Exemple #1
0
void CWeaponG3SG1::G3SG1Fire(float flSpread)
{
    CMomentumPlayer *pPlayer = GetPlayerOwner();
    if (!pPlayer)
        return;

    // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
    if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))
        flSpread += 0.025;

    // Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
    m_flAccuracy = 0.55 + (0.3) * (gpGlobals->curtime - m_flLastFire);

    if (m_flAccuracy > 0.98)
        m_flAccuracy = 0.98;

    m_flLastFire = gpGlobals->curtime;

    if (!CSBaseGunFire(flSpread, GetCSWpnData().m_flCycleTime, true))
        return;

    // Adjust the punch angle.
    QAngle angle = pPlayer->GetPunchAngle();
    angle.x -= SharedRandomFloat("G3SG1PunchAngleX", 0.75, 1.75) + (angle.x / 4);
    angle.y += SharedRandomFloat("G3SG1PunchAngleY", -0.75, 0.75);
    pPlayer->SetPunchAngle(angle);
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponDoubleShotgun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	if (m_iClip1 >= 2)
	{
		// MUST call sound before removing a round from the clip of a CMachineGun
		WeaponSound(WPN_DOUBLE);

		pPlayer->DoMuzzleFlash();

		SendWeaponAnim( ACT_VM_SECONDARYATTACK );

		// Don't fire again until fire animation has completed
		m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
		m_iClip1 -= 2;

		// player "shoot" animation
		pPlayer->SetAnimation( PLAYER_ATTACK1 );

		Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
		Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

		FireBulletsInfo_t info( 40, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
		info.m_pAttacker = pPlayer;

		// Fire the bullets, and force the first shot to be perfectly accuracy
		pPlayer->FireBullets( info );
	
		QAngle punch;
		punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
		pPlayer->ViewPunch( punch );

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

		//m_bNeedPump = true;
	}
	else
	{
		if (m_bInReload)
		{
			Reload();
		}
		else
		{
			StartReload();
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponShotgun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	// MUST call sound before removing a round from the clip of a CMachineGun
	WeaponSound(SINGLE);

	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	// Don't fire again until fire animation has completed
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
	m_iClip1 -= 1;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
	Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

	FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
	info.m_pAttacker = pPlayer;

	// Fire the bullets, and force the first shot to be perfectly accuracy
	pPlayer->FireBullets( info );
#ifdef SecobMod__Enable_Fixed_Multiplayer_AI
#ifndef CLIENT_DLL
	// DM: Hellow? NPCs... look here! I'm shooting!
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );
	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2 );
#endif
#endif //SecobMod__Enable_Fixed_Multiplayer_AI
	
	QAngle punch;
	punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
	pPlayer->ViewPunch( punch );

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

	m_bNeedPump = true;
}
Exemple #4
0
//-----------------------------------------------------------------------------
// Purpose: Add in a view kick for this weapon
//-----------------------------------------------------------------------------
void CWeaponCrowbar::AddViewKick( void )
{
    CBasePlayer *pPlayer  = ToBasePlayer( GetOwner() );

    if ( pPlayer == NULL )
        return;

    QAngle punchAng;

    punchAng.x = SharedRandomFloat( "crowbarpax", 1.0f, 2.0f );
    punchAng.y = SharedRandomFloat( "crowbarpay", -2.0f, -1.0f );
    punchAng.z = 0.0f;

    pPlayer->ViewPunch( punchAng );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponPistol::AddViewKick( void )
{
	CBasePlayer *pPlayer  = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	QAngle	viewPunch;

	viewPunch.x = SharedRandomFloat( "pistolpax", 0.25f, 0.5f );
	viewPunch.y = SharedRandomFloat( "pistolpay", -.6f, .6f );
	viewPunch.z = 0.0f;

	//Add it to the view punch
	pPlayer->ViewPunch( viewPunch );
}
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponShotgun::SecondaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	pPlayer->m_nButtons &= ~IN_ATTACK2;
	// MUST call sound before removing a round from the clip of a CMachineGun
	WeaponSound(WPN_DOUBLE);

	pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	// Don't fire again until fire animation has completed
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
	m_iClip1 -= 2;	// Shotgun uses same clip for primary and secondary attacks

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	//Tony; does shotgun have a second anim?
	ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );


	Vector vecSrc	 = pPlayer->Weapon_ShootPosition();
	Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

