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328 lines
9.6 KiB
328 lines
9.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Burst rifle & Shield combo
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "weapon_combatshield.h"
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#include "weapon_combat_usedwithshieldbase.h"
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#include "in_buttons.h"
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#include "plasmaprojectile.h"
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#include "IEffects.h"
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#if defined( CLIENT_DLL )
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#include "fx.h"
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#define CWeaponCombatBurstRifle C_WeaponCombatBurstRifle
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Damage CVars
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ConVar weapon_combat_burstrifle_damage( "weapon_combat_burstrifle_damage","10", FCVAR_REPLICATED, "Burst Rifle damage" );
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ConVar weapon_combat_burstrifle_range( "weapon_combat_burstrifle_range","500", FCVAR_REPLICATED, "Burst Rifle maximum range" );
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ConVar weapon_combat_burstrifle_ducking_mod( "weapon_combat_burstrifle_ducking_mod", "0.75", FCVAR_REPLICATED, "Burst Rifle ducking speed modifier" );
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#define MAX_RIFLE_POWER 3.0
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#define RIFLE_CHARGE_TIME 2.0
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#define BURSTRIFLE_BOOSTED_FIRERATE 0.015f
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CWeaponCombatBurstRifle : public CWeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( CWeaponCombatBurstRifle, CWeaponCombatUsedWithShieldBase );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponCombatBurstRifle( void );
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual float GetFireRate( void );
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virtual float GetDefaultAnimSpeed( void );
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virtual const Vector& GetBulletSpread( void );
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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private:
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CWeaponCombatBurstRifle( const CWeaponCombatBurstRifle & );
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public:
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() &&
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GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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void GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]);
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void ViewModelDrawn( C_BaseViewModel *pViewModel );
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private:
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void BoostedMuzzleFlash( C_BaseViewModel *pViewModel, const Vector &vecOrigin, const QAngle &angle, float flScale );
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struct model_t *m_pSpriteBurstRifleFlash[5];
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#endif
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};
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CWeaponCombatBurstRifle::CWeaponCombatBurstRifle( void )
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{
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SetPredictionEligible( true );
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}
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatBurstRifle, DT_WeaponCombatBurstRifle )
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BEGIN_NETWORK_TABLE( CWeaponCombatBurstRifle, DT_WeaponCombatBurstRifle )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCombatBurstRifle )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_combat_burstrifle, CWeaponCombatBurstRifle );
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PRECACHE_WEAPON_REGISTER(weapon_combat_burstrifle);
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatBurstRifle::ItemPostFrame( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if (!pOwner)
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return;
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if ( UsesClipsForAmmo1() )
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{
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CheckReload();
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}
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// Handle firing
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if ( GetShieldState() == SS_DOWN && !m_bInReload )
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{
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if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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if ( m_iClip1 > 0 )
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{
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// Fire the plasma shot
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PrimaryAttack();
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}
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else
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{
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Reload();
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}
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}
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// Reload button (or fire button when we're out of ammo)
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if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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if ( pOwner->m_nButtons & IN_RELOAD )
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{
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Reload();
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}
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else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
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{
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if ( !m_iClip1 && HasPrimaryAmmo() )
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{
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Reload();
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}
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}
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}
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}
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// Prevent shield post frame if we're not ready to attack, or we're charging
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AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the accuracy derived from weapon and player, and return it
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//-----------------------------------------------------------------------------
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const Vector& CWeaponCombatBurstRifle::GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_5DEGREES;
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return cone;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatBurstRifle::PrimaryAttack( void )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
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if (!pPlayer)
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return;
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WeaponSound(SINGLE);
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// Fire the bullets
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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Vector vecSpread = GetBulletSpread();
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Vector vecAiming, vecRight, vecUp;
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pPlayer->EyeVectors( &vecAiming, &vecRight, &vecUp );
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// Add some inaccuracy
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int seed = 0;
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float x, y, z;
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do
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{
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float x1, x2, y1, y2;
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// Note the additional seed because otherwise we get the same set of random #'s and will get stuck
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// in an infinite loop here potentially
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// FIXME: Can we use a gaussian random # function instead? ywb
