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2272 lines
61 KiB
2272 lines
61 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Sniper Rifle
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_fx_shared.h"
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#include "tf_weapon_sniperrifle.h"
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#include "in_buttons.h"
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#include "tf_gamerules.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#include "view.h"
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#include "beamdraw.h"
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#include "vgui/ISurface.h"
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#include <vgui/ILocalize.h>
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#include "vgui_controls/Controls.h"
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#include "hud_crosshair.h"
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#include "functionproxy.h"
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#include "materialsystem/imaterialvar.h"
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#include "toolframework_client.h"
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#include "input.h"
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#include "client_virtualreality.h"
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#include "sourcevr/isourcevirtualreality.h"
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// forward declarations
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void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
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#else
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#include "tf_gamerules.h"
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#include "tf_fx.h"
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#endif
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#define TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC 50.0
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#define TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC 75.0
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#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN 50
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#define TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX 150
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#define TF_WEAPON_SNIPERRIFLE_RELOAD_TIME 1.5f
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#define TF_WEAPON_SNIPERRIFLE_ZOOM_TIME 0.3f
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#define TF_WEAPON_SNIPERRIFLE_NO_CRIT_AFTER_ZOOM_TIME 0.2f
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#define SNIPER_DOT_SPRITE_RED "effects/sniperdot_red.vmt"
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#define SNIPER_DOT_SPRITE_BLUE "effects/sniperdot_blue.vmt"
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#define SNIPER_CHARGE_BEAM_RED "tfc_sniper_charge_red"
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#define SNIPER_CHARGE_BEAM_BLUE "tfc_sniper_charge_blue"
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#ifdef CLIENT_DLL
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ConVar tf_sniper_fullcharge_bell( "tf_sniper_fullcharge_bell", "0", FCVAR_ARCHIVE );
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#endif
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//=============================================================================
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//
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// Weapon Sniper Rifles tables.
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//
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IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifle, DT_TFSniperRifle )
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BEGIN_NETWORK_TABLE_NOBASE( CTFSniperRifle, DT_SniperRifleLocalData )
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#if !defined( CLIENT_DLL )
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SendPropFloat( SENDINFO(m_flChargedDamage), 0, SPROP_NOSCALE | SPROP_CHANGES_OFTEN ),
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#else
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RecvPropFloat( RECVINFO(m_flChargedDamage) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_NETWORK_TABLE( CTFSniperRifle, DT_TFSniperRifle )
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#if !defined( CLIENT_DLL )
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SendPropDataTable( "SniperRifleLocalData", 0, &REFERENCE_SEND_TABLE( DT_SniperRifleLocalData ), SendProxy_SendLocalWeaponDataTable ),
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#else
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RecvPropDataTable( "SniperRifleLocalData", 0, 0, &REFERENCE_RECV_TABLE( DT_SniperRifleLocalData ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFSniperRifle )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_flUnzoomTime, FIELD_FLOAT, 0 ),
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DEFINE_PRED_FIELD( m_flRezoomTime, FIELD_FLOAT, 0 ),
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DEFINE_PRED_FIELD( m_bRezoomAfterShot, FIELD_BOOLEAN, 0 ),
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DEFINE_PRED_FIELD( m_flChargedDamage, FIELD_FLOAT, 0 ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle, CTFSniperRifle );
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PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle );
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BEGIN_DATADESC( CTFSniperRifle )
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DEFINE_FIELD( m_flUnzoomTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_flRezoomTime, FIELD_FLOAT ),
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DEFINE_FIELD( m_bRezoomAfterShot, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flChargedDamage, FIELD_FLOAT ),
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END_DATADESC()
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//=============================================================================
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IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifleDecap, DT_TFSniperRifleDecap )
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BEGIN_NETWORK_TABLE( CTFSniperRifleDecap, DT_TFSniperRifleDecap )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFSniperRifleDecap )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle_decap, CTFSniperRifleDecap );
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PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle_decap );
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//=============================================================================
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IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifleClassic, DT_TFSniperRifleClassic )
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BEGIN_NETWORK_TABLE( CTFSniperRifleClassic, DT_TFSniperRifleClassic )
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#if !defined( CLIENT_DLL )
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SendPropBool( SENDINFO(m_bCharging) ),
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#else
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RecvPropBool( RECVINFO(m_bCharging) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFSniperRifleClassic )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_bCharging, FIELD_BOOLEAN, 0 ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle_classic, CTFSniperRifleClassic );
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PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle_classic );
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//=============================================================================
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#ifdef STAGING_ONLY
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IMPLEMENT_NETWORKCLASS_ALIASED( TFSniperRifleRevolver, DT_TFSniperRifleRevolver )
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BEGIN_NETWORK_TABLE( CTFSniperRifleRevolver, DT_TFSniperRifleRevolver )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFSniperRifleRevolver )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( tf_weapon_sniperrifle_revolver, CTFSniperRifleRevolver );
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PRECACHE_WEAPON_REGISTER( tf_weapon_sniperrifle_revolver );
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#endif // STAGING_ONLY
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//=============================================================================
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//
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// Weapon Sniper Rifles functions.
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//
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTFSniperRifle::CTFSniperRifle()
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{
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// Server specific.
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#ifdef GAME_DLL
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m_hSniperDot = NULL;
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#else
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m_bPlayedBell = false;
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#endif
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m_bCurrentShotIsHeadshot = false;
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m_flChargedDamage = 0.0f;
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m_flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
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m_bWasAimedAtEnemy = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CTFSniperRifle::~CTFSniperRifle()
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{
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// Server specific.
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#ifdef GAME_DLL
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DestroySniperDot();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFSniperRifle::Spawn()
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{
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m_iAltFireHint = HINT_ALTFIRE_SNIPERRIFLE;
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BaseClass::Spawn();
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ResetTimers();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFSniperRifle::Precache()
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{
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BaseClass::Precache();
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PrecacheModel( SNIPER_DOT_SPRITE_RED );
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PrecacheModel( SNIPER_DOT_SPRITE_BLUE );
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PrecacheScriptSound( "doomsday.warhead" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFSniperRifle::ResetTimers( void )
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{
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m_flUnzoomTime = -1;
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m_flRezoomTime = -1;
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m_bRezoomAfterShot = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFSniperRifle::Reload( void )
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{
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// We currently don't reload.
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFSniperRifle::CanHolster( void ) const
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{
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CTFPlayer *pPlayer = GetTFPlayerOwner();
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if ( pPlayer )
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{
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// TF_COND_MELEE_ONLY need to be able to immediately holster and switch to melee weapon
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if ( pPlayer->m_Shared.InCond( TF_COND_MELEE_ONLY ) )
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return true;
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// don't allow us to holster this weapon if we're in the process of zooming and
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// we've just fired the weapon (next primary attack is only 1.5 seconds after firing)
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if ( ( pPlayer->GetFOV() < pPlayer->GetDefaultFOV() ) && ( m_flNextPrimaryAttack > gpGlobals->curtime ) )
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return false;
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}
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return BaseClass::CanHolster();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFSniperRifle::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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// Server specific.
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#ifdef GAME_DLL
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// Destroy the sniper dot.
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DestroySniperDot();
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#endif
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CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
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{
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ZoomOut();
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}
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m_flChargedDamage = 0.0f;
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#ifdef CLIENT_DLL
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m_bPlayedBell = false;
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#endif
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ResetTimers();
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return BaseClass::Holster( pSwitchingTo );
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}
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void CTFSniperRifle::WeaponReset( void )
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{
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BaseClass::WeaponReset();
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ZoomOut();
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m_bCurrentShotIsHeadshot = false;
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m_flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFSniperRifle::OwnerCanJump( void )
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{
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return gpGlobals->curtime > m_flUnzoomTime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFSniperRifle::HandleZooms( void )
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{
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// Get the owning player.
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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// Handle the zoom when taunting.
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if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
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{
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if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) )
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{
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ToggleZoom();
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}
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//Don't rezoom in the middle of a taunt.