	FireBulletsInfo_t info( 12, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
	info.m_pAttacker = pPlayer;

	// Fire the bullets, and force the first shot to be perfectly accuracy
	pPlayer->FireBullets( info );
	pPlayer->ViewPunch( QAngle(SharedRandomFloat( "shotgunsax", -5, 5 ),0,0) );

#ifdef HL2SB
#ifndef CLIENT_DLL
	pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 1.0 );

	CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_SHOTGUN, 0.2 );
#endif
#endif

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

	m_bNeedPump = true;

#ifdef HL2SB
#ifndef CLIENT_DLL
	gamestats->Event_WeaponFired( pPlayer, false, GetClassname() );
#endif
#endif
}
void CWeaponShotgun::AddViewKick( void )
{
	CBasePlayer *pPlayer  = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	QAngle	viewPunch;

	viewPunch.x = SharedRandomFloat( "Shotgunpax", GetGEWpnData().Kick.x_min, GetGEWpnData().Kick.x_max );
	viewPunch.y = SharedRandomFloat( "Shotgunpay", GetGEWpnData().Kick.y_min, GetGEWpnData().Kick.y_max );
	viewPunch.z = 0.0f;

	//Add it to the view punch
	pPlayer->ViewPunch( viewPunch );
}
void CWeaponSubMachineGun::AddViewKick( void )
{
	#define	EASY_DAMPEN			0.5f
	#define	MAX_VERTICAL_KICK	1.0f	//Degrees
	#define	SLIDE_LIMIT			2.0f	//Seconds
	
	//Get the view kick
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( pPlayer == NULL )
		return;

	DoMachineGunKick( pPlayer, EASY_DAMPEN, MAX_VERTICAL_KICK, m_fFireDuration, SLIDE_LIMIT );

	// Add a view punch too
	QAngle viewPunch;
	viewPunch.x = SharedRandomFloat( "smg1pax", BALANCE_VALUE( Float, lfm_smg1_vx_min ), BALANCE_VALUE( Float, lfm_smg1_vx_max ) );
	viewPunch.y = SharedRandomFloat( "smg1pay", BALANCE_VALUE( Float, lfm_smg1_vy_min ), BALANCE_VALUE( Float, lfm_smg1_vy_max ) );
	viewPunch.z = 0.0f;
	pPlayer->ViewPunch( viewPunch );
}
Exemple #9
0
int CWeaponCrowbar::WeaponMeleeAttack1Condition( float flDot, float flDist )
{
    // Attempt to lead the target (needed because citizens can't hit manhacks with the crowbar!)
    CAI_BaseNPC *pNPC	= GetOwner()->MyNPCPointer();
    CBaseEntity *pEnemy = pNPC->GetEnemy();
    if (!pEnemy)
        return COND_NONE;

    Vector vecVelocity;
    vecVelocity = pEnemy->GetSmoothedVelocity( );

    // Project where the enemy will be in a little while
    float dt = sk_crowbar_lead_time.GetFloat();
    dt += SharedRandomFloat( "crowbarmelee1", -0.3f, 0.2f );
    if ( dt < 0.0f )
        dt = 0.0f;

    Vector vecExtrapolatedPos;
    VectorMA( pEnemy->WorldSpaceCenter(), dt, vecVelocity, vecExtrapolatedPos );

    Vector vecDelta;
    VectorSubtract( vecExtrapolatedPos, pNPC->WorldSpaceCenter(), vecDelta );

    if ( fabs( vecDelta.z ) > 70 )
    {
        return COND_TOO_FAR_TO_ATTACK;
    }

    Vector vecForward = pNPC->BodyDirection2D( );
    vecDelta.z = 0.0f;
    float flExtrapolatedDist = Vector2DNormalize( vecDelta.AsVector2D() );
    if ((flDist > 64) && (flExtrapolatedDist > 64))
    {
        return COND_TOO_FAR_TO_ATTACK;
    }

    float flExtrapolatedDot = DotProduct2D( vecDelta.AsVector2D(), vecForward.AsVector2D() );
    if ((flDot < 0.7) && (flExtrapolatedDot < 0.7))
    {
        return COND_NOT_FACING_ATTACK;
    }

