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1332 lines
34 KiB
C++
1332 lines
34 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHBasePlayerWeapon.cpp$
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// $Date: 2002/11/22 21:28:15 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHBasePlayerWeapon.cpp,v $
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// Revision 1.38 2002/11/22 21:28:15 Flayra
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// - mp_consistency changes
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//
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// Revision 1.37 2002/11/03 04:47:23 Flayra
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// - Moved weapon expiring into .dll out of .cfg
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//
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// Revision 1.36 2002/10/24 21:22:10 Flayra
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// - Fixes muzzle-flash showing when firing an empty weapon
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//
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// Revision 1.35 2002/10/17 17:34:14 Flayra
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// - Part 2 of persistent weapons fix (found with Grendel)
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//
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// Revision 1.34 2002/10/16 20:51:17 Flayra
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// - Fixed problem where acid projectile hit player
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//
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// Revision 1.33 2002/10/03 18:39:24 Flayra
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// - Added heavy view models
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//
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// Revision 1.32 2002/09/23 22:10:46 Flayra
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// - Weapons now stick around the way they should (forever when dropped by commander, weapon stay time when dropped by player)
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//
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// Revision 1.31 2002/08/16 02:33:12 Flayra
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// - Added damage types
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//
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// Revision 1.30 2002/07/24 19:11:45 Flayra
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// - Linux issues
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//
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// Revision 1.29 2002/07/24 18:45:40 Flayra
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// - Linux and scripting changes
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//
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// Revision 1.28 2002/07/08 16:47:31 Flayra
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// - Reworked bullet firing to add random spread (bug #236), temporarily hacked shotty player animation, removed old adrenaline, don't allow using weapons when invulnerable
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//
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// Revision 1.27 2002/07/01 21:17:13 Flayra
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// - Removed outdated adrenaline concept, made ROF generic for primal scream
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//
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// Revision 1.26 2002/06/25 17:41:13 Flayra
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// - Reworking for correct player animations and new enable/disable state
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//
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// Revision 1.25 2002/06/10 19:50:37 Flayra
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// - First-pass at level 1 animated view model (different anims when running and walking)
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//
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// Revision 1.24 2002/06/03 16:29:53 Flayra
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// - Added resupply (from arsenal), better animation support (for both view model and player model)
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//
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// Revision 1.23 2002/05/28 17:37:33 Flayra
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// - Max entities fix, added animation empty fire
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//
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// Revision 1.22 2002/05/23 02:34:00 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifdef AVH_CLIENT
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "cl_dll/ammo.h"
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#include "cl_dll/ammohistory.h"
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extern int g_runfuncs;
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#endif
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#include "../util/nowarnings.h"
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#include "AvHBasePlayerWeapon.h"
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#include "AvHAlienWeaponConstants.h"
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#include "AvHPlayer.h"
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#include "../common/usercmd.h"
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#include "../pm_shared/pm_defs.h"
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#include "AvHMarineEquipmentConstants.h"
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#include "AvHMarineWeapons.h"
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#ifdef AVH_SERVER
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#include "AvHServerUtil.h"
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#include "AvHGamerules.h"
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extern int gWelderConstEventID;
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#endif
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#ifdef AVH_CLIENT
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#include "cl_dll/com_weapons.h"
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#endif
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#include "AvHPlayerUpgrade.h"
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#include "AvHSharedUtil.h"
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#include "../types.h"
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#include "../common/vector_util.h"
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#include "../util/MathUtil.h"
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// extern "C" this guy because delcared in pm_shared.c, not pm_shared.cpp
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extern playermove_t* pmove;
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extern cvar_t weaponstay;
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Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread)
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{
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// Use player's random seed.
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// get circular gaussian spread
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float x = UTIL_SharedRandomFloat( inSeed + inShotNumber, -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 1 + inShotNumber ) , -0.5, 0.5 );
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float y = UTIL_SharedRandomFloat( inSeed + ( 2 + inShotNumber ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 3 + inShotNumber ), -0.5, 0.5 );
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float z = x * x + y * y;
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Vector theRandomDir = inBaseDirection + x * inSpread.x * inRight + y * inSpread.y * inUp;
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return theRandomDir;
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}
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// test
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Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread, const Vector& inFromSpread)
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{
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// Use player's random seed.
