//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFHunterRifle::ItemPostFrame( void ) { // If we're lowered, we're not allowed to fire if ( m_bLowered ) return; // Get the owning player. CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); if ( !pPlayer ) return; CheckReload(); if ( !CanAttack() ) { if ( IsZoomed() ) { ToggleZoom(); } return; } HandleZooms(); if ( m_flNextSecondaryAttack <= gpGlobals->curtime ) { // Don't start charging in the time just after a shot before we unzoom to play rack anim. if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot ) { m_flChargedSpread = max(m_flChargedSpread - gpGlobals->frametime * TF_WEAPON_HUNTERRIFLE_CHARGE_PER_SEC, TF_WEAPON_HUNTERRIFLE_SPREAD_MIN); } else { m_flChargedSpread = min(TF_WEAPON_HUNTERRIFLE_SPREAD_MAX, m_flChargedSpread + gpGlobals->frametime * TF_WEAPON_HUNTERRIFLE_UNCHARGE_PER_SEC); } } // Fire. if ( pPlayer->m_nButtons & IN_ATTACK ) { Fire( pPlayer ); } // Reload pressed / Clip Empty if ( ( pPlayer->m_nButtons & IN_RELOAD ) && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } // Idle. if ( !( ( pPlayer->m_nButtons & IN_ATTACK) || ( pPlayer->m_nButtons & IN_ATTACK2 ) ) ) { // No fire buttons down or reloading if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) ) { WeaponIdle(); } } }
CVolumes::CVolumes() : m_dtLastMod((time_t)0), m_nCountDown(0), m_bBase(false) { _SetupPath(); CheckReload(true); }
//----------------------------------------------------------------------------- // Purpose: Handle deploying, undeploying, firing, etc. // TODO: Add a deploy to the firing! Currently no reloading! //----------------------------------------------------------------------------- void CWeaponRocketLauncher::ItemPostFrame( void ) { // Get the player. CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() ); if ( !pPlayer ) return; if ( UsesClipsForAmmo1() ) { CheckReload(); } #if !defined( CLIENT_DLL ) if ( !HasPrimaryAmmo() && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) ) { pPlayer->SwitchToNextBestWeapon( NULL ); } #endif // Handle Firing if ( GetShieldState() == SS_DOWN && !m_bInReload ) { // Attempting to fire. if ( ( pPlayer->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) ) { if ( m_iClip1 > 0 ) { PrimaryAttack(); } else { Reload(); } } // Reload button (or fire button when we're out of ammo) if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { if ( pPlayer->m_nButtons & IN_RELOAD ) { Reload(); } else if ( !((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD)) ) { if ( !m_iClip1 && HasPrimaryAmmo() ) { Reload(); } } } } // Prevent shield post frame if we're not ready to attack, or we're charging AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeaponCombatLaserRifle::ItemPostFrame( void ) { CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); if (!pOwner) return; if ( UsesClipsForAmmo1() ) { CheckReload(); } RecalculateAccuracy(); // Handle firing if ( GetShieldState() == SS_DOWN && !m_bInReload ) { if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) ) { if ( m_iClip1 > 0 ) { // Fire the plasma shot PrimaryAttack(); } else { Reload(); } } // Reload button (or fire button when we're out of ammo) if ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { if ( pOwner->m_nButtons & IN_RELOAD ) { Reload(); } else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) ) { if ( !m_iClip1 && HasPrimaryAmmo() ) { Reload(); } } } } // Prevent shield post frame if we're not ready to attack, or we're charging AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload ); }
