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296 lines
10 KiB
C++
296 lines
10 KiB
C++
//======== (C) Copyright 2002 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: AvHMarineWeapon.cpp $
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// $Date: 2002/11/22 21:28:16 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineWeapon.cpp,v $
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// Revision 1.4 2002/11/22 21:28:16 Flayra
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// - mp_consistency changes
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//
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// Revision 1.3 2002/10/03 18:58:15 Flayra
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// - Added heavy view models
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//
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// Revision 1.2 2002/06/25 17:50:59 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.1 2002/05/23 02:33:42 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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#include "AvHMarineWeapon.h"
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#include "AvHMarineWeaponConstants.h"
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#include "AvHSpecials.h"
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#include "../util/Balance.h"
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#include "AvHServerUtil.h"
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#include "AvHSharedUtil.h"
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bool AvHMarineWeapon::GetAllowedForUser3(AvHUser3 inUser3)
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{
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bool theAllowed = false;
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// Alien weapons for aliens. Don't take into account exact roles until needed (and until weapons have stabilized)
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switch(inUser3)
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{
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case AVH_USER3_MARINE_PLAYER:
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theAllowed = true;
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break;
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}
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return theAllowed;
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}
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float AvHMarineWeapon::GetDeploySoundVolume() const
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{
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return kDeployMarineWeaponVolume;
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}
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char* AvHMarineWeapon::GetHeavyViewModel() const
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{
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return NULL;
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}
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float AvHMarineWeapon::ComputeAttackInterval() const
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{
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float theROF = this->GetRateOfFire();
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int theUser4 = this->m_pPlayer->pev->iuser4;
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// Speed attack if in range of primal scream
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if(GetHasUpgrade(theUser4, MASK_BUFFED))
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{
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float theCatalystROFFactor = 1.0f + BALANCE_VAR(kCatalystROFFactor);
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theROF /= theCatalystROFFactor;
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}
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return theROF;
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}
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char* AvHMarineWeapon::GetActiveViewModel() const
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{
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char* theViewModel = this->GetViewModel();
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// If we're a marine with heavy armor, use the heavy view model
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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)))
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{
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char* theHeavyViewModel = this->GetHeavyViewModel();
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if(theHeavyViewModel)
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{
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theViewModel = theHeavyViewModel;
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}
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}
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return theViewModel;
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}
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void AvHMarineWeapon::Precache()
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{
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AvHBasePlayerWeapon::Precache();
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char* theHeavyViewModel = this->GetHeavyViewModel();
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if(theHeavyViewModel)
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{
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PRECACHE_UNMODIFIED_MODEL(theHeavyViewModel);
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}
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}
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// AvHReloadableMarineWeapon
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const int kSpecialReloadNone = 0;
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const int kSpecialReloadGotoReload = 1;
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const int kSpecialReloadReloadShell = 2;
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const int kSpecialReloadPump = 3;
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void AvHReloadableMarineWeapon::DeductCostForShot(void)
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{
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AvHMarineWeapon::DeductCostForShot();
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// Stop reload if we were in the middle of one
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if(this->m_fInSpecialReload != kSpecialReloadNone)
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{
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this->m_fInSpecialReload = kSpecialReloadNone;
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}
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}
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int AvHReloadableMarineWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay )
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{
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// Needed to prevet super fast default reload
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return FALSE;
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}
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void AvHReloadableMarineWeapon::Holster( int skiplocal)
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{
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AvHMarineWeapon::Holster(skiplocal);
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// Cancel any reload in progress.
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this->m_fInSpecialReload = kSpecialReloadNone;
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}
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void AvHReloadableMarineWeapon::Init()
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{
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this->m_fInSpecialReload = kSpecialReloadNone;
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//this->mNextReload = 0;
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}
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void AvHReloadableMarineWeapon::Reload(void)
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{
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//int theReloadAnimation = this->GetReloadAnimation();
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//float theReloadTime = this->GetReloadTime();
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int theClipSize = this->GetClipSize();
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if((this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] > 0) && (m_iClip < theClipSize))
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{
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if (this->m_fInSpecialReload == kSpecialReloadPump)
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{
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//pump the shotgun to end the reload if attack is pressed during a reload
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this->SendWeaponAnim(this->GetEndReloadAnimation());
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//+1 is the average of the gotoreload and shellreload times previously used to limit primary attack and matches the marine putting his hand on the gun. Actual time is half these values in seconds because timers get decremented twice.
