//----------------------------------------------------------------------------- // Purpose: Fire a flare //----------------------------------------------------------------------------- CBaseEntity *CTFWeaponBaseGun::FireArrow( CTFPlayer *pPlayer, int iType ) { PlayWeaponShootSound(); #ifdef GAME_DLL Vector vecSrc; QAngle angForward; Vector vecOffset( 23.5f, 12.0f, -3.0f ); if ( pPlayer->GetFlags() & FL_DUCKING ) { vecOffset.z = 8.0f; } if ( IsWeapon( TF_WEAPON_COMPOUND_BOW ) ) { // Valve were apparently too lazy to fix the viewmodel and just flipped it through the code. vecOffset.y *= -1.0f; } GetProjectileFireSetup( pPlayer, vecOffset, &vecSrc, &angForward, false, true ); CTFProjectile_Arrow *pProjectile = CTFProjectile_Arrow::Create( this, vecSrc, angForward, GetProjectileSpeed(), GetProjectileGravity(), pPlayer, pPlayer, iType ); if ( pProjectile ) { pProjectile->SetCritical( IsCurrentAttackACrit() ); pProjectile->SetDamage( GetProjectileDamage() ); } return pProjectile; #endif return NULL; }
//----------------------------------------------------------------------------- // Purpose: Fire a pipe bomb //----------------------------------------------------------------------------- CBaseEntity *CTFWeaponBaseGun::FirePipeBomb( CTFPlayer *pPlayer, bool bRemoteDetonate ) { PlayWeaponShootSound(); #ifdef GAME_DLL Vector vecForward, vecRight, vecUp; AngleVectors( pPlayer->EyeAngles(), &vecForward, &vecRight, &vecUp ); // Create grenades here!! Vector vecSrc = pPlayer->Weapon_ShootPosition(); vecSrc += vecForward * 16.0f + vecRight * 8.0f + vecUp * -6.0f; Vector vecVelocity = ( vecForward * GetProjectileSpeed() ) + ( vecUp * 200.0f ) + ( random->RandomFloat( -10.0f, 10.0f ) * vecRight ) + ( random->RandomFloat( -10.0f, 10.0f ) * vecUp ); CTFGrenadePipebombProjectile *pProjectile = CTFGrenadePipebombProjectile::Create( vecSrc, pPlayer->EyeAngles(), vecVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pPlayer, GetTFWpnData(), bRemoteDetonate ); if ( pProjectile ) { pProjectile->SetCritical( IsCurrentAttackACrit() ); } return pProjectile; #endif return NULL; }
//----------------------------------------------------------------------------- // Purpose: Fire a flare //----------------------------------------------------------------------------- CBaseEntity *CTFWeaponBaseGun::FireFlare(CTFPlayer *pPlayer) { PlayWeaponShootSound(); #ifdef GAME_DLL Vector vecSrc; QAngle angForward; Vector vecOffset( 23.5f, 12.0f, -3.0f ); if ( pPlayer->GetFlags() & FL_DUCKING ) { vecOffset.z = 8.0f; } GetProjectileFireSetup( pPlayer, vecOffset, &vecSrc, &angForward, false ); CTFProjectile_Flare *pProjectile = CTFProjectile_Flare::Create( vecSrc, angForward, pPlayer, pPlayer ); if ( pProjectile ) { pProjectile->SetCritical( IsCurrentAttackACrit() ); pProjectile->SetDamage( GetProjectileDamage() ); } return pProjectile; #endif return NULL; }
//----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void CTFWeaponBaseMelee::Swing( CTFPlayer *pPlayer ) { CalcIsAttackCritical(); // Play the melee swing and miss (whoosh) always. SendPlayerAnimEvent( pPlayer ); DoViewModelAnimation(); // Set next attack times. m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; SetWeaponIdleTime( m_flNextPrimaryAttack + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeIdleEmpty ); if ( IsCurrentAttackACrit() ) { WeaponSound( BURST ); } else { WeaponSound( MELEE_MISS ); } m_flSmackTime = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flSmackDelay; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFFlareGun::LaunchProjectile(void) { // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer(GetPlayerOwner()); if (!pPlayer) return; CalcIsAttackCritical(); SendWeaponAnim(ACT_VM_PRIMARYATTACK); pPlayer->SetAnimation(PLAYER_ATTACK1); pPlayer->DoAnimationEvent(PLAYERANIMEVENT_ATTACK_PRIMARY); FireProjectile(pPlayer); #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon(pPlayer, IsCurrentAttackACrit()); #endif // Set next attack times. m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData(m_iWeaponMode).m_flTimeFireDelay; SetWeaponIdleTime(gpGlobals->curtime + SequenceDuration()); // Check the reload mode and behave appropriately. if (m_bReloadsSingly) { m_iReloadMode.Set(TF_RELOAD_START); } }
