You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
317 lines
6.5 KiB
317 lines
6.5 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_csbase.h"
|
||
|
#include "fx_cs_shared.h"
|
||
|
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
#define CWeaponElite C_WeaponElite
|
||
|
#include "c_cs_player.h"
|
||
|
#include "c_te_effect_dispatch.h"
|
||
|
|
||
|
#else
|
||
|
|
||
|
#include "cs_player.h"
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
class CWeaponElite : public CWeaponCSBase
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CWeaponElite, CWeaponCSBase );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CWeaponElite();
|
||
|
|
||
|
virtual void Spawn();
|
||
|
virtual void Precache();
|
||
|
|
||
|
virtual void PrimaryAttack();
|
||
|
virtual bool Deploy();
|
||
|
|
||
|
virtual bool Reload();
|
||
|
|
||
|
virtual void WeaponIdle();
|
||
|
|
||
|
virtual float GetInaccuracy() const;
|
||
|
|
||
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_ELITE; }
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
virtual int GetMuzzleAttachment( void );
|
||
|
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
|
||
|
#endif
|
||
|
|
||
|
virtual const char *GetWorldModel( void ) const;
|
||
|
virtual int GetWorldModelIndex( void );
|
||
|
|
||
|
protected:
|
||
|
bool FiringLeft() const;
|
||
|
|
||
|
private:
|
||
|
|
||
|
CWeaponElite( const CWeaponElite & );
|
||
|
float m_flLastFire;
|
||
|
|
||
|
int m_droppedModelIndex;
|
||
|
bool m_inPrecache;
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponElite, DT_WeaponElite )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponElite, DT_WeaponElite )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
#if defined CLIENT_DLL
|
||
|
BEGIN_PREDICTION_DATA( CWeaponElite )
|
||
|
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
|
||
|
END_PREDICTION_DATA()
|
||
|
#endif
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_elite, CWeaponElite );
|
||
|
PRECACHE_WEAPON_REGISTER( weapon_elite );
|
||
|
|
||
|
CWeaponElite::CWeaponElite()
|
||
|
{
|
||
|
m_flLastFire = gpGlobals->curtime;
|
||
|
m_inPrecache = false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWeaponElite::Spawn( )
|
||
|
{
|
||
|
m_flAccuracy = 0.88;
|
||
|
BaseClass::Spawn();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWeaponElite::Precache()
|
||
|
{
|
||
|
m_inPrecache = true;
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
PrecacheModel( "models/weapons/w_eq_eholster_elite.mdl" );
|
||
|
PrecacheModel( "models/weapons/w_eq_eholster.mdl" );
|
||
|
PrecacheModel( "models/weapons/w_pist_elite_single.mdl" );
|
||
|
m_droppedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szDroppedModel );
|
||
|
m_inPrecache = false;
|
||
|
}
|
||
|
|
||
|
bool CWeaponElite::Deploy( )
|
||
|
{
|
||
|
m_flAccuracy = 0.88;
|
||
|
return BaseClass::Deploy();
|
||
|
}
|
||
|
|
||
|
int CWeaponElite::GetWorldModelIndex( void )
|
||
|
{
|
||
|
if ( GetOwner() || m_inPrecache )
|
||
|
{
|
||
|
return m_iWorldModelIndex;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return m_droppedModelIndex;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const char * CWeaponElite::GetWorldModel( void ) const
|
||
|
{
|
||
|
if ( GetOwner() || m_inPrecache )
|
||
|
{
|
||
|
return BaseClass::GetWorldModel();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return GetCSWpnData().m_szDroppedModel;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CWeaponElite::FiringLeft() const
|
||
|
{
|
||
|
// fire left-hand gun with even number of bullets left
|
||
|
return (m_iClip1 & 1) == 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
float CWeaponElite::GetInaccuracy() const
|
||
|
{
|
||
|
if ( weapon_accuracy_model.GetInt() == 1 )
|
||
|
{
|
||
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return 0.0f;
|
||
|
|
||
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
||
|
return 1.3f * (1 - m_flAccuracy);
|
||
|
|
||
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
|
||
|
return 0.175f * (1 - m_flAccuracy);
|
||
|
|
||
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
