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369 lines
7.8 KiB
369 lines
7.8 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 CWeaponGlock C_WeaponGlock |
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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 CWeaponGlock : public CWeaponCSBase |
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{ |
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public: |
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DECLARE_CLASS( CWeaponGlock, CWeaponCSBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponGlock(); |
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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 bool Deploy(); |
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virtual void ItemPostFrame(); |
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void GlockFire( float fSpread, bool bFireBurst ); |
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void FireRemaining( float fSpread ); |
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virtual bool Reload(); |
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virtual void WeaponIdle(); |
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virtual float GetInaccuracy() const; |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_GLOCK; } |
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private: |
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CWeaponGlock( const CWeaponGlock & ); |
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CNetworkVar( bool, m_bBurstMode ); |
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CNetworkVar( int, m_iBurstShotsRemaining ); // used to keep track of the shots fired during the Glock18 burst fire mode. |
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float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode |
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float m_flLastFire; |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock ) |
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BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock ) |
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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( CWeaponGlock ) |
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DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), |
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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_glock, CWeaponGlock ); |
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PRECACHE_WEAPON_REGISTER( weapon_glock ); |
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const float kGlockBurstCycleTime = 0.06f; |
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CWeaponGlock::CWeaponGlock() |
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{ |
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m_bBurstMode = false; |
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m_flLastFire = gpGlobals->curtime; |
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m_iBurstShotsRemaining = 0; |
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m_fNextBurstShot = 0.0f; |
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} |
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void CWeaponGlock::Spawn( ) |
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{ |
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BaseClass::Spawn(); |
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m_bBurstMode = false; |
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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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} |
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bool CWeaponGlock::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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void CWeaponGlock::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_SemiAuto" ); |
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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 CWeaponGlock::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_bBurstMode ) |
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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 0.185f * (1 - m_flAccuracy); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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return 0.095f * (1 - m_flAccuracy); |
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else |
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return 0.3f * (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 1.0f * (1 - m_flAccuracy); |
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else if (pPlayer->GetAbsVelocity().Length2D() > 5) |
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return 0.165f * (1 - m_flAccuracy); |
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) |
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return 0.075f * (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 CWeaponGlock::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 = m_bBurstMode ? 0.5f : 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)*(0.325 - (gpGlobals->curtime - m_flLastFire)); |
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if (m_flAccuracy > 0.9) |
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m_flAccuracy = 0.9; |
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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 + 0.1f; |
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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_iClip1--; |
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pPlayer->DoMuzzleFlash(); |
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//SetPlayerShieldAnim(); |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// non-silenced |
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//pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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//pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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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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Primary_Mode, |
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CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server |
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GetInaccuracy(), |
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GetSpread(), |
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gpGlobals->curtime); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime; |
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if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 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 + 2.5f ); |
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if ( m_bBurstMode ) |
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{ |
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// Fire off the next two rounds |
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m_fNextBurstShot = gpGlobals->curtime + kGlockBurstCycleTime; |
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m_iBurstShotsRemaining = 2; |
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SendWeaponAnim( ACT_VM_SECONDARYATTACK ); |
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} |
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else |
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{ |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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} |
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// update accuracy |
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode]; |
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//ResetPlayerShieldAnim(); |
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} |
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// GOOSEMAN : FireRemaining used by Glock18 |
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void CWeaponGlock::FireRemaining( float fSpread ) |
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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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if ( m_iBurstShotsRemaining == 0 ) |
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return; |
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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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--m_iClip1; |
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// TODO FIXME damage = 18, rangemode 0.9 |
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float fInaccuracy = GetInaccuracy(); |
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if ( weapon_accuracy_model.GetInt() == 1 ) |
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fInaccuracy = 0.05; |
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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, // wrap it for network traffic so it's the same between client and server |
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fInaccuracy, |
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GetSpread(), |
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m_fNextBurstShot); |
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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 += kGlockBurstCycleTime; |
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else |
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m_fNextBurstShot = 0.0; |
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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 CWeaponGlock::ItemPostFrame() |
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{ |
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while ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot ) |
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{ |
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if ( weapon_accuracy_model.GetInt() == 1 ) |
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FireRemaining(0.05f); |
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else |
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FireRemaining(GetSpread()); |
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} |
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BaseClass::ItemPostFrame(); |
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} |
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bool CWeaponGlock::Reload() |
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{ |
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if ( m_iBurstShotsRemaining != 0 ) |
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return true; |
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if ( !DefaultPistolReload() ) |
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return false; |
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m_flAccuracy = 0.9; |
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return true; |
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} |
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void CWeaponGlock::WeaponIdle() |
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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_flTimeWeaponIdle > gpGlobals->curtime) |
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return; |
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if ( pPlayer->HasShield() ) |
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{ |
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SetWeaponIdleTime( gpGlobals->curtime + 20 ); |
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//MIKETODO: shields |
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//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) ) |
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// SendWeaponAnim( GLOCK18_SHIELD_IDLE, UseDecrement() ? 1:0 ); |
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} |
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else |
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{ |
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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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SendWeaponAnim( ACT_VM_IDLE ); |
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} |
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} |
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}
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