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243 lines
5.2 KiB
243 lines
5.2 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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#include "fx_cs_shared.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponFamas C_WeaponFamas |
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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 CWeaponFamas : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponFamas, CWeaponCSBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponFamas(); |
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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 float GetInaccuracy() const; |
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virtual void ItemPostFrame(); |
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void FamasFire( float flSpread, bool bFireBurst ); |
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void FireRemaining(); |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FAMAS; } |
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private: |
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CWeaponFamas( const CWeaponFamas & ); |
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CNetworkVar( bool, m_bBurstMode ); |
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CNetworkVar( int, m_iBurstShotsRemaining ); |
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float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFamas, DT_WeaponFamas ) |
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BEGIN_NETWORK_TABLE( CWeaponFamas, DT_WeaponFamas ) |
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#ifdef CLIENT_DLL |
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RecvPropBool( RECVINFO( m_bBurstMode ) ), |
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RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ), |
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#else |
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SendPropBool( SENDINFO( m_bBurstMode ) ), |
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SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ), |
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#endif |
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END_NETWORK_TABLE() |
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#if defined(CLIENT_DLL) |
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BEGIN_PREDICTION_DATA( CWeaponFamas ) |
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DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ), |
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END_PREDICTION_DATA() |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_famas, CWeaponFamas ); |
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PRECACHE_WEAPON_REGISTER( weapon_famas ); |
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const float kFamasBurstCycleTime = 0.075f; |
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CWeaponFamas::CWeaponFamas() |
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{ |
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m_bBurstMode = false; |
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} |
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bool CWeaponFamas::Deploy( ) |
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{ |
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m_iBurstShotsRemaining = 0; |
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m_fNextBurstShot = 0.0f; |
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m_flAccuracy = 0.9f; |
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return BaseClass::Deploy(); |
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} |
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// Secondary attack could be three-round burst mode |
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void CWeaponFamas::SecondaryAttack() |
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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 ( m_bBurstMode ) |
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{ |
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ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_FullAuto" ); |
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m_bBurstMode = false; |
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m_weaponMode = Primary_Mode; |
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} |
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else |
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{ |
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ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" ); |
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m_bBurstMode = true; |
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m_weaponMode = Secondary_Mode; |
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} |
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; |
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} |
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float CWeaponFamas::GetInaccuracy() const |
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{ |
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if ( weapon_accuracy_model.GetInt() == 1 ) |
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{ |
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float fAutoPenalty = m_bBurstMode ? 0.0f : 0.01f; |
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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 ) ) // if player is in air |
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return 0.03f + 0.3f * m_flAccuracy + fAutoPenalty; |
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else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) // if player is moving |
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return 0.03f + 0.07f * m_flAccuracy + fAutoPenalty; |
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/* new code */ |
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else |
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return 0.02f * m_flAccuracy + fAutoPenalty; |
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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 CWeaponFamas::ItemPostFrame() |
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{ |
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if ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot ) |
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FireRemaining(); |
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BaseClass::ItemPostFrame(); |
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} |
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// GOOSEMAN : FireRemaining used by Glock18 |
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void CWeaponFamas::FireRemaining() |
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{ |
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m_iClip1--; |
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if (m_iClip1 < 0) |
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{ |
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m_iClip1 = 0; |
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m_iBurstShotsRemaining = 0; |
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m_fNextBurstShot = 0.0f; |
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return; |
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} |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( !pPlayer ) |
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Error( "!pPlayer" ); |
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// Famas burst mode |
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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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Secondary_Mode, |
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CBaseEntity::GetPredictionRandomSeed() & 255, |
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GetInaccuracy(), |
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GetSpread(), |
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m_fNextBurstShot); |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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pPlayer->DoMuzzleFlash(); |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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pPlayer->m_iShotsFired++; |
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--m_iBurstShotsRemaining; |
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if ( m_iBurstShotsRemaining > 0 ) |
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m_fNextBurstShot += kFamasBurstCycleTime; |
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else |
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m_fNextBurstShot = 0.0f; |
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// update accuracy |
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode]; |
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} |
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void CWeaponFamas::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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// don't fire underwater |
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if (pPlayer->GetWaterLevel() == 3) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; |
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return; |
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} |
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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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// change a few things if we're in burst mode |
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if ( m_bBurstMode ) |
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{ |
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flCycleTime = 0.55f; |
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m_iBurstShotsRemaining = 2; |
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m_fNextBurstShot = gpGlobals->curtime + kFamasBurstCycleTime; |
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} |
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if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) ) |
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return; |
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if ( pPlayer->GetAbsVelocity().Length2D() > 5 ) |
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pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 ); |
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else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 ); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 ); |
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else |
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pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 ); |
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} |
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