||
|
return 0.08f * (1 - m_flAccuracy);
|
||
|
|
||
|
else
|
||
|
return 0.1f * (1 - m_flAccuracy);
|
||
|
}
|
||
|
else
|
||
|
return BaseClass::GetInaccuracy();
|
||
|
}
|
||
|
|
||
|
void CWeaponElite::PrimaryAttack()
|
||
|
{
|
||
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
|
||
|
m_flAccuracy -= (0.275)*(0.325 - (gpGlobals->curtime - m_flLastFire));
|
||
|
|
||
|
if (m_flAccuracy > 0.88)
|
||
|
m_flAccuracy = 0.88;
|
||
|
else if (m_flAccuracy < 0.55)
|
||
|
m_flAccuracy = 0.55;
|
||
|
|
||
|
m_flLastFire = gpGlobals->curtime;
|
||
|
|
||
|
if (m_iClip1 <= 0)
|
||
|
{
|
||
|
if ( m_bFireOnEmpty )
|
||
|
{
|
||
|
PlayEmptySound();
|
||
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
|
||
|
m_bFireOnEmpty = false;
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
pPlayer->m_iShotsFired++;
|
||
|
|
||
|
m_iClip1--;
|
||
|
|
||
|
pPlayer->DoMuzzleFlash();
|
||
|
|
||
|
//SetPlayerShieldAnim();
|
||
|
|
||
|
// player "shoot" animation
|
||
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||
|
|
||
|
FX_FireBullets(
|
||
|
pPlayer->entindex(),
|
||
|
pPlayer->Weapon_ShootPosition(),
|
||
|
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
|
||
|
GetWeaponID(),
|
||
|
FiringLeft() ? Secondary_Mode : Primary_Mode,
|
||
|
CBaseEntity::GetPredictionRandomSeed() & 255,
|
||
|
GetInaccuracy(),
|
||
|
GetSpread());
|
||
|
|
||
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
|
||
|
|
||
|
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
|
||
|
{
|
||
|
// HEV suit - indicate out of ammo condition
|
||
|
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
|
||
|
}
|
||
|
|
||
|
SetWeaponIdleTime( gpGlobals->curtime + 2.5 );
|
||
|
|
||
|
if ( FiringLeft() )
|
||
|
{
|
||
|
if ( m_iClip1 > 0 )
|
||
|
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
|
||
|
else
|
||
|
SendWeaponAnim( ACT_VM_DRYFIRE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( m_iClip1 > 1 )
|
||
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
||
|
else
|
||
|
SendWeaponAnim( ACT_VM_DRYFIRE_LEFT );
|
||
|
}
|
||
|
|
||
|
// update accuracy
|
||
|
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
|
||
|
|
||
|
QAngle punchAngle = pPlayer->GetPunchAngle();
|
||
|
punchAngle.x -= 2;
|
||
|
pPlayer->SetPunchAngle( punchAngle );
|
||
|
|
||
|
//ResetPlayerShieldAnim();
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CWeaponElite::Reload()
|
||
|
{
|
||
|
if ( !DefaultPistolReload() )
|
||
|
return false;
|
||
|
|
||
|
m_flAccuracy = 0.88;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CWeaponElite::WeaponIdle()
|
||
|
{
|
||
|
if (m_flTimeWeaponIdle > gpGlobals->curtime)
|
||
|
return;
|
||
|
|
||
|
/*
|
||
|
// switching to the idle with the slide back on the right pistol causes animation pops transitioning
|
||
|
// from/to the depot/holster animations. The pop transition to the reload is less noticeable, so
|
||
|
// we'll live with that one
|
||
|
|
||
|
if ( m_iClip1 == 1 )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_IDLE_EMPTY_LEFT );
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
// only idle if either slide isn't back
|
||
|
if ( m_iClip1 >= 2 )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_IDLE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
bool CWeaponElite::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
|
||
|
{
|
||
|
if( event == 5001 )
|
||
|
{
|
||
|
C_CSPlayer *pPlayer = ToCSPlayer( GetOwner() );
|
||
|
if( pPlayer && pPlayer->GetFOV() < pPlayer->GetDefaultFOV() && HideViewModelWhenZoomed() )
|
||
|
return true;
|
||
|
|
||
|
CEffectData data;
|
||
|
data.m_fFlags = 0;
|
||
|
data.m_hEntity = pViewModel->GetRefEHandle();
|
||
|
data.m_nAttachmentIndex = FiringLeft() ? 1 : 2; // toggle muzzle flash
|
||
|
data.m_flScale = GetCSWpnData().m_flMuzzleScale;
|
||
|
|
||
|
DispatchEffect( "CS_MuzzleFlash", data );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
|
||
|
}
|
||
|
|
||
|
int CWeaponElite::GetMuzzleAttachment( void )
|
||
|
{
|
||
|
return LookupAttachment( FiringLeft() ? "muzzle_flash_l" : "muzzle_flash_r" );
|
||
|
}
|
||
|
|
||
|
#endif
|