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 CWeaponScout C_WeaponScout
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
const int cScoutMidZoomFOV = 40;
const int cScoutMaxZoomFOV = 15;
class CWeaponScout : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponScout, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponScout();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual float GetInaccuracy() const;
virtual float GetMaxSpeed() const;
virtual bool Reload();
virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SCOUT; }
private:
CWeaponScout( const CWeaponScout & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponScout, DT_WeaponScout )
BEGIN_NETWORK_TABLE( CWeaponScout, DT_WeaponScout )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponScout )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_scout, CWeaponScout );
PRECACHE_WEAPON_REGISTER( weapon_scout );
CWeaponScout::CWeaponScout()
{
}
void CWeaponScout::SecondaryAttack()
{
const float kZoomTime = 0.10f;
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL)
{
Assert(pPlayer != NULL);
return;
}
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV())
{
pPlayer->SetFOV( pPlayer, cScoutMidZoomFOV, kZoomTime );
m_weaponMode = Secondary_Mode;
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
}
else if (pPlayer->GetFOV() == cScoutMidZoomFOV)
{
pPlayer->SetFOV( pPlayer, cScoutMaxZoomFOV, kZoomTime );
m_weaponMode = Secondary_Mode;
}
else if (pPlayer->GetFOV() == cScoutMaxZoomFOV)
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
m_weaponMode = Primary_Mode;
}
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
#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" ); // zoom sound
}
//=============================================================================
// 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
}
float CWeaponScout::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL)
return 0.0f;
float fSpread = 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
fSpread = 0.2f;
else if (pPlayer->GetAbsVelocity().Length2D() > 170)
fSpread = 0.075f;
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
fSpread = 0.0f;
else
fSpread = 0.007f;
// 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 += 0.025;
}
return fSpread;
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponScout::PrimaryAttack( void )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL)
return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
return;
if ( m_weaponMode == Secondary_Mode )
{
float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMidZoomFOV );
float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMaxZoomFOV );
if ( midFOVdistance < farFOVdistance )
{
pPlayer->m_iLastZoom = cScoutMidZoomFOV;
}
else
{
pPlayer->m_iLastZoom = cScoutMaxZoomFOV;
}
// #ifndef CLIENT_DLL
pPlayer->m_bResumeZoom = true;
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f );
m_weaponMode = Primary_Mode;
// #endif
}
QAngle angle = pPlayer->GetPunchAngle();
angle.x -= 2;
pPlayer->SetPunchAngle( angle );
}
float CWeaponScout::GetMaxSpeed() const
{
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL)
{
Assert(pPlayer != NULL);
return BaseClass::GetMaxSpeed();
}
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
return BaseClass::GetMaxSpeed();
else
return 220; // zoomed in.
}
bool CWeaponScout::Reload()
{
m_weaponMode = Primary_Mode;
return BaseClass::Reload();
}
bool CWeaponScout::Deploy()
{
m_weaponMode = Primary_Mode;
return BaseClass::Deploy();
}