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375 lines
11 KiB
375 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Laser Rifle & Shield combo
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_combatshield.h"
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#include "weapon_combat_usedwithshieldbase.h"
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#include "in_buttons.h"
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#include "takedamageinfo.h"
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#include "beam_shared.h"
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#include "tf_gamerules.h"
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// Damage CVars
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ConVar weapon_combat_laserrifle_damage( "weapon_combat_laserrifle_damage","20", FCVAR_REPLICATED, "Laser rifle damage" );
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ConVar weapon_combat_laserrifle_range( "weapon_combat_laserrifle_range","1000", FCVAR_REPLICATED, "Laser rifle maximum range" );
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ConVar weapon_combat_laserrifle_ducking_mod( "weapon_combat_laserrifle_ducking_mod", "0.75", FCVAR_REPLICATED, "Laser rifle ducking ROF modifier" );
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#if defined( CLIENT_DLL )
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#include "fx.h"
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#include "hud.h"
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#include "c_te_effect_dispatch.h"
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#include <vgui/ISurface.h>
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#define CWeaponCombatLaserRifle C_WeaponCombatLaserRifle
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#else
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#include "te_effect_dispatch.h"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CWeaponCombatLaserRifle : public CWeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( CWeaponCombatLaserRifle, CWeaponCombatUsedWithShieldBase );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponCombatLaserRifle( void );
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virtual const Vector& GetBulletSpread( void );
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virtual void ItemBusyFrame( void );
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual float GetFireRate( void );
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virtual float GetDefaultAnimSpeed( void );
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virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd );
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void RecalculateAccuracy( void );
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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private:
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CWeaponCombatLaserRifle( const CWeaponCombatLaserRifle & );
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public:
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() &&
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GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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virtual void DrawCrosshair( void );
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#endif
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private:
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float m_flInaccuracy;
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float m_flAccuracyTime;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponCombatLaserRifle::CWeaponCombatLaserRifle( void )
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{
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SetPredictionEligible( true );
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m_flInaccuracy = 0;
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m_flAccuracyTime = 0;
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}
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatLaserRifle, DT_WeaponCombatLaserRifle )
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BEGIN_NETWORK_TABLE( CWeaponCombatLaserRifle, DT_WeaponCombatLaserRifle )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCombatLaserRifle )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_combat_laserrifle, CWeaponCombatLaserRifle );
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PRECACHE_WEAPON_REGISTER(weapon_combat_laserrifle);
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//-----------------------------------------------------------------------------
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// Purpose: Get the accuracy derived from weapon and player, and return it
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//-----------------------------------------------------------------------------
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const Vector& CWeaponCombatLaserRifle::GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_8DEGREES;
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return cone;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatLaserRifle::ItemBusyFrame( void )
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{
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BaseClass::ItemBusyFrame();
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RecalculateAccuracy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatLaserRifle::ItemPostFrame( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if (!pOwner)
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return;
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if ( UsesClipsForAmmo1() )
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{
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CheckReload();
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}
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RecalculateAccuracy();
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// Handle firing
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if ( GetShieldState() == SS_DOWN && !m_bInReload )
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{
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if ( (pOwner->m_nButtons & IN_ATTACK ) && (m_flNextPrimaryAttack <= gpGlobals->curtime) )
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{
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if ( m_iClip1 > 0 )
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{
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// Fire the plasma shot
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PrimaryAttack();
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}
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else
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{
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Reload();
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}
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}
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// Reload button (or fire button when we're out of ammo)
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if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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if ( pOwner->m_nButtons & IN_RELOAD )
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{
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Reload();
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}
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else if ( !((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)) )
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{
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if ( !m_iClip1 && HasPrimaryAmmo() )
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{
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Reload();
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}
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}
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}
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}
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// Prevent shield post frame if we're not ready to attack, or we're charging
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AllowShieldPostFrame( m_flNextPrimaryAttack <= gpGlobals->curtime || m_bInReload );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatLaserRifle::PrimaryAttack( void )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
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if (!pPlayer)
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return;
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WeaponSound(SINGLE);
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// Fire the bullets
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Vector vecSrc = pPlayer->Weapon_ShootPosition( );
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Vector vecAiming;
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pPlayer->EyeVectors( &vecAiming );
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PlayAttackAnimation( GetPrimaryAttackActivity() );
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// Reduce the spread if the player's ducking
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Vector vecSpread = GetBulletSpread();
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vecSpread *= m_flInaccuracy;
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TFGameRules()->FireBullets( CTakeDamageInfo( this, pPlayer, weapon_combat_laserrifle_damage.GetFloat(), DMG_PLASMA), 1,
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vecSrc, vecAiming, vecSpread, weapon_combat_laserrifle_range.GetFloat(), m_iPrimaryAmmoType, 0, entindex(), 0 );
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m_flInaccuracy += 0.3;
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m_flInaccuracy = clamp(m_flInaccuracy, 0, 1);
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m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
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m_iClip1 = m_iClip1 - 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponCombatLaserRifle::GetFireRate( void )
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{
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float flFireRate = ( SequenceDuration() * 0.4 ) + SHARED_RANDOMFLOAT( 0.0, 0.035f );
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CBaseTFPlayer *pPlayer = static_cast<CBaseTFPlayer*>( GetOwner() );
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if ( pPlayer )
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{
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// Ducking players should fire more rapidly.