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ResetTimers();
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}
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if ( m_flUnzoomTime > 0 && gpGlobals->curtime > m_flUnzoomTime )
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{
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if ( m_bRezoomAfterShot )
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{
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ZoomOutIn();
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m_bRezoomAfterShot = false;
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}
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else
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{
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ZoomOut();
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}
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m_flUnzoomTime = -1;
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}
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if ( m_flRezoomTime > 0 )
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{
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if ( gpGlobals->curtime > m_flRezoomTime )
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{
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ZoomIn();
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m_flRezoomTime = -1;
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}
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}
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if ( ( pPlayer->m_nButtons & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
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{
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// If we're in the process of rezooming, just cancel it
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if ( m_flRezoomTime > 0 || m_flUnzoomTime > 0 )
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{
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// Prevent them from rezooming in less time than they would have
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m_flNextSecondaryAttack = m_flRezoomTime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME;
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m_flRezoomTime = -1;
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}
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else
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{
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Zoom();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFSniperRifle::ItemPostFrame( void )
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{
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// If we're lowered, we're not allowed to fire
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if ( m_bLowered )
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return;
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// Get the owning player.
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if ( !pPlayer )
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return;
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if ( !CanAttack() )
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{
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if ( IsZoomed() )
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{
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ToggleZoom();
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}
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return;
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}
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HandleZooms();
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||
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#ifdef GAME_DLL
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// Update the sniper dot position if we have one
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if ( m_hSniperDot )
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{
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UpdateSniperDot();
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}
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#endif
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// Start charging when we're zoomed in, and allowed to fire
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if ( pPlayer->m_Shared.IsJumping() )
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{
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// Unzoom if we're jumping
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if ( IsZoomed() )
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{
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ToggleZoom();
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}
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m_flChargedDamage = 0.0f;
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m_bRezoomAfterShot = false;
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m_flRezoomTime = -1.f;
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}
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else if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
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{
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// Don't start charging in the time just after a shot before we unzoom to play rack anim.
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||
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if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot )
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{
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float fSniperRifleChargePerSec = m_flChargePerSec;
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ApplyChargeSpeedModifications( fSniperRifleChargePerSec );
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||
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fSniperRifleChargePerSec += SniperRifleChargeRateMod();
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||
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|
||
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// we don't want sniper charge rate to go too high.
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||
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fSniperRifleChargePerSec = clamp( fSniperRifleChargePerSec, 0, 2.f * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC );
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m_flChargedDamage = MIN( m_flChargedDamage + gpGlobals->frametime * fSniperRifleChargePerSec, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
|
||
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|
||
|
#ifdef CLIENT_DLL
|
||
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// play the recharged bell if we're fully charged
|
||
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if ( IsFullyCharged() && !m_bPlayedBell )
|
||
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{
|
||
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m_bPlayedBell = true;
|
||
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if ( tf_sniper_fullcharge_bell.GetBool() )
|
||
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{
|
||
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C_TFPlayer::GetLocalTFPlayer()->EmitSound( "TFPlayer.ReCharged" );
|
||
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}
|
||
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}
|
||
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#endif
|
||
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}
|
||
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else
|
||
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{
|
||
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m_flChargedDamage = MAX( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Fire.
|
||
|
if ( pPlayer->m_nButtons & IN_ATTACK )
|
||
|
{
|
||
|
Fire( pPlayer );
|
||
|
}
|
||
|
|
||
|
// Idle.
|
||
|
if ( !( ( pPlayer->m_nButtons & IN_ATTACK) || ( pPlayer->m_nButtons & IN_ATTACK2 ) ) )
|
||
|
{
|
||
|
// No fire buttons down or reloading
|
||
|
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
|
||
|
{
|
||
|
WeaponIdle();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Sniper Rage (Hitman's heatmaker)
|
||
|
// Activate on 'R'
|
||
|
// no longer need full charge
|
||
|
if ( (pPlayer->m_nButtons & IN_RELOAD ) && pPlayer->m_Shared.GetRageMeter() > 1.0f )
|
||
|
{
|
||
|
int iBuffType = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type );
|
||
|
if ( iBuffType > 0 )
|
||
|
{
|
||
|
pPlayer->m_Shared.ActivateRageBuff( pPlayer, iBuffType );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::PlayWeaponShootSound( void )
|
||
|
{
|
||
|
if ( TFGameRules()->GameModeUsesUpgrades() )
|
||
|
{
|
||
|
PlayUpgradedShootSound( "Weapon_Upgrade.DamageBonus" );
|
||
|
}
|
||
|
|
||
|
if ( !IsFullyCharged() )
|
||
|
{
|
||
|
float flDamageBonus = 1.0f;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flDamageBonus, sniper_full_charge_damage_bonus );
|
||
|
if ( flDamageBonus > 1.0f )
|
||
|
{
|
||
|
WeaponSound( SPECIAL3 );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::PlayWeaponShootSound();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::Lower( void )
|
||
|
{
|
||
|
if ( BaseClass::Lower() )
|
||
|
{
|
||
|
if ( IsZoomed() )
|
||
|
{
|
||
|
ToggleZoom();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Secondary attack.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::Zoom( void )
|
||
|
{
|
||
|
// Don't allow the player to zoom in while jumping
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( pPlayer && pPlayer->m_Shared.IsJumping() )
|
||
|
{
|
||
|
if ( pPlayer->GetFOV() >= 75 )
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
ToggleZoom();
|
||
|
|
||
|
// at least 0.1 seconds from now, but don't stomp a previous value
|
||
|
m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, gpGlobals->curtime + 0.1 );
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::ZoomOutIn( void )
|
||
|
{
|
||
|
ZoomOut();
|
||
|
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( pPlayer && pPlayer->ShouldAutoRezoom() )
|
||
|
{
|
||
|
float flRezoomDelay = 0.9f;
|
||
|
if ( !UsesClipsForAmmo1() )
|
||
|
{
|
||
|
// Since sniper rifles don't actually use clips the fast reload hook also affects unzoom and zoom delays
|
||
|
ApplyScopeSpeedModifications( flRezoomDelay );
|
||
|
}
|
||
|
m_flRezoomTime = gpGlobals->curtime + flRezoomDelay;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::ZoomIn( void )
|
||
|
{
|
||
|
// Start aiming.
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
||
|
return;
|
||
|
|
||
|
BaseClass::ZoomIn();
|
||
|
|
||
|
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
|
||
|
pPlayer->TeamFortress_SetSpeed();
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
// Create the sniper dot.
|
||
|
CreateSniperDot();
|
||
|
pPlayer->ClearExpression();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::IsZoomed( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
return pPlayer->m_Shared.InCond( TF_COND_ZOOMED );
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// Have we been zoomed in long enough for our shot to do max damage
|
||
|
//
|
||
|
bool CTFSniperRifle::IsFullyCharged( void ) const
|
||
|
{
|
||
|
return m_flChargedDamage >= TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::ZoomOut( void )
|
||
|
{
|
||
|
BaseClass::ZoomOut();
|
||
|
|
||
|
// Stop aiming
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
|
||
|
pPlayer->TeamFortress_SetSpeed();
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
// Destroy the sniper dot.
