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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Laser Rifle & Shield combo
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "in_buttons.h"
#include "takedamageinfo.h"
#include "weapon_csbase.h"
#include "ammodef.h"
#include "cs_gamerules.h"
#include "basegrenade_shared.h"
#include "weapon_basecsgrenade.h"
#include "platforminputdevice.h"
#include "inputsystem/iinputsystem.h"
// CS-PRO TEST CHANGE: instant movement inaccuracy, curve exponent x^0.25
#define MOVEMENT_ACCURACY_DECAYED 0
#define MOVEMENT_WALK_CURVE01_EXPONENT 0.85
#define MOVEMENT_CURVE01_EXPONENT 0.25
#define SILENCER_VISIBLE 0
#define SILENCER_HIDDEN 1
#ifdef SIXENSE
#include "sixense\in_sixense.h"
#include "view.h"
#endif
#if defined( CLIENT_DLL )
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
#include "c_cs_player.h"
#include "predicted_viewmodel.h"
#include "hud_crosshair.h"
#include "c_te_effect_dispatch.h"
#include "c_te_legacytempents.h"
#include "cs_hud_weaponselection.h"
#include "prediction.h"
#include "materialsystem/icompositetexturegenerator.h"
#include "materialsystem/icustommaterialmanager.h"
#include "cs_custom_material_swap.h"
#include "cs_custom_weapon_visualsdata_processor.h"
//#include "glow_outline_effect.h"
#include "HUD/sfhudreticle.h"
extern IVModelInfoClient* modelinfo;
extern ConVar spec_show_xray;
#else
#include "cs_player.h"
#include "te_effect_dispatch.h"
#include "keyvalues.h"
#include "cs_ammodef.h"
#include "cvisibilitymonitor.h"
extern IVModelInfo* modelinfo;
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#if defined( CSTRIKE15 )
extern ConVar crosshair;
extern WeaponRecoilData g_WeaponRecoilData;
#endif
extern ConVar cl_righthand; extern ConVar mp_weapons_allow_map_placed; extern ConVar mp_weapons_glow_on_ground; extern ConVar sv_jump_impulse;
ConVar weapon_land_dip_amt( "weapon_land_dip_amt", "20.0", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT | FCVAR_REPLICATED, "The amount the gun should dip when the player lands after a jump." );
ConVar weapon_recoil_decay1( "weapon_recoil_decay1_exp", "3.5", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Decay factor exponent for weapon recoil" ); ConVar weapon_recoil_decay2_exp( "weapon_recoil_decay2_exp", "8", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Decay factor exponent for weapon recoil" ); ConVar weapon_recoil_decay2_lin( "weapon_recoil_decay2_lin", "18", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Decay factor (linear term) for weapon recoil" ); ConVar weapon_recoil_vel_decay( "weapon_recoil_vel_decay", "4.5", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Decay factor for weapon recoil velocity" );
ConVar weapon_recoil_decay_coefficient( "weapon_recoil_decay_coefficient", "2.0", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "" );
ConVar weapon_accuracy_nospread( "weapon_accuracy_nospread", "0", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Disable weapon inaccuracy spread" ); ConVar weapon_recoil_cooldown( "weapon_recoil_cooldown", "0.55", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "DEPRECATED. Recoil now decays using weapon_recoil_decay_coefficient"); ConVar weapon_recoil_scale( "weapon_recoil_scale", "2.0", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Overall scale factor for recoil. Used to reduce recoil on specific platforms"); ConVar weapon_recoil_scale_motion_controller( "weapon_recoil_scale_motion_controller", "1.0", FCVAR_RELEASE | FCVAR_CHEAT |FCVAR_REPLICATED, "Overall scale factor for recoil. Used to reduce recoil. Only for motion controllers"); ConVar weapon_air_spread_scale( "weapon_air_spread_scale", "1.0", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Scale factor for jumping inaccuracy, set to 0 to make jumping accuracy equal to standing", true, 0.0f, false, 1.0f );
