//----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CWeaponSMG1::PrimaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) return; // Abort here to handle burst and auto fire modes if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) ) return; m_nShotsFired++; pPlayer->DoMuzzleFlash(); // 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. int iBulletsToFire = 0; float fireRate = GetFireRate(); // MUST call sound before removing a round from the clip of a CHLMachineGun while ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { WeaponSound(SINGLE, m_flNextPrimaryAttack); m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate; iBulletsToFire++; } // Make sure we don't fire more than the amount in the clip, if this weapon uses clips if ( UsesClipsForAmmo1() ) { if ( iBulletsToFire > m_iClip1 ) iBulletsToFire = m_iClip1; m_iClip1 -= iBulletsToFire; } m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); // Fire the bullets FireBulletsInfo_t info; info.m_iShots = iBulletsToFire; info.m_vecSrc = pPlayer->Weapon_ShootPosition( ); info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); info.m_vecSpread = pPlayer->GetAttackSpread( this ); info.m_flDistance = MAX_TRACE_LENGTH; info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 2; FireBullets( info ); //Factor in the view kick if( IsIronsighted() ) { DoMachineGunKick( pPlayer, 0.5, 5.0, 0.5, 3.0 ); } else { DoMachineGunKick( pPlayer, 0.5, 10.0, 0.5, 3.0 ); } CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2, pPlayer ); SendWeaponAnim( GetPrimaryAttackActivity() ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Register a muzzleflash for the AI pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); }
//----------------------------------------------------------------------------- // Purpose: Override so shotgun can do mulitple reloads in a row //----------------------------------------------------------------------------- void CWeaponShotgun::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) { return; } if ( m_bNeedPump && ( pOwner->m_nButtons & IN_RELOAD ) ) { m_bDelayedReload = true; } if (m_bInReload) { // If I'm primary firing and have one round stop reloading and fire if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1) && !m_bNeedPump ) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire1 = true; } // If I'm secondary firing and have two rounds stop reloading and fire else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2) && !m_bNeedPump ) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire2 = true; } else if (m_flNextPrimaryAttack <= gpGlobals->curtime) { // If out of ammo end reload if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) { FinishReload(); return; } // If clip not full reload again if (m_iClip1 < GetMaxClip1()) { Reload(); return; } // Clip full, stop reloading else { FinishReload(); return; } } } else { // Make shotgun shell invisible SetBodygroup(1,1); } if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { Pump(); return; } // Shotgun uses same timing and ammo for secondary attack if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime)) { m_bDelayedFire2 = false; if ( (m_iClip1 <= 1 && UsesClipsForAmmo1())) { // If only one shell is left, do a single shot instead if ( m_iClip1 == 1 ) { PrimaryAttack(); } else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time if ( pOwner->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } SecondaryAttack(); } } else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime) { m_bDelayedFire1 = false; if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) ) { if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } } if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. StartReload(); } else { // no fire buttons down m_bFireOnEmpty = false; if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) { // weapon isn't useable, switch. if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pOwner->SwitchToNextBestWeapon( this ) ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) { if (StartReload()) { // if we've successfully started to reload, we're done return; } } } WeaponIdle( ); return; } }
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(); // mine weapon is lost when all mines are gone if ( UsesClipsForAmmo1() && !m_iClip1 ) { 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 = 120.0f; float flDuration = 30.0f; 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; }
//----------------------------------------------------------------------------- // Purpose: Override so shotgun can do multiple reloads in a row //----------------------------------------------------------------------------- void CWeapon870AE::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) { return; } if (m_bInReload) { // If I'm primary firing and have one round stop reloading and fire if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1)) { m_bInReload = false; m_bDelayedFire1 = true; } else if (m_flNextPrimaryAttack <= gpGlobals->curtime) { if (pOwner->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()) <= 0) { FinishReload(); return; } // If clip not full reload again if (m_iClip1 < GetMaxClip1()) { Reload(); return; } // Clip full, stop reloading else { FinishReload(); return; } } } else { // Make shotgun shell invisible SetBodygroup(1,1); } if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime) { m_bDelayedFire1 = false; if ((m_iClip1 <= 0 && UsesClipsForAmmo1()) || (!UsesClipsForAmmo1() && !pOwner->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID()) )) { if (!pOwner->Inventory_CountAllObjectContentsOfID(GetPrimaryAmmoID())) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } } if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. StartReload(); } else { // no fire buttons down m_bFireOnEmpty = false; WeaponIdle( ); return; } }