|
||
|
DestroySniperDot();
|
||
|
pPlayer->ClearExpression();
|
||
|
#endif
|
||
|
|
||
|
// if we are thinking about zooming, cancel it
|
||
|
m_flUnzoomTime = -1;
|
||
|
m_flRezoomTime = -1;
|
||
|
m_bRezoomAfterShot = false;
|
||
|
m_flChargedDamage = 0.0f;
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
m_bPlayedBell = false;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::ApplyScopeSpeedModifications( float &flBaseRef )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, fast_reload );
|
||
|
|
||
|
// Prototype hack
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE || pPlayer->m_Shared.GetCarryingRuneType() == RUNE_PRECISION )
|
||
|
{
|
||
|
flBaseRef *= 0.5f;
|
||
|
}
|
||
|
else if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KING || pPlayer->m_Shared.InCond( TF_COND_KING_BUFFED ) )
|
||
|
{
|
||
|
flBaseRef *= 0.75f;
|
||
|
}
|
||
|
|
||
|
int iMaster = 0;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iMaster, ability_master_sniper );
|
||
|
if ( iMaster )
|
||
|
{
|
||
|
flBaseRef *= RemapValClamped( iMaster, 1, 2, 0.6f, 0.3f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::ApplyChargeSpeedModifications( float &flBaseRef )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, mult_sniper_charge_per_sec );
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
Vector vForward;
|
||
|
AngleVectors( pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), &vForward );
|
||
|
|
||
|
Vector vShootPos = pPlayer->Weapon_ShootPosition();
|
||
|
trace_t tr;
|
||
|
UTIL_TraceLine( vShootPos, vShootPos + vForward * m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flRange, MASK_BLOCKLOS_AND_NPCS, pPlayer, COLLISION_GROUP_NONE, &tr );
|
||
|
|
||
|
CTFPlayer *pTarget = ToTFPlayer( tr.m_pEnt );
|
||
|
if ( pTarget && pTarget->IsAlive() && pTarget->GetTeamNumber() != pPlayer->GetTeamNumber() &&
|
||
|
!( pTarget->m_Shared.IsStealthed() && !pTarget->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) ) )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flBaseRef, mult_sniper_charge_per_sec_with_enemy_under_crosshair );
|
||
|
|
||
|
int nBeep = 0;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( nBeep, sniper_beep_with_enemy_under_crosshair );
|
||
|
|
||
|
if ( nBeep > 0 && !m_bWasAimedAtEnemy )
|
||
|
{
|
||
|
pPlayer->EmitSound( "doomsday.warhead" );
|
||
|
}
|
||
|
|
||
|
m_bWasAimedAtEnemy = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bWasAimedAtEnemy = false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer && ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_PRECISION || pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE ) )
|
||
|
{
|
||
|
flBaseRef *= 3.0f;
|
||
|
}
|
||
|
else if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KING || pPlayer->m_Shared.InCond( TF_COND_KING_BUFFED ) )
|
||
|
{
|
||
|
flBaseRef *= 1.5f;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Prototype hack
|
||
|
int iMaster = 0;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iMaster, ability_master_sniper );
|
||
|
if ( iMaster )
|
||
|
{
|
||
|
flBaseRef *= RemapValClamped( iMaster, 1, 2, 1.5f, 3.f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::MustBeZoomedToFire( void )
|
||
|
{
|
||
|
int iModOnlyFireZoomed = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iModOnlyFireZoomed, sniper_only_fire_zoomed );
|
||
|
return ( iModOnlyFireZoomed != 0 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::HandleNoScopeFireDeny( void )
|
||
|
{
|
||
|
if ( m_flNextEmptySoundTime < gpGlobals->curtime )
|
||
|
{
|
||
|
WeaponSound( SPECIAL2 );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
ParticleProp()->Init( this );
|
||
|
ParticleProp()->Create( "dxhr_sniper_fizzle", PATTACH_POINT_FOLLOW, "muzzle" );
|
||
|
#endif
|
||
|
|
||
|
m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
ETFDmgCustom CTFSniperRifle::GetPenetrateType() const
|
||
|
{
|
||
|
if ( IsFullyCharged() )
|
||
|
{
|
||
|
int iPenetrate = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iPenetrate, sniper_penetrate_players_when_charged );
|
||
|
if ( iPenetrate > 0 )
|
||
|
return TF_DMG_CUSTOM_PENETRATE_ALL_PLAYERS;
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetPenetrateType();
|
||
|
}
|
||
|
|
||
|
#ifdef SIXENSE
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifle::GetRezoomTime() const
|
||
|
{
|
||
|
return m_flRezoomTime;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::Fire( CTFPlayer *pPlayer )
|
||
|
{
|
||
|
// Check the ammo. We don't use clip ammo, check the primary ammo type.
|
||
|
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
||
|
{
|
||
|
HandleFireOnEmpty();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Some weapons can only fire while zoomed
|
||
|
if ( MustBeZoomedToFire() )
|
||
|
{
|
||
|
if ( !IsZoomed() )
|
||
|
{
|
||
|
HandleNoScopeFireDeny();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
|
||
|
return;
|
||
|
|
||
|
// Fire the sniper shot.
|
||
|
PrimaryAttack();
|
||
|
|
||
|
if ( IsZoomed() )
|
||
|
{
|
||
|
// If we have more bullets, zoom out, play the bolt animation and zoom back in
|
||
|
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
|
||
|
{
|
||
|
// do not zoom out if we're under rage or about to enter it
|
||
|
if ( !( pPlayer->m_Shared.InCond( TF_COND_SNIPERCHARGE_RAGE_BUFF ) ) )
|
||
|
{
|
||
|
float flUnzoomDelay = 0.5f;
|
||
|
if ( !UsesClipsForAmmo1() )
|
||
|
{
|
||
|
// Since sniper rifles don't actually use clips the fast reload hook also affects unzoom and zoom delays
|
||
|
ApplyScopeSpeedModifications( flUnzoomDelay );
|
||
|
}
|
||
|
SetRezoom( true, flUnzoomDelay ); // zoom out in 0.5 seconds, then rezoom
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//just zoom out
|
||
|
SetRezoom( false, 0.5f ); // just zoom out in 0.5 seconds
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float flZoomDelay = SequenceDuration();
|
||
|
|
||
|
// Since sniper rifles don't actually use clips the fast reload hook also affects zoom delays
|
||
|
ApplyScopeSpeedModifications( flZoomDelay );
|
||
|
|
||
|
// Prevent primary fire preventing zooms
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + flZoomDelay;
|
||
|
}
|
||
|
|
||
|
m_flChargedDamage = 0.0f;
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
if ( m_hSniperDot )
|
||
|
{
|
||
|
m_hSniperDot->ResetChargeTime();
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::SetRezoom( bool bRezoom, float flDelay )
|
||
|
{
|
||
|
m_flUnzoomTime = gpGlobals->curtime + flDelay;
|
||
|
|
||
|
m_bRezoomAfterShot = bRezoom;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifle::GetProjectileDamage( void )
|
||
|
{
|
||
|
float flDamage = MAX( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN );
|
||
|
|
||
|
float flDamageMod = 1.f;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flDamageMod, mult_dmg );
|
||
|
flDamage *= flDamageMod;
|
||
|
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->IsPowerupMode() )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
|
||
|
if ( pPlayer && pPlayer->m_Shared.GetCarryingRuneType() == RUNE_PRECISION )
|
||
|
{
|
||
|
flDamage *= 2.f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( IsFullyCharged() )
|
||
|
{
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flDamage, sniper_full_charge_damage_bonus );
|
||
|
}
|
||
|
|
||
|
return flDamage;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFSniperRifle::GetDamageType( void ) const
|
||
|
{
|
||
|
// Only do hit location damage if we're zoomed
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
||
|
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
|
||
|
return BaseClass::GetDamageType();
|
||
|
|
||
|
int nDamageType = BaseClass::GetDamageType() & ~DMG_USE_HITLOCATIONS;
|
||
|
|
||
|
return nDamageType;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::CreateSniperDot( void )
|
||
|
{
|
||
|
// Server specific.
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
// Check to see if we have already been created?
|
||
|
if ( m_hSniperDot )
|
||
|
return;
|
||
|
|
||
|
// Get the owning player (make sure we have one).
|
||
|
CBaseCombatCharacter *pPlayer = GetOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// Create the sniper dot, but do not make it visible yet.
|
||
|
m_hSniperDot = CSniperDot::Create( GetAbsOrigin(), pPlayer, true );
|
||
|
m_hSniperDot->ChangeTeam( pPlayer->GetTeamNumber() );
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::DestroySniperDot( void )
|
||
|
{
|
||
|
// Server specific.
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
// Destroy the sniper dot.
|
||
|
if ( m_hSniperDot )
|
||
|
{
|
||
|
UTIL_Remove( m_hSniperDot );
|
||
|
m_hSniperDot = NULL;
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::UpdateSniperDot( void )
|
||
|
{
|
||
|
// Server specific.