ConVar weapon_legacy_recoiltable( "weapon_legacy_recoiltable", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); ConVar weapon_reticle_knife_show( "weapon_reticle_knife_show", "0", FCVAR_RELEASE | FCVAR_REPLICATED, "When enabled will show knife reticle on clients. Used for game modes requiring target id display when holding a knife." );
ConVar weapon_auto_cleanup_time( "weapon_auto_cleanup_time", "0", FCVAR_RELEASE, "If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near." ); ConVar weapon_max_before_cleanup( "weapon_max_before_cleanup", "0", FCVAR_RELEASE, "If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world." );
#if defined( CLIENT_DLL )
ConVar cl_weapon_debug_print_accuracy("cl_weapon_debug_print_accuracy", "0", FCVAR_RELEASE | FCVAR_CHEAT ); ConVar cl_weapon_debug_show_accuracy("cl_weapon_debug_show_accuracy", "0", FCVAR_RELEASE | FCVAR_CHEAT, "Draws a circle representing the effective range with every shot." ); ConVar cl_weapon_debug_show_accuracy_duration( "cl_weapon_debug_show_accuracy_duration", "10", FCVAR_RELEASE | FCVAR_CHEAT ); #endif
#define MP_WEAPON_ACCURACY_SEPARATE_WALK_FUNCTION true
/*
// TODO[pmf] make these work with recoil tables
ConVar weapon_recoil_seed( "weapon_recoil_seed", "0", FCVAR_DEVELOPMENTONLY | FCVAR_CHEAT | FCVAR_REPLICATED );
#if defined( GAME_DLL )
CON_COMMAND_F( weapon_recoil_reseed, "Randomly generate a new recoil seed for the current weapon", FCVAR_DEVELOPMENTONLY ) { int iNewSeed = RandomInt(0, 0xFFFF); weapon_recoil_seed.SetValue(iNewSeed);
Msg("Recoil seed set to %i\n", iNewSeed); } #endif
*/
void TE_DynamicLight( IRecipientFilter& filter, float delay, const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
// ----------------------------------------------------------------------------- //
// Global functions.
// ----------------------------------------------------------------------------- //
struct WeaponAliasTranslationInfoStruct { char* alias; char* translatedAlias; };
static const WeaponAliasTranslationInfoStruct s_WeaponAliasTranslationInfo[] = { { "cv47", "ak47" }, { "defender", "galil" }, { "krieg552", "sg552" }, { "magnum", "awp" }, { "d3au1", "g3sg1" }, { "clarion", "famas" }, { "bullpup", "aug" }, { "krieg550", "sg550" }, { "9x19mm", "glock" }, { "km45", "usp" }, { "228compact", "p228" }, { "nighthawk", "deagle" }, { "elites", "elite" }, { "fn57", "fiveseven" }, { "12gauge", "m3" }, { "autoshotgun", "xm1014" }, { "mp", "tmp" }, { "smg", "mp5navy" }, { "mp5", "mp5navy" }, { "c90", "p90" }, { "vest", "kevlar" }, { "vesthelm", "assaultsuit" }, { "nvgs", "nightvision" },
{ "", "" } // this needs to be last
};
struct WeaponAliasInfo { CSWeaponID id; const char* alias; };
bool IsAmmoType( int iAmmoType, const char *pAmmoName ) { return GetAmmoDef()->Index( pAmmoName ) == iAmmoType; }
//--------------------------------------------------------------------------------------------------------
//
// Given an alias, return the translated alias.
//
const char * GetTranslatedWeaponAlias( const char *szAlias ) { for ( int i = 0; i < ARRAYSIZE( s_WeaponAliasTranslationInfo ); ++i ) { if ( Q_stricmp( s_WeaponAliasTranslationInfo[i].alias, szAlias ) == 0 ) { return s_WeaponAliasTranslationInfo[i].translatedAlias; } }
return szAlias; }
//--------------------------------------------------------------------------------------------------------
//
// Given a translated alias, return the alias.
