//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponAR2::DelayedAttack( void ) { m_bShotDelayed = false; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; // Deplete the clip completely SendWeaponAnim( ACT_VM_SECONDARYATTACK ); m_flNextSecondaryAttack = pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration(); // Register a muzzleflash for the AI pOwner->DoMuzzleFlash(); WeaponSound( WPN_DOUBLE ); // Fire the bullets Vector vecSrc = pOwner->Weapon_ShootPosition( ); Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES ); Vector impactPoint = vecSrc + ( vecAiming * MAX_TRACE_LENGTH ); // Fire the bullets Vector vecVelocity = vecAiming * 1000.0f; #ifndef CLIENT_DLL // Fire the combine ball CreateCombineBall( vecSrc, vecVelocity, sk_weapon_ar2_alt_fire_radius.GetFloat(), sk_weapon_ar2_alt_fire_mass.GetFloat(), sk_weapon_ar2_alt_fire_duration.GetFloat(), pOwner ); // View effects color32 white = {255, 255, 255, 64}; UTIL_ScreenFade( pOwner, white, 0.1, 0, FFADE_IN ); #endif //Disorient the player QAngle angles = pOwner->GetLocalAngles(); angles.x += random->RandomInt( -4, 4 ); angles.y += random->RandomInt( -4, 4 ); angles.z = 0; // pOwner->SnapEyeAngles( angles ); pOwner->ViewPunch( QAngle( SharedRandomInt( "ar2pax", -8, -12 ), SharedRandomInt( "ar2pay", 1, 2 ), 0 ) ); // Decrease ammo pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); // Can shoot again immediately m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; // Can blow up after a short delay (so have time to release mouse button) m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGun::UpdatePunchAngles( CTFPlayer *pPlayer ) { // Update the player's punch angle. QAngle angle = pPlayer->GetPunchAngle(); float flPunchAngle = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flPunchAngle; if ( flPunchAngle > 0 ) { angle.x -= SharedRandomInt( "ShotgunPunchAngle", ( flPunchAngle - 1 ), ( flPunchAngle + 1 ) ); pPlayer->SetPunchAngle( angle ); } }
// Pick a sequence for the given activity. If the current sequence is appropriate for the // current activity, and its stored weight is negative (whatever that means), always select // it. Otherwise perform a weighted selection -- imagine a large roulette wheel, with each // sequence having a number of spaces corresponding to its weight. int CStudioHdr::CActivityToSequenceMapping::SelectWeightedSequence( CStudioHdr *pstudiohdr, int activity, int curSequence ) { if (!ValidateAgainst(pstudiohdr)) { AssertMsg1(false, "CStudioHdr %s has changed its vmodel pointer without reinitializing its activity mapping! Now performing emergency reinitialization.", pstudiohdr->pszName()); ExecuteOnce(DebuggerBreakIfDebugging()); Reinitialize(pstudiohdr); } // a null m_pSequenceTuples just means that this studio header has no activities. if (!m_pSequenceTuples) return ACTIVITY_NOT_AVAILABLE; // is the current sequence appropriate? if (curSequence >= 0) { mstudioseqdesc_t &seqdesc = pstudiohdr->pSeqdesc( curSequence ); if (seqdesc.activity == activity && seqdesc.actweight < 0) return curSequence; } // get the data for the given activity HashValueType dummy( activity, 0, 0, 0 ); UtlHashHandle_t handle = m_ActToSeqHash.Find(dummy); if (!m_ActToSeqHash.IsValidHandle(handle)) { return ACTIVITY_NOT_AVAILABLE; } const HashValueType * __restrict actData = &m_ActToSeqHash[handle]; int weighttotal = actData->totalWeight; // generate a random number from 0 to the total weight int randomValue; if ( IsInPrediction() ) { randomValue = SharedRandomInt( "SelectWeightedSequence", 0, weighttotal - 1 ); } else { randomValue = RandomInt( 0, weighttotal - 1 ); } // chug through the entries in the list (they are sequential therefore cache-coherent) // until we run out of random juice SequenceTuple * __restrict sequenceInfo = m_pSequenceTuples + actData->startingIdx; const SequenceTuple *const stopHere = sequenceInfo + actData->count; // this is a backup // in case the weights are somehow miscalculated -- we don't read or write through // it (because it aliases the restricted pointer above); it's only here for // the comparison. while (randomValue >= sequenceInfo->weight && sequenceInfo < stopHere) { randomValue -= sequenceInfo->weight; ++sequenceInfo; } return sequenceInfo->seqnum; }
static int luasrc_SharedRandomInt (lua_State *L) { lua_pushinteger(L, SharedRandomInt(luaL_checkstring(L, 1), luaL_checkint(L, 2), luaL_checkint(L, 3), luaL_optint(L, 4, 0))); return 1; }
