const QAngle& CASW_Weapon_Hornet_Barrage::GetRocketAngle() { static QAngle angRocket = vec3_angle; CASW_Player *pPlayer = GetCommander(); CASW_Marine *pMarine = GetMarine(); if ( !pPlayer || !pMarine || pMarine->GetHealth() <= 0 ) { return angRocket; } Vector vecDir = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 VectorAngles( vecDir, angRocket ); angRocket[ YAW ] += random->RandomFloat( -35, 35 ); return angRocket; }
void CASW_Weapon_Buff_Grenade::PrimaryAttack( void ) { // Only the player fires this way so we can cast CASW_Player *pPlayer = GetCommander(); if (!pPlayer) return; CASW_Marine *pMarine = GetMarine(); #ifndef CLIENT_DLL bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this); #endif // mine weapon is lost when all mines are gone if ( UsesClipsForAmmo1() && !m_iClip1 ) { //Reload(); #ifndef CLIENT_DLL if (pMarine) { pMarine->Weapon_Detach(this); if (bThisActive) pMarine->SwitchToNextBestWeapon(NULL); } Kill(); #endif return; } if ( !pMarine || pMarine->GetWaterLevel() == 3 ) return; // MUST call sound before removing a round from the clip of a CMachineGun //WeaponSound(SINGLE); // tell the marine to tell its weapon to draw the muzzle flash //pMarine->DoMuzzleFlash(); // sets the animation on the weapon model iteself SendWeaponAnim( GetPrimaryAttackActivity() ); //pMarine->DoAnimationEvent(PLAYERANIMEVENT_HEAL); // sets the animation on the marine holding this weapon //pMarine->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL Vector vecSrc = pMarine->Weapon_ShootPosition( ); Vector vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 if ( !pMarine->IsInhabited() && vecSrc.DistTo( pMarine->m_vecOffhandItemSpot ) < 150.0f ) { vecSrc.x = pMarine->m_vecOffhandItemSpot.x; vecSrc.y = pMarine->m_vecOffhandItemSpot.y; vecSrc.z += 50.0f; } QAngle ang = pPlayer->EyeAngles(); ang.x = 0; ang.z = 0; CShotManipulator Manipulator( vecAiming ); AngularImpulse rotSpeed(0,0,720); // create a pellet at some random spread direction Vector newVel = Manipulator.ApplySpread(GetBulletSpread()); newVel *= ASW_MINE_VELOCITY; if ( !pMarine->IsInhabited() ) { newVel = vec3_origin; } float flRadius = asw_damage_amp_radius.GetFloat(); float flDuration = asw_damage_amp_duration.GetFloat(); CASW_BuffGrenade_Projectile::Grenade_Projectile_Create( vecSrc, ang, newVel, rotSpeed, pMarine, flRadius, flDuration ); pMarine->OnWeaponFired( this, 1 ); pMarine->GetMarineSpeech()->Chatter(CHATTER_MINE_DEPLOYED); #endif // decrement ammo m_iClip1 -= 1; #ifndef CLIENT_DLL DestroyIfEmpty( true ); #endif m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_FASTEST_REFIRE_TIME; if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); else m_flNextPrimaryAttack = gpGlobals->curtime; }
void CASW_Weapon_Sniper_Rifle::PrimaryAttack( void ) { // If my clip is empty (and I use clips) start reload if ( UsesClipsForAmmo1() && !m_iClip1 ) { Reload(); return; } CASW_Player *pPlayer = GetCommander(); CASW_Marine *pMarine = GetMarine(); if ( !pMarine ) return; // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE); if (m_iClip1 <= AmmoClickPoint()) BaseClass::WeaponSound( EMPTY ); m_bIsFiring = true; // tell the marine to tell its weapon to draw the muzzle flash pMarine->DoMuzzleFlash(); // sets the animation on the weapon model iteself //SendWeaponAnim( GetPrimaryAttackActivity() ); // sets the animation on the marine holding this weapon //pMarine->SetAnimation( PLAYER_ATTACK1 ); #ifdef GAME_DLL // check for turning on lag compensation if (pPlayer && pMarine->IsInhabited()) { CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() ); } #endif