Example #1
0
void CASW_Weapon::ApplyWeaponSwitchTime()
{
	// play weaponswitch sound
	if (ASWGameRules() && ASWGameRules()->GetGameState() >= ASW_GS_INGAME)
	{
		WeaponSound(SPECIAL3);	
	}
	float flSequenceEndTime = gpGlobals->curtime + ASW_WEAPON_SWITCH_TIME;
	CBaseCombatCharacter *pOwner = GetOwner();
	if (pOwner)
		pOwner->SetNextAttack( flSequenceEndTime );
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;

	m_bSwitchingWeapons = true;
}
Example #2
0
void CASW_Weapon::ItemBusyFrame( void )
{
	CASW_Marine* pMarine = GetMarine();
	if ( !pMarine )
		return;

	bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1;
	GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 );

	// check for clearing our weapon switching bool
	if (m_bSwitchingWeapons && gpGlobals->curtime > m_flNextPrimaryAttack)
	{
		m_bSwitchingWeapons = false;
	}

	// check for clearing our firing bool from reloading
	if (m_bInReload && gpGlobals->curtime > m_fReloadClearFiringTime)
	{
		ClearIsFiring();
	}

	if ( (bReload && !bOldReload) && UsesClipsForAmmo1() && asw_fast_reload_enabled.GetBool() )
	{
		if ( m_bInReload ) 
		{
			// check for a fast reload
			//Msg("%f Check for fast reload while busy\n", gpGlobals->curtime);
			if (gpGlobals->curtime >= m_fFastReloadStart && gpGlobals->curtime <= m_fFastReloadEnd)
			{
				// todo: reduce next attack time
				m_fFastReloadEnd = 0;
				m_fFastReloadStart = 0;

				CBaseCombatCharacter *pOwner = GetOwner();
				if ( pOwner )
				{
					float flSucceedDelay = gpGlobals->curtime + 0.5f;
					pOwner->SetNextAttack( flSucceedDelay );
					m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSucceedDelay;
				}

				// TODO: hook up anim
				//pMarine->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_SUCCEED );

				DispatchParticleEffect( "fast_reload", PATTACH_POINT_FOLLOW, this, "muzzle" );
				pMarine->m_flPreventLaserSightTime = gpGlobals->curtime + 2.5f;

#ifdef GAME_DLL
				pMarine->m_nFastReloadsInARow++;

				IGameEvent * event = gameeventmanager->CreateEvent( "fast_reload" );
				if ( event )
				{
					event->SetInt( "marine", pMarine->entindex() );
					event->SetInt( "reloads", pMarine->m_nFastReloadsInARow );
					gameeventmanager->FireEvent( event );
				}

				if ( pMarine->m_nFastReloadsInARow >= 4 && pMarine->IsInhabited() )
				{
					if ( pMarine->GetMarineResource() )
					{
						pMarine->GetMarineResource()->m_bDidFastReloadsInARow = true;
					}

					if ( pMarine->GetCommander() )
					{
						pMarine->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_FAST_RELOADS_IN_A_ROW );
					}
				}
#endif
				CSoundParameters params;
				if ( !GetParametersForSound( "FastReload.Success", params, NULL ) )
					return;

				EmitSound_t playparams(params);
				playparams.m_nPitch = params.pitch;

				CASW_Player *pPlayer = GetCommander();
				if ( pPlayer )
				{
					CSingleUserRecipientFilter filter( pMarine->GetCommander() );
					if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
					{
						filter.UsePredictionRules();
					}
					EmitSound(filter, entindex(), playparams);
				}
				
				//Msg("%f RELOAD SUCCESS! - bAttack1 = %d, bOldAttack1 = %d\n", gpGlobals->curtime, bAttack1, bOldAttack1 );
				//Msg( "S: %f - %f - %f RELOAD SUCCESS! -- Progress = %f\n", gpGlobals->curtime, fFastStart, fFastEnd, flProgress );
#ifdef GAME_DLL				
				pMarine->GetMarineSpeech()->PersonalChatter(CHATTER_SELECTION);
#endif
				m_bFastReloadSuccess = true;
				m_bFastReloadFailure = false;
			}
			else if (m_fFastReloadStart != 0)
			{
				CSoundParameters params;
				if ( !GetParametersForSound( "FastReload.Miss", params, NULL ) )
					return;