void CWeaponShotgun::PrimaryAttack() { CSDKPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; // don't fire underwater if (pPlayer->GetWaterLevel() == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; return; } // Out of ammo? if ( m_iClip1 <= 0 ) { Reload(); if ( m_iClip1 == 0 ) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; } return; } SendWeaponAnim( ACT_VM_PRIMARYATTACK ); m_iClip1--; pPlayer->DoMuzzleFlash(); // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Dispatch the FX right away with full accuracy. FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server 0.0675 ); if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); } if (m_iClip1 != 0) m_flPumpTime = gpGlobals->curtime + 0.5; m_flNextPrimaryAttack = gpGlobals->curtime + 0.875; m_flNextSecondaryAttack = gpGlobals->curtime + 0.875; if (m_iClip1 != 0) SetWeaponIdleTime( gpGlobals->curtime + 2.5 ); else SetWeaponIdleTime( gpGlobals->curtime + 0.875 ); m_fInSpecialReload = 0; // Update punch angles. QAngle angle = pPlayer->GetPunchAngle(); if ( pPlayer->GetFlags() & FL_ONGROUND ) { angle.x -= SharedRandomInt( "ShotgunPunchAngleGround", 4, 6 ); } else { angle.x -= SharedRandomInt( "ShotgunPunchAngleAir", 8, 11 ); } pPlayer->SetPunchAngle( angle ); }
int CStudioHdr::CActivityToSequenceMapping::SelectWeightedSequenceFromModifiers( CStudioHdr *pstudiohdr, int activity, CUtlSymbol *pActivityModifiers, int iModifierCount ) { if ( !pstudiohdr->SequencesAvailable() ) { return ACTIVITY_NOT_AVAILABLE; } VerifySequenceIndex( pstudiohdr ); if ( pstudiohdr->GetNumSeq() == 1 ) { return ( ::GetSequenceActivity( pstudiohdr, 0, NULL ) == activity ) ? 0 : ACTIVITY_NOT_AVAILABLE; } if (!ValidateAgainst(pstudiohdr)) { AssertMsg1(false, "CStudioHdr %s has changed its vmodel pointer without reinitializing its activity mapping! Now performing emergency reinitialization.", pstudiohdr->pszName()); ExecuteOnce(DebuggerBreakIfDebugging()); Reinitialize(pstudiohdr); } // a null m_pSequenceTuples just means that this studio header has no activities. if (!m_pSequenceTuples) return ACTIVITY_NOT_AVAILABLE; // get the data for the given activity HashValueType dummy( activity, 0, 0, 0 ); UtlHashHandle_t handle = m_ActToSeqHash.Find(dummy); if (!m_ActToSeqHash.IsValidHandle(handle)) { return ACTIVITY_NOT_AVAILABLE; } const HashValueType * __restrict actData = &m_ActToSeqHash[handle]; // go through each sequence and give it a score int top_score = -1; CUtlVector<int> topScoring( actData->count, actData->count ); for ( int i = 0; i < actData->count; i++ ) { SequenceTuple * __restrict sequenceInfo = m_pSequenceTuples + actData->startingIdx + i; int score = 0; // count matching activity modifiers for ( int m = 0; m < iModifierCount; m++ ) { int num_modifiers = sequenceInfo->iNumActivityModifiers; for ( int k = 0; k < num_modifiers; k++ ) { if ( sequenceInfo->pActivityModifiers[ k ] == pActivityModifiers[ m ] ) { score++; break; } } } if ( score > top_score ) { topScoring.RemoveAll(); topScoring.AddToTail( sequenceInfo->seqnum ); top_score = score; } } // randomly pick between the highest scoring sequences ( NOTE: this method of selecting a sequence ignores activity weights ) if ( IsInPrediction() ) { return topScoring[ SharedRandomInt( "SelectWeightedSequence", 0, topScoring.Count() - 1 ) ]; } return topScoring[ RandomInt( 0, topScoring.Count() - 1 ) ]; }
int SelectWeightedSequence( CStudioHdr *pstudiohdr, int activity, int curSequence ) { VPROF( "SelectWeightedSequence" ); if (! pstudiohdr) return 0; if (!pstudiohdr->SequencesAvailable()) return 0; VerifySequenceIndex( pstudiohdr ); #if STUDIO_SEQUENCE_ACTIVITY_LOOKUPS_ARE_SLOW int weighttotal = 0; int seq = ACTIVITY_NOT_AVAILABLE; int weight = 0; for (int i = 0; i < pstudiohdr->GetNumSeq(); i++) { int curActivity = GetSequenceActivity( pstudiohdr, i, &weight ); if (curActivity == activity) { if ( curSequence == i && weight < 0 ) { seq = i; break; } weighttotal += iabs(weight); int randomValue; if ( IsInPrediction() ) randomValue = SharedRandomInt( "SelectWeightedSequence", 0, weighttotal - 1, i ); else randomValue = RandomInt( 0, weighttotal - 1 ); if (!weighttotal || randomValue < iabs(weight)) seq = i; } } return seq; #else return pstudiohdr->SelectWeightedSequence( activity, curSequence ); #endif }