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415 lines
8.8 KiB
415 lines
8.8 KiB
3 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 "fx_dod_shared.h"
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#include "weapon_dodsniper.h"
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#ifdef CLIENT_DLL
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#include "prediction.h"
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( DODSniperWeapon, DT_SniperWeapon )
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#ifdef CLIENT_DLL
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void RecvProxy_AnimStart( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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CDODSniperWeapon *pWpn = (CDODSniperWeapon *) pStruct;
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pWpn->m_bDoViewAnim = ( pData->m_Value.m_Int > 0 );
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}
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#endif
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BEGIN_NETWORK_TABLE( CDODSniperWeapon, DT_SniperWeapon )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bZoomed ) ),
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RecvPropInt( RECVINFO( m_bDoViewAnim ), 0, RecvProxy_AnimStart )
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#else
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SendPropBool( SENDINFO( m_bZoomed ) ),
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SendPropBool( SENDINFO( m_bDoViewAnim ) )
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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( CDODSniperWeapon )
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DEFINE_PRED_FIELD( m_bZoomed, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE )
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END_PREDICTION_DATA()
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#else
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BEGIN_DATADESC( CDODSniperWeapon )
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END_DATADESC()
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#endif
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CDODSniperWeapon::CDODSniperWeapon()
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{
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}
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void CDODSniperWeapon::Spawn( void )
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{
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BaseClass::Spawn();
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ResetTimers();
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#ifdef CLIENT_DLL
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m_bDoViewAnimCache = false;
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m_flZoomPercent = 0.0f;
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#endif
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m_bShouldRezoomAfterShot = true;
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}
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void CDODSniperWeapon::ResetTimers( void )
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{
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m_flUnzoomTime = -1;
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m_flRezoomTime = -1;
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m_flZoomOutTime = -1;
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m_flZoomInTime = -1;
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m_bRezoomAfterShot = false;
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m_bRezoomAfterReload = false;
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}
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bool CDODSniperWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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#ifndef CLIENT_DLL
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ZoomOut();
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ResetTimers();
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#endif
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return BaseClass::Holster( pSwitchingTo );
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}
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void CDODSniperWeapon::PrimaryAttack( void )
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{
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BaseClass::PrimaryAttack();
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CDODPlayer *pPlayer = ToDODPlayer( GetOwner() );
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if ( IsZoomed() && ShouldZoomOutBetweenShots() )
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{
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//If we have more bullets, zoom out, play the bolt animation and zoom back in
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if( m_iClip1 > 0 && m_bShouldRezoomAfterShot && ( pPlayer && pPlayer->ShouldAutoRezoom() ) )
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{
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SetRezoom( true, 0.5f ); // zoom out in 0.5 seconds, then rezoom
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}
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else //just zoom out
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{
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SetRezoom( false, 0.5f ); // just zoom out in 0.5 seconds
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}
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}
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// overwrite the next secondary attack, so we can zoom sooned after we've fired
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if ( m_bRezoomAfterShot && m_iClip1 > 0 )
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m_flNextSecondaryAttack = gpGlobals->curtime + 2.0;
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else
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m_flNextSecondaryAttack = SequenceDuration();
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}
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void CDODSniperWeapon::SecondaryAttack( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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Assert( pPlayer );
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if ( !pPlayer )
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return;
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ToggleZoom();
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}
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bool CDODSniperWeapon::Reload( void )
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{
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bool bSuccess = BaseClass::Reload();
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if ( bSuccess && IsZoomed() )
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{
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//if ( ShouldRezoomAfterReload() )
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// m_bRezoomAfterReload = true;
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ZoomOut();
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}
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if ( !bSuccess )
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m_bRezoomAfterReload = false;
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return bSuccess;
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}
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void CDODSniperWeapon::FinishReload( void )
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{
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BaseClass::FinishReload();
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if ( m_bRezoomAfterReload )
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{
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ZoomIn();
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m_bRezoomAfterReload = false;
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}
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}
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float CDODSniperWeapon::GetWeaponAccuracy( float flPlayerSpeed )
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{
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//snipers and deployable weapons inherit this and override when we need a different accuracy
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float flSpread = m_pWeaponInfo->m_flAccuracy;
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if ( IsZoomed() && ( gpGlobals->curtime - m_flZoomChangeTime ) > DOD_SNIPER_ZOOM_CHANGE_TIME )
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{
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flSpread = m_pWeaponInfo->m_flSecondaryAccuracy;
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}
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if( flPlayerSpeed > 45 )
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flSpread += m_pWeaponInfo->m_flAccuracyMovePenalty;
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return flSpread;
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}
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bool CDODSniperWeapon::IsZoomed( void )
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{
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// check the player?