//
const char * GetWeaponAliasFromTranslated( const char *translatedAlias ) { int i = 0; const WeaponAliasTranslationInfoStruct *info = &( s_WeaponAliasTranslationInfo[i] );
while ( info->alias[0] != 0 ) { if ( Q_stricmp( translatedAlias, info->translatedAlias ) == 0 ) { return info->alias; } info = &( s_WeaponAliasTranslationInfo[++i] ); }
return translatedAlias; }
//--------------------------------------------------------------------------------------------------------
//
// Return true if given weapon ID is a primary weapon
//
bool IsPrimaryWeapon( CSWeaponID id ) { const CCSWeaponInfo* pWeaponInfo = GetWeaponInfo( id ); if ( pWeaponInfo ) { return pWeaponInfo->iSlot == WEAPON_SLOT_RIFLE; }
return false; }
//--------------------------------------------------------------------------------------------------------
//
// Return true if given weapon ID is a secondary weapon
//
bool IsSecondaryWeapon( CSWeaponID id ) { const CCSWeaponInfo* pWeaponInfo = GetWeaponInfo( id ); if ( pWeaponInfo ) return pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL;
return false; }
//--------------------------------------------------------------------------------------------------------
//
// Return true if given weapon ID is a grenade weapon
//
bool IsGrenadeWeapon( CSWeaponID id ) { const CCSWeaponInfo* pWeaponInfo = GetWeaponInfo( id ); if ( pWeaponInfo ) { return pWeaponInfo->iSlot == WEAPON_SLOT_GRENADES; }
return false; }
//--------------------------------------------------------------------------------------------------------
//
// Return true if given weapon ID is armor
//
bool IsArmor( CSWeaponID id ) { return id == ITEM_ASSAULTSUIT || id == ITEM_KEVLAR; }
#ifdef CLIENT_DLL
int GetShellForAmmoType( const char *ammoname ) { if ( !Q_strcmp( BULLET_PLAYER_762MM, ammoname ) ) return CS_SHELL_762NATO;
if ( !Q_strcmp( BULLET_PLAYER_556MM, ammoname ) ) return CS_SHELL_556;
if ( !Q_strcmp( BULLET_PLAYER_338MAG, ammoname ) ) return CS_SHELL_338MAG;
if ( !Q_strcmp( BULLET_PLAYER_BUCKSHOT, ammoname ) ) return CS_SHELL_12GAUGE;
if ( !Q_strcmp( BULLET_PLAYER_57MM, ammoname ) ) return CS_SHELL_57;
// default 9 mm
return CS_SHELL_9MM; } #endif
// ----------------------------------------------------------------------------- //
// CWeaponCSBase tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCSBase, DT_WeaponCSBase )
BEGIN_NETWORK_TABLE( CWeaponCSBase, DT_WeaponCSBase ) #if !defined( CLIENT_DLL )
SendPropInt( SENDINFO( m_weaponMode ), 1, SPROP_UNSIGNED ), SendPropFloat( SENDINFO( m_fAccuracyPenalty ), 0, SPROP_CHANGES_OFTEN ), SendPropFloat( SENDINFO( m_fLastShotTime ) ), //SendPropInt( SENDINFO( m_iRecoilIndex ) ), //DEPRECATED
SendPropFloat( SENDINFO( m_flRecoilIndex ) ), // world weapon models have no aminations
SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ), SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), SendPropEHandle( SENDINFO( m_hPrevOwner ) ), SendPropBool( SENDINFO( m_bBurstMode ) ), SendPropTime( SENDINFO( m_flPostponeFireReadyTime ) ), SendPropBool( SENDINFO( m_bReloadVisuallyComplete ) ), // SendPropExclude( "DT_LocalActiveWeaponData", "m_flTimeWeaponIdle" ),
SendPropBool( SENDINFO( m_bSilencerOn ) ), SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ), SendPropInt( SENDINFO( m_iOriginalTeamNumber ) ), #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
SendPropFloat( SENDINFO( m_fAccuracyFishtail ) ), #endif
#ifdef IRONSIGHT
SendPropInt( SENDINFO( m_iIronSightMode ), 2, SPROP_UNSIGNED ), #endif //IRONSIGHT
#else
RecvPropInt( RECVINFO( m_weaponMode ) ), RecvPropFloat( RECVINFO( m_fAccuracyPenalty ) ), RecvPropFloat( RECVINFO( m_fLastShotTime ) ), RecvPropInt( RECVINFO( m_iRecoilIndex ) ), // DEPRECATED. Kept for old demo compatibility.
