Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseSDKGrenade::ItemPostFrame()
{
	CSDKPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
	if ( !vm )
		return;

	// If they let go of the fire button, they want to throw the grenade.
	if ( m_bPinPulled && !(pPlayer->m_nButtons & IN_ATTACK) ) 
	{
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
//		if (m_bSecondary)
//			DropGrenade();
//		else
			ThrowGrenade();
		
		DecrementAmmo( pPlayer );
	
		m_bPinPulled = false;
		SendWeaponAnim( ACT_VM_THROW );	
		SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );

		m_bPinPulled = false;
//		m_bSecondary = false;
	}
	else if( m_bRedraw )
	{
		// Has the throw animation finished playing
		if( m_flTimeWeaponIdle < gpGlobals->curtime )
		{
			// if we're officially out of grenades, ditch this weapon
			if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
			{
#ifdef GAME_DLL
				pPlayer->Weapon_Drop( this, NULL, NULL );
				UTIL_Remove(this);
#endif
				pPlayer->SwitchToNextBestWeapon( NULL ); //Tony; now switch! cuz we rans outs!
			}
			else
			{
				m_bRedraw = false;
				m_flNextPrimaryAttack = gpGlobals->curtime + 1.2;
				m_flNextSecondaryAttack = gpGlobals->curtime + 1.2;
				SendWeaponAnim( GetDeployActivity() );			
			}
			return;	//don't animate this grenade any more!
		}	
	}
	else if( !m_bRedraw )
	{
		BaseClass::ItemPostFrame();
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseSDKGrenade::ItemPostFrame()
{
	CSDKPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
	if ( !vm )
		return;

	// If they let go of the fire button, they want to throw the grenade.
	if ( m_bPinPulled && !(pPlayer->m_nButtons & IN_ATTACK) ) 
	{
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_THROW_GRENADE );

		StartGrenadeThrow();
		
		DecrementAmmo( pPlayer );
	
		m_bPinPulled = false;
		SendWeaponAnim( ACT_VM_THROW );	
		SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
	}
	else if ((m_fThrowTime > 0) && (m_fThrowTime < gpGlobals->curtime))
	{
		ThrowGrenade();
	}
	else if( m_bRedraw )
	{
		// Has the throw animation finished playing
		if( m_flTimeWeaponIdle < gpGlobals->curtime )
		{
#ifdef GAME_DLL
			// if we're officially out of grenades, ditch this weapon
			if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
			{
				pPlayer->Weapon_Drop( this, NULL, NULL );
				UTIL_Remove(this);
			}
			else
			{
				pPlayer->SwitchToNextBestWeapon( this );
			}
#endif
			return;	//don't animate this grenade any more!
		}	
	}
	else if( !m_bRedraw )
	{
		BaseClass::ItemPostFrame();
	}
}
void CWeaponSDKBase::SendReloadEvents()
{
	CSDKPlayer *pPlayer = dynamic_cast< CSDKPlayer* >( GetOwner() );
	if ( !pPlayer )
		return;

	// Send a message to any clients that have this entity to play the reload.
	CPASFilter filter( pPlayer->GetAbsOrigin() );
	filter.RemoveRecipient( pPlayer );

	UserMessageBegin( filter, "ReloadEffect" );
	WRITE_SHORT( pPlayer->entindex() );
	MessageEnd();

	// Make the player play his reload animation.
	pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
}
Ejemplo n.º 4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CSDKGameMovement::CheckJumpButton( void )
{
	if (!m_pSDKPlayer->IsAlive())
	{
		mv->m_nOldButtons |= IN_JUMP ;	// don't jump again until released
		return false;
	}
#if defined ( SDK_USE_PRONE )
	if( m_pSDKPlayer->m_Shared.IsProne() ||
		m_pSDKPlayer->m_Shared.IsGettingUpFromProne() || 
		m_pSDKPlayer->m_Shared.IsGoingProne() )
	{
		mv->m_nOldButtons |= IN_JUMP;
		return false;
	}
#endif