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return IsSniperZoomed();
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}
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bool CDODSniperWeapon::ShouldDrawCrosshair( void )
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{
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//if ( IsFullyZoomed() )
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// return false;
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// don't draw if we are zoomed at all
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if ( m_bZoomed )
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return false;
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return BaseClass::ShouldDrawCrosshair();
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}
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#include "in_buttons.h"
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void CDODSniperWeapon::ItemPostFrame( void )
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{
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if ( m_flUnzoomTime > 0 && gpGlobals->curtime > m_flUnzoomTime )
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{
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if ( m_bRezoomAfterShot )
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{
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ZoomOutIn();
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m_bRezoomAfterShot = false;
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}
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else
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{
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ZoomOut();
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}
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m_flUnzoomTime = -1;
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}
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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Assert( pPlayer );
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if ( m_flRezoomTime > 0 )
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{
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// if the player is sprinting and moving at all, cancel the rezoom
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if ( ( pPlayer->m_nButtons & IN_SPEED ) > 0 &&
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pPlayer->GetAbsVelocity().Length2D() > 20 )
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{
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m_flRezoomTime = -1;
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}
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else if ( gpGlobals->curtime > m_flRezoomTime )
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{
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ZoomIn();
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m_flRezoomTime = -1;
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}
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}
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if ( m_flZoomInTime > 0 && gpGlobals->curtime > m_flZoomInTime )
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{
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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Assert( pPlayer );
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pPlayer->SetFOV( pPlayer, GetZoomedFOV(), 0.1f );
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#endif
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m_flZoomInTime = -1;
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m_flZoomOutTime = -1;
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}
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if ( m_flZoomInTime > 0 && (pPlayer->m_nButtons & IN_ATTACK) )
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{
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m_bInAttack = true;
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}
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BaseClass::ItemPostFrame();
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}
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void CDODSniperWeapon::Drop( const Vector &vecVelocity )
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{
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// If a player is killed while deployed, this resets the weapon state
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if ( IsZoomed() )
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ZoomOut();
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ResetTimers();
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BaseClass::Drop( vecVelocity );
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}
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void CDODSniperWeapon::ToggleZoom( void )
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{
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CDODPlayer *pPlayer = GetDODPlayerOwner();
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if ( !pPlayer->m_Shared.IsJumping() )
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{
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if( !IsZoomed() )
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{
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if ( CanAttack() )
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{
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#ifndef CLIENT_DLL
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pPlayer->RemoveHintTimer( m_iAltFireHint );
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#endif
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ZoomIn();
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}
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}
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else
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{
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ZoomOut();
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}
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}
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}
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void CDODSniperWeapon::ZoomIn( void )
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{
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m_flZoomInTime = gpGlobals->curtime + DOD_SNIPER_ZOOM_CHANGE_TIME;
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#ifndef CLIENT_DLL
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SetZoomed( true );
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m_bDoViewAnim = !m_bDoViewAnim;
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#endif
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m_flNextPrimaryAttack = MAX( gpGlobals->curtime + 0.5, m_flNextPrimaryAttack );
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m_flNextSecondaryAttack = MAX( gpGlobals->curtime + 0.5, m_flNextSecondaryAttack );
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m_flTimeWeaponIdle = gpGlobals->curtime + m_pWeaponInfo->m_flTimeToIdleAfterFire;
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m_flZoomChangeTime = gpGlobals->curtime;
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}