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// Get the start and endpoints.
|
||
|
Vector vecMuzzlePos = pPlayer->Weapon_ShootPosition();
|
||
|
Vector forward;
|
||
|
pPlayer->EyeVectors( &forward );
|
||
|
Vector vecEndPos = vecMuzzlePos + ( forward * MAX_TRACE_LENGTH );
|
||
|
|
||
|
trace_t trace;
|
||
|
UTIL_TraceLine( vecMuzzlePos, vecEndPos, ( MASK_SHOT & ~CONTENTS_WINDOW ), GetOwner(), COLLISION_GROUP_NONE, &trace );
|
||
|
|
||
|
// Update the sniper dot.
|
||
|
if ( m_hSniperDot )
|
||
|
{
|
||
|
CBaseEntity *pEntity = NULL;
|
||
|
if ( trace.DidHitNonWorldEntity() )
|
||
|
{
|
||
|
pEntity = trace.m_pEnt;
|
||
|
if ( !pEntity || !pEntity->m_takedamage )
|
||
|
{
|
||
|
pEntity = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_hSniperDot->Update( pEntity, trace.endpos, trace.plane.normal );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::CanFireCriticalShot( bool bIsHeadshot )
|
||
|
{
|
||
|
m_bCurrentAttackIsCrit = false;
|
||
|
m_bCurrentShotIsHeadshot = false;
|
||
|
|
||
|
if ( !BaseClass::CanFireCriticalShot( bIsHeadshot ) )
|
||
|
return false;
|
||
|
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( pPlayer && pPlayer->m_Shared.IsCritBoosted() )
|
||
|
{
|
||
|
m_bCurrentShotIsHeadshot = bIsHeadshot;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// If we don't auto crit on a headshot, use standard criteria to determine other crits.
|
||
|
if ( GetRifleType() == RIFLE_JARATE )
|
||
|
{
|
||
|
return false; // Never auto crit on headshot.
|
||
|
}
|
||
|
|
||
|
// can only fire a crit shot if this is a headshot, unless we're critboosted
|
||
|
if ( !bIsHeadshot )
|
||
|
return false;
|
||
|
|
||
|
int iFullChargeHeadShotPenalty = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iFullChargeHeadShotPenalty, sniper_no_headshot_without_full_charge );
|
||
|
if ( iFullChargeHeadShotPenalty != 0 )
|
||
|
{
|
||
|
if ( !IsFullyCharged() )
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
int iCanCritNoScope = 0;
|
||
|
CALL_ATTRIB_HOOK_INT( iCanCritNoScope, sniper_crit_no_scope );
|
||
|
if ( iCanCritNoScope == 0 )
|
||
|
{
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
// no crits if they're not zoomed
|
||
|
if ( pPlayer->GetFOV() >= pPlayer->GetDefaultFOV() )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// no crits for 0.2 seconds after starting to zoom
|
||
|
if ( ( gpGlobals->curtime - pPlayer->GetFOVTime() ) < TF_WEAPON_SNIPERRIFLE_NO_CRIT_AFTER_ZOOM_TIME )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_bCurrentAttackIsCrit = true;
|
||
|
m_bCurrentShotIsHeadshot = bIsHeadshot;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Our owner was stunned.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::OnControlStunned( void )
|
||
|
{
|
||
|
BaseClass::OnControlStunned();
|
||
|
|
||
|
ZoomOut();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFSniperRifle::GetCustomDamageType() const
|
||
|
{
|
||
|
if ( IsJarateRifle() )
|
||
|
{
|
||
|
return TF_DMG_CUSTOM_PENETRATE_NONBURNING_TEAMMATE;
|
||
|
}
|
||
|
|
||
|
return TF_DMG_CUSTOM_PENETRATE_MY_TEAM;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::Detach( void )
|
||
|
{
|
||
|
if ( IsZoomed() )
|
||
|
{
|
||
|
ToggleZoom();
|
||
|
}
|
||
|
|
||
|
BaseClass::Detach();
|
||
|
}
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
BaseClass::OnPlayerKill( pVictim, info );
|
||
|
|
||
|
if ( m_iConsecutiveKills == 3 )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->AwardAchievement( ACHIEVEMENT_TF_SNIPER_RIFLE_NO_MISSING );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::OnBulletFire( int iEnemyPlayersHit )
|
||
|
{
|
||
|
BaseClass::OnBulletFire( iEnemyPlayersHit );
|
||
|
|
||
|
// Did we completely miss?
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if( iEnemyPlayersHit == 0 && pPlayer && pPlayer->m_Shared.InCond( TF_COND_AIMING ) )
|
||
|
{
|
||
|
EconEntity_OnOwnerKillEaterEventNoPartner( assert_cast<CEconEntity *>( this ), pPlayer, kKillEaterEvent_NEGATIVE_SniperShotsMissed );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifle::ExplosiveHeadShot( CTFPlayer *pAttacker, CTFPlayer *pVictim )
|
||
|
{
|
||
|
if ( !pAttacker )
|
||
|
return;
|
||
|
|
||
|
if ( !pVictim )
|
||
|
return;
|
||
|
|
||
|
int iExplosiveShot = 0;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER ( pAttacker, iExplosiveShot, explosive_sniper_shot );
|
||
|
|
||
|
// Stun the source
|
||
|
float flStunDuration = 1.f + ( ( (float)iExplosiveShot - 1.f ) * 0.5f );
|
||
|
float flStunAmt = pVictim->IsMiniBoss() ? 0.5f : RemapValClamped( iExplosiveShot, 1, 3, 0.5f, 0.8f );
|
||
|
pVictim->m_Shared.StunPlayer( flStunDuration, flStunAmt, TF_STUN_MOVEMENT, pAttacker );
|
||
|
|
||
|
// Generate an explosion and look for nearby bots
|
||
|
float flDmgRange = 125.f + iExplosiveShot * 25.f;
|
||
|
float flDmg = 130.f + iExplosiveShot * 20.f;
|
||
|
|
||
|
CBaseEntity *pObjects[ 32 ];
|
||
|
int nCount = UTIL_EntitiesInSphere( pObjects, ARRAYSIZE( pObjects ), pVictim->GetAbsOrigin(), flDmgRange, FL_CLIENT );
|
||
|
for ( int i = 0; i < nCount; i++ )
|
||
|
{
|
||
|
if ( !pObjects[i] )
|
||
|
continue;
|
||
|
|
||
|
if ( !pObjects[i]->IsAlive() )
|
||
|
continue;
|
||
|
|
||
|
if ( pObjects[i] == pVictim )
|
||
|
continue;
|
||
|
|
||
|
if ( pAttacker->InSameTeam( pObjects[i] ) )
|
||
|
continue;
|
||
|
|
||
|
if ( !pVictim->FVisible( pObjects[i], MASK_OPAQUE ) )
|
||
|
continue;
|
||
|
|
||
|
CTFPlayer *pTFPlayer = static_cast<CTFPlayer *>( pObjects[i] );
|
||
|
if ( !pTFPlayer )
|
||
|
continue;
|
||
|
|
||
|
if ( pTFPlayer->m_Shared.InCond( TF_COND_PHASE ) || pTFPlayer->m_Shared.InCond( TF_COND_PASSTIME_INTERCEPTION ) )
|
||
|
continue;
|
||
|
|
||
|
if ( pTFPlayer->m_Shared.IsInvulnerable() )
|
||
|
continue;
|
||
|
|
||
|
// Stun
|
||
|
flStunAmt = pTFPlayer->IsMiniBoss() ? 0.5f : RemapValClamped( iExplosiveShot, 1, 3, 0.5f, 0.8f );
|
||
|
pTFPlayer->m_Shared.StunPlayer( flStunDuration, flStunAmt, TF_STUN_MOVEMENT, pAttacker );
|
||
|
|
||
|
// DoT
|
||
|
pTFPlayer->m_Shared.MakeBleed( pAttacker, this, 0.1f, flDmg );
|
||
|
|
||
|
// Shoot a beam at them
|
||
|
CPVSFilter filter( pTFPlayer->WorldSpaceCenter() );
|
||
|
Vector vStart = pVictim->EyePosition();
|
||
|
Vector vEnd = pTFPlayer->EyePosition();
|
||
|
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd };
|
||
|
TE_TFParticleEffectComplex( filter, 0.0f, "dxhr_arm_muzzleflash", vStart, QAngle( 0, 0, 0 ), NULL, &controlPoint, pTFPlayer, PATTACH_CUSTOMORIGIN );
|
||
|
|
||
|
pTFPlayer->EmitSound( "Weapon_Upgrade.ExplosiveHeadshot" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::IsJarateRifle( void ) const
|
||
|
{
|
||
|
return GetJarateTimeInternal() > 0.f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifle::GetJarateTime( void ) const
|
||
|
{
|
||
|
if ( m_flChargedDamage > 0.f )
|
||
|
{
|
||
|
return GetJarateTimeInternal();
|
||
|
}
|
||
|
else
|
||
|
return 0.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifle::GetJarateTimeInternal( void ) const
|
||
|
{
|
||
|
float flMaxJarateTime = 0.0f;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flMaxJarateTime, jarate_duration );
|
||
|
if ( flMaxJarateTime > 0 )
|
||
|
{
|
||
|
const float flMinJarateTime = 2.f;
|
||
|
float flDuration = RemapValClamped( m_flChargedDamage, TF_WEAPON_SNIPERRIFLE_DAMAGE_MIN, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX, flMinJarateTime, flMaxJarateTime );
|
||
|
return flDuration;
|
||
|
}
|
||
|
|
||
|
return 0.f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: UI Progress (same as GetProgress() without the division by 100.0f)
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::IsRageFull( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return ( pPlayer->m_Shared.GetRageMeter() >= 100.0f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::EffectMeterShouldFlash( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( pPlayer && ( IsRageFull() || pPlayer->m_Shared.IsRageDraining() ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: UI Progress
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifle::GetProgress( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
return 0.f;
|
||
|
}
|
||
|
|
||
|
return pPlayer->m_Shared.GetRageMeter() / 100.0f;
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// Client specific functions.