RecvPropFloat( RECVINFO( m_flRecoilIndex ) ), RecvPropEHandle( RECVINFO( m_hPrevOwner ) ), RecvPropBool( RECVINFO( m_bBurstMode ) ), RecvPropTime( RECVINFO( m_flPostponeFireReadyTime ) ), RecvPropBool( RECVINFO( m_bReloadVisuallyComplete ) ), RecvPropBool( RECVINFO( m_bSilencerOn ) ), RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ), RecvPropInt( RECVINFO( m_iOriginalTeamNumber ) ), #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
RecvPropFloat( RECVINFO( m_fAccuracyFishtail ) ), #endif
#ifdef IRONSIGHT
RecvPropInt( RECVINFO( m_iIronSightMode ) ), #endif //IRONSIGHT
#endif
END_NETWORK_TABLE()
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA( CWeaponCSBase ) DEFINE_PRED_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ), DEFINE_PRED_FIELD( m_flNextPrimaryAttack, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ), DEFINE_PRED_FIELD( m_flNextSecondaryAttack, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ), DEFINE_PRED_FIELD( m_weaponMode, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD_TOL( m_fAccuracyPenalty, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
DEFINE_PRED_FIELD_TOL( m_fAccuracyFishtail, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), #endif
DEFINE_PRED_FIELD( m_fLastShotTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iRecoilIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flRecoilIndex, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bReloadVisuallyComplete, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), #ifdef IRONSIGHT
DEFINE_PRED_FIELD( m_iIronSightMode, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), #endif
DEFINE_PRED_FIELD( m_flPostponeFireReadyTime, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_NOERRORCHECK ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS_ALIASED( weapon_cs_base, WeaponCSBase );
#ifdef GAME_DLL
#define REMOVEUNOWNEDWEAPON_THINK_CONTEXT "WeaponCSBase_RemoveUnownedWeaponThink"
#define REMOVEUNOWNEDWEAPON_THINK_INTERVAL 0.2
#define REMOVEUNOWNEDWEAPON_THINK_REMOVE 3
BEGIN_DATADESC( CWeaponCSBase )
//DEFINE_FUNCTION( DefaultTouch ),
DEFINE_THINKFUNC( FallThink ), DEFINE_THINKFUNC( RemoveUnownedWeaponThink ),
DEFINE_KEYFIELD( m_bCanBePickedUp, FIELD_BOOLEAN, "CanBePickedUp" )
END_DATADESC()
#endif
#if defined( CLIENT_DLL )
ConVar cl_crosshairstyle( "cl_crosshairstyle", "2", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "0 = DEFAULT, 1 = DEFAULT STATIC, 2 = ACCURATE SPLIT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (accurate recoil/spread feedback), 4 = CLASSIC STATIC, 5 = OLD CS STYLE (fake recoil - inaccurate feedback)" ); ConVar cl_crosshaircolor( "cl_crosshaircolor", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_ARCHIVE_GAMECONSOLE | FCVAR_SS, "Set crosshair color as defined in game_options.consoles.txt" ); //ConVar cl_dynamiccrosshair( "cl_dynamiccrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS );
ConVar cl_scalecrosshair( "cl_scalecrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "Enable crosshair scaling (deprecated)" ); ConVar cl_crosshairscale( "cl_crosshairscale", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "Crosshair scaling factor (deprecated)" ); ConVar cl_crosshairalpha( "cl_crosshairalpha", "200", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshairusealpha( "cl_crosshairusealpha", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshairgap( "cl_crosshairgap", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshairgap_useweaponvalue( "cl_crosshairgap_useweaponvalue", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "If set to 1, the gap will update dynamically based on which weapon is currently equipped" ); ConVar