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351 lines
7.0 KiB
351 lines
7.0 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 CWeaponM4A1 C_WeaponM4A1 |
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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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#endif |
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class CWeaponM4A1 : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponM4A1, CWeaponCSBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponM4A1(); |
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virtual void Spawn(); |
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virtual void Precache(); |
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virtual void SecondaryAttack(); |
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virtual void PrimaryAttack(); |
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virtual bool Deploy(); |
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virtual bool Reload(); |
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virtual void WeaponIdle(); |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual void Drop( const Vector &vecVelocity ); |
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virtual float GetInaccuracy() const; |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M4A1; } |
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// return true if this weapon has a silencer equipped |
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virtual bool IsSilenced( void ) const { return m_bSilencerOn; } |
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virtual Activity GetDeployActivity( void ); |
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#ifdef CLIENT_DLL |
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virtual int GetMuzzleFlashStyle( void ); |
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#endif |
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virtual const char *GetWorldModel( void ) const; |
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virtual int GetWorldModelIndex( void ); |
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private: |
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CWeaponM4A1( const CWeaponM4A1 & ); |
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void DoFireEffects(); |
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CNetworkVar( bool, m_bSilencerOn ); |
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CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete |
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int m_silencedModelIndex; |
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bool m_inPrecache; |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM4A1, DT_WeaponM4A1 ) |
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BEGIN_NETWORK_TABLE( CWeaponM4A1, DT_WeaponM4A1 ) |
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#ifdef CLIENT_DLL |
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RecvPropBool( RECVINFO( m_bSilencerOn ) ), |
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RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ), |
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#else |
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SendPropBool( SENDINFO( m_bSilencerOn ) ), |
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SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ), |
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#endif |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponM4A1 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_m4a1, CWeaponM4A1 ); |
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PRECACHE_WEAPON_REGISTER( weapon_m4a1 ); |
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CWeaponM4A1::CWeaponM4A1() |
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{ |
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m_bSilencerOn = false; |
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m_flDoneSwitchingSilencer = 0.0f; |
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m_inPrecache = false; |
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} |
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void CWeaponM4A1::Spawn( ) |
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{ |
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BaseClass::Spawn(); |
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m_bSilencerOn = false; |
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m_weaponMode = Primary_Mode; |
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m_flDoneSwitchingSilencer = 0.0f; |
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m_bDelayFire = true; |
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} |
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void CWeaponM4A1::Precache() |
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{ |
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m_inPrecache = true; |
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BaseClass::Precache(); |
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m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel ); |
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m_inPrecache = false; |
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} |
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int CWeaponM4A1::GetWorldModelIndex( void ) |
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{ |
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if ( !m_bSilencerOn || m_inPrecache ) |
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{ |
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return m_iWorldModelIndex; |
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} |
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else |
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{ |
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return m_silencedModelIndex; |
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} |
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} |
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const char * CWeaponM4A1::GetWorldModel( void ) const |
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{ |
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if ( !m_bSilencerOn || m_inPrecache ) |
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{ |
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return BaseClass::GetWorldModel(); |
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} |
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else |
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{ |
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return GetCSWpnData().m_szSilencerModel; |
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} |
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} |
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bool CWeaponM4A1::Deploy() |
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{ |
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bool ret = BaseClass::Deploy(); |
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m_flDoneSwitchingSilencer = 0.0f; |
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m_bDelayFire = true; |
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return ret; |
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} |
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Activity CWeaponM4A1::GetDeployActivity( void ) |
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{ |
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if( IsSilenced() ) |
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{ |
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return ACT_VM_DRAW_SILENCED; |
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} |
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else |
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{ |
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return ACT_VM_DRAW; |
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} |
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} |
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bool CWeaponM4A1::Holster( CBaseCombatWeapon *pSwitchingTo ) |
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{ |
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if ( gpGlobals->curtime < m_flDoneSwitchingSilencer ) |
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{ |
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// still switching the silencer. Cancel the switch. |
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m_bSilencerOn = !m_bSilencerOn; |
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode; |
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SetWeaponModelIndex( GetWorldModel() ); |
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} |
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return BaseClass::Holster( pSwitchingTo ); |
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} |
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void CWeaponM4A1::Drop( const Vector &vecVelocity ) |
