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340 lines
9.4 KiB
340 lines
9.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "in_buttons.h"
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#ifdef CLIENT_DLL
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#include "c_hl2mp_player.h"
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#else
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#include "hl2mp_player.h"
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#endif
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#include "weapon_hl2mpbasehlmpcombatweapon.h"
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#define PISTOL_FASTEST_REFIRE_TIME 0.1f
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#define PISTOL_FASTEST_DRY_REFIRE_TIME 0.2f
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#define PISTOL_ACCURACY_SHOT_PENALTY_TIME 0.2f // Applied amount of time each shot adds to the time we must recover from
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#define PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME 1.5f // Maximum penalty to deal out
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#ifdef CLIENT_DLL
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#define CWeaponPistol C_WeaponPistol
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponPistol
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//-----------------------------------------------------------------------------
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class CWeaponPistol : public CBaseHL2MPCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeaponPistol, CBaseHL2MPCombatWeapon );
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CWeaponPistol(void);
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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void Precache( void );
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void ItemPostFrame( void );
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void ItemPreFrame( void );
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void ItemBusyFrame( void );
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void PrimaryAttack( void );
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void AddViewKick( void );
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void DryFire( void );
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void UpdatePenaltyTime( void );
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Activity GetPrimaryAttackActivity( void );
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virtual bool Reload( void );
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone;
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float ramp = RemapValClamped( m_flAccuracyPenalty,
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0.0f,
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PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME,
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0.0f,
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1.0f );
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// We lerp from very accurate to inaccurate over time
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VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
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return cone;
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}
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virtual int GetMinBurst()
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{
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return 1;
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}
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virtual int GetMaxBurst()
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{
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return 3;
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}
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virtual float GetFireRate( void )
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{
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return 0.5f;
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}
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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private:
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CNetworkVar( float, m_flSoonestPrimaryAttack );
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CNetworkVar( float, m_flLastAttackTime );
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CNetworkVar( float, m_flAccuracyPenalty );
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CNetworkVar( int, m_nNumShotsFired );
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private:
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CWeaponPistol( const CWeaponPistol & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol )
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BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol )
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#ifdef CLIENT_DLL
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RecvPropTime( RECVINFO( m_flSoonestPrimaryAttack ) ),
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RecvPropTime( RECVINFO( m_flLastAttackTime ) ),
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RecvPropFloat( RECVINFO( m_flAccuracyPenalty ) ),
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RecvPropInt( RECVINFO( m_nNumShotsFired ) ),
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#else
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SendPropTime( SENDINFO( m_flSoonestPrimaryAttack ) ),
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SendPropTime( SENDINFO( m_flLastAttackTime ) ),
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SendPropFloat( SENDINFO( m_flAccuracyPenalty ) ),
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SendPropInt( SENDINFO( m_nNumShotsFired ) ),
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#endif
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END_NETWORK_TABLE()
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#ifdef CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponPistol )
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DEFINE_PRED_FIELD( m_flSoonestPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flLastAttackTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_nNumShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol );
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PRECACHE_WEAPON_REGISTER( weapon_pistol );
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#ifndef CLIENT_DLL
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acttable_t CWeaponPistol::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
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{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
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{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
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{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
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{ ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
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{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
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{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponPistol );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponPistol::CWeaponPistol( void )
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{
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m_flSoonestPrimaryAttack = gpGlobals->curtime;
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m_flAccuracyPenalty = 0.0f;
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m_fMinRange1 = 24;
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m_fMaxRange1 = 1500;
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m_fMinRange2 = 24;
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m_fMaxRange2 = 200;
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m_bFiresUnderwater = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::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:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::DryFire( void )
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{
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WeaponSound( EMPTY );
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SendWeaponAnim( ACT_VM_DRYFIRE );
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_DRY_REFIRE_TIME;
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m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::PrimaryAttack( void )
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{
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if ( ( gpGlobals->curtime - m_flLastAttackTime ) > 0.5f )
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{
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m_nNumShotsFired = 0;
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}
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else
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{
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m_nNumShotsFired++;
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}
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m_flLastAttackTime = gpGlobals->curtime;
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if( pOwner )
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{
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// Each time the player fires the pistol, reset the view punch. This prevents
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// the aim from 'drifting off' when the player fires very quickly. This may
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// not be the ideal way to achieve this, but it's cheap and it works, which is
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// great for a feature we're evaluating. (sjb)
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pOwner->ViewPunchReset();
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}
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BaseClass::PrimaryAttack();
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// Add an accuracy penalty which can move past our maximum penalty time if we're really spastic
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m_flAccuracyPenalty += PISTOL_ACCURACY_SHOT_PENALTY_TIME;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::UpdatePenaltyTime( void )
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{
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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// Check our penalty time decay
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
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{
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m_flAccuracyPenalty -= gpGlobals->frametime;
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m_flAccuracyPenalty = clamp( m_flAccuracyPenalty, 0.0f, PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME );
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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 CWeaponPistol::ItemPreFrame( void )
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{
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UpdatePenaltyTime();
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BaseClass::ItemPreFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::ItemBusyFrame( void )
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{
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UpdatePenaltyTime();
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BaseClass::ItemBusyFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allows firing as fast as button is pressed
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//-----------------------------------------------------------------------------
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void CWeaponPistol::ItemPostFrame( void )
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{
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BaseClass::ItemPostFrame();
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if ( m_bInReload )
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return;
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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if ( pOwner->m_nButtons & IN_ATTACK2 )
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{
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m_flLastAttackTime = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
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m_flSoonestPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
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m_flNextPrimaryAttack = gpGlobals->curtime + PISTOL_FASTEST_REFIRE_TIME;
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}
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//Allow a refire as fast as the player can click
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if ( ( ( pOwner->m_nButtons & IN_ATTACK ) == false ) && ( m_flSoonestPrimaryAttack < gpGlobals->curtime ) )
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{
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m_flNextPrimaryAttack = gpGlobals->curtime - 0.1f;
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}
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else if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack < gpGlobals->curtime ) && ( m_iClip1 <= 0 ) )
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{
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DryFire();
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}
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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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Activity CWeaponPistol::GetPrimaryAttackActivity( void )
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{
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if ( m_nNumShotsFired < 1 )
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return ACT_VM_PRIMARYATTACK;
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if ( m_nNumShotsFired < 2 )
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return ACT_VM_RECOIL1;
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if ( m_nNumShotsFired < 3 )
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return ACT_VM_RECOIL2;
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return ACT_VM_RECOIL3;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CWeaponPistol::Reload( void )
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{
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bool fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( fRet )
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{
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WeaponSound( RELOAD );
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m_flAccuracyPenalty = 0.0f;
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}
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return fRet;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponPistol::AddViewKick( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer == NULL )
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return;
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QAngle viewPunch;
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viewPunch.x = SharedRandomFloat( "pistolpax", 0.25f, 0.5f );
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viewPunch.y = SharedRandomFloat( "pistolpay", -.6f, .6f );
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viewPunch.z = 0.0f;
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//Add it to the view punch
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pPlayer->ViewPunch( viewPunch );
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}
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