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_csbase.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponGlock C_WeaponGlock
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponGlock : public CWeaponCSBase
{
public:
DECLARE_CLASS( CWeaponGlock, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponGlock();
virtual void Spawn();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Deploy();
virtual void ItemPostFrame();
void GlockFire( float fSpread, bool bFireBurst );
void FireRemaining( float fSpread );
virtual bool Reload();
virtual void WeaponIdle();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_GLOCK; }
private:
CWeaponGlock( const CWeaponGlock & );
CNetworkVar( bool, m_bBurstMode );
CNetworkVar( int, m_iBurstShotsRemaining ); // used to keep track of the shots fired during the Glock18 burst fire mode.
float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
float m_flLastFire;
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock )
BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bBurstMode ) ),
RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ),
#else
SendPropBool( SENDINFO( m_bBurstMode ) ),
SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ),
#endif
END_NETWORK_TABLE()
#if defined(CLIENT_DLL)
BEGIN_PREDICTION_DATA( CWeaponGlock )
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock );
PRECACHE_WEAPON_REGISTER( weapon_glock );
const float kGlockBurstCycleTime = 0.06f;
CWeaponGlock::CWeaponGlock()
{
m_bBurstMode = false;
m_flLastFire = gpGlobals->curtime;
m_iBurstShotsRemaining = 0;
m_fNextBurstShot = 0.0f;
}
void CWeaponGlock::Spawn( )
{
BaseClass::Spawn();
m_bBurstMode = false;
m_iBurstShotsRemaining = 0;
m_fNextBurstShot = 0.0f;
m_flAccuracy = 0.9f;
}
bool CWeaponGlock::Deploy( )
{
m_iBurstShotsRemaining = 0;
m_fNextBurstShot = 0.0f;
m_flAccuracy = 0.9f;
return BaseClass::Deploy();
}
void CWeaponGlock::SecondaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( m_bBurstMode )
{
ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_SemiAuto" );
m_bBurstMode = false;
m_weaponMode = Primary_Mode;
}
else
{
ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" );
m_bBurstMode = true;
m_weaponMode = Secondary_Mode;
}
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
}
float CWeaponGlock::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( m_bBurstMode )
{
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 1.2f * (1 - m_flAccuracy);
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
return 0.185f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
return 0.095f * (1 - m_flAccuracy);
else
return 0.3f * (1 - m_flAccuracy);
}
else
{
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 1.0f * (1 - m_flAccuracy);
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
return 0.165f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
return 0.075f * (1 - m_flAccuracy);
else
return 0.1f * (1 - m_flAccuracy);
}
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponGlock::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
float flCycleTime = m_bBurstMode ? 0.5f : GetCSWpnData().m_flCycleTime;
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
m_flAccuracy -= (0.275)*(0.325 - (gpGlobals->curtime - m_flLastFire));
if (m_flAccuracy > 0.9)
m_flAccuracy = 0.9;
else if (m_flAccuracy < 0.6)
m_flAccuracy = 0.6;
m_flLastFire = gpGlobals->curtime;
if (m_iClip1 <= 0)
{
if ( m_bFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
m_bFireOnEmpty = false;
}
return;
}
pPlayer->m_iShotsFired++;
m_iClip1--;
pPlayer->DoMuzzleFlash();
//SetPlayerShieldAnim();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// non-silenced
//pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
//pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
Primary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
GetInaccuracy(),
GetSpread(),
gpGlobals->curtime);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
}
SetWeaponIdleTime( gpGlobals->curtime + 2.5f );
if ( m_bBurstMode )
{
// Fire off the next two rounds
m_fNextBurstShot = gpGlobals->curtime + kGlockBurstCycleTime;
m_iBurstShotsRemaining = 2;
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
}
else
{
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
}
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
//ResetPlayerShieldAnim();
}
// GOOSEMAN : FireRemaining used by Glock18
void CWeaponGlock::FireRemaining( float fSpread )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
Error( "!pPlayer" );
if ( m_iBurstShotsRemaining == 0 )
return;
if (m_iClip1 <= 0)
{
m_iClip1 = 0;
m_iBurstShotsRemaining = 0;
m_fNextBurstShot = 0.0f;
return;
}
--m_iClip1;
// TODO FIXME damage = 18, rangemode 0.9
float fInaccuracy = GetInaccuracy();
if ( weapon_accuracy_model.GetInt() == 1 )
fInaccuracy = 0.05;
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
Secondary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
fInaccuracy,
GetSpread(),
m_fNextBurstShot);
pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->m_iShotsFired++;
--m_iBurstShotsRemaining;
if ( m_iBurstShotsRemaining > 0 )
m_fNextBurstShot += kGlockBurstCycleTime;
else
m_fNextBurstShot = 0.0;
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode];
}
void CWeaponGlock::ItemPostFrame()
{
while ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot )
{
if ( weapon_accuracy_model.GetInt() == 1 )
FireRemaining(0.05f);
else
FireRemaining(GetSpread());
}
BaseClass::ItemPostFrame();
}
bool CWeaponGlock::Reload()
{
if ( m_iBurstShotsRemaining != 0 )
return true;
if ( !DefaultPistolReload() )
return false;
m_flAccuracy = 0.9;
return true;
}
void CWeaponGlock::WeaponIdle()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return;
if ( pPlayer->HasShield() )
{
SetWeaponIdleTime( gpGlobals->curtime + 20 );
//MIKETODO: shields
//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
// SendWeaponAnim( GLOCK18_SHIELD_IDLE, UseDecrement() ? 1:0 );
}
else
{
// only idle if the slid isn't back
if (m_iClip1 != 0)
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
}