|
||
|
//
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifle::ShouldEjectBrass()
|
||
|
{
|
||
|
if ( GetJarateTimeInternal() > 0.f )
|
||
|
return false;
|
||
|
else
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifle::GetHUDDamagePerc( void )
|
||
|
{
|
||
|
return (m_flChargedDamage / TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Returns the sniper chargeup from 0 to 1
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CProxySniperRifleCharge : public CResultProxy
|
||
|
{
|
||
|
public:
|
||
|
void OnBind( void *pC_BaseEntity );
|
||
|
};
|
||
|
|
||
|
void CProxySniperRifleCharge::OnBind( void *pC_BaseEntity )
|
||
|
{
|
||
|
Assert( m_pResult );
|
||
|
|
||
|
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
|
||
|
{
|
||
|
pPlayer = (C_TFPlayer *)UTIL_PlayerByIndex( GetSpectatorTarget() );
|
||
|
}
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
CTFSniperRifle *pWeapon = assert_cast<CTFSniperRifle*>(pPlayer->GetActiveTFWeapon());
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
float flChargeValue = ( ( 1.0 - pWeapon->GetHUDDamagePerc() ) * 0.8 ) + 0.6;
|
||
|
|
||
|
VMatrix mat, temp;
|
||
|
|
||
|
Vector2D center( 0.5, 0.5 );
|
||
|
MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f );
|
||
|
|
||
|
// scale
|
||
|
{
|
||
|
Vector2D scale( 1.0f, 0.25f );
|
||
|
MatrixBuildScale( temp, scale.x, scale.y, 1.0f );
|
||
|
MatrixMultiply( temp, mat, mat );
|
||
|
}
|
||
|
|
||
|
MatrixBuildTranslation( temp, center.x, center.y, 0.0f );
|
||
|
MatrixMultiply( temp, mat, mat );
|
||
|
|
||
|
// translation
|
||
|
{
|
||
|
Vector2D translation( 0.0f, flChargeValue );
|
||
|
MatrixBuildTranslation( temp, translation.x, translation.y, 0.0f );
|
||
|
MatrixMultiply( temp, mat, mat );
|
||
|
}
|
||
|
|
||
|
m_pResult->SetMatrixValue( mat );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ToolsEnabled() )
|
||
|
{
|
||
|
ToolFramework_RecordMaterialParams( GetMaterial() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
EXPOSE_INTERFACE( CProxySniperRifleCharge, IMaterialProxy, "SniperRifleCharge" IMATERIAL_PROXY_INTERFACE_VERSION );
|
||
|
#endif
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// Laser Dot functions.
|
||
|
//
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( SniperDot, DT_SniperDot )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CSniperDot, DT_SniperDot )
|
||
|
#ifdef CLIENT_DLL
|
||
|
RecvPropFloat( RECVINFO( m_flChargeStartTime ) ),
|
||
|
#else
|
||
|
SendPropTime( SENDINFO( m_flChargeStartTime ) ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( env_sniperdot, CSniperDot );
|
||
|
|
||
|
BEGIN_DATADESC( CSniperDot )
|
||
|
DEFINE_FIELD( m_vecSurfaceNormal, FIELD_VECTOR ),
|
||
|
DEFINE_FIELD( m_hTargetEnt, FIELD_EHANDLE ),
|
||
|
END_DATADESC()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CSniperDot::CSniperDot( void )
|
||
|
{
|
||
|
m_vecSurfaceNormal.Init();
|
||
|
m_hTargetEnt = NULL;
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
m_hSpriteMaterial = NULL;
|
||
|
m_laserBeamEffect = NULL;
|
||
|
#endif
|
||
|
|
||
|
|
||
|
ResetChargeTime();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Destructor.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CSniperDot::~CSniperDot( void )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
if ( m_laserBeamEffect )
|
||
|
{
|
||
|
ParticleProp()->StopEmissionAndDestroyImmediately( m_laserBeamEffect );
|
||
|
|
||
|
m_laserBeamEffect = NULL;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &origin -
|
||
|
// Output : CSniperDot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CSniperDot *CSniperDot::Create( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot )
|
||
|
{
|
||
|
// Client specific.
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
return NULL;
|
||
|
|
||
|
// Server specific.
|
||
|
#else
|
||
|
|
||
|
// Create the sniper dot entity.
|
||
|
CSniperDot *pDot = static_cast<CSniperDot*>( CBaseEntity::Create( "env_sniperdot", origin, QAngle( 0.0f, 0.0f, 0.0f ) ) );
|
||
|
if ( !pDot )
|
||
|
return NULL;
|
||
|
|
||
|
//Create the graphic
|
||
|
pDot->SetMoveType( MOVETYPE_NONE );
|
||
|
pDot->AddSolidFlags( FSOLID_NOT_SOLID );
|
||
|
pDot->AddEffects( EF_NOSHADOW );
|
||
|
UTIL_SetSize( pDot, -Vector( 4.0f, 4.0f, 4.0f ), Vector( 4.0f, 4.0f, 4.0f ) );
|
||
|
|
||
|
// Set owner.
|
||
|
pDot->SetOwnerEntity( pOwner );
|
||
|
|
||
|
// Force updates even though we don't have a model.
|
||
|
pDot->AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
|
||
|
|
||
|
|
||
|
return pDot;
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CSniperDot::Update( CBaseEntity *pTarget, const Vector &vecOrigin, const Vector &vecNormal )
|
||
|
{
|
||
|
SetAbsOrigin( vecOrigin );
|
||
|
m_vecSurfaceNormal = vecNormal;
|
||
|
m_hTargetEnt = pTarget;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Vector CSniperDot::GetChasePosition()
|
||
|
{
|
||
|
return GetAbsOrigin() - m_vecSurfaceNormal * 10;
|
||
|
}
|
||
|
|
||
|
//=============================================================================
|
||
|
//
|
||
|
// Client specific functions.