FireBulletsInfo_t info; info.m_vecSrc = pMarine->Weapon_ShootPosition( ); if ( pPlayer && pMarine->IsInhabited() ) { info.m_vecDirShooting = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 } else { #ifdef CLIENT_DLL Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n"); #else info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc ); #endif } info.m_iShots = 1; // Make sure we don't fire more than the amount in the clip if ( UsesClipsForAmmo1() ) { info.m_iShots = MIN( info.m_iShots, m_iClip1 ); m_iClip1 -= info.m_iShots; #ifdef GAME_DLL CASW_Marine *pMarine = GetMarine(); if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { // check he doesn't have ammo in an ammo bay CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0)); if (!pAmmoBag) pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1)); if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this)) pMarine->OnWeaponOutOfAmmo(true); } #endif } else { info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) ); pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType ); } info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat(); info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 1; info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat(); info.m_vecSpread = GetBulletSpread(); info.m_flDamage = GetWeaponDamage(); #ifndef CLIENT_DLL if (asw_debug_marine_damage.GetBool()) Msg("Weapon dmg = %f\n", info.m_flDamage); info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale(); #endif int iPenetration = 1; if ( pMarine->GetDamageBuffEndTime() > gpGlobals->curtime ) // sniper rifle penetrates more targets when marine is in a damage amp { iPenetration = 3; } pMarine->FirePenetratingBullets( info, iPenetration, 3.5f, 0, true, NULL, false ); // increment shooting stats #ifndef CLIENT_DLL if (pMarine && pMarine->GetMarineResource()) { pMarine->GetMarineResource()->UsedWeapon(this, 1); pMarine->OnWeaponFired( this, 1 ); } #endif if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); else m_flNextPrimaryAttack = gpGlobals->curtime; m_fSlowTime = gpGlobals->curtime + 0.03f; }
void CASW_Weapon_HealGrenade::PrimaryAttack( void ) { CASW_Player *pPlayer = GetCommander(); if (!pPlayer) return; CASW_Marine *pMarine = GetMarine(); #ifndef CLIENT_DLL bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this); #endif if ( !pMarine ) return; // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE); // sets the animation on the weapon model iteself SendWeaponAnim( GetPrimaryAttackActivity() ); // sets the animation on the marine holding this weapon //pMarine->SetAnimation( PLAYER_ATTACK1 ); #ifndef CLIENT_DLL Vector vecSrc = pMarine->Weapon_ShootPosition( ); Vector vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 if ( !pMarine->IsInhabited() && vecSrc.DistTo( pMarine->m_vecOffhandItemSpot ) < 150.0f ) { vecSrc.x = pMarine->m_vecOffhandItemSpot.x; vecSrc.y = pMarine->m_vecOffhandItemSpot.y; vecSrc.z += 50.0f; } QAngle ang = pPlayer->EyeAngles(); ang.x = 0; ang.z = 0; CShotManipulator Manipulator( vecAiming ); AngularImpulse rotSpeed(0,0,720); // create a pellet at some random spread direction Vector newVel = Manipulator.ApplySpread(GetBulletSpread()); if ( pMarine->GetWaterLevel() != 3 ) { CreateProjectile( vecSrc, ang, newVel, rotSpeed, pMarine ); pMarine->OnWeaponFired( this, 1 ); } pMarine->GetMarineSpeech()->Chatter(CHATTER_MEDKIT); #endif // decrement ammo m_iClip1 -= 1; #ifndef CLIENT_DLL // destroy if empty if ( UsesClipsForAmmo1() && !m_iClip1 ) { ASWFailAdvice()->OnMedSatchelEmpty(); pMarine->GetMarineSpeech()->Chatter( CHATTER_MEDS_NONE ); if ( pMarine ) { pMarine->Weapon_Detach(this); if ( bThisActive ) pMarine->SwitchToNextBestWeapon(NULL); } Kill(); return; } #endif m_flSoonestPrimaryAttack = gpGlobals->curtime + GetRefireTime(); if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); else m_flNextPrimaryAttack = gpGlobals->curtime; //m_flLastFireTime = gpGlobals->curtime; }