cl_crosshairsize( "cl_crosshairsize", "5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshairthickness( "cl_crosshairthickness", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshairdot( "cl_crosshairdot", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshaircolor_r( "cl_crosshaircolor_r", "50", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshaircolor_g( "cl_crosshaircolor_g", "250", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar cl_crosshaircolor_b( "cl_crosshaircolor_b", "50", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS ); ConVar weapon_debug_spread_show( "weapon_debug_spread_show", "0", FCVAR_CLIENTDLL | FCVAR_SS | FCVAR_CHEAT, "Enables display of weapon accuracy; 1: show accuracy box, 3: show accuracy with dynamic crosshair" ); ConVar weapon_debug_spread_gap( "weapon_debug_spread_gap", "0.67", FCVAR_CLIENTDLL | FCVAR_SS | FCVAR_CHEAT ); ConVar cl_crosshair_drawoutline( "cl_crosshair_drawoutline", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "Draws a black outline around the crosshair for better visibility" ); ConVar cl_crosshair_outlinethickness( "cl_crosshair_outlinethickness", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "Set how thick you want your crosshair outline to draw (0.1-3)", true, 0.1, true, 3 );
ConVar cl_crosshair_dynamic_splitdist("cl_crosshair_dynamic_splitdist", "7", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)"/*, true, 10, true, 3*/); ConVar cl_crosshair_dynamic_splitalpha_innermod("cl_crosshair_dynamic_splitalpha_innermod", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1]", true, 0, true, 1); ConVar cl_crosshair_dynamic_splitalpha_outermod("cl_crosshair_dynamic_splitalpha_outermod", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1]", true, 0.3, true, 1); ConVar cl_crosshair_dynamic_maxdist_splitratio("cl_crosshair_dynamic_maxdist_splitratio", "0.35", FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_SS, "If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio] [0 - 1]", true, 0, true, 1);
void DrawCrosshairRect( int r, int g, int b, int a, int x0, int y0, int x1, int y1, bool bAdditive ) { if ( cl_crosshair_drawoutline.GetBool() ) { float flThick = cl_crosshair_outlinethickness.GetFloat(); vgui::surface()->DrawSetColor( 0, 0, 0, a ); vgui::surface()->DrawFilledRect( x0-flThick, y0-flThick, x1+flThick, y1+flThick ); }
vgui::surface()->DrawSetColor( r, g, b, a );
if ( bAdditive ) { vgui::surface()->DrawTexturedRect( x0, y0, x1, y1 ); } else { // Alpha-blended crosshair
vgui::surface()->DrawFilledRect( x0, y0, x1, y1 ); } }
#endif
// must be included after the above macros
#ifndef CLIENT_DLL
#include "cs_bot.h"
#endif
// ----------------------------------------------------------------------------- //
// CWeaponCSBase implementation.
// ----------------------------------------------------------------------------- //
CWeaponCSBase::CWeaponCSBase() #ifdef CLIENT_DLL
: m_GlowObject( this, Vector( 1.0f, 1.0f, 1.0f ), 0.0f, false, false ) #endif
{ m_nWeaponID = WEAPON_NONE; SetPredictionEligible( true ); m_nextOwnerTouchTime = 0.0f; m_nextPrevOwnerTouchTime = 0.0f; m_hPrevOwner = NULL; AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
m_bCanBePickedUp = true;
m_fAccuracyPenalty = 0.0f; #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
m_fAccuracyFishtail = 0.0f; #endif
m_fLastShotTime = 0.0f; m_weaponMode = Primary_Mode; m_fAccuracySmoothedForZoom = 0.0f; m_fScopeZoomEndTime = 0.0f; m_bBurstMode = false;
ResetPostponeFireReadyTime();
m_bWasOwnedByCT = false; m_bWasOwnedByTerrorist = false;
#ifdef CLIENT_DLL
m_bOldFirstPersonSpectatedState = false;
// This will make it so the weapons get lit with the same ambient cube that the player gets lit with.
