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395 lines
8.1 KiB
395 lines
8.1 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_csbase.h" |
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#include "fx_cs_shared.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponUSP C_WeaponUSP |
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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 CWeaponUSP : public CWeaponCSBase |
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{ |
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public: |
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DECLARE_CLASS( CWeaponUSP, CWeaponCSBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponUSP(); |
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virtual void Spawn(); |
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virtual void Precache(); |
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virtual void PrimaryAttack(); |
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virtual void SecondaryAttack(); |
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virtual bool Deploy(); |
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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 bool Reload(); |
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virtual void WeaponIdle(); |
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// We overload this so we can translate all weapon activities to silenced versions. |
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virtual bool SendWeaponAnim( int iActivity ); |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_USP; } |
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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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CWeaponUSP( const CWeaponUSP & ); |
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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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float m_flLastFire; |
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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( WeaponUSP, DT_WeaponUSP ) |
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BEGIN_NETWORK_TABLE( CWeaponUSP, DT_WeaponUSP ) |
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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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#ifdef CLIENT_DLL |
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BEGIN_PREDICTION_DATA( CWeaponUSP ) |
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DEFINE_PRED_FIELD( m_bSilencerOn, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), |
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DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), |
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END_PREDICTION_DATA() |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_usp, CWeaponUSP ); |
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PRECACHE_WEAPON_REGISTER( weapon_usp ); |
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Activity g_SilencedTranslations[][2] = |
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{ |
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{ ACT_VM_RELOAD, ACT_VM_RELOAD_SILENCED }, |
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{ ACT_VM_PRIMARYATTACK, ACT_VM_PRIMARYATTACK_SILENCED }, |
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{ ACT_VM_DRAW, ACT_VM_DRAW_SILENCED }, |
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}; |
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CWeaponUSP::CWeaponUSP() |
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{ |
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m_flLastFire = gpGlobals->curtime; |
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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 CWeaponUSP::Spawn() |
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{ |
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//m_iDefaultAmmo = 12; |
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m_flAccuracy = 0.92; |
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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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//FallInit();// get ready to fall down. |
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BaseClass::Spawn(); |
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} |
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void CWeaponUSP::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 CWeaponUSP::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 * CWeaponUSP::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 CWeaponUSP::Deploy() |
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{ |
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m_flAccuracy = 0.92; |
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m_flDoneSwitchingSilencer = 0.0f; |
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return BaseClass::Deploy(); |
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} |
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bool CWeaponUSP::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 CWeaponUSP::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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Activity CWeaponUSP::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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void CWeaponUSP::SecondaryAttack() |
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{ |
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if ( m_bSilencerOn ) |
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{ |
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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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SendWeaponAnim( ACT_VM_ATTACH_SILENCER ); |
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} |
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m_bSilencerOn = !m_bSilencerOn; |
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode; |
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m_flDoneSwitchingSilencer = gpGlobals->curtime + 3; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 3; |
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m_flNextPrimaryAttack = gpGlobals->curtime + 3; |
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SetWeaponIdleTime( gpGlobals->curtime + 3 ); |
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SetWeaponModelIndex( GetWorldModel() ); |
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} |
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float CWeaponUSP::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 ( m_bSilencerOn ) |
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{ |
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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return 1.3f * (1 - m_flAccuracy); |
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) |
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return 0.25f * (1 - m_flAccuracy); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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return 0.125f * (1 - m_flAccuracy); |
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else |
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return 0.15f * (1 - m_flAccuracy); |
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} |
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else |
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{ |
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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return 1.2f * (1 - m_flAccuracy ); |
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) |
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return 0.225f * (1 - m_flAccuracy); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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return 0.08f * (1 - m_flAccuracy); |
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else |
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return 0.1f * (1 - m_flAccuracy); |
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} |
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} |
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else |
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return BaseClass::GetInaccuracy(); |
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} |
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void CWeaponUSP::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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float flCycleTime = GetCSWpnData().m_flCycleTime; |
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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired... |
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m_flAccuracy -= (0.275)*(0.3 - (gpGlobals->curtime - m_flLastFire)); |
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if (m_flAccuracy > 0.92) |
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m_flAccuracy = 0.92; |
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else if (m_flAccuracy < 0.6) |
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m_flAccuracy = 0.6; |
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m_flLastFire = gpGlobals->curtime; |
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if (m_iClip1 <= 0) |
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{ |
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if ( m_bFireOnEmpty ) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; |
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m_bFireOnEmpty = false; |
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} |
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return; |
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} |
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pPlayer->m_iShotsFired++; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime; |
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m_iClip1--; |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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if ( !m_bSilencerOn ) |
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{ |
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pPlayer->DoMuzzleFlash(); |
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} |
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FX_FireBullets( |
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pPlayer->entindex(), |
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pPlayer->Weapon_ShootPosition(), |
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pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), |
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GetWeaponID(), |
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m_weaponMode, |
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CBaseEntity::GetPredictionRandomSeed() & 255, |
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GetInaccuracy(), |
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GetSpread()); |
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if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) |
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{ |
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// HEV suit - indicate out of ammo condition |
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pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); |
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} |
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SetWeaponIdleTime( gpGlobals->curtime + 2 ); |
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// update accuracy |
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode]; |
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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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bool CWeaponUSP::Reload() |
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{ |
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if ( !DefaultPistolReload() ) |
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return false; |
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m_flAccuracy = 0.92; |
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return true; |
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} |
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void CWeaponUSP::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 + 6.0 ); |
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} |
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} |
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bool CWeaponUSP::SendWeaponAnim( int iActivity ) |
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{ |
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// Translate the activity? |
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if ( m_bSilencerOn ) |
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{ |
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for ( int i=0; i < ARRAYSIZE( g_SilencedTranslations ); i++ ) |
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{ |
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if ( g_SilencedTranslations[i][0] == iActivity ) |
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{ |
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iActivity = g_SilencedTranslations[i][1]; |
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break; |
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} |
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} |
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} |
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return BaseClass::SendWeaponAnim( iActivity ); |
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} |
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#ifdef CLIENT_DLL |
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int CWeaponUSP::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_NORM; |
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} |
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} |
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#endif
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