	// See if we are waterjumping.  If so, decrement count and return.
	float flWaterJumpTime = player->GetWaterJumpTime();

	if ( flWaterJumpTime > 0 )
	{
		flWaterJumpTime -= gpGlobals->frametime;
		if (flWaterJumpTime < 0)
			flWaterJumpTime = 0;

		player->SetWaterJumpTime( flWaterJumpTime );
		
		return false;
	}

	// If we are in the water most of the way...
	if ( m_pSDKPlayer->GetWaterLevel() >= 2 )
	{	
		// swimming, not jumping
		SetGroundEntity( NULL );

		if(m_pSDKPlayer->GetWaterType() == CONTENTS_WATER)    // We move up a certain amount
			mv->m_vecVelocity[2] = 100;
		else if (m_pSDKPlayer->GetWaterType() == CONTENTS_SLIME)
			mv->m_vecVelocity[2] = 80;
		
		// play swiming sound
		if ( player->GetSwimSoundTime() <= 0 )
		{
			// Don't play sound again for 1 second
			player->SetSwimSoundTime( 1000 );
			PlaySwimSound();
		}

		return false;
	}

	// No more effect
 	if (m_pSDKPlayer->GetGroundEntity() == NULL)
	{
		mv->m_nOldButtons |= IN_JUMP;
		return false;		// in air, so no effect
	}

	if ( mv->m_nOldButtons & IN_JUMP )
		return false;		// don't pogo stick

	// In the air now.
	SetGroundEntity( NULL );
	
	m_pSDKPlayer->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->GetSurfaceData(), 1.0, true );
	m_pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP );

//Tony; liek the landing sound, leaving this here if as an example for playing a jump sound.
//	// make the jump sound
//	CPASFilter filter( m_pSDKPlayer->GetAbsOrigin() );
//	filter.UsePredictionRules();
//	m_pSDKPlayer->EmitSound( filter, m_pSDKPlayer->entindex(), "Player.Jump" );

	float flGroundFactor = 1.0f;
	if ( player->GetSurfaceData() )
	{
		flGroundFactor = player->GetSurfaceData()->game.jumpFactor; 
	}	


	Assert( sv_gravity.GetFloat() == 800.0f );

	float flJumpHeight = 268.3281572999747f;
	//Warning("HERE team: %d", player->GetTeamNumber());
	// Accelerate upward
	// If we are ducking...
	float startz = mv->m_vecVelocity[2];
	if ( (  m_pSDKPlayer->m_Local.m_bDucking ) || (  m_pSDKPlayer->GetFlags() & FL_DUCKING ) )
	{
		// d = 0.5 * g * t^2		- distance traveled with linear accel
		// t = sqrt(2.0 * 45 / g)	- how long to fall 45 units
		// v = g * t				- velocity at the end (just invert it to jump up that high)
		// v = g * sqrt(2.0 * 45 / g )
		// v^2 = g * g * 2.0 * 45 / g
		// v = sqrt( g * 2.0 * 45 )
							
		
		if(player->GetTeamNumber() == 2){
			mv->m_vecVelocity[2] = flGroundFactor * flJumpHeight ;  
			//mv->m_vecVelocity[1] *= 1.8; 
			//mv->m_vecVelocity[0] *= 1.8;  
			Vector vecForward;
			AngleVectors( mv->m_vecViewAngles, &vecForward );
			vecForward.z = 0;
			VectorNormalize( vecForward );
			VectorAdd( (vecForward*(fabs( mv->m_flForwardMove * 0.5f ))*2), mv->m_vecVelocity, mv->m_vecVelocity );
		}
		else mv->m_vecVelocity[2] = flGroundFactor * flJumpHeight;		// flJumpSpeed of 45
	}
	else
	{
		if(player->GetTeamNumber() == 2)
			mv->m_vecVelocity[2] += flGroundFactor * flJumpHeight * 2;  // 2 * gravity * height
		else
			mv->m_vecVelocity[2] += flGroundFactor * flJumpHeight;  // 2 * gravity * height
		//mv->m_vecVelocity[2] += flGroundFactor * flJumpHeight;	// flJumpSpeed of 45
	}
	
	FinishGravity();

	mv->m_outWishVel.z += mv->m_vecVelocity[2] - startz;
	mv->m_outStepHeight += 0.1f;

