Dual Pistols (CSS Style)

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This article will explain how to implement dual pistols in both singleplayer and multiplayer Half-Life 2 mods (using Counter-Strike: Source as a basis).

Getting Started

Firstly, you will need to make a copy of the file "weapon_pistol.cpp", renaming the copy to "weapon_dualies.cpp". You can find the file in either the "src\game\shared\hl2mp" directory (for multiplayer) or <sp directory here> (for singleplayer).

Note: Feel free to name your dual pistols something else ("dualies" is just an example).


Now open the newly created file in your IDE of choice and do a search for the word "Pistol", replacing all instances with "Dualies" instead. Unfortunately, there is one part of the code we didn't actually want changed in this way - so find the section that looks similar to what's shown below and change all instances of the word "Dualies" back to "PISTOL".

Note: The below is a representation of multiplayer code. Singleplayer modders can still make use of it - they just can't copy and paste it directly into their work.
#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 },
};


Note: One further thing to make sure of is that you include "weapon_dualies.cpp" in both the client and server projects of your solution. For multiplayer, the correct location is "Client HL2MP\Source Files\HL2MP\Weapons" (replacing "Client" with "Server" for the server project location). For singleplayer, the correction location is <sp directory here>.

The Stub and the Flip

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 the gun is its own gun and works in game.


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()
{
	// 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	ItemPostFrame();
	void	ItemPreFrame();
	void	ItemBusyFrame();
	void	PrimaryAttack();
	void	AddViewKick();
	void	DryFire();

and change that to:

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

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

And change that to

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

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

void CWeaponDualies::PrimaryAttack()

And make the function look like this:

void CWeaponDualies::PrimaryAttack()
{
	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()
{
	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;
}

Weapon Script File

Now that the coding is complete, a script file for the new weapon needs to be created (see here for more information).

The easy way to do this is to make a copy of the file "weapon_pistol.txt", renaming the copy to "weapon_dualies.txt" (sound familiar?). You can find the file in the "Steam\steamapps\SourceMods\<yourmod>\scripts" directory.

Now open the newly created file in your text editor of choice and make the appropriate modifications to set a new bucket position, apply new models, etc..

Conclusion

Now when you next play your mod you should have a working pair of dual pistols!