ALIEN_PLAYER5 && (theWeaponFlags & ONE_HIVE_REQUIRED)) || (theWeaponFlags & TWO_HIVES_REQUIRED) || (theWeaponFlags & THREE_HIVES_REQUIRED)) { //// Allow leap //if (!(thePlayer->pev->iuser3 == AVH_USER3_ALIEN_PLAYER1 && (theWeaponFlags & TWO_HIVES_REQUIRED))) //{ theEnabledState = 0; //} } } // If we don't have the hives required, or we're ensnared else if (/*thePlayer->GetIsTemporarilyInvulnerable() ||*/ !thePlayer->GetIsAbleToAct() || ((inNumActiveHives < 1) && (theWeaponFlags & ONE_HIVE_REQUIRED)) || ((inNumActiveHives < 2) && (theWeaponFlags & TWO_HIVES_REQUIRED)) || ((inNumActiveHives < 3) && (theWeaponFlags & THREE_HIVES_REQUIRED)) || (this->GetResourceCost() > thePlayer->GetResources(false)) ) { // Disable it theEnabledState = 0; } } // : 497 save the state for when we send the CurWeapon message this->m_iEnabled = theEnabledState; } void AvHBasePlayerWeapon::KeyValue(KeyValueData* pkvd) { // Any entity placed by the mapper is persistent this->SetPersistent(); if(FStrEq(pkvd->szKeyName, "teamchoice")) { this->pev->team = (AvHTeamNumber)(atoi(pkvd->szValue)); pkvd->fHandled = TRUE; } else if(FStrEq(pkvd->szKeyName, "angles")) { // TODO: Insert code here //pkvd->fHandled = TRUE; } else if(FStrEq(pkvd->szKeyName, "lifetime")) { this->mLifetime = atoi(pkvd->szValue); pkvd->fHandled = TRUE; } else { CBasePlayerWeapon::KeyValue(pkvd); } } // 0 means never expire, -1 means no value was set so use default int AvHBasePlayerWeapon::GetLifetime() const { int theLifetime = this->mLifetime; if(theLifetime < 0) { theLifetime = AvHSUGetWeaponStayTime(); } return theLifetime; } bool AvHBasePlayerWeapon::GetIsPersistent() const { return this->mIsPersistent; } void AvHBasePlayerWeapon::SetPersistent() { this->mIsPersistent = true; } #endif void AvHBasePlayerWeapon::SetNextIdle(void) { float theRandomIdle = UTIL_SharedRandomFloat(this->m_pPlayer->random_seed, 10, 15); this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theRandomIdle; // Just added these next two lines 8/8/01 (trying to fix prediction wackiness) if(this->m_flTimeWeaponIdle < 0) { this->m_flTimeWeaponIdle = theRandomIdle; } } BOOL AvHBasePlayerWeapon::UseDecrement( void ) { // If we're predicting, return true return TRUE; } void AvHBasePlayerWeapon::WeaponIdle(void) { //#ifdef AVH_CLIENT // char sz[ 128 ]; // sprintf(sz, "during idle, clip is %d\n", this->m_iClip); // gEngfuncs.pfnCenterPrint( sz ); // // //gEngfuncs.Con_Printf("during idle, clip is %d\n", sz); //#endif if(this->mAttackButtonDownLastFrame) { this->PlaybackEvent(this->mEndEvent); this->mAttackButtonDownLastFrame = false; } ResetEmptySound(); this->m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if(this->m_flTimeWeaponIdle <= UTIL_WeaponTimeBase()) { this->SendWeaponAnim(this->GetIdleAnimation()); this->m_pPlayer->SetAnimation(PLAYER_IDLE); this->SetNextIdle(); } } bool AvHBasePlayerWeapon::UsesAmmo(void) const { return true; }