You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
396 lines
8.1 KiB
396 lines
8.1 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_csbase.h"
|
||
|
#include "fx_cs_shared.h"
|
||
|
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
#define CWeaponUSP C_WeaponUSP
|
||
|
#include "c_cs_player.h"
|
||
|
|
||
|
#else
|
||
|
|
||
|
#include "cs_player.h"
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
class CWeaponUSP : public CWeaponCSBase
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CWeaponUSP, CWeaponCSBase );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CWeaponUSP();
|
||
|
|
||
|
virtual void Spawn();
|
||
|
virtual void Precache();
|
||
|
|
||
|
virtual void PrimaryAttack();
|
||
|
virtual void SecondaryAttack();
|
||
|
virtual bool Deploy();
|
||
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
|
||
|
virtual void Drop( const Vector &vecVelocity );
|
||
|
|
||
|
virtual float GetInaccuracy() const;
|
||
|
|
||
|
virtual bool Reload();
|
||
|
virtual void WeaponIdle();
|
||
|
|
||
|
// We overload this so we can translate all weapon activities to silenced versions.
|
||
|
virtual bool SendWeaponAnim( int iActivity );
|
||
|
|
||
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_USP; }
|
||
|
|
||
|
// return true if this weapon has a silencer equipped
|
||
|
virtual bool IsSilenced( void ) const { return m_bSilencerOn; }
|
||
|
|
||
|
virtual Activity GetDeployActivity( void );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
virtual int GetMuzzleFlashStyle( void );
|
||
|
#endif
|
||
|
|
||
|
virtual const char *GetWorldModel( void ) const;
|
||
|
virtual int GetWorldModelIndex( void );
|
||
|
|
||
|
private:
|
||
|
CWeaponUSP( const CWeaponUSP & );
|
||
|
|
||
|
CNetworkVar( bool, m_bSilencerOn );
|
||
|
CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
|
||
|
float m_flLastFire;
|
||
|
|
||
|
int m_silencedModelIndex;
|
||
|
bool m_inPrecache;
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUSP, DT_WeaponUSP )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponUSP, DT_WeaponUSP )
|
||
|
#ifdef CLIENT_DLL
|
||
|
RecvPropBool( RECVINFO( m_bSilencerOn ) ),
|
||
|
RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ),
|
||
|
#else
|
||
|
SendPropBool( SENDINFO( m_bSilencerOn ) ),
|
||
|
SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
BEGIN_PREDICTION_DATA( CWeaponUSP )
|
||
|
DEFINE_PRED_FIELD( m_bSilencerOn, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
|
||
|
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
|
||
|
END_PREDICTION_DATA()
|
||
|
#endif
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_usp, CWeaponUSP );
|
||
|
PRECACHE_WEAPON_REGISTER( weapon_usp );
|
||
|
|
||
|
|
||
|
Activity g_SilencedTranslations[][2] =
|
||
|
{
|
||
|
{ ACT_VM_RELOAD, ACT_VM_RELOAD_SILENCED },
|
||
|
{ ACT_VM_PRIMARYATTACK, ACT_VM_PRIMARYATTACK_SILENCED },
|
||
|
{ ACT_VM_DRAW, ACT_VM_DRAW_SILENCED },
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
CWeaponUSP::CWeaponUSP()
|
||
|
{
|
||
|
m_flLastFire = gpGlobals->curtime;
|
||
|
m_bSilencerOn = false;
|
||
|
m_flDoneSwitchingSilencer = 0.0f;
|
||
|
m_inPrecache = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWeaponUSP::Spawn()
|
||
|
{
|
||
|
//m_iDefaultAmmo = 12;
|
||
|
m_flAccuracy = 0.92;
|
||
|
m_bSilencerOn = false;
|
||
|
m_weaponMode = Primary_Mode;
|
||
|
m_flDoneSwitchingSilencer = 0.0f;
|
||
|
|
||
|
//FallInit();// get ready to fall down.
|
||
|
BaseClass::Spawn();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWeaponUSP::Precache()
|
||
|
{
|
||
|
m_inPrecache = true;
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel );
|
||
|
m_inPrecache = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
int CWeaponUSP::GetWorldModelIndex( void )
|
||
|
{
|
||
|
if ( !m_bSilencerOn || m_inPrecache )
|
||
|
{
|
||
|
return m_iWorldModelIndex;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return m_silencedModelIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
const char * CWeaponUSP::GetWorldModel( void ) const
|
||
|
{
|
||
|
if ( !m_bSilencerOn || m_inPrecache )
|
||
|
{
|
||
|
return BaseClass::GetWorldModel();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return GetCSWpnData().m_szSilencerModel;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CWeaponUSP::Deploy()
|
||
|
{
|
||
|
m_flAccuracy = 0.92;
|
||
|
m_flDoneSwitchingSilencer = 0.0f;
|
||
|
|
||
|
return BaseClass::Deploy();
|
||
|
}
|
||
|
|
||
|
bool CWeaponUSP::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||
|
{
|
||
|
if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
|
||
|
{
|
||
|
// still switching the silencer. Cancel the switch.
|
||
|
m_bSilencerOn = !m_bSilencerOn;
|
||
|
m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
|
||
|
SetWeaponModelIndex( GetWorldModel() );
|
||
|
}
|
||
|
|
||
|
return BaseClass::Holster( pSwitchingTo );
|
||
|
}
|
||
|
|
||
|
void CWeaponUSP::Drop( const Vector &vecVelocity )
|
||
|
{
|
||
|
if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
|
||
|
{
|
||
|
// still switching the silencer. Cancel the switch.