void CASW_Weapon_Shotgun::PrimaryAttack( void ) { // If my clip is empty (and I use clips) start reload if ( UsesClipsForAmmo1() && !m_iClip1 ) { Reload(); return; } CASW_Player *pPlayer = GetCommander(); CASW_Marine *pMarine = GetMarine(); if (pMarine) // firing from a marine { // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE); if (m_iClip1 <= AmmoClickPoint()) { LowAmmoSound(); } m_bIsFiring = true; // tell the marine to tell its weapon to draw the muzzle flash pMarine->DoMuzzleFlash(); // sets the animation on the weapon model iteself SendWeaponAnim( GetPrimaryAttackActivity() ); #ifdef GAME_DLL // check for turning on lag compensation if (pPlayer && pMarine->IsInhabited()) { CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() ); } #endif Vector vecSrc = pMarine->Weapon_ShootPosition( ); // hull trace out to this shoot position, so we can be sure we're not firing from over an alien's head trace_t tr; CTraceFilterSimple tracefilter(pMarine, COLLISION_GROUP_NONE); Vector vecMarineMiddle(pMarine->GetAbsOrigin()); vecMarineMiddle.z = vecSrc.z; AI_TraceHull( vecMarineMiddle, vecSrc, Vector( -10, -10, -20 ), Vector( 10, 10, 10 ), MASK_SHOT, &tracefilter, &tr ); vecSrc = tr.endpos; Vector vecAiming = vec3_origin; if ( pPlayer && pMarine->IsInhabited() ) { vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 } else { #ifndef CLIENT_DLL vecAiming = pMarine->GetActualShootTrajectory( vecSrc ); #endif } if (true) // hitscan pellets { #ifndef CLIENT_DLL if (asw_DebugAutoAim.GetBool()) { NDebugOverlay::Line(vecSrc, vecSrc + vecAiming * asw_weapon_max_shooting_distance.GetFloat(), 64, 0, 64, false, 120.0); } #endif int iPellets = GetNumPellets(); for (int i=0;i<iPellets;i++) { FireBulletsInfo_t info( 1, vecSrc, vecAiming, GetAngularBulletSpread(), asw_weapon_max_shooting_distance.GetFloat(), m_iPrimaryAmmoType ); info.m_pAttacker = pMarine; info.m_iTracerFreq = 1; info.m_nFlags = FIRE_BULLETS_NO_PIERCING_SPARK | FIRE_BULLETS_HULL | FIRE_BULLETS_ANGULAR_SPREAD; info.m_flDamage = GetWeaponDamage(); info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat(); #ifndef CLIENT_DLL if (asw_debug_marine_damage.GetBool()) Msg("Weapon dmg = %f\n", info.m_flDamage); info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale(); #endif // shotgun bullets have a base 50% chance of piercing //float fPiercingChance = 0.5f; //if (pMarine->GetMarineResource() && pMarine->GetMarineProfile() && pMarine->GetMarineProfile()->GetMarineClass() == MARINE_CLASS_SPECIAL_WEAPONS) //fPiercingChance += MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_PIERCING); //pMarine->FirePenetratingBullets(info, 5, fPiercingChance); //pMarine->FirePenetratingBullets(info, 5, 1.0f, i, false ); pMarine->FirePenetratingBullets(info, 0, 1.0f, i, false ); } } else // projectile pellets { #ifndef CLIENT_DLL CShotManipulator Manipulator( vecAiming ); int iPellets = GetNumPellets(); for (int i=0;i<iPellets;i++) { // create a pellet at some random spread direction //CASW_Shotgun_Pellet *pPellet = Vector newVel = Manipulator.ApplySpread(GetBulletSpread()); //Vector newVel = ApplySpread( vecAiming, GetBulletSpread() ); if ( pMarine->GetWaterLevel() == 3 ) newVel *= PELLET_WATER_VELOCITY; else newVel *= PELLET_AIR_VELOCITY; newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1))); CreatePellet(vecSrc, newVel, pMarine); //CASW_Shotgun_Pellet_Predicted::CreatePellet(vecSrc, newVel, pPlayer, pMarine); } #endif } // increment shooting stats #ifndef CLIENT_DLL if (pMarine && pMarine->GetMarineResource()) { pMarine->GetMarineResource()->UsedWeapon(this, 1); pMarine->OnWeaponFired( this, GetNumPellets() ); } #endif // decrement ammo m_iClip1 -= 1; #ifdef GAME_DLL CASW_Marine *pMarine = GetMarine(); if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { // check he doesn't have ammo in an ammo bay CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0)); if (!pAmmoBag) pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1)); if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this)) pMarine->OnWeaponOutOfAmmo(true); } #endif } if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); else m_flNextPrimaryAttack = gpGlobals->curtime; m_fSlowTime = gpGlobals->curtime + 0.1f; }
void CASW_Weapon_T75::PrimaryAttack( void ) { // Only the player fires this way so we can cast CASW_Player *pPlayer = GetCommander(); if (!pPlayer) return; CASW_Marine *pMarine = GetMarine(); #ifndef CLIENT_DLL bool bThisActive = (pMarine && pMarine->GetActiveWeapon() == this); #endif // weapon is lost when all charges are gone if ( UsesClipsForAmmo1() && !m_iClip1 ) { //Reload(); #ifndef CLIENT_DLL if (pMarine) { pMarine->Weapon_Detach(this); if (bThisActive) pMarine->SwitchToNextBestWeapon(NULL); } Kill(); #endif return; } if ( !pMarine || pMarine->GetWaterLevel() == 3 ) // firing from a marine return; // sets the animation on the weapon model iteself SendWeaponAnim( GetPrimaryAttackActivity() ); #ifndef CLIENT_DLL Vector vecSrc = pMarine->Weapon_ShootPosition( ); // TODO: Fix for AI Vector vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); if ( !pMarine->IsInhabited() && vecSrc.DistTo( pMarine->m_vecOffhandItemSpot ) < 150.0f ) { vecSrc.x = pMarine->m_vecOffhandItemSpot.x; vecSrc.y = pMarine->m_vecOffhandItemSpot.y; vecSrc.z += 50.0f; } QAngle ang = pPlayer->EyeAngles(); ang.x = 0; ang.z = 0; CShotManipulator Manipulator( vecAiming ); AngularImpulse rotSpeed(0,0,720); Vector newVel = Manipulator.ApplySpread(GetBulletSpread()); newVel *= ASW_MINE_VELOCITY; if ( !pMarine->IsInhabited() ) { newVel = vec3_origin; } CASW_T75 *pT75 = CASW_T75::ASW_T75_Create( vecSrc, ang, newVel, rotSpeed, pMarine, this ); if ( pT75 && !pMarine->IsInhabited() ) { pT75->ActivateUseIcon( pMarine, ASW_USE_RELEASE_QUICK ); } //pMarine->GetMarineSpeech()->Chatter(CHATTER_MINE_DEPLOYED); #endif // decrement ammo m_iClip1 -= 1; #ifndef CLIENT_DLL DestroyIfEmpty( true ); #endif m_flSoonestPrimaryAttack = gpGlobals->curtime + ASW_FLARES_FASTEST_REFIRE_TIME; if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); else m_flNextPrimaryAttack = gpGlobals->curtime; }
void CASW_Weapon::PrimaryAttack( void ) { // If my clip is empty (and I use clips) start reload if ( UsesClipsForAmmo1() && !m_iClip1 ) { Reload(); return; } CASW_Player *pPlayer = GetCommander(); CASW_Marine *pMarine = GetMarine(); if ( !pMarine ) return; m_bIsFiring = true; // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE); if (m_iClip1 <= AmmoClickPoint()) { LowAmmoSound(); } // tell the marine to tell its weapon to draw the muzzle flash pMarine->DoMuzzleFlash(); // sets the animation on the weapon model itself