// simplified version of the one in CASW_Weapon, don't worry about ammo or clips for the welder void CASW_Weapon_Welder::BaseItemPostFrame() { //CBasePlayer *pOwner = GetCommander(); CASW_Marine* pOwner = GetMarine(); if (!pOwner) return; bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1; GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 ); // check for automatic welding if ( m_bShotDelayed ) { if ( m_iAutomaticWeldDirection > 0 ) { bAttack1 = true; //Msg( "doing automatic attack1 since bShotDelayed\n" ); } else if ( m_iAutomaticWeldDirection < 0 ) { bAttack2 = true; //Msg( "doing automatic attack2 since bShotDelayed\n" ); } } //Track the duration of the fire //FIXME: Check for IN_ATTACK2 as well? //FIXME: What if we're calling ItemBusyFrame? m_fFireDuration = bAttack1 ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f; if ( UsesClipsForAmmo1() ) { CheckReload(); } bool bFired = false; if ( bAttack2 && m_flNextSecondaryAttack <= gpGlobals->curtime ) { bFired = true; SecondaryAttack(); } if ( !bFired && bAttack1 && m_flNextPrimaryAttack <= gpGlobals->curtime ) { // If the firing button was just pressed, reset the firing time if ( pOwner && bAttack1 ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } if ( !bAttack1 && !bAttack2 ) m_bIsFiring = false; // ----------------------- // No buttons down // ----------------------- if (!(bAttack1 || bAttack2 || bReload)) { // no fire buttons down or reloading if ( !ReloadOrSwitchWeapons() && !m_bInReload ) { WeaponIdle(); } } }
// check player or marine commander's buttons for firing/reload/etc void CASW_Weapon::ItemPostFrame( void ) { //CBasePlayer *pOwner = GetCommander(); CASW_Marine* pOwner = GetMarine(); if (!pOwner) return; bool bThisActive = ( pOwner && pOwner->GetActiveWeapon() == this ); bool bAttack1, bAttack2, bReload, bOldReload, bOldAttack1; GetButtons(bAttack1, bAttack2, bReload, bOldReload, bOldAttack1 ); if ( pOwner->IsHacking() ) { bThisActive = bAttack1 = bAttack2 = bReload = false; } // 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 ( m_bShotDelayed && gpGlobals->curtime > m_flDelayedFire ) { DelayedAttack(); } if ( UsesClipsForAmmo1() ) { CheckReload(); } bool bFired = false; if ( bThisActive ) { //Track the duration of the fire //FIXME: Check for IN_ATTACK2 as well? //FIXME: What if we're calling ItemBusyFrame? m_fFireDuration = bAttack1 ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f; if (bAttack2 && (m_flNextSecondaryAttack <= gpGlobals->curtime) && gpGlobals->curtime > pOwner->m_fFFGuardTime) { if ( SecondaryAttackUsesPrimaryAmmo() ) { if ( !IsMeleeWeapon() && (( UsesClipsForAmmo1() && !(this->PrimaryAmmoLoaded())) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) ) { HandleFireOnEmpty(); } else { bFired = true; SecondaryAttack(); #ifndef CLIENT_DLL if ( pOwner->IsInhabited() ) { IGameEvent * event = gameeventmanager->CreateEvent( "player_alt_fire" ); if ( event ) { CASW_Player *pPlayer = pOwner->GetCommander(); event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) ); gameeventmanager->FireEvent( event ); } } #endif } } else if ( UsesSecondaryAmmo() && ( ( UsesClipsForAmmo2() && m_iClip2 <= 0 ) || ( !UsesClipsForAmmo2() && pOwner->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) ) ) { if ( m_flNextEmptySoundTime < gpGlobals->curtime ) { WeaponSound( EMPTY ); m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5; } } else { bFired = true; SecondaryAttack(); #ifndef CLIENT_DLL if ( pOwner->IsInhabited() ) { IGameEvent * event = gameeventmanager->CreateEvent( "player_alt_fire" ); if ( event ) { CASW_Player *pPlayer = pOwner->GetCommander(); event->SetInt( "userid", ( pPlayer ? pPlayer->GetUserID() : 0 ) ); gameeventmanager->FireEvent( event ); } } #endif // Secondary ammo doesn't have a reload animation // this code makes secondary ammo come from nowhere! /* if ( UsesClipsForAmmo2() ) { // reload clip2 if empty if (m_iClip2 < 1) { pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); m_iClip2 = m_iClip2 + 1; } }*/ } } if ( !bFired && bAttack1 && (m_flNextPrimaryAttack <= gpGlobals->curtime) && gpGlobals->curtime > pOwner->m_fFFGuardTime) { // Clip empty? Or out of ammo on a no-clip weapon? if ( !IsMeleeWeapon() && (( UsesClipsForAmmo1() && !