    return COND_CAN_MELEE_ATTACK1;
}
void CSDKPlayerShared::SetRecoil(float flRecoil)
{
	m_flRecoilAccumulator = flRecoil * da_recoilmultiplier.GetFloat();
	m_vecRecoilDirection.y = 1;
	m_vecRecoilDirection.x = SharedRandomFloat( "Recoil", -0.5f, 0.5f );
}
void CC4::PrimaryAttack()
{
	bool	PlaceBomb = false;
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	int onGround = FBitSet( pPlayer->GetFlags(), FL_ONGROUND );
	CBaseEntity *groundEntity = (onGround) ? pPlayer->GetGroundEntity() : NULL;
	if ( groundEntity )
	{
		// Don't let us stand on players, breakables, or pushaway physics objects to plant
		if ( groundEntity->IsPlayer() ||
			IsPushableEntity( groundEntity ) ||
#ifndef CLIENT_DLL
			IsBreakableEntity( groundEntity ) ||
#endif // !CLIENT_DLL
			IsPushAwayEntity( groundEntity ) )
		{
			onGround = false;
		}
	}

	if( m_bStartedArming == false && m_bBombPlanted == false )
	{
		if( pPlayer->m_bInBombZone && onGround )
		{
			m_bStartedArming = true;
			m_fArmedTime = gpGlobals->curtime + WEAPON_C4_ARM_TIME;
			m_bBombPlacedAnimation = false;


#if !defined( CLIENT_DLL )			
			// init the beep flags
			int i;
			for( i=0;i<NUM_BEEPS;i++ )
				m_bPlayedArmingBeeps[i] = false;

			// freeze the player in place while planting
			pPlayer->SetMaxSpeed( 1 );

			// player "arming bomb" animation
			pPlayer->SetAnimation( PLAYER_ATTACK1 );
	
			pPlayer->SetNextAttack( gpGlobals->curtime );

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_beginplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}
#endif

			SendWeaponAnim( ACT_VM_PRIMARYATTACK );

			FX_PlantBomb( pPlayer->entindex(), pPlayer->Weapon_ShootPosition() );
		}
		else
		{
			if ( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_At_Bomb_Spot");
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground");
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}
	else
	{
		if ( !onGround || !pPlayer->m_bInBombZone )
		{
			if( !pPlayer->m_bInBombZone )
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Arming_Cancelled" );
			}
			else
			{
				ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Plant_Must_Be_On_Ground" );
			}

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.5;
			m_bStartedArming = false;

#if !defined( CLIENT_DLL )
			// release the player from being frozen, we've somehow left the bomb zone
			pPlayer->ResetMaxSpeed();

			pPlayer->SetProgressBarTime( 0 );

			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}

#endif
			if(m_bBombPlacedAnimation == true) //this means the placement animation is canceled
			{
				SendWeaponAnim( ACT_VM_DRAW );
			}
			else
			{
				SendWeaponAnim( ACT_VM_IDLE );
			}
			
			return;
		}
		else
		{
#ifndef CLIENT_DLL
			PlayArmingBeeps();
#endif

			if( gpGlobals->curtime >= m_fArmedTime ) //the c4 is ready to be armed
			{
				//check to make sure the player is still in the bomb target area
				PlaceBomb = true;
			}
			else if( ( gpGlobals->curtime >= (m_fArmedTime - 0.75) ) && ( !m_bBombPlacedAnimation ) )
			{
				//call the c4 Placement animation 
				m_bBombPlacedAnimation = true;

				SendWeaponAnim( ACT_VM_SECONDARYATTACK );
				
#if !defined( CLIENT_DLL )
				// player "place" animation
				//pPlayer->SetAnimation( PLAYER_HOLDBOMB );
#endif
			}
		}
	}

	if ( PlaceBomb && m_bStartedArming )
	{
		m_bStartedArming = false;
		m_fArmedTime = 0;
		
		if( pPlayer->m_bInBombZone )
		{
#if !defined( CLIENT_DLL )

			CPlantedC4 *pC4 = CPlantedC4::ShootSatchelCharge( pPlayer, pPlayer->GetAbsOrigin(), pPlayer->GetAbsAngles() );

			if ( pC4 )
			{
				pC4->SetBombSiteIndex( pPlayer->m_iBombSiteIndex );

				trace_t tr;
				UTIL_TraceEntity( pC4, GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-200), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
				pC4->SetAbsOrigin( tr.endpos );

