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293 lines
5.8 KiB
293 lines
5.8 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 CWeaponM3 C_WeaponM3 |
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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 "te_shotgun_shot.h" |
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#endif |
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class CWeaponM3 : public CWeaponCSBase |
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{ |
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public: |
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DECLARE_CLASS( CWeaponM3, CWeaponCSBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponM3(); |
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virtual void PrimaryAttack(); |
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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 float GetSpread() const; |
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M3; } |
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private: |
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CWeaponM3( const CWeaponM3 & ); |
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float m_flPumpTime; |
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CNetworkVar( int, m_reloadState ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM3, DT_WeaponM3 ) |
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BEGIN_NETWORK_TABLE( CWeaponM3, DT_WeaponM3 ) |
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#ifdef CLIENT_DLL |
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RecvPropInt( RECVINFO( m_reloadState ) ) |
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#else |
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SendPropInt( SENDINFO( m_reloadState ), 2, SPROP_UNSIGNED ) |
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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( CWeaponM3 ) |
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DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), |
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END_PREDICTION_DATA() |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_m3, CWeaponM3 ); |
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PRECACHE_WEAPON_REGISTER( weapon_m3 ); |
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CWeaponM3::CWeaponM3() |
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{ |
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m_flPumpTime = 0; |
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m_reloadState = 0; |
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} |
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float CWeaponM3::GetInaccuracy() const |
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{ |
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if ( weapon_accuracy_model.GetInt() == 1 ) |
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{ |
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return 0.0f; |
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} |
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else |
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return BaseClass::GetInaccuracy(); |
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} |
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float CWeaponM3::GetSpread() const |
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{ |
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if ( weapon_accuracy_model.GetInt() == 1 ) |
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return 0.0675f; |
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return GetCSWpnData().m_fSpread[Primary_Mode]; |
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} |
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void CWeaponM3::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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// 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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// Out of ammo? |
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if ( m_iClip1 <= 0 ) |
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{ |
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Reload(); |
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if ( m_iClip1 == 0 ) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; |
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} |
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return; |
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} |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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m_iClip1--; |
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pPlayer->DoMuzzleFlash(); |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// Dispatch the FX right away with full accuracy. |
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float flCurAttack = CalculateNextAttackTime( flCycleTime ); |
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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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flCurAttack ); |
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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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if (m_iClip1 != 0) |
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m_flPumpTime = gpGlobals->curtime + 0.5; |
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if (m_iClip1 != 0) |
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SetWeaponIdleTime( gpGlobals->curtime + 2.5 ); |
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else |
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SetWeaponIdleTime( gpGlobals->curtime + 0.875 ); |
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m_reloadState = 0; |
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// update accuracy |
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode]; |
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// Update punch angles. |
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QAngle angle = pPlayer->GetPunchAngle(); |
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if ( pPlayer->GetFlags() & FL_ONGROUND ) |
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{ |
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angle.x -= SharedRandomInt( "M3PunchAngleGround", 4, 6 ); |
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} |
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else |
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{ |
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angle.x -= SharedRandomInt( "M3PunchAngleAir", 8, 11 ); |
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} |
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pPlayer->SetPunchAngle( angle ); |
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} |
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bool CWeaponM3::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( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1()) |
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return true; |
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// don't reload until recoil is done |
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if (m_flNextPrimaryAttack > gpGlobals->curtime) |
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return true; |
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// check to see if we're ready to reload |
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if (m_reloadState == 0) |
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{ |
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pPlayer->SetAnimation( PLAYER_RELOAD ); |
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_START ); |
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m_reloadState = 1; |
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pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5; |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; |
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); |
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#ifdef GAME_DLL |
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_START ); |
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#endif |
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return true; |
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} |
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else if (m_reloadState == 1) |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->curtime) |
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return true; |
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// was waiting for gun to move to side |
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m_reloadState = 2; |
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SendWeaponAnim( ACT_VM_RELOAD ); |
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SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); |
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#ifdef GAME_DLL |
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if ( m_iClip1 == 7 ) |
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{ |
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END ); |
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} |
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else |
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{ |
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pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP ); |
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} |
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#endif |
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} |
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else |
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{ |
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// Add them to the clip |
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m_iClip1 += 1; |
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#ifdef GAME_DLL |
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SendReloadEvents(); |
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#endif |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( pPlayer ) |
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pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); |
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m_reloadState = 1; |
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} |
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return true; |
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} |
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void CWeaponM3::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_flPumpTime && m_flPumpTime < gpGlobals->curtime) |
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{ |
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// play pumping sound |
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m_flPumpTime = 0; |
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} |
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if (m_flTimeWeaponIdle < gpGlobals->curtime) |
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{ |
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if (m_iClip1 == 0 && m_reloadState == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) |
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{ |
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Reload( ); |
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} |
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else if (m_reloadState != 0) |
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{ |
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if (m_iClip1 != 8 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) |
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{ |
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Reload( ); |
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} |
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else |
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{ |
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// reload debounce has timed out |
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//MIKETODO: shotgun anims |
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SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); |
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// play cocking sound |
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m_reloadState = 0; |
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SetWeaponIdleTime( gpGlobals->curtime + 1.5 ); |
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} |
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} |
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else |
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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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