Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pOperator - 
//-----------------------------------------------------------------------------
void CWeaponAR2::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles )
{
	Vector vecShootOrigin, vecShootDir;

	CAI_BaseNPC *npc = pOperator->MyNPCPointer();
	ASSERT( npc != NULL );

	if ( bUseWeaponAngles )
	{
		QAngle	angShootDir;
		GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin, angShootDir );
		AngleVectors( angShootDir, &vecShootDir );
	}
	else 
	{
		vecShootOrigin = pOperator->Weapon_ShootPosition();
		vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
	}

	WeaponSoundRealtime( SINGLE_NPC );

	CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );

	pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );

	// NOTENOTE: This is overriden on the client-side
	// pOperator->DoMuzzleFlash();

	m_iClip1 = m_iClip1 - 1;
}
Ejemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
	// FIXME: use the returned number of bullets to account for >10hz firerate
	WeaponSoundRealtime( SINGLE_NPC );

	CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
	pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED,
		MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );

	pOperator->DoMuzzleFlash();
	m_iClip1 = m_iClip1 - 1;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponSMG1::FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, Vector &vecShootOrigin, Vector &vecShootDir )
{
	Vector vecShootOrigin2; //The origin of the shot 
	QAngle	angShootDir2;    //The angle of the shot

	//We need to figure out where to place the particle effect, so lookup where the muzzle is
	GetAttachment( LookupAttachment( "muzzle" ), vecShootOrigin2, angShootDir2 );

	// FIXME: use the returned number of bullets to account for >10hz firerate
	WeaponSoundRealtime( SINGLE_NPC );

	CSoundEnt::InsertSound( SOUND_COMBAT|SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy() );
	pOperator->FireBullets( 1, vecShootOrigin, vecShootDir, VECTOR_CONE_PRECALCULATED,
		MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), 0 );

	//pOperator->DoMuzzleFlash();
	DispatchParticleEffect( "muzzle_smg1", vecShootOrigin2, angShootDir2);
	m_iClip1 = m_iClip1 - 1;
}