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; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponHL2Pistol::PrimaryAttack( void ) { if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f ) { m_nNumShotsFired = 0; } else { m_nNumShotsFired++; } m_flLastAttackTime = gpGlobals->curtime; m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if( pOwner ) { // Each time the player fires the pistol, reset the view punch. This prevents // the aim from 'drifting off' when the player fires very quickly. This may // not be the ideal way to achieve this, but it's cheap and it works, which is // great for a feature we're evaluating. (sjb) pOwner->ViewPunchReset(); } // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) return; // Abort here to handle burst and auto fire modes if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) ) return; m_nShotsFired++; pPlayer->DoMuzzleFlash(); // 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. int iBulletsToFire = 0; float fireRate = GetFireRate(); while ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { // MUST call sound before removing a round from the clip of a CHLMachineGun WeaponSound(SINGLE, m_flNextPrimaryAttack); m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate; iBulletsToFire++; } // Make sure we don't fire more than the amount in the clip, if this weapon uses clips if ( UsesClipsForAmmo1() ) { if ( iBulletsToFire > m_iClip1 ) iBulletsToFire = m_iClip1; m_iClip1 -= iBulletsToFire; } CSDKPlayer *pSDKPlayer = ToSDKPlayer( pPlayer ); // Fire the bullets FireBulletsInfo_t info; info.m_iShots = iBulletsToFire; info.m_vecSrc = pSDKPlayer->Weapon_ShootPosition( ); info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); info.m_vecSpread = GetBulletSpread(); info.m_flDistance = MAX_TRACE_LENGTH; info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 2; info.m_iDamage = GetSDKWpnData().m_iDamage; pPlayer->FireBullets( info ); //Factor in the view kick AddViewKick(); if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } SendWeaponAnim( GetPrimaryAttackActivity() ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pSDKPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); // Abort here to handle burst and auto fire modes if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) ) return; // Add an accuracy penalty which can move past our maximum penalty time if we're really spastic m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME; }
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(); } }
//----------------------------------------------------------------------------- // Purpose: // // //----------------------------------------------------------------------------- void CHL2MPMachineGun::PrimaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) return; // Abort here to handle burst and auto fire modes if ( (UsesClipsForAmmo1() && m_iClip1 == 0) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) ) return; m_nShotsFired++; // MUST call sound before removing a round from the clip of a CHLMachineGun // FIXME: only called once, will miss multiple sound events per frame if needed // FIXME: m_flNextPrimaryAttack is always in the past, it's not clear what'll happen with sounds WeaponSound(SINGLE, m_flNextPrimaryAttack); // Msg("%.3f\n", m_flNextPrimaryAttack.Get() ); pPlayer->DoMuzzleFlash(); // 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. int iBulletsToFire = 0; float fireRate = GetFireRate(); while ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate; iBulletsToFire++; } // Make sure we don't fire more than the amount in the clip, if this weapon uses clips if ( UsesClipsForAmmo1() ) { if ( iBulletsToFire > m_iClip1 ) iBulletsToFire = m_iClip1; m_iClip1 -= iBulletsToFire; } CHL2MP_Player *pHL2MPPlayer = ToHL2MPPlayer( pPlayer ); // Fire the bullets FireBulletsInfo_t info; info.m_iShots = iBulletsToFire; info.m_vecSrc = pHL2MPPlayer->Weapon_ShootPosition( ); info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); info.m_vecSpread = pHL2MPPlayer->GetAttackSpread( this ); info.m_flDistance = MAX_TRACE_LENGTH; info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 2; FireBullets( info ); //Factor in the view kick AddViewKick(); if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } SendWeaponAnim( GetPrimaryAttackActivity() ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); }