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const float theEndReloadTime = 1.0f;
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//this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
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//Server code is a bug fix for being able to beat the resupply shoot delay timer.
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//Only the server tracks resupply time but it has 500ms here to update the client's m_flNextPrimaryAttack. If it's buggy then remove it and the resupply code that adds to primary attack, network the resupply timer, and check it alongside m_flNextPrimaryAttack in AvHBasePlayerWeapon::ProcessValidAttack.
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#ifdef AVH_SERVER
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float resupplyTimer = this->GetResupplyTimer();
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if (resupplyTimer > 0.0f)
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{
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + max(theEndReloadTime,(resupplyTimer * 2.0f));
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this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + max(theEndReloadTime,(resupplyTimer * 2.0f));
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this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + max(theEndReloadTime,(resupplyTimer * 2.0f));
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}
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else
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#endif
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{
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theEndReloadTime;
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this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theEndReloadTime;
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this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theEndReloadTime;
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}
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
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this->m_fInSpecialReload = kSpecialReloadNone;
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}
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else if(this->m_fInSpecialReload == kSpecialReloadReloadShell)
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{
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// Add to shell count at specified time in the middle of reload to sync with animation and sound.
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if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
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{
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// Don't idle for a bit
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//this->SetNextIdle();
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// Add them to the clip
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this->m_iClip += 1;
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this->m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
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this->m_fInSpecialReload = kSpecialReloadGotoReload;
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if (this->m_iClip >= theClipSize)
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{
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD_END);
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}
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}
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}
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// don't reload until recoil is done
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else if(this->m_flNextPrimaryAttack <= UTIL_WeaponTimeBase())
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{
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if(this->m_fInSpecialReload == kSpecialReloadNone)
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{
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// Start reload
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this->m_fInSpecialReload = kSpecialReloadGotoReload;
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//ALERT(at_console, "reload0\n");
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this->SendWeaponAnim(this->GetGotoReloadAnimation());
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float theGotoReloadAnimationTime = this->GetGotoReloadAnimationTime();
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bool oldreload = (CVAR_GET_FLOAT("sv_nsversion") < 323.0f);
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if (oldreload)
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{
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this->m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.1f;
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.1f;
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this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.1f;
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this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.1f;
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}
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else
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{
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
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this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
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this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theGotoReloadAnimationTime;
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}
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD_START);
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}
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else if(this->m_fInSpecialReload == kSpecialReloadGotoReload)
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{
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if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase())
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{
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// was waiting for gun to move to side
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this->m_fInSpecialReload = kSpecialReloadReloadShell;
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//ALERT(at_console, "reload1\n");
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this->SendWeaponAnim(this->GetShellReloadAnimation());
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float theShellReloadTime = this->GetShellReloadAnimationTime();
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//this->mNextReload = UTIL_WeaponTimeBase() + theShellReloadTime;
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//Time to call weaponidle and trigger another reload so ammo count addition can by synchronized with animation and sound.
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this->m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.4f;
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this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
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this->m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + theShellReloadTime;
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this->m_pPlayer->SetAnimation(PLAYER_RELOAD_INSERT);
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}
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}
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}
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}
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}
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void AvHReloadableMarineWeapon::WeaponIdle(void)
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{
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// : 0000484 - ensures that all idle weapons can fire the empty sound
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ResetEmptySound();
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if(this->m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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if((this->m_iClip == 0) && (this->m_fInSpecialReload == kSpecialReloadNone) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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this->Reload();
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}
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else if(this->m_fInSpecialReload != kSpecialReloadNone)
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{
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if((m_iClip != this->GetClipSize()) && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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this->Reload();
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}
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else
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{
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// reload debounce has timed out
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this->m_fInSpecialReload = kSpecialReloadNone;
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//ALERT(at_console, "specreset time:%g idle:%g primary:%g specrel:%d\n", gpGlobals->time, this->m_flTimeWeaponIdle, this->m_flNextPrimaryAttack, m_fInSpecialReload);
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this->SendWeaponAnim(this->GetEndReloadAnimation());
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float theEndReloadAnimationTime = this->GetEndReloadAnimationTime();
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + theEndReloadAnimationTime;
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}
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}
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else
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{
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// 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
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if(m_iClip == this->GetClipSize())
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{
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AvHMarineWeapon::WeaponIdle();
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}
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}
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}
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}
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