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306 lines
6.4 KiB
306 lines
6.4 KiB
//========= 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 "weapon_csbasegun.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponAWP C_WeaponAWP |
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#include "c_cs_player.h" |
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#else |
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#include "cs_player.h" |
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#include "KeyValues.h" |
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#endif |
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#define SNIPER_ZOOM_CONTEXT "SniperRifleThink" |
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const int cAWPMidZoomFOV = 40; |
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const int cAWPMaxZoomFOV = 10; |
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#ifdef AWP_UNZOOM |
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ConVar sv_awpunzoomdelay( |
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"sv_awpunzoomdelay", |
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"1.0", |
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0, |
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"how many seconds to zoom the zoom up after firing", |
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true, 0, // min value |
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false, 0 // max value |
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); |
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#endif |
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class CWeaponAWP : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponAWP, CWeaponCSBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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#ifndef CLIENT_DLL |
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DECLARE_DATADESC(); |
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#endif |
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CWeaponAWP(); |
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virtual void Spawn(); |
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virtual void PrimaryAttack(); |
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virtual void SecondaryAttack(); |
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virtual float GetInaccuracy() const; |
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virtual float GetMaxSpeed() const; |
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virtual bool IsAwp() const; |
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virtual bool Reload(); |
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virtual bool Deploy(); |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AWP; } |
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private: |
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#ifdef AWP_UNZOOM |
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void UnzoomThink( void ); |
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#endif |
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CWeaponAWP( const CWeaponAWP & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAWP, DT_WeaponAWP ) |
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BEGIN_NETWORK_TABLE( CWeaponAWP, DT_WeaponAWP ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponAWP ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_awp, CWeaponAWP ); |
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PRECACHE_WEAPON_REGISTER( weapon_awp ); |
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#ifndef CLIENT_DLL |
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BEGIN_DATADESC( CWeaponAWP ) |
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#ifdef AWP_UNZOOM |
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DEFINE_THINKFUNC( UnzoomThink ), |
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#endif |
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END_DATADESC() |
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#endif |
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CWeaponAWP::CWeaponAWP() |
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{ |
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} |
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void CWeaponAWP::Spawn() |
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{ |
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Precache(); |
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BaseClass::Spawn(); |
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} |
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void CWeaponAWP::SecondaryAttack() |
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{ |
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const float kZoomTime = 0.10f; |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( pPlayer == NULL ) |
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{ |
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Assert( pPlayer != NULL ); |
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return; |
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} |
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) |
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{ |
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pPlayer->SetFOV( pPlayer, cAWPMidZoomFOV, kZoomTime ); |
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m_weaponMode = Secondary_Mode; |
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; |
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} |
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else if ( pPlayer->GetFOV() == cAWPMidZoomFOV ) |
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{ |
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pPlayer->SetFOV( pPlayer, cAWPMaxZoomFOV, kZoomTime ); |
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m_weaponMode = Secondary_Mode; |
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} |
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else |
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{ |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); |
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m_weaponMode = Primary_Mode; |
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} |
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#ifndef CLIENT_DLL |
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// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client. |
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// Let the server play it since if only the client plays it, it's liable to get played twice cause of |
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// a prediction error. joy. |
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//============================================================================= |
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// HPE_BEGIN: |
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// [tj] Playing this from the player so that we don't try to play the sound outside the level. |
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//============================================================================= |
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if ( GetPlayerOwner() ) |
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{ |
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GetPlayerOwner()->EmitSound( "Default.Zoom" ); |
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} |
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//============================================================================= |
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// HPE_END |
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//============================================================================= |
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// let the bots hear the rifle zoom |
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IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" ); |
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if ( event ) |
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{ |
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event->SetInt( "userid", pPlayer->GetUserID() ); |
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gameeventmanager->FireEvent( event ); |
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} |
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#endif |
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; |
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m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above. |
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} |
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float CWeaponAWP::GetInaccuracy() const |
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{ |
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if ( weapon_accuracy_model.GetInt() == 1 ) |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( !pPlayer ) |
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return 0.0f; |
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float fSpread = 0.0f; |
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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fSpread = 0.85f; |
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else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) |
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fSpread = 0.25f; |
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else if ( pPlayer->GetAbsVelocity().Length2D() > 10 ) |
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fSpread = 0.10f; |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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fSpread = 0.0f; |
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else |
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fSpread = 0.001f; |
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// If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more. |
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if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime)) |
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{ |
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fSpread += 0.08f; |
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} |
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return fSpread; |
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} |
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else |
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{ |
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return BaseClass::GetInaccuracy(); |
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} |
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} |
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void CWeaponAWP::PrimaryAttack() |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( !pPlayer ) |
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return; |
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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) |
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return; |
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if ( m_weaponMode == Secondary_Mode ) |
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{ |
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float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMidZoomFOV ); |
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float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMaxZoomFOV ); |
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if ( midFOVdistance < farFOVdistance ) |
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{ |
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pPlayer->m_iLastZoom = cAWPMidZoomFOV; |
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} |
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else |
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{ |
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pPlayer->m_iLastZoom = cAWPMaxZoomFOV; |
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} |
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#ifdef AWP_UNZOOM |
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SetContextThink( &CWeaponAWP::UnzoomThink, gpGlobals->curtime + sv_awpunzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT ); |
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#else |
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pPlayer->m_bResumeZoom = true; |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f ); |
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m_weaponMode = Primary_Mode; |
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#endif |
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} |
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QAngle angle = pPlayer->GetPunchAngle(); |
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angle.x -= 2; |
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pPlayer->SetPunchAngle( angle ); |
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} |
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#ifdef AWP_UNZOOM |
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void CWeaponAWP::UnzoomThink( void ) |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if (pPlayer == NULL) |
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{ |
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Assert(pPlayer != NULL); |
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return; |
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} |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f ); |
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} |
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#endif |
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float CWeaponAWP::GetMaxSpeed() const |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if (pPlayer == NULL) |
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{ |
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Assert(pPlayer != NULL); |
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return BaseClass::GetMaxSpeed(); |
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} |
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) |
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{ |
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return BaseClass::GetMaxSpeed(); |
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} |
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else |
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{ |
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// Slower speed when zoomed in. |
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return 150; |
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} |
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} |
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bool CWeaponAWP::IsAwp() const |
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{ |
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return true; |
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} |
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bool CWeaponAWP::Reload() |
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{ |
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m_weaponMode = Primary_Mode; |
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return BaseClass::Reload(); |
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} |
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bool CWeaponAWP::Deploy() |
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{ |
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// don't allow weapon switching to shortcut cycle time (quickswitch exploit) |
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float fOldNextPrimaryAttack = m_flNextPrimaryAttack; |
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float fOldNextSecondaryAttack = m_flNextSecondaryAttack; |
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if ( !BaseClass::Deploy() ) |
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return false; |
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m_weaponMode = Primary_Mode; |
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m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack ); |
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m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack ); |
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return true; |
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}
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