// ---------------------------------------------------------------------------- - // Purpose: //----------------------------------------------------------------------------- void CTFCompoundBow::FireArrow( void ) { // Get the player owning the weapon. CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return; CalcIsAttackCritical(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); pPlayer->m_Shared.RemoveCond( TF_COND_AIMING ); pPlayer->TeamFortress_SetSpeed(); FireProjectile( pPlayer ); #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set next attack times. float flDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flDelay, mult_postfiredelay ); m_flNextPrimaryAttack = gpGlobals->curtime + flDelay; SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); m_flChargeBeginTime = 0.0f; }
//----------------------------------------------------------------------------- // Purpose: Fire a projectile nail //----------------------------------------------------------------------------- CBaseEntity *CTFWeaponBaseGun::FireNail( CTFPlayer *pPlayer, int iSpecificNail ) { PlayWeaponShootSound(); Vector vecSrc; QAngle angForward; GetProjectileFireSetup( pPlayer, Vector(16,6,-8), &vecSrc, &angForward ); // Add some spread (no spread on tranq. gun) if ( iSpecificNail != TF_PROJECTILE_DART ) { float flSpread = 1.5; angForward.x += RandomFloat(-flSpread, flSpread); angForward.y += RandomFloat(-flSpread, flSpread); } CTFBaseProjectile *pProjectile = NULL; switch( iSpecificNail ) { case TF_PROJECTILE_SYRINGE: pProjectile = CTFProjectile_Syringe::Create( vecSrc, angForward, pPlayer, pPlayer, IsCurrentAttackACrit() ); break; case TF_PROJECTILE_NAIL: pProjectile = CTFProjectile_Nail::Create(vecSrc, angForward, pPlayer, pPlayer, IsCurrentAttackACrit()); break; case TF_PROJECTILE_DART: pProjectile = CTFProjectile_Dart::Create(vecSrc, angForward, pPlayer, pPlayer, IsCurrentAttackACrit()); break; default: Assert(0); } if ( pProjectile ) { pProjectile->SetWeaponID( GetWeaponID() ); pProjectile->SetCritical( IsCurrentAttackACrit() ); #ifdef GAME_DLL pProjectile->SetDamage( GetProjectileDamage() ); #endif } return pProjectile; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGun::PlayWeaponShootSound( void ) { if ( IsCurrentAttackACrit() ) { WeaponSound( BURST ); } else { WeaponSound( SINGLE ); } }
//----------------------------------------------------------------------------- // Purpose: Allow melee weapons to send different anim events // Input : - //----------------------------------------------------------------------------- void CTFHammerfists::SendPlayerAnimEvent( CTFPlayer *pPlayer ) { if ( IsCurrentAttackACrit() ) { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY ); } else { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); } }
//----------------------------------------------------------------------------- // Purpose: Use this for any grenades: pipes, stickies, MIRV... //----------------------------------------------------------------------------- CBaseEntity *CTFWeaponBaseGun::FireGrenade( CTFPlayer *pPlayer, int iType ) { PlayWeaponShootSound(); #ifdef GAME_DLL Vector vecForward, vecRight, vecUp; AngleVectors( pPlayer->EyeAngles(), &vecForward, &vecRight, &vecUp ); // Create grenades here!! Vector vecSrc = pPlayer->Weapon_ShootPosition(); vecSrc += vecForward * 16.0f + vecRight * 8.0f + vecUp * -6.0f; Vector vecVelocity = ( vecForward * GetProjectileSpeed() ) + ( vecUp * 200.0f ) + ( random->RandomFloat( -10.0f, 10.0f ) * vecRight ) + ( random->RandomFloat( -10.0f, 10.0f ) * vecUp ); CTFWeaponBaseGrenadeProj *pProjectile = NULL; switch( iType ) { case TF_PROJECTILE_PIPEBOMB_REMOTE: case TF_PROJECTILE_PIPEBOMB_REMOTE_PRACTICE: pProjectile = CTFGrenadeStickybombProjectile::Create( vecSrc, pPlayer->EyeAngles(), vecVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pPlayer, this ); break; case TF_PROJECTILE_PIPEBOMB: pProjectile = CTFGrenadePipebombProjectile::Create( vecSrc, pPlayer->EyeAngles(), vecVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pPlayer, this ); break; case TF_PROJECTILE_MIRV: pProjectile = CTFGrenadeMirvProjectile::Create( vecSrc, pPlayer->EyeAngles(), vecVelocity, AngularImpulse( 600, random->RandomInt( -1200, 1200 ), 0 ), pPlayer, this ); break; } if ( pProjectile ) { pProjectile->SetCritical( IsCurrentAttackACrit() ); } return pProjectile; #endif return NULL; }