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{ |
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if ( gpGlobals->curtime < m_flDoneSwitchingSilencer ) |
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{ |
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// still switching the silencer. Cancel the switch. |
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m_bSilencerOn = !m_bSilencerOn; |
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode; |
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SetWeaponModelIndex( GetWorldModel() ); |
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} |
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BaseClass::Drop( vecVelocity ); |
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} |
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void CWeaponM4A1::SecondaryAttack() |
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{ |
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if ( m_bSilencerOn ) |
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{ |
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m_bSilencerOn = false; |
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m_weaponMode = Primary_Mode; |
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SendWeaponAnim( ACT_VM_DETACH_SILENCER ); |
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} |
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else |
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{ |
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m_bSilencerOn = true; |
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m_weaponMode = Secondary_Mode; |
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SendWeaponAnim( ACT_VM_ATTACH_SILENCER ); |
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} |
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m_flDoneSwitchingSilencer = gpGlobals->curtime + 2; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 2; |
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m_flNextPrimaryAttack = gpGlobals->curtime + 2; |
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SetWeaponIdleTime( gpGlobals->curtime + 2 ); |
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SetWeaponModelIndex( GetWorldModel() ); |
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} |
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float CWeaponM4A1::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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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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{ |
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return 0.035f + 0.4f * m_flAccuracy; |
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} |
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else if (pPlayer->GetAbsVelocity().Length2D() > 140) |
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{ |
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return 0.035f + 0.07f * m_flAccuracy; |
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} |
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else |
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{ |
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if ( m_bSilencerOn ) |
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return 0.025f * m_flAccuracy; |
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else |
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return 0.02f * m_flAccuracy; |
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} |
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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 CWeaponM4A1::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_bSilencerOn ) |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED ); |
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pPlayer = GetPlayerOwner(); |
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// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes |
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if ( !pPlayer ) |
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return; |
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if (pPlayer->GetAbsVelocity().Length2D() > 5) |
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pPlayer->KickBack (1.0, 0.45, 0.28, 0.045, 3.75, 3, 7); |
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else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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pPlayer->KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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pPlayer->KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7); |
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else |
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pPlayer->KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7); |
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} |
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void CWeaponM4A1::DoFireEffects() |
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{ |
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if ( !m_bSilencerOn ) |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( pPlayer ) |
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{ |
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pPlayer->DoMuzzleFlash(); |
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} |
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} |
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} |
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bool CWeaponM4A1::Reload() |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( !pPlayer ) |
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return false; |
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if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) |
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return false; |
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int iResult = 0; |
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if ( m_bSilencerOn ) |
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD_SILENCED ); |
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else |
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); |
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if ( !iResult ) |
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return false; |
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pPlayer->SetAnimation( PLAYER_RELOAD ); |
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if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())) |
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{ |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); |
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} |
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m_flAccuracy = 0.2; |
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pPlayer->m_iShotsFired = 0; |
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m_bDelayFire = false; |
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return true; |
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} |
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void CWeaponM4A1::WeaponIdle() |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->curtime) |
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return; |
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// only idle if the slid isn't back |
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if ( m_iClip1 != 0 ) |
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{ |
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SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval ); |
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if ( m_bSilencerOn ) |
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SendWeaponAnim( ACT_VM_IDLE_SILENCED ); |
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else |
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SendWeaponAnim( ACT_VM_IDLE ); |
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} |
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} |
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#ifdef CLIENT_DLL |
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int CWeaponM4A1::GetMuzzleFlashStyle( void ) |
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{ |
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if( m_bSilencerOn ) |
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{ |
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return CS_MUZZLEFLASH_NONE; |
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} |
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else |
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{ |
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return CS_MUZZLEFLASH_X; |
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} |
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} |
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#endif
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