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x1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
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x2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
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y1 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
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y2 = SHARED_RANDOMFLOAT_SEED( -0.5, 0.5, ++seed );
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x = x1 + x2;
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y = y1 + y2;
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z = x*x+y*y;
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} while (z > 1);
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Vector vecDir = vecAiming + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp;
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PlayAttackAnimation( GetPrimaryAttackActivity() );
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// Shift it down a bit so the firer can see it
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Vector right, forward;
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AngleVectors( pPlayer->EyeAngles() + pPlayer->m_Local.m_vecPunchAngle, &forward, &right, NULL );
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Vector vecStartSpot = vecSrc;
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// Get the firing position
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#ifdef CLIENT_DLL
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// On our client, grab the viewmodel's firing position
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Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
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#else
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// For everyone else, grab the weapon model's position
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/*
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Vector vecWorldOffset;
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QAngle angIgnore;
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GetAttachment( LookupAttachment( "muzzle" ), vecWorldOffset, angIgnore );
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*/
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Vector vecWorldOffset = vecStartSpot + Vector(0,0,-8) + right * 12 + forward * 16;
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#endif
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Vector gunOffset = vecWorldOffset - vecStartSpot;
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CPowerPlasmaProjectile *pPlasma = CPowerPlasmaProjectile::CreatePredicted( vecStartSpot, vecDir, gunOffset, DMG_ENERGYBEAM, pPlayer );
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if ( pPlasma )
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{
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pPlasma->SetDamage( weapon_combat_burstrifle_damage.GetFloat() );
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pPlasma->m_hOwner = pPlayer;
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pPlasma->SetPower( 2.0 );
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pPlasma->SetMaxRange( weapon_combat_burstrifle_range.GetFloat() );
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pPlasma->Activate();
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}
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponCombatBurstRifle::GetFireRate( void )
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{
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if ( !inv_demo.GetFloat() )
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{
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float flFireRate = ( SequenceDuration() * 0.6f ) + SHARED_RANDOMFLOAT( 0.0, 0.035f );
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
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if ( pPlayer )
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{
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// Ducking players should fire more rapidly.
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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flFireRate *= weapon_combat_burstrifle_ducking_mod.GetFloat();
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}
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}
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return flFireRate;
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}
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// Get the player and check to see if we are powered up.
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CBaseTFPlayer *pPlayer = ( CBaseTFPlayer* )GetOwner();
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if ( pPlayer && pPlayer->HasPowerup( POWERUP_BOOST ) )
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{
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return BURSTRIFLE_BOOSTED_FIRERATE;
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}
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return SHARED_RANDOMFLOAT( 0.075f, 0.15f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Match the anim speed to the weapon speed while crouching
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//-----------------------------------------------------------------------------
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float CWeaponCombatBurstRifle::GetDefaultAnimSpeed( void )
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{
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if ( GetOwner() && GetOwner()->IsPlayer() )
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{
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if ( GetOwner()->GetFlags() & FL_DUCKING )
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return (1.0 + (1.0 - weapon_combat_burstrifle_ducking_mod.GetFloat()) );
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}
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return 1.0;
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}
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#if defined ( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatBurstRifle::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel,
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float controllers[MAXSTUDIOBONECTRLS])
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{
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float flAmmoCount;
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C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
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if ( pPlayer && pPlayer->IsDamageBoosted() )
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{
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flAmmoCount = random->RandomFloat( 0.0f, 1.0f );
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}
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else
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{
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// Dial shows ammo count!
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flAmmoCount = ( float )m_iClip1 / ( float )GetMaxClip1();
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}
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// Add some shake
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flAmmoCount += RandomFloat( -0.02, 0.02 );
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controllers[0] = flAmmoCount;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatBurstRifle::ViewModelDrawn( C_BaseViewModel *pViewModel )
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{
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C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
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if ( pPlayer && pPlayer->IsDamageBoosted() )
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{
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Vector vecBarrelPos;
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QAngle angMuzzle;
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int iAttachment = pViewModel->LookupAttachment( "muzzle" );
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pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );
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unsigned char color[3];
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color[0] = 50;
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color[1] = 128;
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color[2] = 50;
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FX_Smoke( vecBarrelPos, angMuzzle, 0.5, 1, &color[0], 192 );
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}
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}
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#endif
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