				CBombTarget *pBombTarget = (CBombTarget*)UTIL_EntityByIndex( pPlayer->m_iBombSiteIndex );
				
				if ( pBombTarget )
				{
					CBaseEntity *pAttachPoint = gEntList.FindEntityByName( NULL, pBombTarget->GetBombMountTarget() );

					if ( pAttachPoint )
					{
						pC4->SetAbsOrigin( pAttachPoint->GetAbsOrigin() );
						pC4->SetAbsAngles( pAttachPoint->GetAbsAngles() );
						pC4->SetParent( pAttachPoint );
					}

					variant_t emptyVariant;
					pBombTarget->AcceptInput( "BombPlanted", pC4, pC4, emptyVariant, 0 );
				}
			}

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_planted" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt("posx", pPlayer->GetAbsOrigin().x );
				event->SetInt("posy", pPlayer->GetAbsOrigin().y );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}

			// Fire a beep event also so the bots have a chance to hear the bomb
			event = gameeventmanager->CreateEvent( "bomb_beep" );

			if ( event )
			{
				event->SetInt( "entindex", entindex() );
				gameeventmanager->FireEvent( event );
			}

			pPlayer->SetProgressBarTime( 0 );

			CSGameRules()->m_bBombDropped = false;
			CSGameRules()->m_bBombPlanted = true;

			// Play the plant sound.
			Vector plantPosition = pPlayer->GetAbsOrigin() + Vector( 0, 0, 5 );
			CPASAttenuationFilter filter( plantPosition );
			EmitSound( filter, entindex(), "c4.plant" );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			// No more c4!
			pPlayer->Weapon_Drop( this, NULL, NULL );
			UTIL_Remove( this );
#endif
			//don't allow the planting to start over again next frame.
			m_bBombPlanted = true;

			return;
		}
		else
		{
			ClientPrint( pPlayer, HUD_PRINTCENTER, "#C4_Activated_At_Bomb_Spot" );

#if !defined( CLIENT_DLL )
			//pPlayer->SetAnimation( PLAYER_HOLDBOMB );

			// release the player from being frozen
			pPlayer->ResetMaxSpeed();

			IGameEvent * event = gameeventmanager->CreateEvent( "bomb_abortplant" );
			if( event )
			{
				event->SetInt("userid", pPlayer->GetUserID() );
				event->SetInt("site", pPlayer->m_iBombSiteIndex );
				event->SetInt( "priority", 8 );
				gameeventmanager->FireEvent( event );
			}
#endif

			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			return;
		}
	}

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
	SetWeaponIdleTime( gpGlobals->curtime + SharedRandomFloat("C4IdleTime", 10, 15 ) );
}
Exemple #12
0
//-----------------------------------------------------------------------------
// Purpose: 
//
//
//-----------------------------------------------------------------------------
void CWeaponFreeze::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if (!pPlayer)
	{
		return;
	}

	// MUST call sound before removing a round from the clip of a CMachineGun
	WeaponSound(SINGLE);

	//pPlayer->DoMuzzleFlash();

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	// Don't fire again until fire animation has completed
	m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
	m_iClip1 -= 1;

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );
	ToHL2MPPlayer(pPlayer)->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );


	Vector	vecSrc		= pPlayer->Weapon_ShootPosition( );
	Vector	vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );	

	FireBulletsInfo_t info( 7, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
	info.m_pAttacker = pPlayer;

	// Fire the bullets, and force the first shot to be perfectly accuracy
	pPlayer->FireBullets( info );
	
	QAngle punch;
	punch.Init( SharedRandomFloat( "shotgunpax", -2, -1 ), SharedRandomFloat( "shotgunpay", -2, 2 ), 0 );
	pPlayer->ViewPunch( punch );

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


	trace_t tr;
    // do the traceline
    UTIL_TraceLine( vecSrc, vecAiming, MASK_ALL, pPlayer,COLLISION_GROUP_NPC, &tr );

    // do if statements to check what we hit ... add if player is human, etc, etc
    if ( tr.m_pEnt )
    {
	
		    // This will ignite the player
			tr.m_pEnt->SetAbsVelocity(0);
			tr.m_pEnt->Freeze();
			tr.m_pEnt->SetGravity(2000000);
		
    }
}
static int luasrc_SharedRandomFloat (lua_State *L) {
  lua_pushnumber(L, SharedRandomFloat(luaL_checkstring(L, 1), luaL_checknumber(L, 2), luaL_checknumber(L, 3), luaL_optint(L, 4, 0)));
  return 1;
}