|
||
|
m_bSilencerOn = !m_bSilencerOn;
|
||
|
m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
|
||
|
SetWeaponModelIndex( GetWorldModel() );
|
||
|
}
|
||
|
|
||
|
BaseClass::Drop( vecVelocity );
|
||
|
}
|
||
|
|
||
|
Activity CWeaponUSP::GetDeployActivity( void )
|
||
|
{
|
||
|
if( IsSilenced() )
|
||
|
{
|
||
|
return ACT_VM_DRAW_SILENCED;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return ACT_VM_DRAW;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CWeaponUSP::SecondaryAttack()
|
||
|
{
|
||
|
if ( m_bSilencerOn )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_DETACH_SILENCER );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_ATTACH_SILENCER );
|
||
|
}
|
||
|
m_bSilencerOn = !m_bSilencerOn;
|
||
|
m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
|
||
|
m_flDoneSwitchingSilencer = gpGlobals->curtime + 3;
|
||
|
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + 3;
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + 3;
|
||
|
SetWeaponIdleTime( gpGlobals->curtime + 3 );
|
||
|
|
||
|
SetWeaponModelIndex( GetWorldModel() );
|
||
|
}
|
||
|
|
||
|
|
||
|
float CWeaponUSP::GetInaccuracy() const
|
||
|
{
|
||
|
if ( weapon_accuracy_model.GetInt() == 1 )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return 0.0f;
|
||
|
|
||
|
if ( m_bSilencerOn )
|
||
|
{
|
||
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
||
|
return 1.3f * (1 - m_flAccuracy);
|
||
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
|
||
|
return 0.25f * (1 - m_flAccuracy);
|
||
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
||
|
return 0.125f * (1 - m_flAccuracy);
|
||
|
else
|
||
|
return 0.15f * (1 - m_flAccuracy);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
||
|
return 1.2f * (1 - m_flAccuracy );
|
||
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
|
||
|
return 0.225f * (1 - m_flAccuracy);
|
||
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
||
|
return 0.08f * (1 - m_flAccuracy);
|
||
|
else
|
||
|
return 0.1f * (1 - m_flAccuracy);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
return BaseClass::GetInaccuracy();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWeaponUSP::PrimaryAttack()
|
||
|
{
|
||
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
float flCycleTime = GetCSWpnData().m_flCycleTime;
|
||
|
|
||
|
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
|
||
|
m_flAccuracy -= (0.275)*(0.3 - (gpGlobals->curtime - m_flLastFire));
|
||
|
|
||
|
if (m_flAccuracy > 0.92)
|
||
|
m_flAccuracy = 0.92;
|
||
|
else if (m_flAccuracy < 0.6)
|
||
|
m_flAccuracy = 0.6;
|
||
|
|
||
|
m_flLastFire = gpGlobals->curtime;
|
||
|
|
||
|
if (m_iClip1 <= 0)
|
||
|
{
|
||
|
if ( m_bFireOnEmpty )
|
||
|
{
|
||
|
PlayEmptySound();
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
|
||
|
m_bFireOnEmpty = false;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
pPlayer->m_iShotsFired++;
|
||
|
|
||
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
|
||
|
|
||
|
m_iClip1--;
|
||
|
|
||
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
||
|
|
||
|
// player "shoot" animation
|
||
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||
|
|
||
|
|
||
|
if ( !m_bSilencerOn )
|
||
|
{
|
||
|
pPlayer->DoMuzzleFlash();
|
||
|
}
|
||
|
|
||
|
FX_FireBullets(
|
||
|
pPlayer->entindex(),
|
||
|
pPlayer->Weapon_ShootPosition(),
|
||
|
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
|
||
|
GetWeaponID(),
|
||
|
m_weaponMode,
|
||
|
CBaseEntity::GetPredictionRandomSeed() & 255,
|
||
|
GetInaccuracy(),
|
||
|
GetSpread());
|
||
|
|
||
|
if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
|
||
|
{
|
||
|
// HEV suit - indicate out of ammo condition
|
||
|
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
|
||
|
}
|
||
|
|
||
|
SetWeaponIdleTime( gpGlobals->curtime + 2 );
|
||
|
|
||
|
// update accuracy
|
||
|
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
|
||
|
|
||
|
QAngle angle = pPlayer->GetPunchAngle();
|
||
|
angle.x -= 2;
|
||
|
pPlayer->SetPunchAngle( angle );
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CWeaponUSP::Reload()
|
||
|
{
|
||
|
if ( !DefaultPistolReload() )
|
||
|
return false;
|
||
|
|
||
|
m_flAccuracy = 0.92;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CWeaponUSP::WeaponIdle()
|
||
|
{
|
||
|
if (m_flTimeWeaponIdle > gpGlobals->curtime)
|
||
|
return;
|
||
|
|
||
|
// only idle if the slid isn't back
|
||
|
if (m_iClip1 != 0)
|
||
|
{
|
||
|
SetWeaponIdleTime( gpGlobals->curtime + 6.0 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CWeaponUSP::SendWeaponAnim( int iActivity )
|
||
|
{
|
||
|
// Translate the activity?
|
||
|
if ( m_bSilencerOn )
|
||
|
{
|
||
|
for ( int i=0; i < ARRAYSIZE( g_SilencedTranslations ); i++ )
|
||
|
{
|
||
|
if ( g_SilencedTranslations[i][0] == iActivity )
|
||
|
{
|
||
|
iActivity = g_SilencedTranslations[i][1];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return BaseClass::SendWeaponAnim( iActivity );
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
int CWeaponUSP::GetMuzzleFlashStyle( void )
|
||
|
{
|
||
|
if( m_bSilencerOn )
|
||
|
{
|
||
|
return CS_MUZZLEFLASH_NONE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return CS_MUZZLEFLASH_NORM;
|
||
|
}
|
||
|
}
|
||
|
#endif
|