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218 lines
4.7 KiB
218 lines
4.7 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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#ifdef CLIENT_DLL |
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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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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCSBaseGun, DT_WeaponCSBaseGun ) |
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BEGIN_NETWORK_TABLE( CWeaponCSBaseGun, DT_WeaponCSBaseGun ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponCSBaseGun ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_csbase_gun, CWeaponCSBaseGun ); |
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CWeaponCSBaseGun::CWeaponCSBaseGun() |
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{ |
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} |
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void CWeaponCSBaseGun::Spawn() |
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{ |
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m_flAccuracy = 0.2; |
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m_bDelayFire = false; |
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m_zoomFullyActiveTime = -1.0f; |
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BaseClass::Spawn(); |
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} |
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bool CWeaponCSBaseGun::Deploy() |
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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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m_flAccuracy = 0.2; |
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pPlayer->m_iShotsFired = 0; |
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m_bDelayFire = false; |
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m_zoomFullyActiveTime = -1.0f; |
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return BaseClass::Deploy(); |
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} |
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void CWeaponCSBaseGun::ItemPostFrame() |
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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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//GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP. |
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// And Scout. |
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if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) ) |
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{ |
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pPlayer->m_bResumeZoom = false; |
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if ( m_iClip1 != 0 || ( GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD ) ) |
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{ |
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m_weaponMode = Secondary_Mode; |
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pPlayer->SetFOV( pPlayer, pPlayer->m_iLastZoom, 0.05f ); |
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m_zoomFullyActiveTime = gpGlobals->curtime + 0.05f;// Make sure we think that we are zooming on the server so we don't get instant acc bonus |
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} |
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} |
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BaseClass::ItemPostFrame(); |
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} |
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void CWeaponCSBaseGun::PrimaryAttack() |
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{ |
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// Derived classes should implement this and call CSBaseGunFire. |
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Assert( false ); |
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} |
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bool CWeaponCSBaseGun::CSBaseGunFire( float flCycleTime, CSWeaponMode weaponMode ) |
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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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const CCSWeaponInfo &pCSInfo = GetCSWpnData(); |
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m_bDelayFire = true; |
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if ( m_iClip1 > 0 ) |
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{ |
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pPlayer->m_iShotsFired++; |
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// These modifications feed back into flSpread eventually. |
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if ( pCSInfo.m_flAccuracyDivisor != -1 ) |
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{ |
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int iShotsFired = pPlayer->m_iShotsFired; |
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if ( pCSInfo.m_bAccuracyQuadratic ) |
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iShotsFired = iShotsFired * iShotsFired; |
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else |
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iShotsFired = iShotsFired * iShotsFired * iShotsFired; |
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m_flAccuracy = ( iShotsFired / pCSInfo.m_flAccuracyDivisor ) + pCSInfo.m_flAccuracyOffset; |
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if ( m_flAccuracy > pCSInfo.m_flMaxInaccuracy ) |
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m_flAccuracy = pCSInfo.m_flMaxInaccuracy; |
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} |
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} |
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else |
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{ |
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m_flAccuracy = 0; |
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if ( m_bFireOnEmpty ) |
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{ |
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PlayEmptySound(); |
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// NOTE[pmf]: we don't want to actually play the dry fire animations, as most seem to depict the weapon actually firing. |
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// SendWeaponAnim( ACT_VM_DRYFIRE ); |
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m_bFireOnEmpty = false; |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f; |
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} |
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return false; |
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} |
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float flCurAttack = CalculateNextAttackTime( flCycleTime ); |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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m_iClip1--; |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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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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weaponMode, |
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CBaseEntity::GetPredictionRandomSeed() & 255, |
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GetInaccuracy(), |
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GetSpread(), |
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flCurAttack ); |
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DoFireEffects(); |
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SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flTimeToIdleAfterFire ); |
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// update accuracy |
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[weaponMode]; |
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return true; |
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} |
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void CWeaponCSBaseGun::DoFireEffects() |
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{ |
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CCSPlayer *pPlayer = GetPlayerOwner(); |
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if ( pPlayer ) |
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pPlayer->DoMuzzleFlash(); |
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} |
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bool CWeaponCSBaseGun::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( GetPrimaryAmmoType() ) <= 0) |
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return false; |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.0f ); |
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int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); |
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if ( !iResult ) |
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return false; |
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pPlayer->SetAnimation( PLAYER_RELOAD ); |
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if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())) |
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{ |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); |
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} |
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m_flAccuracy = 0.2; |
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pPlayer->m_iShotsFired = 0; |
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m_bDelayFire = false; |
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pPlayer->SetShieldDrawnState( false ); |
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return true; |
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} |
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void CWeaponCSBaseGun::WeaponIdle() |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->curtime) |
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return; |
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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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SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval ); |
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SendWeaponAnim( ACT_VM_IDLE ); |
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} |
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}
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