Dual Pistols (CSS Style): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (categorized)
Line 2: Line 2:




== Getting Started ==
== Getting started ==
First off you should copy weapon_pistol.cpp from '''("game_shared/hl2mp" - For Users Editing Multiplayer Source)''' or '''("dlls/hl2_dll" - For Users Editing Singleplayer Source)'''  and paste it in the '''("game_shared/hl2mp" - For Users Editing Multiplayer Source)''' or '''("dlls/hl2_dll" - For Users Editing Singleplayer Source)''' folder.
First off you should copy weapon_pistol.cpp from '''("game_shared/hl2mp" - For Users Editing Multiplayer Source)''' or '''("dlls/hl2_dll" - For Users Editing Singleplayer Source)'''  and paste it in the '''("game_shared/hl2mp" - For Users Editing Multiplayer Source)''' or '''("dlls/hl2_dll" - For Users Editing Singleplayer Source)''' folder.


Line 36: Line 36:
That should make the gun its own gun for now, but we still need to add it in the stubs file.
That should make the gun its own gun for now, but we still need to add it in the stubs file.


== Adding it as a Stub ==
== Adding it as a stub ==


So, as I said, we need to add it as a stub. So now, go to '''"c_weapon__stubs_hl2.cpp"''' and add:
So, as I said, we need to add it as a stub. So now, go to '''"c_weapon__stubs_hl2.cpp"''' and add:
Line 46: Line 46:
Now the gun is its own gun and works in game.
Now the gun is its own gun and works in game.


== Coding the Flip ==
== Coding the flip ==


Now we must code the flip.
Now we must code the flip.
Line 229: Line 229:
}</pre>
}</pre>


== The Text Script ==
== The text script ==


Now that the code's all done, you just need a text script for it, so copy '''"weapon_pistol.txt"''' in '''"YourModName/scripts,"''' paste it, and rename it '''"weapon_dualies.txt"''' Now just edit the file to have a new bucket position (Inventory Position) and get a Counter Strike Source dual pistols model with the hands texture and the such, put it in your mod, and edit '''"weapon_dualies.txt"''' to use that model's name as the viewmodel.
Now that the code's all done, you just need a text script for it, so copy '''"weapon_pistol.txt"''' in '''"YourModName/scripts,"''' paste it, and rename it '''"weapon_dualies.txt"''' Now just edit the file to have a new bucket position (Inventory Position) and get a Counter Strike Source dual pistols model with the hands texture and the such, put it in your mod, and edit '''"weapon_dualies.txt"''' to use that model's name as the viewmodel.


Now when you use the guns in game, you should have a gun that swaps left and right guns each shot.
Now when you use the guns in game, you should have a gun that swaps left and right guns each shot.
[[Category:Tutorials]]
[[Category:Programming]]

Revision as of 09:25, 29 January 2008

This article will explain how to implement Counter-Strike Source style Dual Pistols into your Single or Multiplayer Half-Life 2 Mod.


Getting started

First off you should copy weapon_pistol.cpp from ("game_shared/hl2mp" - For Users Editing Multiplayer Source) or ("dlls/hl2_dll" - For Users Editing Singleplayer Source) and paste it in the ("game_shared/hl2mp" - For Users Editing Multiplayer Source) or ("dlls/hl2_dll" - For Users Editing Singleplayer Source) folder.

Right after that, rename the from "weapon_pistol" to "weapon_dualies" and open the file in whatever C++ program you are using. After this, press Ctrl+F and then Replace All instances of the word "Pistol" with the word "Dualies." After this, you should notice that this messed up your act table, so replace:

#ifndef CLIENT_DLL
acttable_t CWeaponDualies::m_acttable[] = 
{
	{ ACT_HL2MP_IDLE,					ACT_HL2MP_IDLE_Dualies,					false },
	{ ACT_HL2MP_RUN,					ACT_HL2MP_RUN_Dualies,					false },
	{ ACT_HL2MP_IDLE_CROUCH,			ACT_HL2MP_IDLE_CROUCH_Dualies,			false },
	{ ACT_HL2MP_WALK_CROUCH,			ACT_HL2MP_WALK_CROUCH_Dualies,			false },
	{ ACT_HL2MP_GESTURE_RANGE_ATTACK,	ACT_HL2MP_GESTURE_RANGE_ATTACK_Dualies,	false },
	{ ACT_HL2MP_GESTURE_RELOAD,			ACT_HL2MP_GESTURE_RELOAD_Dualies,		false },
	{ ACT_HL2MP_JUMP,					ACT_HL2MP_JUMP_Dualies,					false },
	{ ACT_RANGE_ATTACK1,				ACT_RANGE_ATTACK_Dualies,				false },
};

With:

#ifndef CLIENT_DLL
acttable_t CWeaponDualies::m_acttable[] = 
{
	{ ACT_HL2MP_IDLE,					ACT_HL2MP_IDLE_PISTOL,					false },
	{ ACT_HL2MP_RUN,					ACT_HL2MP_RUN_PISTOL,					false },
	{ ACT_HL2MP_IDLE_CROUCH,			ACT_HL2MP_IDLE_CROUCH_PISTOL,			false },
	{ ACT_HL2MP_WALK_CROUCH,			ACT_HL2MP_WALK_CROUCH_PISTOL,			false },
	{ ACT_HL2MP_GESTURE_RANGE_ATTACK,	ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL,	false },
	{ ACT_HL2MP_GESTURE_RELOAD,			ACT_HL2MP_GESTURE_RELOAD_PISTOL,		false },
	{ ACT_HL2MP_JUMP,					ACT_HL2MP_JUMP_PISTOL,					false },
	{ ACT_RANGE_ATTACK1,				ACT_RANGE_ATTACK_PISTOL,				false },
};

That should make the gun its own gun for now, but we still need to add it in the stubs file.