|
||
|
//
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
bool CSniperDot::GetRenderingPositions( C_TFPlayer *pPlayer, Vector &vecAttachment, Vector &vecEndPos, float &flSize )
|
||
|
{
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
// Get the sprite rendering position.
|
||
|
flSize = 6.0;
|
||
|
bool bScaleSizeByDistance = false;
|
||
|
|
||
|
const float c_fMaxSizeDistVR = 384.0f;
|
||
|
const float c_flMaxSizeDistUnzoomed = 200.0f;
|
||
|
|
||
|
if ( !pPlayer->IsDormant() )
|
||
|
{
|
||
|
Vector vecDir;
|
||
|
QAngle angles;
|
||
|
|
||
|
float flDist = MAX_TRACE_LENGTH;
|
||
|
|
||
|
// Always draw the dot in front of our faces when in first-person.
|
||
|
if ( pPlayer->IsLocalPlayer() )
|
||
|
{
|
||
|
// Take our view position and orientation
|
||
|
vecAttachment = CurrentViewOrigin();
|
||
|
vecDir = CurrentViewForward();
|
||
|
|
||
|
// Clamp the forward distance for the sniper's firstperson
|
||
|
flDist = c_fMaxSizeDistVR;
|
||
|
flSize = 2.0;
|
||
|
|
||
|
// Make the dot bigger when charging and not zoomed in (The Classic)
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ))
|
||
|
{
|
||
|
flSize = 4.0f;
|
||
|
bScaleSizeByDistance = true;
|
||
|
}
|
||
|
|
||
|
if ( UseVR() )
|
||
|
{
|
||
|
// The view direction is not exactly the same as the weapon direction because of stereo, calibration, etc.
|
||
|
g_ClientVirtualReality.OverrideWeaponHudAimVectors ( &vecAttachment, &vecDir );
|
||
|
|
||
|
// No clamping, thanks - we need the distance to be correct so that
|
||
|
// vergence works properly, and we'll scale the size up accordingly.
|
||
|
flDist = MAX_TRACE_LENGTH;
|
||
|
bScaleSizeByDistance = true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Take the owning player eye position and direction.
|
||
|
vecAttachment = pPlayer->EyePosition();
|
||
|
QAngle anglesEye = pPlayer->EyeAngles();
|
||
|
AngleVectors( anglesEye, &vecDir );
|
||
|
}
|
||
|
|
||
|
trace_t tr;
|
||
|
CTraceFilterIgnoreFriendlyCombatItems filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
|
||
|
UTIL_TraceLine( vecAttachment, vecAttachment + ( vecDir * flDist ), MASK_SHOT, &filter, &tr );
|
||
|
|
||
|
// Backup off the hit plane, towards the source
|
||
|
vecEndPos = tr.endpos + vecDir * -4;
|
||
|
if ( UseVR() )
|
||
|
{
|
||
|
float fDist = ( vecEndPos - vecAttachment ).Length();
|
||
|
if ( fDist > c_fMaxSizeDistVR )
|
||
|
{
|
||
|
// Scale the dot up so it's still visible in first person.
|
||
|
flSize *= ( fDist * ( 1.0f / c_fMaxSizeDistVR ) );
|
||
|
}
|
||
|
}
|
||
|
else if ( bScaleSizeByDistance )
|
||
|
{
|
||
|
float fDist = ( vecEndPos - vecAttachment ).Length();
|
||
|
if ( fDist > c_flMaxSizeDistUnzoomed )
|
||
|
{
|
||
|
// Scale the dot up so it's still visible in first person.
|
||
|
flSize *= ( fDist * ( 1.0f / c_flMaxSizeDistUnzoomed ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Just use our position if we can't predict it otherwise.
|
||
|
vecAttachment = GetAbsOrigin();
|
||
|
vecEndPos = GetAbsOrigin();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// TFTODO: Make the sniper dot get brighter the more damage it will do.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CSniperDot::DrawModel( int flags )
|
||
|
{
|
||
|
// Get the owning player.
|
||
|
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( !pPlayer )
|
||
|
return -1;
|
||
|
|
||
|
Vector vecAttachement;
|
||
|
Vector vecEndPos;
|
||
|
float flSize;
|
||
|
|
||
|
if ( !GetRenderingPositions( pPlayer, vecAttachement, vecEndPos, flSize ) )
|
||
|
{
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
// Draw our laser dot in space.
|
||
|
CMatRenderContextPtr pRenderContext( materials );
|
||
|
pRenderContext->Bind( m_hSpriteMaterial, this );
|
||
|
|
||
|
CTFWeaponBase *pBaseWeapon = pPlayer->GetActiveTFWeapon();
|
||
|
CTFSniperRifle *pWeapon = dynamic_cast< CTFSniperRifle* >( pBaseWeapon );
|
||
|
|
||
|
float flLifeTime = gpGlobals->curtime - m_flChargeStartTime;
|
||
|
float flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
pWeapon->ApplyChargeSpeedModifications( flChargePerSec );
|
||
|
}
|
||
|
|
||
|
// Sniper Rage
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_SNIPERCHARGE_RAGE_BUFF ) )
|
||
|
{
|
||
|
flChargePerSec *= 1.25f;
|
||
|
}
|
||
|
|
||
|
float flStrength;
|
||
|
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
flStrength = pWeapon->GetHUDDamagePerc();
|
||
|
|
||
|
// FIXME: We should find out what's causing this and fix it.
|
||
|
AssertMsg1( flStrength >= ( 0.0f - FLT_EPSILON ) && flStrength <= ( 1.0f + FLT_EPSILON ), "GetHUDDamagePerc returned out of range value: %f", flStrength );
|
||
|
flStrength = clamp( flStrength, 0.1f, 1.0f );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flStrength = RemapValClamped( flLifeTime, 0.0, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX / flChargePerSec, 0.1f, 1.0f );
|
||
|
}
|
||
|
|
||
|
color32 innercolor = { 255, 255, 255, 255 };
|
||
|
color32 outercolor = { 255, 255, 255, 128 };
|
||
|
|
||
|
DrawSprite( vecEndPos, flSize, flSize, outercolor );
|
||
|
DrawSprite( vecEndPos, flSize * flStrength, flSize * flStrength, innercolor );
|
||
|
|
||
|
// Successful.
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CSniperDot::ShouldDraw( void )
|
||
|
{
|
||
|
if ( IsEffectActive( EF_NODRAW ) )
|
||
|
return false;
|
||
|
|
||
|
// Don't draw the sniper dot when in thirdperson.
|
||
|
if ( ::input->CAM_IsThirdPerson() )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CSniperDot::ClientThink( void )
|
||
|
{
|
||
|
// snipers have laser sights in PvE mode
|
||
|
if ( TFGameRules()->IsPVEModeActive() && GetTeamNumber() == TF_TEAM_PVE_INVADERS )
|
||
|
{
|
||
|
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
if ( !m_laserBeamEffect )
|
||
|
{
|
||
|
m_laserBeamEffect = ParticleProp()->Create( "laser_sight_beam", PATTACH_ABSORIGIN_FOLLOW );
|
||
|
}
|
||
|
|
||
|
if ( m_laserBeamEffect )
|
||
|
{
|
||
|
m_laserBeamEffect->SetSortOrigin( m_laserBeamEffect->GetRenderOrigin() );
|
||
|
m_laserBeamEffect->SetControlPoint( 2, Vector( 0, 0, 255 ) );
|
||
|
|
||
|
Vector vecAttachment;
|
||
|
Vector vecEndPos;
|
||
|
float flSize;
|
||
|
|
||
|
if ( pPlayer->GetAttachment( "eye_1", vecAttachment ) )
|
||
|
{
|
||
|
m_laserBeamEffect->SetControlPoint( 1, vecAttachment );
|
||
|
}
|
||
|
else if ( GetRenderingPositions( pPlayer, vecAttachment, vecEndPos, flSize ) )
|
||
|
{
|
||
|
m_laserBeamEffect->SetControlPoint( 1, vecAttachment );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CSniperDot::OnDataChanged( DataUpdateType_t updateType )
|
||
|
{
|
||
|
if ( updateType == DATA_UPDATE_CREATED )
|
||
|
{
|
||
|
if ( GetTeamNumber() == TF_TEAM_BLUE )
|
||
|
{
|
||
|
m_hSpriteMaterial.Init( SNIPER_DOT_SPRITE_BLUE, TEXTURE_GROUP_CLIENT_EFFECTS );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hSpriteMaterial.Init( SNIPER_DOT_SPRITE_RED, TEXTURE_GROUP_CLIENT_EFFECTS );
|
||
|
}
|
||
|
|
||
|
SetNextClientThink( CLIENT_THINK_ALWAYS );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // CLIENT_DLL
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
void CTFSniperRifleDecap::OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info )
|
||
|
{
|
||
|
BaseClass::OnPlayerKill( pVictim, info );
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( pPlayer && IsHeadshot( info.GetDamageCustom() ) )
|
||
|
{
|
||
|
// If we got a headshot kill, increment our number of decapitations.