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// get circular gaussian spread
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float x = UTIL_SharedRandomFloat( inSeed + inShotNumber, -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 1 + inShotNumber ) , -0.5, 0.5 );
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float y = UTIL_SharedRandomFloat( inSeed + ( 2 + inShotNumber ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( inSeed + ( 3 + inShotNumber ), -0.5, 0.5 );
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float z = x * x + y * y;
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float xdir = x / fabs(x);
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float ydir = y / fabs(y);
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Vector theRandomDir = inBaseDirection + inFromSpread.x * inRight * xdir + x * inSpread.x * inRight + inFromSpread.y * inUp * ydir + y * inSpread.y * inUp;
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return theRandomDir;
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}
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AvHBasePlayerWeapon::AvHBasePlayerWeapon()
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{
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// reasonable defaults for everything else
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this->mEvent = 0;
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this->mWeaponAnimationEvent = 0;
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this->mStartEvent = 0;
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this->mEndEvent = 0;
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this->mRange = 8012;
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this->mDamage = 10;
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this->mAttackButtonDownLastFrame = false;
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this->mTimeOfLastResupply = -1;
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this->mTimeOfLastPrime = -1;
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this->mWeaponPrimeStarted = false;
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#ifdef AVH_SERVER
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this->mInOverwatch = false;
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this->mIsPersistent = false;
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this->mLifetime = -1;
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#endif
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}
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void AvHBasePlayerWeapon::PrintWeaponToClient(CBaseEntity *theAvHPlayer) {
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char msg[1024];
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ItemInfo theItemInfo;
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this->GetItemInfo(&theItemInfo);
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sprintf(msg, "%s iuser3=%d\tenabled = %d\n", theItemInfo.pszName, this->pev->iuser3, this->m_iEnabled);
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ClientPrint(theAvHPlayer->pev, HUD_PRINTNOTIFY, msg);
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}
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int AvHBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer )
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{
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// Can we predict weapon pick-ups? I bet we can.
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int theAddedToPlayer = 0;
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#ifdef AVH_SERVER
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AvHPlayer* inPlayer = dynamic_cast<AvHPlayer*>(pPlayer);
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ASSERT(inPlayer != NULL);
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if(this->GetAllowedForUser3(inPlayer->GetUser3()))
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{
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// Make sure player doesn't have this weapon already
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if(!pPlayer->HasItem(this))
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{
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// If weapon was placed by mapper
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if(this->GetIsPersistent())
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{
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// Create a new weapon and give it to the player
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pPlayer->GiveNamedItem(STRING(this->pev->classname));
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this->DestroyItem();
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}
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else
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{
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theAddedToPlayer = CBasePlayerWeapon::AddToPlayer(pPlayer);
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if(theAddedToPlayer)
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{
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// Make sure it's not set for expiration
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SetThink(NULL);
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}
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}
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}
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}
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#endif
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return theAddedToPlayer;
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}
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BOOL AvHBasePlayerWeapon::Deploy()
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{
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// : 0000938
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// removed deploy sounds for all weapons, leaving the sounds to the models
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// char* theDeploySound = this->GetDeploySound();
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// if(theDeploySound)
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// {
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// EMIT_SOUND(ENT(this->pev), CHAN_WEAPON, this->GetDeploySound(), this->GetDeploySoundVolume(), ATTN_NORM);
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//}
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// :
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char* theAnimExt = this->GetAnimationExtension();
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BOOL theSuccess = DefaultDeploy(this->GetActiveViewModel(), this->GetPlayerModel(), this->GetDeployAnimation(), theAnimExt);
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// Set a player animatiom here?