SendWeaponAnim( GetPrimaryAttackActivity() ); // sets the animation on the marine holding this weapon //pMarine->SetAnimation( PLAYER_ATTACK1 ); #ifdef GAME_DLL // check for turning on lag compensation if (pPlayer && pMarine->IsInhabited()) { CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() ); } #endif FireBulletsInfo_t info; info.m_vecSrc = pMarine->Weapon_ShootPosition( ); if ( pPlayer && pMarine->IsInhabited() ) { info.m_vecDirShooting = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 } else { #ifdef CLIENT_DLL Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n"); #else info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc ); #endif } // 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. info.m_iShots = 0; float fireRate = GetFireRate(); while ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate; info.m_iShots++; if ( !fireRate ) break; } // Make sure we don't fire more than the amount in the clip if ( UsesClipsForAmmo1() ) { info.m_iShots = MIN( info.m_iShots, m_iClip1 ); m_iClip1 -= info.m_iShots; #ifdef GAME_DLL CASW_Marine *pMarine = GetMarine(); if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { // check he doesn't have ammo in an ammo bay CASW_Weapon_Ammo_Bag* pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(0)); if (!pAmmoBag) pAmmoBag = dynamic_cast<CASW_Weapon_Ammo_Bag*>(pMarine->GetASWWeapon(1)); if (!pAmmoBag || !pAmmoBag->CanGiveAmmoToWeapon(this)) pMarine->OnWeaponOutOfAmmo(true); } #endif } else { info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) ); pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType ); } info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat(); info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 1; // asw tracer test everytime info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat(); info.m_vecSpread = pMarine->GetActiveWeapon()->GetBulletSpread(); info.m_flDamage = GetWeaponDamage(); #ifndef CLIENT_DLL if (asw_debug_marine_damage.GetBool()) Msg("Weapon dmg = %f\n", info.m_flDamage); info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale(); if (asw_DebugAutoAim.GetBool()) { NDebugOverlay::Line(info.m_vecSrc, info.m_vecSrc + info.m_vecDirShooting * info.m_flDistance, 64, 0, 64, true, 1.0); } #endif pMarine->FireBullets( info ); // increment shooting stats #ifndef CLIENT_DLL if (pMarine && pMarine->GetMarineResource()) { pMarine->GetMarineResource()->UsedWeapon(this, info.m_iShots); pMarine->OnWeaponFired( this, info.m_iShots ); } #endif }
void CASW_Weapon_Ammo_Satchel::DeployAmmoDrop() { CASW_Player *pPlayer = GetCommander(); if ( !pPlayer ) return; if ( gpGlobals->curtime <= m_fLastAmmoDropTime + 1.0f ) { return; } m_fLastAmmoDropTime = gpGlobals->curtime; if( m_iClip1 <= 0 ) { //softcopy: TODO //temporary let it work; "asw_ent_create asw_weapon_ammo_satchel", to make ammo pack with pre-defined packs //Assert( false ); m_iClip1 = AMMO_SATCHEL_DEFAULT_DROP_COUNT; Assert( true ); return; } CASW_Marine *pMarine = GetMarine(); if ( !pMarine ) return; WeaponSound(SINGLE); #ifndef CLIENT_DLL Vector vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 Vector vecSrc = pMarine->Weapon_ShootPosition( ) + (vecAiming * 8); if ( !pMarine->IsInhabited() && vecSrc.DistTo( pMarine->m_vecOffhandItemSpot ) < 150.0f ) { vecSrc.x = pMarine->m_vecOffhandItemSpot.x; vecSrc.y = pMarine->m_vecOffhandItemSpot.y; } Vector newVel = GetBulletSpread(); if ( pMarine->GetWaterLevel() == 3 ) { CBaseEntity::EmitSound( "ASW_Ammobag.Fail" ); return; } Vector vecSatchelMins = Vector(-20,-20,0); Vector