				EmitSound_t playparams(params);
				playparams.m_nPitch = params.pitch;

				CASW_Player *pPlayer = GetCommander();
				if ( pPlayer )
				{
					CSingleUserRecipientFilter filter( pMarine->GetCommander() );
					if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
					{
						filter.UsePredictionRules();
					}
					EmitSound(filter, entindex(), playparams);
				}
				//Msg("%f RELOAD MISSED! - bAttack1 = %d, bOldAttack1 = %d\n", gpGlobals->curtime, bAttack1, bOldAttack1 );
				//Msg( "S: %f - %f - %f RELOAD MISSED! -- Progress = %f\n", gpGlobals->curtime, fFastStart, fFastEnd, flProgress );
				m_fFastReloadEnd = 0;
				m_fFastReloadStart = 0;

				CBaseCombatCharacter *pOwner = GetOwner();
				if ( pOwner )
				{
					float flMissDelay = MAX( gpGlobals->curtime + 2.0f, m_flNextPrimaryAttack + 1.0f );
					pOwner->SetNextAttack( flMissDelay );
					m_flNextPrimaryAttack = m_flNextSecondaryAttack = flMissDelay;
					m_flReloadFailTime = m_flNextPrimaryAttack - gpGlobals->curtime;
				}

				// TODO: hook up anim
				//pMarine->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_FAIL );

#ifdef GAME_DLL
				pMarine->m_nFastReloadsInARow = 0;
#endif

				DispatchParticleEffect( "reload_fail", PATTACH_POINT_FOLLOW, this, "muzzle" );

#ifdef GAME_DLL	
				pMarine->GetMarineSpeech()->PersonalChatter(CHATTER_PAIN_SMALL);
#endif
				m_bFastReloadSuccess = false;
				m_bFastReloadFailure = true;

			}
		}
	}

#ifdef CLIENT_DLL	
	if ( m_bInReload ) 
	{
		float fStart = m_fReloadStart;
		float fNext = MAX( m_flNextPrimaryAttack, GetOwner() ? GetOwner()->GetNextAttack() : 0 );
		float fTotalTime = fNext - fStart;
		if (fTotalTime <= 0)
			fTotalTime = 0.1f;

		m_fReloadProgress = (gpGlobals->curtime - fStart) / fTotalTime;
	}
	else
	{
		m_fReloadProgress = 0;
	}
	//Msg( "S: %f Reload Progress = %f\n", gpGlobals->curtime, m_fReloadProgress );
#endif //CLIENT_DLL
}
bool CWeaponDODBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
	CBaseCombatCharacter *pOwner = GetOwner();
	if (!pOwner)
		return false;

	// If I don't have any spare ammo, I can't reload
	if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
		return false;

	bool bReload = false;

	// If you don't have clips, then don't try to reload them.
	if ( UsesClipsForAmmo1() )
	{
		// need to reload primary clip?
		int primary	= min(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
		if ( primary != 0 )
		{
			bReload = true;
		}
	}

	if ( UsesClipsForAmmo2() )
	{
		// need to reload secondary clip?
		int secondary = min(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
		if ( secondary != 0 )
		{
			bReload = true;
		}
	}

	if ( !bReload )
		return false;

	CDODPlayer *pPlayer = GetDODPlayerOwner();
	if ( pPlayer )
	{
#ifdef CLIENT_DLL
		PlayWorldReloadSound( pPlayer );
#else
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
#endif
	}

	SendWeaponAnim( iActivity );

	// Play the player's reload animation
	if ( pOwner->IsPlayer() )
	{
		( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD );
	}

	float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
	pOwner->SetNextAttack( flSequenceEndTime );
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;

	m_bInReload = true;

	return true;
}