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: Overloaded to handle the zoom functionality. //----------------------------------------------------------------------------- void CWeaponSniperRifle::ItemPostFrame( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (pPlayer == NULL) { return; } if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { FinishReload(); m_bInReload = false; } if (pPlayer->m_nButtons & IN_ATTACK2) { if (m_fNextZoom <= gpGlobals->curtime) { Zoom(); pPlayer->m_nButtons &= ~IN_ATTACK2; } } else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { if ( (m_iClip1 == 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) ) { m_bFireOnEmpty = true; } // Fire underwater? if (pPlayer->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } } // ----------------------- // Reload pressed / Clip Empty // ----------------------- if ( pPlayer->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } // ----------------------- // No buttons down // ----------------------- if (!((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD))) { // no fire buttons down m_bFireOnEmpty = false; if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) { // weapon isn't useable, switch. if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pPlayer->SwitchToNextBestWeapon( this ) ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) { Reload(); return; } } WeaponIdle( ); return; } }
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; }
CBaseEntity *CTFWeaponBaseGun::FireProjectile( CTFPlayer *pPlayer ) { int iProjectile = TF_PROJECTILE_NONE; CALL_ATTRIB_HOOK_INT( iProjectile, override_projectile_type ); if ( !iProjectile ) iProjectile = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iProjectile; CBaseEntity *pProjectile = NULL; switch( iProjectile ) { case TF_PROJECTILE_BULLET: FireBullet( pPlayer ); break; case TF_PROJECTILE_ROCKET: pProjectile = FireRocket( pPlayer ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); break; case TF_PROJECTILE_SYRINGE: case TF_PROJECTILE_NAIL: pProjectile = FireNail( pPlayer, iProjectile ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); break; case TF_PROJECTILE_DART: pProjectile = FireNail(pPlayer, iProjectile); pPlayer->DoAnimationEvent(PLAYERANIMEVENT_ATTACK_PRIMARY); break; case TF_PROJECTILE_PIPEBOMB: case TF_PROJECTILE_CANNONBALL: pProjectile = FireGrenade( pPlayer, iProjectile ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); break; case TF_PROJECTILE_PIPEBOMB_REMOTE: case TF_PROJECTILE_PIPEBOMB_REMOTE_PRACTICE: pProjectile = FireGrenade( pPlayer, iProjectile ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); break; case TF_PROJECTILE_FLARE: pProjectile = FireFlare( pPlayer ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); break; case TF_PROJECTILE_MIRV: pProjectile = FireGrenade( pPlayer, iProjectile ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); break; case TF_PROJECTILE_JAR: case TF_PROJECTILE_JAR_MILK: case TF_PROJECTILE_CLEAVER: case TF_PROJECTILE_THROWABLE: case TF_PROJECTILE_FESTITIVE_URINE: case TF_PROJECTILE_BREADMONSTER_JARATE: case TF_PROJECTILE_BREADMONSTER_MADMILK: // TO-DO: Implement 'grenade' support break; case TF_PROJECTILE_ARROW: case TF_PROJECTILE_HEALING_BOLT: case TF_PROJECTILE_BUILDING_REPAIR_BOLT: case TF_PROJECTILE_FESTITIVE_ARROW: case TF_PROJECTILE_FESTITIVE_HEALING_BOLT: case TF_PROJECTILE_GRAPPLINGHOOK: pProjectile = FireArrow( pPlayer, iProjectile ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); break; case TF_PROJECTILE_NONE: default: // do nothing! DevMsg( "Weapon does not have a projectile type set\n" ); break; } if ( UsesClipsForAmmo1() ) { m_iClip1 -= m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iAmmoPerShot; } else { if ( m_iWeaponMode == TF_WEAPON_PRIMARY_MODE ) { pPlayer->RemoveAmmo( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iAmmoPerShot, m_iPrimaryAmmoType ); } else { pPlayer->RemoveAmmo( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iAmmoPerShot, m_iSecondaryAmmoType ); } } DoFireEffects(); UpdatePunchAngles( pPlayer ); return pProjectile; }
//----------------------------------------------------------------------------- // 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: Override so shotgun can do mulitple reloads in a row //----------------------------------------------------------------------------- void CWeaponShotgun::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) { return; } //Create our trace_t class to hold the end result trace_t WallTR; //Create Vectors for the start, stop, and direction Vector vecAbsStart, vecAbsEnd, vecDir; //Take the Player's EyeAngles and turn it into a direction AngleVectors( pOwner->EyeAngles(), &vecDir ); //Get the Start/End vecAbsStart = pOwner->EyePosition(); vecAbsEnd = vecAbsStart + (vecDir * 32.0); //Do the TraceLine, and write our results to our trace_t class, tr. UTIL_TraceLine( vecAbsStart, vecAbsEnd, MASK_ALL, pOwner, COLLISION_GROUP_NONE, &WallTR ); if (WallTR.DidHit()) { bLowered = true; SendWeaponAnim( ACT_VM_IDLE_LOWERED ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); m_flNextPrimaryAttack = m_fLoweredReady; } else if ( !bLowered && (pOwner->m_nButtons & IN_SPEED ) ) { bLowered = true; SendWeaponAnim( ACT_VM_IDLE_LOWERED ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); m_flNextPrimaryAttack = m_fLoweredReady; } else if ( bLowered && !(pOwner->m_nButtons & IN_SPEED ) ) { bLowered = false; SendWeaponAnim( ACT_VM_IDLE ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); m_flNextPrimaryAttack = m_fLoweredReady; } if ( pOwner->m_nButtons & IN_ALT1 && !bLowered ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. EnableIronsights(); } else if ( !