Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponAWP C_WeaponAWP
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
#define SNIPER_ZOOM_CONTEXT "SniperRifleThink"
const int cAWPMidZoomFOV = 40;
const int cAWPMaxZoomFOV = 10;
#ifdef AWP_UNZOOM
ConVar sv_awpunzoomdelay(
"sv_awpunzoomdelay",
"1.0",
0,
"how many seconds to zoom the zoom up after firing",
true, 0, // min value
false, 0 // max value
);
#endif
class CWeaponAWP : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponAWP, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CWeaponAWP();
virtual void Spawn();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual float GetInaccuracy() const;
virtual float GetMaxSpeed() const;
virtual bool IsAwp() const;
virtual bool Reload();
virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AWP; }
private:
#ifdef AWP_UNZOOM
void UnzoomThink( void );
#endif
CWeaponAWP( const CWeaponAWP & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAWP, DT_WeaponAWP )
BEGIN_NETWORK_TABLE( CWeaponAWP, DT_WeaponAWP )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponAWP )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_awp, CWeaponAWP );
PRECACHE_WEAPON_REGISTER( weapon_awp );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CWeaponAWP )
#ifdef AWP_UNZOOM
DEFINE_THINKFUNC( UnzoomThink ),
#endif
END_DATADESC()
#endif
CWeaponAWP::CWeaponAWP()
{
}
void CWeaponAWP::Spawn()
{
Precache();
BaseClass::Spawn();
}
void CWeaponAWP::SecondaryAttack()
{
const float kZoomTime = 0.10f;
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer == NULL )
{
Assert( pPlayer != NULL );
return;
}
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
{
pPlayer->SetFOV( pPlayer, cAWPMidZoomFOV, kZoomTime );
m_weaponMode = Secondary_Mode;
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
}
else if ( pPlayer->GetFOV() == cAWPMidZoomFOV )
{
pPlayer->SetFOV( pPlayer, cAWPMaxZoomFOV, kZoomTime );
m_weaponMode = Secondary_Mode;
}
else
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
m_weaponMode = Primary_Mode;
}
#ifndef CLIENT_DLL
// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
// Let the server play it since if only the client plays it, it's liable to get played twice cause of
// a prediction error. joy.
//=============================================================================
// HPE_BEGIN:
// [tj] Playing this from the player so that we don't try to play the sound outside the level.
//=============================================================================
if ( GetPlayerOwner() )
{
GetPlayerOwner()->EmitSound( "Default.Zoom" );
}
//=============================================================================
// HPE_END
//=============================================================================
// let the bots hear the rifle zoom
IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" );
if ( event )
{
event->SetInt( "userid", pPlayer->GetUserID() );
gameeventmanager->FireEvent( event );
}
#endif
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
}
float CWeaponAWP::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
float fSpread = 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
fSpread = 0.85f;
else if ( pPlayer->GetAbsVelocity().Length2D() > 140 )
fSpread = 0.25f;
else if ( pPlayer->GetAbsVelocity().Length2D() > 10 )
fSpread = 0.10f;
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
fSpread = 0.0f;
else
fSpread = 0.001f;
// If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))
{
fSpread += 0.08f;
}
return fSpread;
}
else
{
return BaseClass::GetInaccuracy();
}
}
void CWeaponAWP::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
return;
if ( m_weaponMode == Secondary_Mode )
{
float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMidZoomFOV );
float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMaxZoomFOV );
if ( midFOVdistance < farFOVdistance )
{
pPlayer->m_iLastZoom = cAWPMidZoomFOV;
}
else
{
pPlayer->m_iLastZoom = cAWPMaxZoomFOV;
}
#ifdef AWP_UNZOOM
SetContextThink( &CWeaponAWP::UnzoomThink, gpGlobals->curtime + sv_awpunzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT );
#else
pPlayer->m_bResumeZoom = true;
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
m_weaponMode = Primary_Mode;
#endif
}
QAngle angle = pPlayer->GetPunchAngle();
angle.x -= 2;
pPlayer->SetPunchAngle( angle );
}
#ifdef AWP_UNZOOM
void CWeaponAWP::UnzoomThink( void )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL)
{
Assert(pPlayer != NULL);
return;
}
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
}
#endif
float CWeaponAWP::GetMaxSpeed() const
{
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL)
{
Assert(pPlayer != NULL);
return BaseClass::GetMaxSpeed();
}
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
{
return BaseClass::GetMaxSpeed();
}
else
{
// Slower speed when zoomed in.
return 150;
}
}
bool CWeaponAWP::IsAwp() const
{
return true;
}
bool CWeaponAWP::Reload()
{
m_weaponMode = Primary_Mode;
return BaseClass::Reload();
}
bool CWeaponAWP::Deploy()
{
// don't allow weapon switching to shortcut cycle time (quickswitch exploit)
float fOldNextPrimaryAttack = m_flNextPrimaryAttack;
float fOldNextSecondaryAttack = m_flNextSecondaryAttack;
if ( !BaseClass::Deploy() )
return false;
m_weaponMode = Primary_Mode;
m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack );
m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack );
return true;
}