|
||
|
int iDecaps = pPlayer->m_Shared.GetDecapitations() + 1;
|
||
|
pPlayer->m_Shared.SetDecapitations( iDecaps );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif // GAME_DLL
|
||
|
|
||
|
static const int MAX_HEAD_BONUS = 6;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifleDecap::SniperRifleChargeRateMod()
|
||
|
{
|
||
|
return ( .25f * ( MIN( GetCount(), MAX_HEAD_BONUS ) - 2 ) ) * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFSniperRifleDecap::GetCount( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
return pPlayer->m_Shared.GetDecapitations();
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFSniperRifleClassic::CTFSniperRifleClassic()
|
||
|
{
|
||
|
m_bCharging = false;
|
||
|
#ifdef CLIENT_DLL
|
||
|
m_pChargedEffect = NULL;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Destructor.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFSniperRifleClassic::~CTFSniperRifleClassic()
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
if ( m_pChargedEffect )
|
||
|
{
|
||
|
ParticleProp()->StopEmissionAndDestroyImmediately( m_pChargedEffect );
|
||
|
m_pChargedEffect = NULL;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::Precache()
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
PrecacheParticleSystem( SNIPER_CHARGE_BEAM_RED );
|
||
|
PrecacheParticleSystem( SNIPER_CHARGE_BEAM_BLUE );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::ZoomOut( void )
|
||
|
{
|
||
|
CTFWeaponBaseGun::ZoomOut(); // intentionally skipping CTFSniperRifle::ZoomOut()
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::ZoomIn( void )
|
||
|
{
|
||
|
// Start aiming.
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
|
||
|
return;
|
||
|
|
||
|
CTFWeaponBaseGun::ZoomIn(); // intentionally skipping CTFSniperRifle::ZoomIn()
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Secondary attack.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::Zoom( void )
|
||
|
{
|
||
|
ToggleZoom();
|
||
|
|
||
|
// at least 0.1 seconds from now, but don't stomp a previous value
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + TF_WEAPON_SNIPERRIFLE_ZOOM_TIME;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::HandleZooms( void )
|
||
|
{
|
||
|
// Get the owning player.
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// Handle the zoom when taunting.
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
|
||
|
{
|
||
|
if ( IsZoomed() )
|
||
|
{
|
||
|
ToggleZoom();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( ( pPlayer->m_nButtons & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) )
|
||
|
{
|
||
|
Zoom();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
void CTFSniperRifleClassic::OnDataChanged( DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( updateType );
|
||
|
|
||
|
ManageChargeBeam();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::ItemPostFrame( void )
|
||
|
{
|
||
|
// If we're lowered, we're not allowed to fire
|
||
|
if ( m_bLowered )
|
||
|
return;
|
||
|
|
||
|
// Get the owning player.
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( !CanAttack() )
|
||
|
{
|
||
|
if ( IsZoomed() )
|
||
|
{
|
||
|
ToggleZoom();
|
||
|
}
|
||
|
WeaponReset();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
HandleZooms();
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
// Update the sniper dot position if we have one
|
||
|
if ( m_hSniperDot )
|
||
|
{
|
||
|
UpdateSniperDot();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
|
||
|
{
|
||
|
WeaponReset();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( ( pPlayer->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
|
||
|
{
|
||
|
if ( !m_bCharging )
|
||
|
{
|
||
|
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
|
||
|
pPlayer->TeamFortress_SetSpeed();
|
||
|
|
||
|
m_bCharging = true;
|
||
|
#ifdef GAME_DLL
|
||
|
// Create the sniper dot.
|
||
|
CreateSniperDot();
|
||
|
pPlayer->ClearExpression();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
float fSniperRifleChargePerSec = m_flChargePerSec;
|
||
|
ApplyChargeSpeedModifications( fSniperRifleChargePerSec );
|
||
|
fSniperRifleChargePerSec += SniperRifleChargeRateMod();
|
||
|
|
||
|
// we don't want sniper charge rate to go too high.
|
||
|
fSniperRifleChargePerSec = clamp( fSniperRifleChargePerSec, 0, 2.f * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC );
|
||
|
|
||
|
m_flChargedDamage = MIN( m_flChargedDamage + gpGlobals->frametime * fSniperRifleChargePerSec, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
// play the recharged bell if we're fully charged
|
||
|
if ( IsFullyCharged() && !m_bPlayedBell )
|
||
|
{
|
||
|
m_bPlayedBell = true;
|
||
|
if ( tf_sniper_fullcharge_bell.GetBool() )
|
||
|
{
|
||
|
C_TFPlayer::GetLocalTFPlayer()->EmitSound( "TFPlayer.ReCharged" );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
else if ( m_bCharging )
|
||
|
{
|
||
|
if ( pPlayer->GetGroundEntity() )
|
||
|
{
|
||
|
Fire( pPlayer );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
|
||
|
}
|
||
|
|
||
|
WeaponReset();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Idle.
|
||
|
// No fire buttons down or reloading
|
||
|
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
|
||
|
{
|
||
|
WeaponIdle();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFSniperRifleClassic::GetDamageType( void ) const
|
||
|
{
|
||
|
return CTFWeaponBaseGun::GetDamageType(); // intentionally skipping CTFSniperRifle::GetDamageType()
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifleClassic::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||
|
{
|
||
|
WeaponReset();
|
||
|
|
||
|
return BaseClass::Holster( pSwitchingTo );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifleClassic::Deploy( void )
|
||
|
{
|
||
|
WeaponReset();
|
||
|
|
||
|
return BaseClass::Deploy();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::WeaponReset( void )
|
||
|
{
|
||
|
m_flChargedDamage = 0.0f;
|
||
|
m_bCharging = false;
|
||
|
#ifdef CLIENT_DLL
|
||
|
ManageChargeBeam();
|
||
|
#endif
|
||
|
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
|
||
|
pPlayer->TeamFortress_SetSpeed();
|
||
|
}
|
||
|
#ifdef GAME_DLL
|
||
|
// Destroy the sniper dot.