Adding it as a stub

So, as I said, we need to add it as a stub. So now, go to "c_weapon__stubs_hl2.cpp" and add:

STUB_WEAPON_CLASS( weapon_dualies, WeaponDualies, C_BaseHLCombatWeapon );

Where the pistol is located.

Now you just need to drag the "weapon_dualies.cpp" file into both the client and server solutions. Where in them? ("Source Files/hl2mp/Weapons")

Now the gun is its own gun and works in game.

Coding the flip

Now we must code the flip.

Go into "basecombatweapon_shared.cpp" which is in "game_shared" and add this new function after "CBaseCombatWeapon::PrimaryAttack"

//-----------------------------------------------------------------------------
// Purpose: Dualies Firing
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RightDualiesAttack( void )
{
	// If my clip is empty (and I use clips) start reload
	if ( UsesClipsForAmmo1() && !m_iClip1 ) 
	{
		Reload();
		return;
	}

	// 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( GetSecondaryAttackActivity() );

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

	FireBulletsInfo_t info;
	info.m_vecSrc	 = pPlayer->Weapon_ShootPosition( );
	
	info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );

	// 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();

	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_iClip1 -= info.m_iShots;
	}
	else
	{
		info.m_iShots = min( info.m_iShots, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) );
		pPlayer->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
	}

	info.m_flDistance = MAX_TRACE_LENGTH;
	info.m_iAmmoType = m_iPrimaryAmmoType;
	info.m_iTracerFreq = 2;

#if !defined( CLIENT_DLL )
	// Fire the bullets
	info.m_vecSpread = pPlayer->GetAttackSpread( this );
#else
	//!!!HACKHACK - what does the client want this function for? 
	info.m_vecSpread = GetActiveWeapon()->GetBulletSpread();
#endif // CLIENT_DLL

	pPlayer->FireBullets( info );

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

	//Add our view kick in
	AddViewKick();
}

Since that's done, go back to "weapon_dualies.cpp" and go down to:

class CWeaponDualies : public CBaseHL2MPCombatWeapon

and find:

	void	Precache( void );
	void	ItemPostFrame( void );
	void	ItemPreFrame( void );
	void	ItemBusyFrame( void );
	void	PrimaryAttack( void );
	void	AddViewKick( void );
	void	DryFire( void );

and change that to:

	void	Precache( void );
	void	ItemPostFrame( void );
	void	ItemPreFrame( void );
	void	ItemBusyFrame( void );
	void	PrimaryAttack( void );
	void	AddViewKick( void );
	void	DryFire( void );
	void	PostFireStuff( void );

then go to:

private:
	CNetworkVar( float,	m_flSoonestPrimaryAttack );
	CNetworkVar( float,	m_flLastAttackTime );
	CNetworkVar( float,	m_flAccuracyPenalty );
	CNetworkVar( int,	m_nNumShotsFired );

and change that to:

private:
	CNetworkVar( float,	m_flSoonestPrimaryAttack );
	CNetworkVar( float,	m_flLastAttackTime );
	CNetworkVar( float,	m_flAccuracyPenalty );
	CNetworkVar( int,	m_nNumShotsFired );

	bool Flip;

Now we need to define our new RightDualiesAttack function in basecombatweapon_shared.h, which in your source is located in: src\game_shared\basecombatweapon_shared.h

Scroll down until you reach

        // Weapon firing
	virtual void			PrimaryAttack( void );						// do "+ATTACK"
	virtual void			SecondaryAttack( void ) { return; }			// do "+ATTACK2"

And change that to

        // Weapon firing
	virtual void			PrimaryAttack( void );						// do "+ATTACK"
	virtual void			RightDualiesAttack( void );						// do right gun shot"
	virtual void			SecondaryAttack( void ) { return; }			// do "+ATTACK2"

Now you have everything pretty well set up. Finally, go down to:

void CWeaponDualies::PrimaryAttack( void )

And make the function look like this:

void CWeaponDualies::PrimaryAttack( void )
{
	if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f )
	{
		m_nNumShotsFired = 0;
	}
	else
	{
		m_nNumShotsFired++;
	}

	m_flLastAttackTime = gpGlobals->curtime;
	m_flSoonestPrimaryAttack = gpGlobals->curtime + DUALIES_FASTEST_REFIRE_TIME;

	//Flipping Code -Jman
	if ( Flip == true )
	{
		BaseClass::PrimaryAttack();
		Flip = false;
		PostFireStuff();
	}
	else
	{
		BaseClass::RightDualiesAttack();
		Flip = true;
		PostFireStuff();
	}
}

//Post Fire things.
void CWeaponDualies::PostFireStuff( void )
{
	CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
	if( pOwner )
	{
		pOwner->ViewPunchReset();
	}

	// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
	m_flAccuracyPenalty += DUALIES_ACCURACY_SHOT_PENALTY_TIME;
}

The text script

Now that the code's all done, you just need a text script for it, so copy "weapon_pistol.txt" in "YourModName/scripts," paste it, and rename it "weapon_dualies.txt" Now just edit the file to have a new bucket position (Inventory Position) and get a Counter Strike Source dual pistols model with the hands texture and the such, put it in your mod, and edit "weapon_dualies.txt" to use that model's name as the viewmodel.

Now when you use the guns in game, you should have a gun that swaps left and right guns each shot.