( pOwner->m_nButtons & IN_ALT1) || bLowered ) { DisableIronsights(); } if ( bLowered ) { if ( gpGlobals->curtime > m_fLoweredReady ) { bLowered = true; SendWeaponAnim( ACT_VM_IDLE_LOWERED ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); } return; } else if ( bLowered ) { if ( gpGlobals->curtime > m_fLoweredReady ) { bLowered = false; SendWeaponAnim( ACT_VM_IDLE ); m_fLoweredReady = gpGlobals->curtime + GetViewModelSequenceDuration(); } return; } if (m_bInReload) { // If I'm primary firing and have one round stop reloading and fire if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1)) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire1 = true; } // If I'm secondary firing and have one round stop reloading and fire else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2)) { m_bInReload = false; m_bNeedPump = false; m_bDelayedFire2 = true; } else if (m_flNextPrimaryAttack <= gpGlobals->curtime) { // If out of ammo end reload if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) { FinishReload(); return; } // If clip not full reload again if (m_iClip1 < GetMaxClip1()) { Reload(); return; } // Clip full, stop reloading else { FinishReload(); return; } } } else { // Make shotgun shell invisible SetBodygroup(1,1); } if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { Pump(); return; } // Shotgun uses same timing and ammo for secondary attack if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime)) { m_bDelayedFire2 = false; if ( (m_iClip1 <= 1 && UsesClipsForAmmo1())) { // If only one shell is left, do a single shot instead if ( m_iClip1 == 1 ) { PrimaryAttack(); } else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time if ( pOwner->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } SecondaryAttack(); } } else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime) { m_bDelayedFire1 = false; if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) ) { if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType)) { DryFire(); } else { StartReload(); } } // Fire underwater? else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // If the firing button was just pressed, reset the firing time CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } } if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. StartReload(); } else { // no fire buttons down m_bFireOnEmpty = false; if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime ) { // weapon isn't useable, switch. if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pOwner->SwitchToNextBestWeapon( this ) ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip1 <= 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime ) { if (StartReload()) { // if we've successfully started to reload, we're done return; } } } WeaponIdle( ); return; } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCombat_ChargeablePlasma::ItemPostFrame( void ) { CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); if (!pOwner) return; if ( UsesClipsForAmmo1() ) { CheckReload(); } // If burst shots are firing, ignore input if ( m_iBurstShotsRemaining > 0 ) { if ( gpGlobals->curtime < m_flNextBurstShotTime ) return; if ( m_iClip1 > 0 ) { PrimaryAttack(); } m_iBurstShotsRemaining--; m_flNextBurstShotTime = gpGlobals->curtime + BURST_FIRE_RATE; m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate(); return; } // Handle charge firing if ( m_iClip1 > 0 && GetShieldState() == SS_DOWN && !m_bInReload ) { if ( (pOwner->m_nButtons & IN_ATTACK ) ) { if (m_bHasCharge) { if ( !m_bCharging && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) { m_bCharging = true; m_flChargeStartTime = gpGlobals->curtime; // Get a lock target right now m_hLockTarget = GetLockTarget(); } } else { // Fire the plasma shot if (m_flNextPrimaryAttack <= gpGlobals->curtime) PrimaryAttack(); } } else if ( m_bCharging ) { m_bCharging = false; // Fire the plasma shot PrimaryAttack(); // We might be firing a burst shot if (m_bHasBurstShot) { if ( m_flPower >= (MAX_CHARGED_TIME * 0.5) ) { if ( m_flPower >= MAX_CHARGED_TIME ) { m_iBurstShotsRemaining = 2; } else { m_iBurstShotsRemaining = 1; } m_flNextBurstShotTime = gpGlobals->curtime + BURST_FIRE_RATE; } } } } // Reload button if ( m_iBurstShotsRemaining == 0 && !m_bCharging ) { if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload ) { Reload(); } } // Prevent shield post frame if we're not ready to attack, or we're charging AllowShieldPostFrame( !m_bCharging && ((m_flNextPrimaryAttack <= gpGlobals->curtime) || m_bInReload) ); }
void CASW_Weapon_Minigun::PrimaryAttack() { // can't attack until the minigun barrel has spun up if ( GetSpinRate() < asw_minigun_spin_rate_threshold.GetFloat() ) return; // 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() * ( 1.0f / MAX( GetSpinRate(), asw_minigun_spin_rate_threshold.GetFloat() ) ); 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_flPartialBullets += static_cast<float>( info.m_iShots ) * 0.5f; if ( m_flPartialBullets >= 1.0f ) { // Subtract ammo if we've counted up a whole bullet int nBullets = m_flPartialBullets; m_iClip1 -= nBullets; m_flPartialBullets -= nBullets; } #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 // fire extra shots per ammo from the minigun, so we get a nice solid spray of bullets //info.m_iShots = 2; 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::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 }
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; }