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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flFireRate *= weapon_combat_laserrifle_ducking_mod.GetFloat();
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}
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}
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return flFireRate;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatLaserRifle::RecalculateAccuracy( void )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner();
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if (!pPlayer)
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return;
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m_flAccuracyTime += gpGlobals->frametime;
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while ( m_flAccuracyTime > 0.05 )
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{
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if ( !(pPlayer->GetFlags() & FL_ONGROUND) )
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{
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m_flInaccuracy += 0.05;
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}
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else if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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m_flInaccuracy -= 0.08;
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}
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/*
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else if ( pPlayer->GetLocalVelocity().LengthSqr() > (100*100) )
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{
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// Never get worse than 1/2 accuracy from running
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if ( m_flInaccuracy < 0.25 )
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{
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m_flInaccuracy += 0.01;
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if ( m_flInaccuracy > 0.5 )
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{
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m_flInaccuracy = 0.5;
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}
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}
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else if ( m_flInaccuracy > 0.25 )
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{
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m_flInaccuracy -= 0.01;
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}
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}
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*/
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else
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{
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m_flInaccuracy -= 0.04;
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}
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// Crouching prevents accuracy ever going beyond a point
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if ( pPlayer->GetFlags() & FL_DUCKING )
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{
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m_flInaccuracy = clamp(m_flInaccuracy, 0, 0.8);
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}
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else
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{
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m_flInaccuracy = clamp(m_flInaccuracy, 0, 1);
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}
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m_flAccuracyTime -= 0.05;
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#ifndef CLIENT_DLL
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//if ( m_flInaccuracy )
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//Msg("Inaccuracy %.2f (%.2f)\n", m_flInaccuracy, gpGlobals->curtime );
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#endif
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Match the anim speed to the weapon speed while crouching
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//-----------------------------------------------------------------------------
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float CWeaponCombatLaserRifle::GetDefaultAnimSpeed( void )
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{
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if ( GetOwner() && GetOwner()->IsPlayer() )
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{
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if ( GetOwner()->GetFlags() & FL_DUCKING )
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return (1.0 + (1.0 - weapon_combat_laserrifle_ducking_mod.GetFloat()) );
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}
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return 1.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the laser rifle effect
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//-----------------------------------------------------------------------------
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void CWeaponCombatLaserRifle::BulletWasFired( const Vector &vecStart, const Vector &vecEnd )
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{
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// Humans fire jazzed up bullets, Aliens fire laserbeams
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if ( GetTeamNumber() == TEAM_HUMANS )
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{
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UTIL_Tracer( (Vector&)vecStart, (Vector&)vecEnd, entindex(), 1, 5000, false, "HLaserTracer" );
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}
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else
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{
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UTIL_Tracer( (Vector&)vecStart, (Vector&)vecEnd, entindex(), 1, 5000, false, "ALaserTracer" );
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}
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose: Draw the weapon's crosshair
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//-----------------------------------------------------------------------------
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void CWeaponCombatLaserRifle::DrawCrosshair( void )
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{
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BaseClass::DrawCrosshair();
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// Draw the targeting zone around the crosshair
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int r, g, b, a;
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gHUD.m_clrYellowish.GetColor( r, g, b, a );
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// Check to see if we are in vgui mode
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C_BaseTFPlayer *pPlayer = static_cast<C_BaseTFPlayer*>( GetOwner() );
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if ( !pPlayer || pPlayer->IsInVGuiInputMode() )
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return;
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// Draw a crosshair & accuracy hoodad
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int iBarWidth = XRES(10);
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int iBarHeight = YRES(10);
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int iTotalWidth = (iBarWidth * 2) + (40 * m_flInaccuracy) + XRES(10);
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int iTotalHeight = (iBarHeight * 2) + (40 * m_flInaccuracy) + YRES(10);
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// Horizontal bars
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int iLeft = (ScreenWidth() - iTotalWidth) / 2;
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int iMidHeight = (ScreenHeight() / 2);
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Color dark( r, g, b, 32 );
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Color light( r, g, b, 160 );
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vgui::surface()->DrawSetColor( dark );
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vgui::surface()->DrawFilledRect( iLeft, iMidHeight-1, iLeft+ iBarWidth, iMidHeight + 2 );
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vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight-1, iLeft + iTotalWidth, iMidHeight + 2 );
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vgui::surface()->DrawSetColor( light );
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vgui::surface()->DrawFilledRect( iLeft, iMidHeight, iLeft + iBarWidth, iMidHeight + 1 );
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vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight, iLeft + iTotalWidth, iMidHeight + 1 );
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// Vertical bars
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int iTop = (ScreenHeight() - iTotalHeight) / 2;
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int iMidWidth = (ScreenWidth() / 2);
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vgui::surface()->DrawSetColor( dark );
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vgui::surface()->DrawFilledRect( iMidWidth-1, iTop, iMidWidth + 2, iTop + iBarHeight );
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vgui::surface()->DrawFilledRect( iMidWidth-1, iTop + iTotalHeight - iBarHeight, iMidWidth + 2, iTop + iTotalHeight );
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vgui::surface()->DrawSetColor( light );
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vgui::surface()->DrawFilledRect( iMidWidth, iTop, iMidWidth + 1, iTop + iBarHeight );
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vgui::surface()->DrawFilledRect( iMidWidth, iTop + iTotalHeight - iBarHeight, iMidWidth + 1, iTop + iTotalHeight );
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}
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#endif
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