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void CDODSniperWeapon::ZoomOut( void )
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{
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bool bWasZoomed = IsZoomed();
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#ifndef CLIENT_DLL
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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Assert( pPlayer );
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pPlayer->SetFOV( pPlayer, 90, 0.1f );
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SetZoomed( false );
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m_bDoViewAnim = !m_bDoViewAnim;
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#endif
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if ( bWasZoomed )
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{
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m_flNextPrimaryAttack = MAX( gpGlobals->curtime + 0.5, m_flNextPrimaryAttack );
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m_flNextSecondaryAttack = MAX( gpGlobals->curtime + 0.5, m_flNextSecondaryAttack );
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m_flTimeWeaponIdle = gpGlobals->curtime + m_pWeaponInfo->m_flTimeToIdleAfterFire;
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}
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m_flZoomChangeTime = gpGlobals->curtime;
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// if we are thinking about zooming, cancel it
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m_flZoomInTime = -1;
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m_flUnzoomTime = -1;
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m_flRezoomTime = -1;
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}
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// reduce rezoome time, to account for fade in we're replacing with anim
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#define REZOOM_TIME 1.2f
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void CDODSniperWeapon::ZoomOutIn( void )
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{
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ZoomOut();
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m_flRezoomTime = gpGlobals->curtime + 1.0;
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}
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void CDODSniperWeapon::SetRezoom( bool bRezoom, float flDelay )
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{
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m_flUnzoomTime = gpGlobals->curtime + flDelay;
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m_bRezoomAfterShot = bRezoom;
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}
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bool CDODSniperWeapon::IsFullyZoomed( void )
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{
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return ( IsZoomed() == true &&
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(( gpGlobals->curtime - m_flZoomChangeTime ) > DOD_SNIPER_ZOOM_CHANGE_TIME) );
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}
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bool CDODSniperWeapon::IsZoomingIn( void )
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{
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return ( m_flZoomInTime > gpGlobals->curtime );
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}
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#ifdef CLIENT_DLL
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float CDODSniperWeapon::GetZoomedPercentage( void )
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{
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return m_flZoomPercent;
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}
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Vector CDODSniperWeapon::GetDesiredViewModelOffset( C_DODPlayer *pOwner )
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{
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static Vector vecLastResult = vec3_origin;
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if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
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{
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return vecLastResult;
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}
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if ( m_bDoViewAnim != m_bDoViewAnimCache )
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{
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// start the anim timer
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m_flViewAnimTimer = gpGlobals->curtime + DOD_SNIPER_ZOOM_CHANGE_TIME;
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m_bDoViewAnimCache = m_bDoViewAnim.m_Value;
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}
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Vector viewOffset = pOwner->GetViewOffset();
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float flPercent = clamp( ( viewOffset.z - VEC_PRONE_VIEW_SCALED( pOwner ).z ) / ( VEC_VIEW_SCALED( pOwner ).z - VEC_PRONE_VIEW_SCALED( pOwner ).z ), 0.0, 1.0 );
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Vector offset = ( flPercent * GetDODWpnData().m_vecViewNormalOffset +
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( 1.0 - flPercent ) * GetDODWpnData().m_vecViewProneOffset );
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// how long since we changed iron sight mode
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float flZoomAnimPercent = clamp( ( (m_flViewAnimTimer - gpGlobals->curtime) / ( DOD_SNIPER_ZOOM_CHANGE_TIME ) ), 0.0, 1.0 );
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m_flZoomPercent = ( IsZoomed() ? ( 1.0 - flZoomAnimPercent ) : flZoomAnimPercent );
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//Msg( "(%.1f) zoom %.2f %.2f\n", gpGlobals->curtime, m_flViewAnimTimer - gpGlobals->curtime, m_flZoomPercent );
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// use that percent to interp to iron sight position
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Vector vecResult = ( m_flZoomPercent * GetDODWpnData().m_vecIronSightOffset +
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( 1.0 - m_flZoomPercent ) * offset );
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// store this value to use when called in prediction
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vecLastResult = vecResult;
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return vecResult;
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}
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float CDODSniperWeapon::GetViewModelSwayScale( void )
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{
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if ( IsFullyZoomed() )
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return 0;
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return BaseClass::GetViewModelSwayScale();
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}
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#endif //CLIENT_DLL
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