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448 lines
12 KiB
448 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements a sniper rifle weapon.
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//
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// Primary attack: fires a single high-powered shot, then reloads.
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// Secondary attack: cycles sniper scope through zoom levels.
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//
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// TODO: Circular mask around crosshairs when zoomed in.
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// TODO: Shell ejection.
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// TODO: Finalize kickback.
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// TODO: Animated zoom effect?
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//
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "basehlcombatweapon.h"
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#include "basecombatcharacter.h"
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#include "ai_basenpc.h"
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#include "player.h"
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#include "gamerules.h" // For g_pGameRules
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#include "in_buttons.h"
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#include "soundent.h"
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#include "vstdlib/random.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define SNIPER_CONE_PLAYER vec3_origin // Spread cone when fired by the player.
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#define SNIPER_CONE_NPC vec3_origin // Spread cone when fired by NPCs.
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#define SNIPER_BULLET_COUNT_PLAYER 1 // Fire n bullets per shot fired by the player.
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#define SNIPER_BULLET_COUNT_NPC 1 // Fire n bullets per shot fired by NPCs.
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#define SNIPER_TRACER_FREQUENCY_PLAYER 0 // Draw a tracer every nth shot fired by the player.
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#define SNIPER_TRACER_FREQUENCY_NPC 0 // Draw a tracer every nth shot fired by NPCs.
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#define SNIPER_KICKBACK 3 // Range for punchangle when firing.
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#define SNIPER_ZOOM_RATE 0.2 // Interval between zoom levels in seconds.
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//-----------------------------------------------------------------------------
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// Discrete zoom levels for the scope.
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//-----------------------------------------------------------------------------
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static int g_nZoomFOV[] =
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{
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20,
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5
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};
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class CWeaponSniperRifle : public CBaseHLCombatWeapon
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponSniperRifle, CBaseHLCombatWeapon );
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CWeaponSniperRifle(void);
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DECLARE_SERVERCLASS();
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void Precache( void );
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int CapabilitiesGet( void ) const;
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const Vector &GetBulletSpread( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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void ItemPostFrame( void );
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void PrimaryAttack( void );
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bool Reload( void );
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void Zoom( void );
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virtual float GetFireRate( void ) { return 1; };
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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DECLARE_ACTTABLE();
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protected:
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float m_fNextZoom;
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int m_nZoomLevel;
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};
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IMPLEMENT_SERVERCLASS_ST(CWeaponSniperRifle, DT_WeaponSniperRifle)
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CWeaponSniperRifle );
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PRECACHE_WEAPON_REGISTER(weapon_sniperrifle);
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BEGIN_DATADESC( CWeaponSniperRifle )
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DEFINE_FIELD( m_fNextZoom, FIELD_FLOAT ),
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DEFINE_FIELD( m_nZoomLevel, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Maps base activities to weapons-specific ones so our characters do the right things.
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//-----------------------------------------------------------------------------
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acttable_t CWeaponSniperRifle::m_acttable[] =
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{
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_SNIPER_RIFLE, true }
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};
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IMPLEMENT_ACTTABLE(CWeaponSniperRifle);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CWeaponSniperRifle::CWeaponSniperRifle( void )
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{
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m_fNextZoom = gpGlobals->curtime;
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m_nZoomLevel = 0;
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m_bReloadsSingly = true;
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m_fMinRange1 = 65;
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m_fMinRange2 = 65;
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m_fMaxRange1 = 2048;
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m_fMaxRange2 = 2048;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int CWeaponSniperRifle::CapabilitiesGet( void ) const
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{
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return bits_CAP_WEAPON_RANGE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Turns off the zoom when the rifle is holstered.
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//-----------------------------------------------------------------------------
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bool CWeaponSniperRifle::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (pPlayer != NULL)
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{
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if ( m_nZoomLevel != 0 )
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{
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if ( pPlayer->SetFOV( this, 0 ) )
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{
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pPlayer->ShowViewModel(true);
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m_nZoomLevel = 0;
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}
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}
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}
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return BaseClass::Holster(pSwitchingTo);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Overloaded to handle the zoom functionality.
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//-----------------------------------------------------------------------------
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void CWeaponSniperRifle::ItemPostFrame( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (pPlayer == NULL)
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{
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return;
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}
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if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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FinishReload();
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m_bInReload = false;
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}
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if (pPlayer->m_nButtons & IN_ATTACK2)
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{
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if (m_fNextZoom <= gpGlobals->curtime)
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{
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Zoom();
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pPlayer->m_nButtons &= ~IN_ATTACK2;
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}
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}
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else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
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{
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if ( (m_iClip1 == 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
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{
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m_bFireOnEmpty = true;
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}
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// Fire underwater?
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if (pPlayer->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
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{
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WeaponSound(EMPTY);
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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return;
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}
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else
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{
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// If the firing button was just pressed, reset the firing time
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if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime;
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}
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PrimaryAttack();
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}
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}
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// -----------------------
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// Reload pressed / Clip Empty
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// -----------------------
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if ( pPlayer->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
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{
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// reload when reload is pressed, or if no buttons are down and weapon is empty.