	// Flag that we jumped.
	mv->m_nOldButtons |= IN_JUMP;	// don't jump again until released

	m_pSDKPlayer->m_Shared.SetJumping( true );

	return true;
}
Ejemplo n.º 5
0
//-----------------------------------------------------------------------------
// Purpose: See if duck button is pressed and do the appropriate things
//-----------------------------------------------------------------------------
void CSDKGameMovement::Duck( void )
{
	int buttonsChanged	= ( mv->m_nOldButtons ^ mv->m_nButtons );	// These buttons have changed this frame
	int buttonsPressed	=  buttonsChanged & mv->m_nButtons;			// The changed ones still down are "pressed"
	int buttonsReleased	=  buttonsChanged & mv->m_nOldButtons;		// The changed ones which were previously down are "released"

	if ( mv->m_nButtons & IN_DUCK )
	{
		mv->m_nOldButtons |= IN_DUCK;
	}
	else
	{
		mv->m_nOldButtons &= ~IN_DUCK;
	}

	if ( !player->IsAlive() )
	{
#if defined ( SDK_USE_PRONE )
		if( m_pSDKPlayer->m_Shared.IsProne() )
		{
			FinishUnProne();
		}
#endif // SDK_USE_PRONE

		// Unduck
		if ( player->m_Local.m_bDucking || player->m_Local.m_bDucked )
		{
			FinishUnDuck();
		}
		return;
	}

	static int iState = 0;

#if defined ( SDK_USE_PRONE )
	// Prone / UnProne - we don't duck if this is happening
	if( m_pSDKPlayer->m_Shared.IsGettingUpFromProne() == true )
	{
		float pronetime = m_pSDKPlayer->m_Shared.m_flUnProneTime - gpGlobals->curtime;

		if( pronetime < 0 )
		{
			FinishUnProne();

			if ( !m_pSDKPlayer->m_bUnProneToDuck && ( mv->m_nButtons & IN_DUCK ) )
			{
				buttonsPressed |= IN_DUCK;
				mv->m_nOldButtons &= ~IN_DUCK;
			}
		}
		else
		{
			// Calc parametric time
			float fraction = SimpleSpline( pronetime / TIME_TO_PRONE );
			SetProneEyeOffset( fraction );

		}

		// Set these, so that as soon as we stop unproning, we don't pop to standing
		// the information that we let go of the duck key has been lost by now.
		if ( m_pSDKPlayer->m_bUnProneToDuck )
		{
            player->m_Local.m_flDucktime = 1000;
			player->m_Local.m_bDucking    = true;
		}

		//don't deal with ducking while we're proning
		return;
	}
	else if ( m_pSDKPlayer->m_Shared.IsGoingProne() == true )
	{
		float pronetime = m_pSDKPlayer->m_Shared.m_flGoProneTime - gpGlobals->curtime;

		if( pronetime < 0 )
		{
			FinishProne();
		}
		else
		{
			// Calc parametric time
			float fraction = SimpleSpline( 1.0f - ( pronetime / TIME_TO_PRONE ) );
			SetProneEyeOffset( fraction );
		}

		//don't deal with ducking while we're proning
		return;
	}

	if ( gpGlobals->curtime > m_pSDKPlayer->m_Shared.m_flNextProneCheck )
	{
		if ( buttonsPressed & IN_ALT1 && m_pSDKPlayer->m_Shared.CanChangePosition() )
		{
			if( m_pSDKPlayer->m_Shared.IsProne() == false &&
				m_pSDKPlayer->m_Shared.IsGettingUpFromProne() == false )
			{
				m_pSDKPlayer->m_Shared.StartGoingProne();

				//Tony; here is where you'd want to do an animation for first person to give the effect of going prone.
				if ( m_pSDKPlayer->m_Shared.IsDucking() )
					m_pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_CROUCH_TO_PRONE );
				else
					m_pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_STAND_TO_PRONE );

			}
			else if ( CanUnprone() )
			{
				m_pSDKPlayer->m_Shared.SetProne( false );
				m_pSDKPlayer->m_Shared.StandUpFromProne();

				//
				//Tony; here is where you'd want to do an animation for first person to give the effect of getting up from prone.
				//

				m_pSDKPlayer->m_bUnProneToDuck = ( mv->m_nButtons & IN_DUCK ) > 0;

				if ( m_pSDKPlayer->m_bUnProneToDuck )
					m_pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_PRONE_TO_CROUCH );
				else
					m_pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_PRONE_TO_STAND );
			}
			
			m_pSDKPlayer->m_Shared.m_flNextProneCheck = gpGlobals->curtime + 1.0f;
			return;
		}
	}

	if ( m_pSDKPlayer->m_Shared.IsProne() &&
		m_pSDKPlayer->m_Shared.CanChangePosition() &&
		( buttonsPressed & IN_DUCK ) && 
		CanUnprone() )	
	{
		// If the player presses duck while prone,
		// unprone them to the duck position
		m_pSDKPlayer->m_Shared.SetProne( false );
		m_pSDKPlayer->m_Shared.StandUpFromProne();

		m_pSDKPlayer->m_bUnProneToDuck = true;