vecSatchelMaxs = Vector(20,20,60); trace_t tr; UTIL_TraceHull( vecSrc + Vector( 0, 0, 50 ), vecSrc + Vector( 0, 0, -50 ), vecSatchelMins, vecSatchelMaxs, MASK_SOLID, pMarine, COLLISION_GROUP_NONE, &tr ); if ( tr.startsolid || tr.allsolid || ( tr.DidHit() && tr.fraction <= 0 ) || tr.fraction >= 1.0f ) // if there's something in the way, or no floor, don't deploy { // Try right under the player vecSrc = pMarine->GetAbsOrigin(); UTIL_TraceHull( vecSrc + Vector( 0, 0, 50 ), vecSrc + Vector( 0, 0, 50 ), vecSatchelMins, vecSatchelMaxs, MASK_SOLID, pMarine, COLLISION_GROUP_NONE, &tr ); if ( tr.startsolid || tr.allsolid || ( tr.DidHit() && tr.fraction <= 0 ) || tr.fraction >= 1.0f ) { // Ok, fail CBaseEntity::EmitSound( "ASW_Ammobag.Fail" ); return; } } vecSrc.z = tr.endpos.z; CASW_Ammo_Drop *pAmmoDrop = (CASW_Ammo_Drop *)CreateEntityByName( "asw_ammo_drop" ); UTIL_TraceLine( vecSrc, vecSrc + Vector(0, 0, -60), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); UTIL_SetOrigin( pAmmoDrop, tr.endpos ); pAmmoDrop->SetDeployer( pMarine ); DispatchSpawn( pAmmoDrop ); pAmmoDrop->PlayDeploySound(); // Rotate it in the marine's facing direction QAngle angMarine = pMarine->GetAbsAngles(); angMarine.x = 0; angMarine.z = 0; pAmmoDrop->SetAbsAngles( angMarine ); CBaseEntity *pHelpHelpImBeingSupressed = (CBaseEntity*) te->GetSuppressHost(); te->SetSuppressHost( NULL ); DispatchParticleEffect( "ammo_satchel_take_med", pAmmoDrop->GetAbsOrigin() + Vector( 0, 0, 4 ), vec3_angle ); te->SetSuppressHost( pHelpHelpImBeingSupressed ); pMarine->OnWeaponFired( this, 1 ); IGameEvent * event = gameeventmanager->CreateEvent( "player_deploy_ammo" ); if ( event ) { CASW_Marine *pMarine = GetMarine(); CASW_Player *pPlayer = NULL; if ( pMarine ) { pPlayer = pMarine->GetCommander(); } event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) ); gameeventmanager->FireEvent( event ); } #endif m_iClip1--; if ( m_iClip1 <= 0 ) { #ifndef CLIENT_DLL pMarine->Weapon_Detach(this); Kill(); #endif pMarine->SwitchToNextBestWeapon( NULL ); } }
void CASW_Weapon_Flechette::PrimaryAttack() { // If my clip is empty (and I use clips) start reload if ( UsesClipsForAmmo1() && !m_iClip1 ) { Reload(); return; } CASW_Player *pPlayer = GetCommander(); CASW_Marine *pMarine = GetMarine(); if (pMarine) // firing from a marine { m_bIsFiring = true; // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE); if (m_iClip1 <= AmmoClickPoint()) { LowAmmoSound(); } // tell the marine to tell its weapon to draw the muzzle flash pMarine->DoMuzzleFlash(); // sets the animation on the weapon model iteself SendWeaponAnim( GetPrimaryAttackActivity() ); Vector vecDir; Vector vecSrc = pMarine->Weapon_ShootPosition( ); if ( pPlayer && pMarine->IsInhabited() ) { vecDir = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 } else { #ifdef CLIENT_DLL Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n"); #else vecDir = pMarine->GetActualShootTrajectory( vecSrc ); #endif } int iShots = 1; // Make sure we don't fire more than the amount in the clip if ( UsesClipsForAmmo1() ) { iShots = MIN( iShots, m_iClip1 ); m_iClip1 -= iShots; #ifdef GAME_DLL CASW_Marine *pMarine = GetMarine(); if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { pMarine->OnWeaponOutOfAmmo(true); } #endif } else { iShots = MIN( iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) ); pMarine->RemoveAmmo( iShots, m_iPrimaryAmmoType ); } /*#ifndef CLIENT_DLL if (asw_debug_marine_damage.GetBool()) Msg("Weapon dmg = %d\n", info.m_flDamage); info.m_flDamage *= pMarine->GetMarineResource()->OnFired_GetDamageScale(); #endif*/ // increment shooting stats #ifndef CLIENT_DLL float fGrenadeDamage = MarineSkills()->GetSkillBasedValueByMarine(pMarine, ASW_MARINE_SKILL_GRENADES, ASW_MARINE_SUBSKILL_GRENADE_FLECHETTE_DMG); QAngle vecRocketAngle; VectorAngles(vecDir, vecRocketAngle); vecRocketAngle[YAW] += random->RandomFloat(-10, 10); CASW_Rocket::Create(fGrenadeDamage, vecSrc, vecRocketAngle, GetMarine()); if (pMarine && pMarine->GetMarineResource()) { pMarine->GetMarineResource()->UsedWeapon(this, iShots); pMarine->OnWeaponFired( this, iShots ); } if (ASWGameRules()) ASWGameRules()->m_fLastFireTime = gpGlobals->curtime; #endif m_flNextPrimaryAttack = m_flNextPrimaryAttack + GetFireRate(); } }
void CASW_Weapon_Pistol::PrimaryAttack( void ) { // If my clip is empty (and I use clips) start reload if ( UsesClipsForAmmo1() && !m_iClip1 ) { Reload(); return; } CASW_Player *pPlayer = GetCommander(); CASW_Marine *pMarine = GetMarine(); if (pMarine) // firing from a marine { // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE); if (m_iClip1 <= AmmoClickPoint()) BaseClass::WeaponSound( EMPTY ); m_bIsFiring = true; // tell the marine to tell its weapon to draw the muzzle flash pMarine->DoMuzzleFlash(); // sets the animation on the weapon model iteself SendWeaponAnim( GetPrimaryAttackActivity() ); // sets the animation on the marine holding this weapon //pMarine->SetAnimation( PLAYER_ATTACK1 ); #ifdef GAME_DLL // check for turning on lag compensation if (pPlayer && pMarine->IsInhabited()) { CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() ); } #endif // if (asw_pistol_hitscan.GetBool()) if (true) { FireBulletsInfo_t info; info.m_vecSrc = pMarine->Weapon_ShootPosition( ); if ( pPlayer && pMarine->IsInhabited() ) { info.m_vecDirShooting = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 } else { #ifdef CLIENT_DLL Msg("Error, clientside firing of a weapon that's being controlled by an AI marine\n"); #else info.m_vecDirShooting = pMarine->GetActualShootTrajectory( info.m_vecSrc ); #endif } info.m_iShots = 1; // Make sure we don't fire more than the amount in the clip if ( UsesClipsForAmmo1() ) { info.m_iShots = MIN( info.m_iShots, m_iClip1 ); m_iClip1 -= info.m_iShots; #ifdef GAME_DLL CASW_Marine *pMarine = GetMarine(); if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { pMarine->OnWeaponOutOfAmmo(true); } #endif } else { info.m_iShots = MIN( info.m_iShots, pMarine->GetAmmoCount( m_iPrimaryAmmoType ) ); pMarine->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType ); } info.m_flDistance = asw_weapon_max_shooting_distance.GetFloat(); info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 1; info.m_flDamageForceScale = asw_weapon_force_scale.GetFloat(); info.m_vecSpread = GetBulletSpread(); info.m_flDamage = GetWeaponDamage(); #ifndef CLIENT_DLL if (asw_debug_marine_damage.GetBool()) Msg("Weapon dmg = %f\n", info.m_flDamage); info.m_flDamage *= pMarine->OnFired_GetDamageScale(); #endif pMarine->FireBullets( info ); //FireBulletsInfo_t info( 1, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); //info.m_pAttacker = pMarine; // Fire the bullets, and force the first shot to be perfectly accuracy //pMarine->FireBullets( info ); } else // projectile pistol { #ifndef CLIENT_DLL Vector vecSrc = pMarine->Weapon_ShootPosition( ); Vector vecAiming = vec3_origin; if ( pPlayer && pMarine->IsInhabited() ) { vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 } else { vecAiming = pMarine->GetActualShootTrajectory( vecSrc ); } CShotManipulator Manipulator( vecAiming ); AngularImpulse rotSpeed(0,0,720); Vector newVel = Manipulator.ApplySpread(GetBulletSpread()); if ( pMarine->GetWaterLevel() == 3 ) newVel *= PELLET_WATER_VELOCITY; else newVel *= PELLET_AIR_VELOCITY; newVel *= (1.0 + (0.1 * random->RandomFloat(-1,1))); CASW_Shotgun_Pellet::Shotgun_Pellet_Create( vecSrc, QAngle(0,0,0), newVel, rotSpeed, pMarine, GetWeaponDamage() ); // decrement ammo m_iClip1 -= 1; CASW_Marine *pMarine = GetMarine(); if (pMarine && m_iClip1 <= 0 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { pMarine->OnWeaponOutOfAmmo(true); } #endif } // increment shooting stats #ifndef CLIENT_DLL if (pMarine && pMarine->GetMarineResource()) { pMarine->GetMarineResource()->UsedWeapon(this, 1); pMarine->OnWeaponFired( this, 1 ); } #endif } if (m_iClip1 > 0) // only force the fire wait time if we have ammo for another shot m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); else m_flNextPrimaryAttack = gpGlobals->curtime; m_fSlowTime = gpGlobals->curtime + 0.03f; if ( m_currentPistol == ASW_WEAPON_PISTOL_LEFT ) { m_currentPistol = ASW_WEAPON_PISTOL_RIGHT; } else { m_currentPistol = ASW_WEAPON_PISTOL_LEFT; } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CASW_Weapon_Chainsaw::PrimaryAttack( void ) { // If my clip is empty (and I use clips) start reload //if ( UsesClipsForAmmo1() && !m_iClip1 ) //{ //Reload(); //return; //} CASW_Player *pPlayer = GetCommander(); CASW_Marine *pMarine = GetMarine(); if ( !pMarine || !pMarine->IsAlive()) { EndAttack(); return; } // don't fire underwater if ( pMarine->GetWaterLevel() == 3 ) { if ( m_fireState != FIRE_OFF || m_hBeam ) { EndAttack(); } else { WeaponSound( EMPTY ); } m_flNextPrimaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate; m_flNextSecondaryAttack = gpGlobals->curtime + GetWeaponInfo()->m_flFireRate; return; } #ifdef GAME_DLL // check for turning on lag compensation if (pPlayer && pMarine->IsInhabited()) { CASW_Lag_Compensation::RequestLagCompensation( pPlayer, pPlayer->GetCurrentUserCommand() ); } #endif Vector vecSrc = pMarine->Weapon_ShootPosition( ); Vector vecAiming = vec3_origin; if ( pPlayer && pMarine->IsInhabited() ) { vecAiming = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187 } else { #ifndef CLIENT_DLL vecAiming = pMarine->GetActualShootTrajectory( vecSrc ); #endif } // make vecaiming go down at 45 degrees vecAiming.z = 0; VectorNormalize(vecAiming); vecAiming.z = -1.0f; VectorNormalize(vecAiming); switch( m_fireState ) { case FIRE_OFF: { //if ( !HasAmmo() ) //{ //m_flNextPrimaryAttack = gpGlobals->curtime + 0.25; //m_flNextSecondaryAttack = gpGlobals->curtime + 0.25; //WeaponSound( EMPTY ); //return; //} m_flAmmoUseTime = gpGlobals->curtime;// start using ammo ASAP. SendWeaponAnim( ACT_VM_PRIMARYATTACK ); m_flShakeTime = 0; m_flStartFireTime = gpGlobals->curtime; SetWeaponIdleTime( gpGlobals->curtime + 0.1 ); m_flDmgTime = gpGlobals->curtime + ASW_CHAINSAW_PULSE_INTERVAL; SetFiringState(FIRE_STARTUP); } break; case FIRE_STARTUP: { Fire( vecSrc, vecAiming ); #ifndef CLIENT_DLL pMarine->OnWeaponFired( this, 1 ); #endif if ( gpGlobals->curtime >= ( m_flStartFireTime + ASW_CHAINSAW_CHARGE_UP_TIME ) ) { //EmitSound( "ASW_Chainsaw.AttackLoop" ); SetFiringState(FIRE_CHARGE); } if ( !HasAmmo() ) { EndAttack(); m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; } } break; case FIRE_CHARGE: { Fire( vecSrc, vecAiming ); #ifndef CLIENT_DLL pMarine->OnWeaponFired( this, 1 ); #endif if ( !HasAmmo() ) { EndAttack(); m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; } } break; } }