Weapons/Mp5/Mp5Weapon.cs
using Sandbox.Rendering;
public class Mp5Weapon : BaseBulletWeapon
{
[Property] public float TimeBetweenShots { get; set; } = 0.1f;
[Property] public float Damage { get; set; } = 12.0f;
[Property] public GameObject ProjectilePrefab { get; set; }
AmmoResource ProjectileAmmoResource => SecondaryAmmoResource;
bool _isShooting;
public override void OnControl( Player player )
{
base.OnControl( player );
_isShooting = Input.Down( "attack1" );
if ( _isShooting )
{
if ( Input.Pressed( "Attack1" ) )
{
StartAttack();
}
ShootBullet( player );
}
else if ( Input.Released( "attack1" ) )
{
StopAttack();
}
if ( Input.Pressed( "Attack2" ) )
{
ShootProjectile( player );
}
}
public override bool IsInUse() => _isShooting;
/// <summary>
/// How long until we can shoot again
/// </summary>
protected TimeUntil TimeUntilNextSecondaryShotAllowed;
/// <summary>
/// Adds a delay, making it so we can't shoot for the specified time
/// </summary>
/// <param name="seconds"></param>
public void AddSecondaryShootDelay( float seconds )
{
TimeUntilNextSecondaryShotAllowed = seconds;
}
public override bool CanSwitch()
{
return base.CanSwitch() || HasAmmo( ProjectileAmmoResource );
}
public void ShootProjectile( Player player )
{
if ( IsReloading() ) return;
if ( TimeUntilNextSecondaryShotAllowed > 0 ) return;
if ( !TakeAmmo( 1, ProjectileAmmoResource ) )
{
// Empty/click sound
AddShootDelay( 0.2f );
SwitchAway();
return;
}
AddSecondaryShootDelay( 1f );
var forward = player.EyeTransform.Rotation.Forward;
forward = forward.Normal;
var tr = Scene.Trace.Ray( player.EyeTransform.ForwardRay with { Forward = forward }, 4096 )
.IgnoreGameObjectHierarchy( player.GameObject )
.WithCollisionRules( "bullet" )
.UseHitboxes()
.Run();
TimeSinceShoot = 0;
var ev = new IWeaponEvent.AttackEvent( ViewModel.IsValid() );
IWeaponEvent.PostToGameObject( GameObject.Root, x => x.OnAttack( ev ) );
// ShootEffects( tr.EndPosition );
CreateProjectile( tr.StartPosition + tr.Direction * 64f + (player.EyeTransform.Right * 16f) + (player.EyeTransform.Down * 8f), tr.Direction, 1024 );
player.Controller.EyeAngles += new Angles( Random.Shared.Float( -0.2f, -0.3f ), Random.Shared.Float( -0.1f, 0.1f ), 0 );
if ( !player.Controller.ThirdPerson && player.IsLocalPlayer )
{
new Sandbox.CameraNoise.Punch( new Vector3( Random.Shared.Float( 45, 35 ), Random.Shared.Float( -10, -5 ), 0 ), 1.5f, 2, 0.5f );
new Sandbox.CameraNoise.Shake( 1f, 0.6f );
}
}
/// <summary>
/// Creates the projectile with the host's permission
/// </summary>
/// <param name="start"></param>
/// <param name="direction"></param>
/// <param name="speed"></param>
[Rpc.Host]
void CreateProjectile( Vector3 start, Vector3 direction, float speed )
{
if ( !Owner.IsValid() ) return;
var go = ProjectilePrefab?.Clone( start );
var projectile = go.GetComponent<ExplosiveProjectile>();
Assert.True( projectile.IsValid(), "RpgProjectile not on projectile prefab" );
projectile.Instigator = Owner.PlayerData;
projectile.Explosive.Instigator = Owner.PlayerData;
projectile.WorldRotation = Rotation.LookAt( direction, Vector3.Up );
projectile.Rigidbody.Velocity = projectile.WorldRotation.Forward * 2048 + Vector3.Up * 256;
go.NetworkSpawn();
}
public void ShootBullet( Player player )
{
if ( !CanShoot() )
{
TryAutoReload();
return;
}
if ( !TakeAmmo( 1 ) )
{
AddShootDelay( 0.2f );
return;
}
AddShootDelay( TimeBetweenShots );
var aimConeAmount = GetAimConeAmount();
var forward = player.EyeTransform.Rotation.Forward.WithAimCone( 0.5f + aimConeAmount * 4f, 0.25f + aimConeAmount * 4f );
var bulletRadius = GameSettings.Mp5BulletRadius * GameSettings.BulletRadius;
var tr = Scene.Trace.Ray( player.EyeTransform.ForwardRay with { Forward = forward }, 4096 )
.IgnoreGameObjectHierarchy( player.GameObject )
.WithCollisionRules( "bullet" )
.Radius( bulletRadius )
.UseHitboxes()
.Run();
ShootEffects( tr.EndPosition, tr.Hit, tr.Normal, tr.GameObject, tr.Surface );
TraceAttack( TraceAttackInfo.From( tr, Damage ) );
TimeSinceShoot = 0;
if ( player.IsLocalPlayer )
{
HitMarker.CreateFromTrace( tr );
}
player.Controller.EyeAngles += new Angles( Random.Shared.Float( -0.1f, -0.3f ), Random.Shared.Float( -0.1f, 0.1f ), 0 );
if ( !player.Controller.ThirdPerson && player.IsLocalPlayer )
{
new Sandbox.CameraNoise.Recoil( 1.0f, 1 );
}
}
// returns 0 for no aim spread, 1 for full aim cone
float GetAimConeAmount()
{
return TimeSinceShoot.Relative.Remap( 0, 0.2f, 1, 0 );
}
public override void DrawCrosshair( HudPainter hud, Vector2 center )
{
var gap = 16 + GetAimConeAmount() * 32;
var len = 12;
var w = 2f;
Color color = !CanShoot() ? UI.CrosshairInactive : UI.CrosshairActive;
hud.DrawLine( center + Vector2.Left * (len + gap), center + Vector2.Left * gap, w, color );
hud.DrawLine( center - Vector2.Left * (len + gap), center - Vector2.Left * gap, w, color );
hud.DrawLine( center + Vector2.Up * (len + gap), center + Vector2.Up * gap, w, color );
hud.DrawLine( center - Vector2.Up * (len + gap), center - Vector2.Up * gap, w, color );
}
}