(this->PrimaryAmmoLoaded())) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) ) { HandleFireOnEmpty(); } else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { // This weapon doesn't fire underwater WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { //NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger // on the player hitting the attack key. It relies on the gun catching that case in the same frame. // However, because the player can also be doing a secondary attack, the edge trigger may be missed. // We really need to hold onto the edge trigger and only clear the condition when the gun has fired its // first shot. Right now that's too much of an architecture change -- jdw // If the firing button was just pressed, reset the firing time if ( pOwner && bAttack1 ) { #ifdef CLIENT_DLL //Msg("[Client] setting nextprimaryattack to now %f\n", gpGlobals->curtime); #else //Msg("[Server] setting nextprimaryattack to now %f\n", gpGlobals->curtime); #endif m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); } } } if (!bAttack1) // clear our firing var if we don't have the attack button held down (not totally accurate since firing could continue for some time after pulling the trigger, but it's good enough for our purposes) { m_bIsFiring = false; // NOTE: Only want to clear primary fire IsFiring bool here (i.e. don't call ClearIsFiring as that'll clear secondary fire too, in subclasses that have it) if ( bOldAttack1 ) { OnStoppedFiring(); } } // ----------------------- // Reload pressed / Clip Empty // ----------------------- if ( bReload && UsesClipsForAmmo1()) { if ( m_bInReload ) { // todo: check for a fast reload //Msg("Check for fast reload\n"); } else { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); m_fFireDuration = 0.0f; } } // ----------------------- // No buttons down // ----------------------- if (!(bAttack1 || bAttack2 || bReload)) { // no fire buttons down or reloading if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) ) { WeaponIdle(); } } }
//----------------------------------------------------------------------------- // 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) ); }
//----------------------------------------------------------------------------- // Purpose: Handle the shield input //----------------------------------------------------------------------------- void CWeaponCombatShield::ShieldPostFrame( void ) { CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); if (!pOwner) return; UpdateShieldState(); CheckReload(); // Store off EMP state bool isEMPed = IsOwnerEMPed(); // If the shield's unavailable, just abort if ( GetShieldState() == SS_UNAVAILABLE ) return; if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return; bool shieldRaised = ( GetShieldState() == SS_UP ); bool shieldRaising = ( GetShieldState() == SS_RAISING ); // GetShieldState() == SS_LOWERING ); // If my shield's out of power, I can't do anything with it if ( !GetShieldHealth() ) return; // Was the shield button just pressed? if ( GetShieldState() == SS_DOWN && !isEMPed && pOwner->m_nButtons & IN_ATTACK2 ) { // Play sound & anim WeaponSound( SPECIAL1 ); SendWeaponAnim( ACT_VM_SECONDARYATTACK ); SetShieldState( SS_RAISING ); // Abort any reloads in progess pOwner->AbortReload(); } else if ( ( shieldRaised || shieldRaising ) && !FBitSet( pOwner->m_nButtons, IN_ATTACK2 ) ) { // Shield button was just released, check to see if we were parrying bool shouldParry = (gpGlobals->curtime < (m_flShieldUpStartTime + PARRY_DETECTION_TIME )); if ( m_bHasShieldParry && shouldParry ) { // Parry! // Play sound & anim WeaponSound( SPECIAL2 ); SendWeaponAnim( ACT_VM_SWINGHIT ); SetShieldState( SS_PARRYING ); // Bash enemies in front of me ShieldBash(); } else { // Player's just lowered his shield // Play sound & anim WeaponSound( SPECIAL2 ); SendWeaponAnim( ACT_VM_HAULBACK ); SetShieldState( SS_LOWERING ); m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); } } else if ( GetShieldState() == SS_UP && ( pOwner->m_nButtons & IN_ATTACK2 ) && ( isEMPed ) ) { // We've got our shield up, and we were just EMPed, so drop it // Play sound & anim SendWeaponAnim( ACT_VM_HAULBACK ); WeaponSound( SPECIAL2 ); SetShieldState( SS_LOWERING ); } }