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Reload();
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}
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// -----------------------
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// No buttons down
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// -----------------------
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if (!((pPlayer->m_nButtons & IN_ATTACK) || (pPlayer->m_nButtons & IN_ATTACK2) || (pPlayer->m_nButtons & IN_RELOAD)))
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{
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// no fire buttons down
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m_bFireOnEmpty = false;
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if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime )
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{
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// weapon isn't useable, switch.
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if ( !(GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && pPlayer->SwitchToNextBestWeapon( this ) )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
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return;
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}
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}
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else
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{
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// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
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if ( m_iClip1 == 0 && !(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
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{
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Reload();
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return;
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}
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}
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WeaponIdle( );
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return;
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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 CWeaponSniperRifle::Precache( void )
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{
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Same as base reload but doesn't change the owner's next attack time. This
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// lets us zoom out while reloading. This hack is necessary because our
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// ItemPostFrame is only called when the owner's next attack time has
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// expired.
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// Output : Returns true if the weapon was reloaded, false if no more ammo.
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//-----------------------------------------------------------------------------
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bool CWeaponSniperRifle::Reload( void )
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{
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CBaseCombatCharacter *pOwner = GetOwner();
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if (!pOwner)
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{
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return false;
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}
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if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
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{
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int primary = MIN(GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
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int secondary = MIN(GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
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if (primary > 0 || secondary > 0)
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{
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// Play reload on different channel as it happens after every fire
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// and otherwise steals channel away from fire sound
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WeaponSound(RELOAD);
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SendWeaponAnim( ACT_VM_RELOAD );
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_bInReload = true;
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}
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponSniperRifle::PrimaryAttack( void )
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{
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// Only the player fires this way so we can cast safely.
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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{
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return;
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}
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if ( gpGlobals->curtime >= m_flNextPrimaryAttack )
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{
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// If my clip is empty (and I use clips) start reload
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if ( !m_iClip1 )
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{
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Reload();
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return;
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}
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// MUST call sound before removing a round from the clip of a CMachineGun dvs: does this apply to the sniper rifle? I don't know.
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WeaponSound(SINGLE);
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// Don't fire again until fire animation has completed
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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m_iClip1 = m_iClip1 - 1;
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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// Fire the bullets
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pPlayer->FireBullets( SNIPER_BULLET_COUNT_PLAYER, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_PLAYER );
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
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QAngle vecPunch(random->RandomFloat( -SNIPER_KICKBACK, SNIPER_KICKBACK ), 0, 0);
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pPlayer->ViewPunch(vecPunch);
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// Indicate out of ammo condition if we run out of ammo.
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if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
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{
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pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
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}
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}
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// Register a muzzleflash for the AI.
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Zooms in using the sniper rifle scope.
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//-----------------------------------------------------------------------------
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void CWeaponSniperRifle::Zoom( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if (!pPlayer)
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{
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return;
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}
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if (m_nZoomLevel >= sizeof(g_nZoomFOV) / sizeof(g_nZoomFOV[0]))
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{
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if ( pPlayer->SetFOV( this, 0 ) )
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{
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pPlayer->ShowViewModel(true);
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// Zoom out to the default zoom level
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WeaponSound(SPECIAL2);
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m_nZoomLevel = 0;
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}
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}
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else
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{
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if ( pPlayer->SetFOV( this, g_nZoomFOV[m_nZoomLevel] ) )
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{
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if (m_nZoomLevel == 0)
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{
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pPlayer->ShowViewModel(false);
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}
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WeaponSound(SPECIAL1);
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m_nZoomLevel++;
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}
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}
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m_fNextZoom = gpGlobals->curtime + SNIPER_ZOOM_RATE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : virtual const Vector&
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//-----------------------------------------------------------------------------
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const Vector &CWeaponSniperRifle::GetBulletSpread( void )
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{
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static Vector cone = SNIPER_CONE_PLAYER;
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return cone;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEvent -
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// *pOperator -
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//-----------------------------------------------------------------------------
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void CWeaponSniperRifle::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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switch ( pEvent->event )
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{
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case EVENT_WEAPON_SNIPER_RIFLE_FIRE:
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{
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Vector vecShootOrigin, vecShootDir;
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vecShootOrigin = pOperator->Weapon_ShootPosition();
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CAI_BaseNPC *npc = pOperator->MyNPCPointer();
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Vector vecSpread;
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if (npc)
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{
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vecShootDir = npc->GetActualShootTrajectory( vecShootOrigin );
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vecSpread = VECTOR_CONE_PRECALCULATED;
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}
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else
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{
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AngleVectors( pOperator->GetLocalAngles(), &vecShootDir );
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vecSpread = GetBulletSpread();
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}
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WeaponSound( SINGLE_NPC );
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pOperator->FireBullets( SNIPER_BULLET_COUNT_NPC, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, SNIPER_TRACER_FREQUENCY_NPC );
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pOperator->DoMuzzleFlash();
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break;
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}
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default:
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{
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BaseClass::Operator_HandleAnimEvent( pEvent, pOperator );
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break;
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}
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}
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}
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