		//
		//Tony; here is where you'd want to do an animation for first person to give the effect of going to duck from prone.
		//

		m_pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_PRONE_TO_CROUCH );

		// simulate a duck that was pressed while we were prone
		player->AddFlag( FL_DUCKING );
		player->m_Local.m_bDucked = true;
		player->m_Local.m_flDucktime = 1000;
		player->m_Local.m_bDucking    = true;
	}

	// no ducking or unducking while deployed or prone
	if( m_pSDKPlayer->m_Shared.IsProne() ||
		m_pSDKPlayer->m_Shared.IsGettingUpFromProne() ||
		!m_pSDKPlayer->m_Shared.CanChangePosition() )
	{
		return;
	}
#endif // SDK_USE_PRONE
	HandleDuckingSpeedCrop();

	if ( !( player->GetFlags() & FL_DUCKING ) && ( player->m_Local.m_bDucked ) )
	{
		player->m_Local.m_bDucked = false;
	}

	// Holding duck, in process of ducking or fully ducked?
	if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
	{
		if ( mv->m_nButtons & IN_DUCK )
		{
			bool alreadyDucked = ( player->GetFlags() & FL_DUCKING ) ? true : false;

			if ( (buttonsPressed & IN_DUCK ) && !( player->GetFlags() & FL_DUCKING ) )
			{
				// Use 1 second so super long jump will work
				player->m_Local.m_flDucktime = 1000;
				player->m_Local.m_bDucking    = true;
			}

			float duckmilliseconds = max( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
			float duckseconds = duckmilliseconds / 1000.0f;

			//time = max( 0.0, ( 1.0 - (float)player->m_Local.m_flDucktime / 1000.0 ) );
			
			if ( player->m_Local.m_bDucking )
			{
				// Finish ducking immediately if duck time is over or not on ground
				if ( ( duckseconds > TIME_TO_DUCK ) || 
					( player->GetGroundEntity() == NULL ) ||
					alreadyDucked)
				{
					FinishDuck();
				}
				else
				{
					// Calc parametric time
					float flDuckFraction = SimpleSpline( duckseconds / TIME_TO_DUCK );
					SetSDKDuckedEyeOffset( flDuckFraction );
				}
			}
		}
		else
		{
			// Try to unduck unless automovement is not allowed
			// NOTE: When not onground, you can always unduck
			if ( player->m_Local.m_bAllowAutoMovement || player->GetGroundEntity() == NULL )
			{
				if ( (buttonsReleased & IN_DUCK ) && ( player->GetFlags() & FL_DUCKING ) )
				{
					// Use 1 second so super long jump will work
					player->m_Local.m_flDucktime = 1000;
					player->m_Local.m_bDucking    = true;  // or unducking
				}

				float duckmilliseconds = max( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
				float duckseconds = duckmilliseconds / 1000.0f;

				if ( CanUnduck() )
				{
					if ( player->m_Local.m_bDucking || 
						 player->m_Local.m_bDucked ) // or unducking
					{
						// Finish ducking immediately if duck time is over or not on ground
						if ( ( duckseconds > TIME_TO_UNDUCK ) ||
							 ( player->GetGroundEntity() == NULL ) )
						{
							FinishUnDuck();
						}
						else
						{
							// Calc parametric time
							float duckFraction = SimpleSpline( 1.0f - ( duckseconds / TIME_TO_UNDUCK ) );
							SetSDKDuckedEyeOffset( duckFraction );
						}
					}
				}
				else
				{
					// Still under something where we can't unduck, so make sure we reset this timer so
					//  that we'll unduck once we exit the tunnel, etc.
					player->m_Local.m_flDucktime	= 1000;
				}
			}
		}
	}
}
Ejemplo n.º 6
0
void CWeaponSMG1::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if (!pPlayer)
		return;
	
	// Abort here to handle burst and auto fire modes
	if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
		return;

	m_nShotsFired++;

	pPlayer->DoMuzzleFlash();

	// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems, 
	// especially if the weapon we're firing has a really fast rate of fire.
	int iBulletsToFire = 0;
	float fireRate = GetFireRate();

	while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
	{
		// MUST call sound before removing a round from the clip of a CHLMachineGun
		WeaponSound(SINGLE, m_flNextPrimaryAttack);
		m_flNextPrimaryAttack = gpGlobals->curtime + fireRate;
		iBulletsToFire++;
	}

	// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
	if ( UsesClipsForAmmo1() )
	{
		if ( iBulletsToFire > m_iClip1 )
			iBulletsToFire = m_iClip1;
		m_iClip1 -= iBulletsToFire;
	}

	CSDKPlayer *pSDKPlayer = ToSDKPlayer( pPlayer );

	// Fire the bullets
	FireBulletsInfo_t info;
	info.m_iShots = iBulletsToFire;
	info.m_vecSrc = pSDKPlayer->Weapon_ShootPosition( );
	info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	info.m_vecSpread = GetBulletSpread();
	info.m_flDistance = MAX_TRACE_LENGTH;
	info.m_iAmmoType = m_iPrimaryAmmoType;
	info.m_iTracerFreq = 2;
	info.m_iDamage = GetSDKWpnData().m_iDamage;
	pPlayer->FireBullets( info );

	//Factor in the view kick
	AddViewKick();
	
	if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); 
	}

	SendWeaponAnim( GetPrimaryAttackActivity() );
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseSDKGrenade::ItemPostFrame()
{
	CSDKPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
	if ( !vm )
		return;

	// If they let go of the fire button, they want to throw the grenade.
	if ( m_bPinPulled && !(pPlayer->m_nButtons & IN_ATTACK) ) 
	{
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
//		if (m_bSecondary)
//			DropGrenade();
//		else
			ThrowGrenade();

		if (!pPlayer->IsStyleSkillActive(SKILL_TROLL))
			DecrementAmmo( pPlayer );

		m_bPinPulled = false;
		SendWeaponAnim( ACT_VM_THROW );	
		SetWeaponIdleTime( GetCurrentTime() + SequenceDuration() );

		m_bPinPulled = false;
//		m_bSecondary = false;
	}
	else if( m_bRedraw )
	{
		// Has the throw animation finished playing
		if( m_flTimeWeaponIdle < GetCurrentTime() )
		{
			// if we're officially out of grenades, ditch this weapon
			if( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
			{
#ifdef GAME_DLL
				pPlayer->Weapon_Drop( this, NULL, NULL );
				UTIL_Remove(this);
#endif
				pPlayer->SwitchToNextBestWeapon( NULL ); //Tony; now switch! cuz we rans outs!
			}
			else if (pPlayer->IsStyleSkillActive(SKILL_TROLL))
			{
				m_bRedraw = false;
				m_flNextPrimaryAttack = GetCurrentTime() + 1.2;
				m_flNextSecondaryAttack = GetCurrentTime() + 1.2;
				SendWeaponAnim( GetDeployActivity() );	
			}
			else
			{
				m_bRedraw = false;

				// Only switch to the next best weapon if the next best weapon is not brawl.
				CBaseCombatWeapon *pNewWeapon = g_pGameRules->GetNextBestWeapon(pPlayer, this);
				CWeaponSDKBase* pSDKNewWeapon = dynamic_cast<CWeaponSDKBase*>(pNewWeapon);

				bool bSwitch = true;

				if (!pSDKNewWeapon)
					bSwitch = false;

				// If I'm going to switch to brawl but I have more grenades, don't switch.
				else if (pSDKNewWeapon && pSDKNewWeapon->GetWeaponID() == SDK_WEAPON_BRAWL && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) > 0)
					bSwitch = false;

				if (bSwitch)
					pPlayer->SwitchToNextBestWeapon( this );
			}
			return;	//don't animate this grenade any more!
		}	
	}
	else if( !m_bRedraw )
	{
		BaseClass::ItemPostFrame();
	}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHL2Pistol::PrimaryAttack( void )
{
	if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f )
	{
		m_nNumShotsFired = 0;
	}
	else
	{
		m_nNumShotsFired++;
	}

	m_flLastAttackTime = gpGlobals->curtime;
	m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;

	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );

	if( pOwner )
	{
		// Each time the player fires the pistol, reset the view punch. This prevents
		// the aim from 'drifting off' when the player fires very quickly. This may
		// not be the ideal way to achieve this, but it's cheap and it works, which is
		// great for a feature we're evaluating. (sjb)
		pOwner->ViewPunchReset();
	}

		// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	if (!pPlayer)
		return;
	
	// Abort here to handle burst and auto fire modes
	if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
		return;

	m_nShotsFired++;

	pPlayer->DoMuzzleFlash();

	// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems, 
	// especially if the weapon we're firing has a really fast rate of fire.
	int iBulletsToFire = 0;
	float fireRate = GetFireRate();

	while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
	{
		// MUST call sound before removing a round from the clip of a CHLMachineGun
		WeaponSound(SINGLE, m_flNextPrimaryAttack);
		m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
		iBulletsToFire++;
	}

	// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
	if ( UsesClipsForAmmo1() )
	{
		if ( iBulletsToFire > m_iClip1 )
			iBulletsToFire = m_iClip1;
		m_iClip1 -= iBulletsToFire;
	}

	CSDKPlayer *pSDKPlayer = ToSDKPlayer( pPlayer );

	// Fire the bullets
	FireBulletsInfo_t info;
	info.m_iShots = iBulletsToFire;
	info.m_vecSrc = pSDKPlayer->Weapon_ShootPosition( );
	info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	info.m_vecSpread = GetBulletSpread();
	info.m_flDistance = MAX_TRACE_LENGTH;
	info.m_iAmmoType = m_iPrimaryAmmoType;
	info.m_iTracerFreq = 2;
	info.m_iDamage = GetSDKWpnData().m_iDamage;
	pPlayer->FireBullets( info );

	//Factor in the view kick
	AddViewKick();
	
	if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); 
	}

	SendWeaponAnim( GetPrimaryAttackActivity() );
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );

	// Abort here to handle burst and auto fire modes
	if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) )
		return;

	// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
	m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME;
}
Ejemplo n.º 9
0
bool CWeaponShotgun::Reload()
{
	CSDKPlayer *pPlayer = GetPlayerOwner();

	if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1())
		return true;

	// don't reload until recoil is done
	if (m_flNextPrimaryAttack > GetCurrentTime())
		return true;
		
	CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex );
	float flSpeedMultiplier = GetSDKWpnData().m_flReloadTimeMultiplier;

	// check to see if we're ready to reload
	if (m_iInSpecialReload == 0)
	{
		pPlayer->SetAnimation( PLAYER_RELOAD );

		float flStartTime = 0.5f * flSpeedMultiplier;

		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );

		SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
		m_iInSpecialReload = 1;

		/* this is the only part of the reload sequence that can't be interrupted, seems unnecessary
		pPlayer->m_flNextAttack = GetCurrentTime() + flStartTime;
		m_flNextPrimaryAttack = GetCurrentTime() + flStartTime;
		m_flNextSecondaryAttack = GetCurrentTime() + flStartTime;
		*/

		SetWeaponIdleTime( GetCurrentTime() + flStartTime );

		if (vm)
			vm->SetPlaybackRate( 1/flSpeedMultiplier );

		pPlayer->Instructor_LessonLearned("reload");
		return true;
	}
	else if (m_iInSpecialReload == 1)
	{
		if (m_flTimeWeaponIdle > GetCurrentTime())
			return true;
		// was waiting for gun to move to side
		m_iInSpecialReload = 2;

		float flReloadTime = 0.45 * flSpeedMultiplier;

		SendWeaponAnim( ACT_VM_RELOAD );
		SetWeaponIdleTime( GetCurrentTime() + flReloadTime );

		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP );

		if (vm)
			vm->SetPlaybackRate( 1/flSpeedMultiplier );
	}
	else if ( m_iInSpecialReload == 2 ) // Sanity, make sure it's actually in the right state.
	{
		// Add them to the clip
		m_iClip1 += 1;

#ifdef GAME_DLL
		// Send a message to any clients that have this entity to play the reload.
		CPASFilter filter( pPlayer->GetAbsOrigin() );
		filter.RemoveRecipient( pPlayer );

		UserMessageBegin( filter, "ReloadEffect" );
		WRITE_SHORT( pPlayer->entindex() );
		MessageEnd();
#endif

		if ( pPlayer )
		{
			bool bConsume = true;
			if (pPlayer->IsStyleSkillActive(SKILL_MARKSMAN))
				bConsume = false;

			if (bConsume)
				pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
		}

		if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1() )
			pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END );

		m_iInSpecialReload = 1;
	}

	return true;
}