//----------------------------------------------------------------------------- // Purpose: Fire a bullet! //----------------------------------------------------------------------------- void CTFWeaponBaseGun::FireBullet( CTFPlayer *pPlayer ) { PlayWeaponShootSound(); FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), GetWeaponID(), m_iWeaponMode, CBaseEntity::GetPredictionRandomSeed() & 255, GetWeaponSpread(), GetProjectileDamage(), IsCurrentAttackACrit() ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPipebombLauncher::LaunchGrenade( void ) { // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; StopSound("Weapon_StickyBombLauncher.ChargeUp"); CalcIsAttackCritical(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); CTFGrenadePipebombProjectile *pProjectile = static_cast<CTFGrenadePipebombProjectile*>( FireProjectile( pPlayer ) ); if ( pProjectile ) { // Save the charge time to scale the detonation timer. pProjectile->SetChargeTime( gpGlobals->curtime - m_flChargeBeginTime ); } #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set next attack times. m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; m_flLastDenySoundTime = gpGlobals->curtime; SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); // Check the reload mode and behave appropriately. if ( m_bReloadsSingly ) { m_iReloadMode.Set( TF_RELOAD_START ); } m_flChargeBeginTime = 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPipebombLauncher::LaunchGrenade( void ) { // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; CalcIsAttackCritical(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); FireProjectile( pPlayer ); #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set next attack times. float flDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flDelay, mult_postfiredelay ); m_flNextPrimaryAttack = gpGlobals->curtime + flDelay; m_flLastDenySoundTime = gpGlobals->curtime; SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); // Check the reload mode and behave appropriately. if ( m_bReloadsSingly ) { m_iReloadMode.Set( TF_RELOAD_START ); } m_flChargeBeginTime = 0; }
// ----------------------------------------------------------------------------- // Purpose: // Note: Think function to delay the impact decal until the animation is finished // playing. // ----------------------------------------------------------------------------- void CTFWeaponBaseMelee::Smack( void ) { trace_t trace; CBasePlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; #if !defined (CLIENT_DLL) // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() ); #endif // We hit, setup the smack. if ( DoSwingTrace( trace ) ) { // Hit sound - immediate. if( trace.m_pEnt->IsPlayer() ) { WeaponSound( MELEE_HIT ); } else { WeaponSound( MELEE_HIT_WORLD ); } // Get the current player. CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return; Vector vecForward; AngleVectors( pPlayer->EyeAngles(), &vecForward ); Vector vecSwingStart = pPlayer->Weapon_ShootPosition(); Vector vecSwingEnd = vecSwingStart + vecForward * 48; #ifndef CLIENT_DLL // Do Damage. int iCustomDamage = TF_DMG_CUSTOM_NONE; float flDamage = GetMeleeDamage( trace.m_pEnt, iCustomDamage ); int iDmgType = DMG_BULLET | DMG_NEVERGIB | DMG_CLUB; if ( IsCurrentAttackACrit() ) { // TODO: Not removing the old critical path yet, but the new custom damage is marking criticals as well for melee now. iDmgType |= DMG_CRITICAL; } CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon(); CTFUbersaw *pUbersaw = dynamic_cast<CTFUbersaw*>(pWpn); CWeaponMedigun *pMedigun = static_cast<CWeaponMedigun*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_MEDIGUN)); if (pMedigun && pUbersaw) { if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber()) { pMedigun->AddCharge(); } } CWeaponKritzkrieg *pKritzkrieg = static_cast<CWeaponKritzkrieg*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_KRITZKRIEG)); if (pKritzkrieg && pUbersaw) { if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber()) { pKritzkrieg->AddCharge(); } } CTakeDamageInfo info( pPlayer, pPlayer, flDamage, iDmgType, iCustomDamage ); CalculateMeleeDamageForce( &info, vecForward, vecSwingEnd, 1.0f / flDamage * tf_meleeattackforcescale.GetFloat() ); trace.m_pEnt->DispatchTraceAttack( info, vecForward, &trace ); ApplyMultiDamage(); OnEntityHit( trace.m_pEnt ); #endif // Don't impact trace friendly players or objects if ( trace.m_pEnt && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber() ) { #ifdef CLIENT_DLL UTIL_ImpactTrace( &trace, DMG_CLUB ); #endif m_bConnected = true; } } #if !defined (CLIENT_DLL) lagcompensation->FinishLagCompensation( pPlayer ); #endif }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFMinigun::SharedAttack() { CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; if ( !CanAttack() ) { WeaponIdle(); return; } if ( pPlayer->m_nButtons & IN_ATTACK ) { m_iWeaponMode = TF_WEAPON_PRIMARY_MODE; } else if ( pPlayer->m_nButtons & IN_ATTACK2 ) { m_iWeaponMode = TF_WEAPON_SECONDARY_MODE; } switch ( m_iWeaponState ) { default: case AC_STATE_IDLE: { // Removed the need for cells to powerup the AC WindUp(); m_flNextPrimaryAttack = gpGlobals->curtime + 1.0; m_flNextSecondaryAttack = gpGlobals->curtime + 1.0; m_flTimeWeaponIdle = gpGlobals->curtime + 1.0; m_flStartedFiringAt = -1; pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRE ); break; } case AC_STATE_STARTFIRING: { // Start playing the looping fire sound if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { if ( m_iWeaponMode == TF_WEAPON_SECONDARY_MODE ) { m_iWeaponState = AC_STATE_SPINNING; #ifdef GAME_DLL pPlayer->SpeakWeaponFire( MP_CONCEPT_WINDMINIGUN ); #endif } else { m_iWeaponState = AC_STATE_FIRING; #ifdef GAME_DLL pPlayer->SpeakWeaponFire( MP_CONCEPT_FIREMINIGUN ); #endif } m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1; } break; } case AC_STATE_FIRING: { if ( m_iWeaponMode == TF_WEAPON_SECONDARY_MODE ) { #ifdef GAME_DLL pPlayer->ClearWeaponFireScene(); pPlayer->SpeakWeaponFire( MP_CONCEPT_WINDMINIGUN ); #endif m_iWeaponState = AC_STATE_SPINNING; m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1; } else if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) { m_iWeaponState = AC_STATE_DRYFIRE; } else { if ( m_flStartedFiringAt < 0 ) { m_flStartedFiringAt = gpGlobals->curtime; } #ifdef GAME_DLL if ( m_flNextFiringSpeech < gpGlobals->curtime ) { m_flNextFiringSpeech = gpGlobals->curtime + 5.0; pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_MINIGUN_FIREWEAPON ); } #endif // Only fire if we're actually shooting BaseClass::PrimaryAttack(); // fire and do timers CalcIsAttackCritical(); m_bCritShot = IsCurrentAttackACrit(); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); m_flTimeWeaponIdle = gpGlobals->curtime + 0.2; } break; } case AC_STATE_DRYFIRE: { m_flStartedFiringAt = -1; if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) > 0 ) { m_iWeaponState = AC_STATE_FIRING; } else if ( m_iWeaponMode == TF_WEAPON_SECONDARY_MODE ) { m_iWeaponState = AC_STATE_SPINNING; } SendWeaponAnim( ACT_VM_SECONDARYATTACK ); break; } case AC_STATE_SPINNING: { m_flStartedFiringAt = -1; if ( m_iWeaponMode == TF_WEAPON_PRIMARY_MODE ) { if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) > 0 ) { #ifdef GAME_DLL pPlayer->ClearWeaponFireScene(); pPlayer->SpeakWeaponFire( MP_CONCEPT_FIREMINIGUN ); #endif m_iWeaponState = AC_STATE_FIRING; } else { m_iWeaponState = AC_STATE_DRYFIRE; } } SendWeaponAnim( ACT_VM_SECONDARYATTACK ); break; } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGun::PrimaryAttack( void ) { // Check for ammunition. if ( m_iClip1 <= 0 && m_iClip1 != -1 ) return; // Are we capable of firing again? if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return; // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; if ( !CanAttack() ) return; CalcIsAttackCritical(); #ifndef CLIENT_DLL