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213 lines
5.1 KiB
213 lines
5.1 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_csbasegun.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponG3SG1 C_WeaponG3SG1 |
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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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class CWeaponG3SG1 : public CWeaponCSBaseGun |
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{ |
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public: |
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DECLARE_CLASS( CWeaponG3SG1, CWeaponCSBaseGun ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponG3SG1(); |
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virtual void Spawn(); |
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virtual void SecondaryAttack(); |
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virtual void PrimaryAttack(); |
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virtual bool Reload(); |
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virtual bool Deploy(); |
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virtual float GetInaccuracy() const; |
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virtual float GetMaxSpeed(); |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_G3SG1; } |
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private: |
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CWeaponG3SG1( const CWeaponG3SG1 & ); |
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float m_flLastFire; |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponG3SG1, DT_WeaponG3SG1 ) |
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BEGIN_NETWORK_TABLE( CWeaponG3SG1, DT_WeaponG3SG1 ) |
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END_NETWORK_TABLE() |
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#if defined CLIENT_DLL |
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BEGIN_PREDICTION_DATA( CWeaponG3SG1 ) |
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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_g3sg1, CWeaponG3SG1 ); |
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PRECACHE_WEAPON_REGISTER( weapon_g3sg1 ); |
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CWeaponG3SG1::CWeaponG3SG1() |
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{ |
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m_flLastFire = gpGlobals->curtime; |
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} |
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void CWeaponG3SG1::Spawn() |
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{ |
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BaseClass::Spawn(); |
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m_flAccuracy = 0.98; |
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} |
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void CWeaponG3SG1::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 ) |
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return; |
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) |
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{ |
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pPlayer->SetFOV( pPlayer, 40, 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() == 40) |
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{ |
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pPlayer->SetFOV( pPlayer, 15, kZoomTime ); |
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m_weaponMode = Secondary_Mode; |
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} |
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else if (pPlayer->GetFOV() == 15) |
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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" ); // zoom sound |
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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 + 0.3; // The worst zoom time from above. |
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} |
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float CWeaponG3SG1::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 = 0.45f * (1.0f - m_flAccuracy); |
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) |
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fSpread = 0.15f; |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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fSpread = 0.035f * (1.0f - m_flAccuracy); |
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else |
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fSpread = 0.055f * (1.0f - m_flAccuracy); |
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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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fSpread += 0.025; |
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return fSpread; |
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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 CWeaponG3SG1::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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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired... |
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m_flAccuracy = 0.55 + (0.3) * (gpGlobals->curtime - m_flLastFire); |
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if (m_flAccuracy > 0.98) |
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m_flAccuracy = 0.98; |
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m_flLastFire = gpGlobals->curtime; |
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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) |
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return; |
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// Adjust the punch angle. |
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QAngle angle = pPlayer->GetPunchAngle(); |
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angle.x -= SharedRandomFloat("G3SG1PunchAngleX", 0.75, 1.75 ) + ( angle.x / 4 ); |
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angle.y += SharedRandomFloat("G3SG1PunchAngleY", -0.75, 0.75 ); |
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pPlayer->SetPunchAngle( angle ); |
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} |
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bool CWeaponG3SG1::Reload() |
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{ |
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bool ret = BaseClass::Reload(); |
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m_flAccuracy = 0.98; |
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m_weaponMode = Primary_Mode; |
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return ret; |
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} |
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bool CWeaponG3SG1::Deploy() |
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{ |
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bool ret = BaseClass::Deploy(); |
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m_flAccuracy = 0.98; |
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m_weaponMode = Primary_Mode; |
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return ret; |
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} |
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float CWeaponG3SG1::GetMaxSpeed() |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( pPlayer && pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) |
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return BaseClass::GetMaxSpeed(); |
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else |
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return 150; // zoomed in |
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}
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