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//this->m_pPlayer->SetAnimation(PLAYER_ANIM(iAnim));
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// Set deploy time
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this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime();
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this->mTimeOfLastPrime = -1;
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this->mWeaponPrimeStarted = false;
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return theSuccess;
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}
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BOOL AvHBasePlayerWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body)
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{
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if (!CanDeploy( ))
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return FALSE;
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m_pPlayer->TabulateAmmo();
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// This was causing a crash from hl_weapons.cpp only when connected to a dedicated server and switching weapons
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//#ifdef AVH_SERVER
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//m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
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//#endif
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#ifdef AVH_SERVER
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m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
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m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
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#else
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gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
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gEngfuncs.CL_LoadModel( szWeaponModel, &m_pPlayer->pev->weaponmodel );
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#endif
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strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
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//SendWeaponAnim( iAnim, skiplocal, body );
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this->SendWeaponAnim(iAnim);
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// Set the player animation as well
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//this->m_pPlayer->SetAnimation(PLAYER_ANIM(iAnim));
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + this->GetDeployTime();
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + this->GetDeployTime() + kDeployIdleInterval;
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return TRUE;
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}
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BOOL AvHBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body)
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{
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// : 0000996
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if (m_fInReload == TRUE)
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return TRUE;
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// :
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return FALSE;
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// Don't reload while we're resupplying
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if(this->mTimeOfLastResupply > 0)
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{
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return FALSE;
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}
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int j = min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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if (j == 0)
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return FALSE;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
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//!!UNDONE -- reload sound goes here !!!
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//SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );
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this->SendWeaponAnim(iAnim);
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// Send reload to all players. Reloads are initiated server-side, so send down to local client as well
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this->m_pPlayer->pev->weaponanim = iAnim;
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this->PlaybackEvent(this->mWeaponAnimationEvent, iAnim, FEV_RELIABLE);
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// Player model reload animation
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD);
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m_fInReload = TRUE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + kDeployIdleInterval;
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return TRUE;
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}
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char* AvHBasePlayerWeapon::GetActiveViewModel() const
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{
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return this->GetViewModel();
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}
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//BOOL AvHBasePlayerWeapon::Deploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, float inNextAttackTime, int skiplocal)
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//{
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// BOOL theSuccess = FALSE;
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//
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// if(CanDeploy())
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// {
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// this->m_pPlayer->TabulateAmmo();
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// this->m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
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// this->m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
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// strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
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// SendWeaponAnim( iAnim, skiplocal );
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//
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// this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + inNextAttackTime;
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// this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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//
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// theSuccess = TRUE;
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// }
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//
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// return theSuccess;
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//}
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char* AvHBasePlayerWeapon::GetAnimationExtension() const
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{
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char* theAnimExt = NULL;
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AvHWeaponID theWeaponID = (AvHWeaponID)this->m_iId;
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switch(theWeaponID)
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{
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case AVH_WEAPON_BITE:
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case AVH_WEAPON_SPIT:
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case AVH_WEAPON_SPIKE:
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case AVH_WEAPON_BITE2:
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case AVH_WEAPON_SWIPE:
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case AVH_WEAPON_CLAWS:
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theAnimExt = "ability1";
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break;
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case AVH_WEAPON_PARASITE:
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case AVH_WEAPON_HEALINGSPRAY:
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case AVH_WEAPON_SPORES:
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case AVH_WEAPON_BLINK:
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case AVH_WEAPON_STOMP:
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theAnimExt = "ability2";
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break;
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case AVH_ABILITY_LEAP:
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case AVH_WEAPON_BILEBOMB:
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case AVH_WEAPON_UMBRA:
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case AVH_WEAPON_METABOLIZE:
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case AVH_WEAPON_DEVOUR:
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theAnimExt = "ability3";
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break;
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case AVH_WEAPON_DIVINEWIND:
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case AVH_WEAPON_WEBSPINNER:
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case AVH_WEAPON_PRIMALSCREAM:
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case AVH_WEAPON_ACIDROCKET:
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case AVH_ABILITY_CHARGE:
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theAnimExt = "ability4";
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break;
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case AVH_WEAPON_KNIFE:
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theAnimExt = "knife";
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break;
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case AVH_WEAPON_PISTOL:
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theAnimExt = "pistol";
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break;
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case AVH_WEAPON_MG:
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theAnimExt = "lmg";
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break;
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case AVH_WEAPON_SONIC:
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theAnimExt = "shotgun";
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break;
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case AVH_WEAPON_HMG:
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theAnimExt = "hmg";
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break;
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case AVH_WEAPON_WELDER:
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theAnimExt = "welder";
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break;
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case AVH_WEAPON_MINE:
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theAnimExt = "tripmine";
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break;
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case AVH_WEAPON_GRENADE_GUN:
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theAnimExt = "grenadegun";
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break;
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case AVH_WEAPON_GRENADE:
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theAnimExt = "handgrenade";
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break;
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default:
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ASSERT(false);
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break;
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}
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return theAnimExt;
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}
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int AvHBasePlayerWeapon::GetClipSize() const
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{
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ItemInfo theItemInfo;
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this->GetItemInfo(&theItemInfo);
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int theClipSize = theItemInfo.iMaxClip;
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return theClipSize;
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}
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int AvHBasePlayerWeapon::GetPrimaryAmmoAmount() const
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{
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int theAmmo = 0;
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if(this->m_pPlayer && (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0))
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{
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theAmmo = this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType];
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}
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return theAmmo;
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}
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int AvHBasePlayerWeapon::GetDamageType() const
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{
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return NS_DMG_NORMAL;
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}
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char* AvHBasePlayerWeapon::GetDeploySound() const
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{
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return NULL;
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}
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float AvHBasePlayerWeapon::GetDeploySoundVolume() const
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{
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return 1.0f;
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}
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int AvHBasePlayerWeapon::GetEmptyShootAnimation() const
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{
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return kShootEmptyAnimation;
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}
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void AvHBasePlayerWeapon::GetEventOrigin(Vector& outOrigin) const
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{
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VectorCopy(this->m_pPlayer->pev->origin, outOrigin);
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}
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void AvHBasePlayerWeapon::GetEventAngles(Vector& outAngles) const
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{
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outAngles = this->pev->v_angle + this->pev->punchangle;
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}
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bool AvHBasePlayerWeapon::GetFiresUnderwater() const
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{
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return false;
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}
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bool AvHBasePlayerWeapon::GetIsFiring() const
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{
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return this->mAttackButtonDownLastFrame;
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}
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bool AvHBasePlayerWeapon::GetHasMuzzleFlash() const
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{
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return false;
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}
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bool AvHBasePlayerWeapon::GetIsCapableOfFiring() const
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{
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return !this->UsesAmmo() || (this->m_iClip > 0);
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}
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int AvHBasePlayerWeapon::GetDeployAnimation() const
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{
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return kDeployAnimation;
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}
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int AvHBasePlayerWeapon::GetIdleAnimation() const
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{
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int iAnim;
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int theRandomNum = UTIL_SharedRandomLong(this->m_pPlayer->random_seed, 0, 1);
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switch(theRandomNum)
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{
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case 0:
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iAnim = kIdleAnimationOne;
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break;
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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<AvHBasePlayerWeapon*>(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<AvHPlayer*>(this->m_pPlayer);
|
|
// if(thePlayer->GetIsInTopDownMode())
|
|
// {
|
|
// return false;
|
|
// }
|
|
//#endif
|
|
|
|
// Only shoot if deployed and enabled (iuser3 is 0 when disabled, 1 when enabled <from m_fireState>)
|
|
|
|
// : 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)
|
|
{
|
|
if(!this->GetMustPressTriggerForEachShot() || (!this->mAttackButtonDownLastFrame))
|
|
{
|
|
theAttackIsValid = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Definitely not firing this pull of the trigger
|
|
theAttackIsValid = false;
|
|
|
|
BOOL theHasAmmo = 0;
|
|
|
|
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();
|
|
}
|
|
else
|
|
{
|
|
this->PlayEmptySound();
|
|
|
|
this->SendWeaponAnim(this->GetEmptyShootAnimation());
|
|
|
|
//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<AvHPlayer*>(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<AvHPlayer*>(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;
|
|
//bugfix - don't let resupply shorten reload time
|
|
this->m_pPlayer->m_flNextAttack = max(this->m_pPlayer->m_flNextAttack,UTIL_WeaponTimeBase() + theDelay);
|
|
this->mTimeOfLastResupply = UTIL_WeaponTimeBase() + theDelay;
|
|
}
|
|
|
|
return theResupplied;
|
|
}
|
|
|
|
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;
|
|
|
|
ItemInfo theItemInfo;
|
|
if(this->GetItemInfo(&theItemInfo) != 0)
|
|
{
|
|
int theWeaponFlags = theItemInfo.iFlags;
|
|
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer);
|
|
ASSERT(thePlayer);
|
|
|
|
// If we don't have the hives required, or we're ensnared
|
|
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;
|
|
}
|