pPlayer->RemoveInvisibility(); pPlayer->RemoveDisguise(); // Minigun has custom handling if ( GetWeaponID() != TF_WEAPON_MINIGUN ) { pPlayer->SpeakWeaponFire(); } CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set the weapon mode. m_iWeaponMode = TF_WEAPON_PRIMARY_MODE; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); FireProjectile( pPlayer ); m_flLastFireTime = gpGlobals->curtime; // Set next attack times. m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; // Don't push out secondary attack, because our secondary fire // systems are all separate from primary fire (sniper zooming, demoman pipebomb detonating, etc) //m_flNextSecondaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; // Set the idle animation times based on the sequence duration, so that we play full fire animations // that last longer than the refire rate may allow. if ( Clip1() > 0 ) { SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } else { SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } // Check the reload mode and behave appropriately. if ( m_bReloadsSingly ) { m_iReloadMode.Set( TF_RELOAD_START ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGun::PrimaryAttack( void ) { // Check for ammunition. if ( m_iClip1 <= 0 && UsesClipsForAmmo1() ) return; // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; if ( !CanAttack() ) return; if ( m_pWeaponInfo->GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nBurstSize > 0 && m_iBurstSize == 0 ) { // Start the burst. m_iBurstSize = m_pWeaponInfo->GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nBurstSize; } if ( m_iBurstSize > 0 ) { m_iBurstSize--; } CalcIsAttackCritical(); #ifndef CLIENT_DLL pPlayer->RemoveInvisibility(); pPlayer->RemoveDisguise(); // Minigun has custom handling if ( GetWeaponID() != TF_WEAPON_MINIGUN ) { pPlayer->SpeakWeaponFire(); } CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set the weapon mode. m_iWeaponMode = TF_WEAPON_PRIMARY_MODE; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); FireProjectile( pPlayer ); m_flLastFireTime = gpGlobals->curtime; // Set next attack times. float flFireDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flFireDelay, mult_postfiredelay ); m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay; // Don't push out secondary attack, because our secondary fire // systems are all separate from primary fire (sniper zooming, demoman pipebomb detonating, etc) //m_flNextSecondaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; // Set the idle animation times based on the sequence duration, so that we play full fire animations // that last longer than the refire rate may allow. SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); AbortReload(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFFlameThrower::PrimaryAttack() { // Are we capable of firing again? if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return; // Get the player owning the weapon. CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() ); if ( !pOwner ) return; if ( !CanAttack() ) { #if defined ( CLIENT_DLL ) StopFlame(); #endif m_iWeaponState = FT_STATE_IDLE; return; } CalcIsAttackCritical(); // Because the muzzle is so long, it can stick through a wall if the player is right up against it. // Make sure the weapon can't fire in this condition by tracing a line between the eye point and the end of the muzzle. trace_t trace; Vector vecEye = pOwner->EyePosition(); Vector vecMuzzlePos = GetVisualMuzzlePos(); CTraceFilterIgnoreObjects traceFilter( this, COLLISION_GROUP_NONE ); UTIL_TraceLine( vecEye, vecMuzzlePos, MASK_SOLID, &traceFilter, &trace ); if ( trace.fraction < 1.0 && ( !trace.m_pEnt || trace.m_pEnt->m_takedamage == DAMAGE_NO ) ) { // there is something between the eye and the end of the muzzle, most likely a wall, don't fire, and stop firing if we already are if ( m_iWeaponState > FT_STATE_IDLE ) { #if defined ( CLIENT_DLL ) StopFlame(); #endif m_iWeaponState = FT_STATE_IDLE; } return; } switch ( m_iWeaponState ) { case FT_STATE_IDLE: case FT_STATE_AIRBLASTING: { // Just started, play PRE and start looping view model anim pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRE ); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); m_flStartFiringTime = gpGlobals->curtime + 0.16; // 5 frames at 30 fps m_iWeaponState = FT_STATE_STARTFIRING; } break; case FT_STATE_STARTFIRING: { // if some time has elapsed, start playing the looping third person anim if ( gpGlobals->curtime > m_flStartFiringTime ) { m_iWeaponState = FT_STATE_FIRING; m_flNextPrimaryAttackAnim = gpGlobals->curtime; } } break; case FT_STATE_FIRING: { if ( gpGlobals->curtime >= m_flNextPrimaryAttackAnim ) { pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); m_flNextPrimaryAttackAnim = gpGlobals->curtime + 1.4; // fewer than 45 frames! } } break; default: break; } #ifdef CLIENT_DLL // Restart our particle effect if we've transitioned across water boundaries if ( m_iParticleWaterLevel != -1 && pOwner->GetWaterLevel() != m_iParticleWaterLevel ) { if ( m_iParticleWaterLevel == WL_Eyes || pOwner->GetWaterLevel() == WL_Eyes ) { RestartParticleEffect(); } } #endif #ifdef CLIENT_DLL // Handle the flamethrower light if (tf2c_muzzlelight.GetBool()) { dlight_t *dl = effects->CL_AllocDlight(LIGHT_INDEX_MUZZLEFLASH + index); dl->origin = vecMuzzlePos; dl->color.r = 255; dl->color.g = 100; dl->color.b = 10; dl->die = gpGlobals->curtime + 0.01f; dl->radius = 240.f; dl->decay = 512.0f; dl->style = 5; } #endif #if !defined (CLIENT_DLL) // Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation. pOwner->NoteWeaponFired(); pOwner->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pOwner, m_bCritFire ); // Move other players back to history positions based on local player's lag lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() ); #endif float flFiringInterval = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flFiringInterval, mult_postfiredelay ); // Don't attack if we're underwater if ( pOwner->GetWaterLevel() != WL_Eyes ) { // Find eligible entities in a cone in front of us. Vector vOrigin = pOwner->Weapon_ShootPosition(); Vector vForward, vRight, vUp; QAngle vAngles = pOwner->EyeAngles() + pOwner->GetPunchAngle(); AngleVectors( vAngles, &vForward, &vRight, &vUp ); #define NUM_TEST_VECTORS 30 #ifdef CLIENT_DLL bool bWasCritical = m_bCritFire; #endif // Burn & Ignite 'em int iDmgType = g_aWeaponDamageTypes[ GetWeaponID() ]; m_bCritFire = IsCurrentAttackACrit(); if ( m_bCritFire ) { iDmgType |= DMG_CRITICAL; } #ifdef CLIENT_DLL if ( bWasCritical != m_bCritFire ) { RestartParticleEffect(); } #endif #ifdef GAME_DLL // create the flame entity int iDamagePerSec = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage; float flDamage = (float)iDamagePerSec * flFiringInterval; CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg ); CTFFlameEntity::Create( GetFlameOriginPos(), pOwner->EyeAngles(), this, iDmgType, flDamage ); #endif } #ifdef GAME_DLL // Figure how much ammo we're using per shot and add it to our remainder to subtract. (We may be using less than 1.0 ammo units // per frame, depending on how constants are tuned, so keep an accumulator so we can expend fractional amounts of ammo per shot.) // Note we do this only on server and network it to client. If we predict it on client, it can get slightly out of sync w/server // and cause ammo pickup indicators to appear float flAmmoPerSecond = TF_FLAMETHROWER_AMMO_PER_SECOND_PRIMARY_ATTACK; CALL_ATTRIB_HOOK_FLOAT( flAmmoPerSecond, mult_flame_ammopersec ); m_flAmmoUseRemainder += flAmmoPerSecond * flFiringInterval; // take the integer portion of the ammo use accumulator and subtract it from player's ammo count; any fractional amount of ammo use // remains and will get used in the next shot int iAmmoToSubtract = (int) m_flAmmoUseRemainder; if ( iAmmoToSubtract > 0 ) { pOwner->RemoveAmmo( iAmmoToSubtract, m_iPrimaryAmmoType ); m_flAmmoUseRemainder -= iAmmoToSubtract; // round to 2 digits of precision m_flAmmoUseRemainder = (float) ( (int) (m_flAmmoUseRemainder * 100) ) / 100.0f; } #endif m_flNextPrimaryAttack = gpGlobals->curtime + flFiringInterval; m_flTimeWeaponIdle = gpGlobals->curtime + flFiringInterval; #if !defined (CLIENT_DLL) lagcompensation->FinishLagCompensation( pOwner ); #endif }