Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#include "fx_cs_shared.h"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCSBaseGun, DT_WeaponCSBaseGun )
BEGIN_NETWORK_TABLE( CWeaponCSBaseGun, DT_WeaponCSBaseGun )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCSBaseGun )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_csbase_gun, CWeaponCSBaseGun );
CWeaponCSBaseGun::CWeaponCSBaseGun()
{
}
void CWeaponCSBaseGun::Spawn()
{
m_flAccuracy = 0.2;
m_bDelayFire = false;
m_zoomFullyActiveTime = -1.0f;
BaseClass::Spawn();
}
bool CWeaponCSBaseGun::Deploy()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
m_flAccuracy = 0.2;
pPlayer->m_iShotsFired = 0;
m_bDelayFire = false;
m_zoomFullyActiveTime = -1.0f;
return BaseClass::Deploy();
}
void CWeaponCSBaseGun::ItemPostFrame()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
//GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP.
// And Scout.
if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) )
{
pPlayer->m_bResumeZoom = false;
if ( m_iClip1 != 0 || ( GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD ) )
{
m_weaponMode = Secondary_Mode;
pPlayer->SetFOV( pPlayer, pPlayer->m_iLastZoom, 0.05f );
m_zoomFullyActiveTime = gpGlobals->curtime + 0.05f;// Make sure we think that we are zooming on the server so we don't get instant acc bonus
}
}
BaseClass::ItemPostFrame();
}
void CWeaponCSBaseGun::PrimaryAttack()
{
// Derived classes should implement this and call CSBaseGunFire.
Assert( false );
}
bool CWeaponCSBaseGun::CSBaseGunFire( float flCycleTime, CSWeaponMode weaponMode )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
const CCSWeaponInfo &pCSInfo = GetCSWpnData();
m_bDelayFire = true;
if ( m_iClip1 > 0 )
{
pPlayer->m_iShotsFired++;
// These modifications feed back into flSpread eventually.
if ( pCSInfo.m_flAccuracyDivisor != -1 )
{
int iShotsFired = pPlayer->m_iShotsFired;
if ( pCSInfo.m_bAccuracyQuadratic )
iShotsFired = iShotsFired * iShotsFired;
else
iShotsFired = iShotsFired * iShotsFired * iShotsFired;
m_flAccuracy = ( iShotsFired / pCSInfo.m_flAccuracyDivisor ) + pCSInfo.m_flAccuracyOffset;
if ( m_flAccuracy > pCSInfo.m_flMaxInaccuracy )
m_flAccuracy = pCSInfo.m_flMaxInaccuracy;
}
}
else
{
m_flAccuracy = 0;
if ( m_bFireOnEmpty )
{
PlayEmptySound();
// NOTE[pmf]: we don't want to actually play the dry fire animations, as most seem to depict the weapon actually firing.
// SendWeaponAnim( ACT_VM_DRYFIRE );
m_bFireOnEmpty = false;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
}
return false;
}
float flCurAttack = CalculateNextAttackTime( flCycleTime );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_iClip1--;
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
weaponMode,
CBaseEntity::GetPredictionRandomSeed() & 255,
GetInaccuracy(),
GetSpread(),
flCurAttack );
DoFireEffects();
SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flTimeToIdleAfterFire );
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[weaponMode];
return true;
}
void CWeaponCSBaseGun::DoFireEffects()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
pPlayer->DoMuzzleFlash();
}
bool CWeaponCSBaseGun::Reload()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
return false;
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.0f );
int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( !iResult )
return false;
pPlayer->SetAnimation( PLAYER_RELOAD );
if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
}
m_flAccuracy = 0.2;
pPlayer->m_iShotsFired = 0;
m_bDelayFire = false;
pPlayer->SetShieldDrawnState( false );
return true;
}
void CWeaponCSBaseGun::WeaponIdle()
{
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return;
// only idle if the slid isn't back
if ( m_iClip1 != 0 )
{
SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval );
SendWeaponAnim( ACT_VM_IDLE );
}
}