|
||
|
DestroySniperDot();
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->ClearExpression();
|
||
|
}
|
||
|
#else
|
||
|
m_bPlayedBell = false;
|
||
|
#endif
|
||
|
|
||
|
m_bCurrentShotIsHeadshot = false;
|
||
|
m_flChargePerSec = TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC;
|
||
|
|
||
|
CTFWeaponBase::WeaponReset(); // intentionally skipping CTFSniperRifle::WeaponReset()
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifleClassic::Lower( void )
|
||
|
{
|
||
|
if ( BaseClass::Lower() )
|
||
|
{
|
||
|
WeaponReset();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::ManageChargeBeam( void )
|
||
|
{
|
||
|
if ( m_bCharging )
|
||
|
{
|
||
|
if ( !m_pChargedEffect )
|
||
|
{
|
||
|
m_pChargedEffect = ParticleProp()->Create( ( GetTeamNumber() == TF_TEAM_RED ) ? SNIPER_CHARGE_BEAM_RED : SNIPER_CHARGE_BEAM_BLUE, PATTACH_POINT_FOLLOW, "laser" );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( m_pChargedEffect )
|
||
|
{
|
||
|
ParticleProp()->StopEmissionAndDestroyImmediately( m_pChargedEffect );
|
||
|
m_pChargedEffect = NULL;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleClassic::Detach( void )
|
||
|
{
|
||
|
WeaponReset();
|
||
|
BaseClass::Detach();
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
|
||
|
// ********************************************************************************************************
|
||
|
// CTFSniperRifleRevolver
|
||
|
// ********************************************************************************************************
|
||
|
void CTFSniperRifleRevolver::PrimaryAttack()
|
||
|
{
|
||
|
BaseClass::PrimaryAttack();
|
||
|
#ifdef GAME_DLL
|
||
|
// Head bob
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( pPlayer /*&& pPlayer->m_Shared.InCond( TF_COND_ZOOMED )*/ )
|
||
|
{
|
||
|
float impulse = RandomFloat( -2.0f, -1.0f );
|
||
|
if ( pPlayer->GetFlags() & FL_DUCKING )
|
||
|
{
|
||
|
impulse = RandomFloat( -0.5f, -0.2f );
|
||
|
}
|
||
|
pPlayer->ApplyPunchImpulseX( impulse );
|
||
|
}
|
||
|
|
||
|
float flCharge = (m_flChargedDamage / TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX);
|
||
|
|
||
|
if ( flCharge > 0.99 )
|
||
|
{
|
||
|
// Only at full charge do you get fast attack speed
|
||
|
// reduce the time between attacks
|
||
|
float flCurrTime = gpGlobals->curtime;
|
||
|
//float flTimeBetweenShots = m_flNextPrimaryAttack - flCurrTime;
|
||
|
//float flTime = RemapVal( flCharge, 0.0, 1, flTimeBetweenShots, 0.2 );
|
||
|
|
||
|
m_flNextPrimaryAttack = flCurrTime + 0.3;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifleRevolver::GetProjectileDamage()
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
|
||
|
{
|
||
|
float flCharge = ( m_flChargedDamage / TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
|
||
|
if ( flCharge > 0.99 )
|
||
|
{
|
||
|
return 75.0f; // Full Charge dmg bonus is less then the normal one (150)
|
||
|
}
|
||
|
return 50.0f;
|
||
|
}
|
||
|
return 40.0;
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifleRevolver::Reload( void )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
// do not reload if zoomed unless you are empty
|
||
|
if ( m_iClip1 > 0 && pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
|
||
|
return false;
|
||
|
|
||
|
bool bReload = CTFWeaponBaseGun::Reload(); // intentionally skipping CTFSniperRifle::Reload().
|
||
|
if ( bReload && m_iClip1 <= 0 && m_iClip1 != -1 )
|
||
|
{
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
|
||
|
{
|
||
|
ZoomOut();
|
||
|
m_bRezoomAfterShot = pPlayer->ShouldAutoRezoom();
|
||
|
}
|
||
|
}
|
||
|
return bReload;
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleRevolver::ZoomIn( void )
|
||
|
{
|
||
|
// Start aiming.
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( m_iClip1 <= 0 && m_iClip1 != -1 )
|
||
|
return;
|
||
|
|
||
|
pPlayer->m_Shared.AddCond( TF_COND_AIMING );
|
||
|
pPlayer->TeamFortress_SetSpeed();
|
||
|
m_flChargedDamage = 0;
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
// Create the sniper dot.
|
||
|
CreateSniperDot();
|
||
|
pPlayer->ClearExpression();
|
||
|
#endif
|
||
|
|
||
|
CTFWeaponBaseGun::ZoomIn(); // intentionally skipping CTFSniperRifle::ZoomIn()
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleRevolver::ZoomOut( void )
|
||
|
{
|
||
|
// Start aiming.
|
||
|
CTFPlayer *pPlayer = GetTFPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
|
||
|
pPlayer->TeamFortress_SetSpeed();
|
||
|
m_flChargedDamage = 0;
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
// Destroy the sniper dot.
|
||
|
DestroySniperDot();
|
||
|
pPlayer->ClearExpression();
|
||
|
#endif
|
||
|
|
||
|
CTFWeaponBaseGun::ZoomOut(); // intentionally skipping CTFSniperRifle::ZoomOut()
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFSniperRifleRevolver::ItemPostFrame( void )
|
||
|
{
|
||
|
// If we're lowered, we're not allowed to fire
|
||
|
if ( m_bLowered )
|
||
|
return;
|
||
|
|
||
|
// Get the owning player.
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( !CanAttack() )
|
||
|
{
|
||
|
if ( IsZoomed() )
|
||
|
{
|
||
|
ToggleZoom();
|
||
|
}
|
||
|
WeaponReset();
|
||
|
}
|
||
|
|
||
|
if ( m_bRezoomAfterShot && m_iClip1 > 0 )
|
||
|
{
|
||
|
Zoom();
|
||
|
m_bRezoomAfterShot = false;
|
||
|
}
|
||
|
|
||
|
HandleZooms();
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
// Update the sniper dot position if we have one
|
||
|
if ( m_hSniperDot )
|
||
|
{
|
||
|
UpdateSniperDot();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
|
||
|
{
|
||
|
WeaponReset();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Handle Charge Meter
|
||
|
if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
|
||
|
{
|
||
|
// Don't start charging in the time just after a shot before we unzoom to play rack anim.
|
||
|
if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot )
|
||
|
{
|
||
|
float fSniperRifleChargePerSec = m_flChargePerSec;
|
||
|
ApplyChargeSpeedModifications( fSniperRifleChargePerSec );
|
||
|
fSniperRifleChargePerSec += SniperRifleChargeRateMod();
|
||
|
|
||
|
// we don't want sniper charge rate to go too high.
|
||
|
fSniperRifleChargePerSec = clamp( fSniperRifleChargePerSec, 0, 2.f * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC );
|
||
|
|
||
|
m_flChargedDamage = MIN( m_flChargedDamage + gpGlobals->frametime * fSniperRifleChargePerSec, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX );
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
// play the recharged bell if we're fully charged
|
||
|
if ( IsFullyCharged() && !m_bPlayedBell )
|
||
|
{
|
||
|
m_bPlayedBell = true;
|
||
|
if ( tf_sniper_fullcharge_bell.GetBool() )
|
||
|
{
|
||
|
C_TFPlayer::GetLocalTFPlayer()->EmitSound( "TFPlayer.ReCharged" );
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flChargedDamage = MAX( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return CTFWeaponBaseGun::ItemPostFrame(); // intentionally skipping CTFSniperRifle::ItemPostFrame(). This should just fire the gun
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFSniperRifleRevolver::CanFireCriticalShot( bool bIsHeadshot )
|
||
|
{
|
||
|
return CTFSniperRifle::CanFireCriticalShot( bIsHeadshot ); // Skip TFC Sniper Rifle
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
ConVar tf_sniper_bolt_speed( "tf_sniper_bolt_speed", "3000", FCVAR_REPLICATED, "Dev Convar - Speed of projectile for Revolver Sniper");
|
||
|
ConVar tf_sniper_bolt_gravity( "tf_sniper_bolt_gravity", "0.1", FCVAR_REPLICATED, "Dev Convar - Gravity of projectile for Revolver Sniper");
|
||
|
float CTFSniperRifleRevolver::GetProjectileSpeed( void )
|
||
|
{
|
||
|
//return 4900.0;
|
||
|
return tf_sniper_bolt_speed.GetFloat();
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CTFSniperRifleRevolver::GetProjectileGravity( void )
|
||
|
{
|
||
|
//return 0.1;
|
||
|
return tf_sniper_bolt_gravity.GetFloat();
|
||
|
}
|
||
|
|
||
|
|
||
|
#endif // STAGING_ONLY
|