SetUseParentLightingOrigin( true ); m_iCrosshairTextureID = 0; m_flGunAccuracyPosition = 0;
m_bVisualsDataSet = false;
m_flLastClientFireBulletTime = 0; #else
m_iDefaultExtraAmmo = 0; m_bFiredOutOfAmmoEvent = false; m_numRemoveUnownedWeaponThink = 0;
#endif
m_bReloadVisuallyComplete = false;
m_bSilencerOn = false; m_flDoneSwitchingSilencer = 0.0f;
m_iOriginalTeamNumber = 0;
ResetGunHeat(); #ifdef IRONSIGHT
m_iIronSightMode = IronSight_should_approach_unsighted; m_IronSightController = NULL; UpdateIronSightController(); #endif //IRONSIGHT
}
CWeaponCSBase::~CWeaponCSBase() {
#ifdef IRONSIGHT
delete m_IronSightController; m_IronSightController = NULL; #endif //IRONSIGHT
#ifndef CLIENT_DLL
if ( CSGameRules() ) CSGameRules()->RemoveDroppedWeaponFromList( this ); #endif
}
void CWeaponCSBase::ResetGunHeat() {
#ifdef CLIENT_DLL
m_gunHeat = 0.0f; m_smokeAttachments = 0x0; m_lastSmokeTime = 0.0f;
#endif
}
#ifndef CLIENT_DLL
bool CWeaponCSBase::KeyValue( const char *szKeyName, const char *szValue ) { if ( !BaseClass::KeyValue( szKeyName, szValue ) ) { if ( FStrEq( szKeyName, "ammo" ) ) { int bullets = atoi( szValue ); if ( bullets < 0 ) return false;
m_iDefaultExtraAmmo = bullets;
return true; } }
return false; } #endif
bool CWeaponCSBase::IsPredicted() const { return true; }
bool CWeaponCSBase::IsPistol() const { return GetWeaponType() == WEAPONTYPE_PISTOL; }
bool CWeaponCSBase::PlayEmptySound() { //MIKETODO: certain weapons should override this to make it empty:
// C4
// Flashbang
// HE Grenade
// Smoke grenade
CPASAttenuationFilter filter( this ); filter.UsePredictionRules();
if ( IsPistol() ) { EmitSound( filter, entindex(), "Default.ClipEmpty_Pistol" ); } else { EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" ); }
return 0; }
const char *CWeaponCSBase::GetShootSound( int iIndex ) const { CEconItemView *pItem = ( (CWeaponCSBase *)this )->GetEconItemView(); if ( pItem && pItem->IsValid() ) { const char *pszSound = pItem->GetStaticData()->GetWeaponReplacementSound( (WeaponSound_t)iIndex ); if ( pszSound ) { return pszSound; } }
return BaseClass::GetShootSound(iIndex); }
const char *CWeaponCSBase::GetPlayerAnimationExtension( void ) const { CEconItemView *pItem = ( (CWeaponCSBase *)this )->GetEconItemView(); if ( pItem && pItem->IsValid() ) { return GetCSWpnData().GetPlayerAnimationExtension( pItem ); }
return GetCSWpnData().GetPlayerAnimationExtension(); }
const char *CWeaponCSBase::GetAddonModel( void ) const { CEconItemView *pItem = ( (CWeaponCSBase *)this )->GetEconItemView(); if ( pItem && pItem->IsValid() ) { return GetCSWpnData().GetAddonModel( pItem ); }
return GetCSWpnData().GetAddonModel(); }
CCSPlayer* CWeaponCSBase::GetPlayerOwner() const { return dynamic_cast< CCSPlayer* >( GetOwner() ); }
#ifdef CLIENT_DLL
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
C_BaseEntity *CWeaponCSBase::GetWeaponForEffect() { C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( !pLocalPlayer ) return NULL;
bool bThird = false; FOR_EACH_VALID_SPLITSCREEN_PLAYER( nSlot ) { if ( GetPlayerOwner()->GetPlayerRenderMode( nSlot ) == PLAYER_RENDER_THIRDPERSON ) { bThird = true; } }
if ( pLocalPlayer == GetPlayerOwner() && !bThird ) return pLocalPlayer->GetViewModel();
return this; }
void CWeaponCSBase::UpdateOutlineGlow( void ) { Vector glowColor; bool bRender = false; if ( !GetPlayerOwner() ) { bool bRenderForSpectator = CanSeeSpectatorOnlyTools() && spec_show_xray.GetInt(); if ( bRenderForSpectator && (GetWeaponType() == WEAPONTYPE_C4) ) { glowColor.x = (240.0f/255.0f); glowColor.y = (225.0f/255.0f); glowColor.z = (90.0f/255.0f); bRender = true; } else if ( (m_iClip1 > 0 || m_iClip2 > 0) && mp_weapons_glow_on_ground.GetBool() ) { glowColor.x = (224.0f/255.0f); glowColor.y = (224.0f/255.0f); glowColor.z = (224.0f/255.0f); bRender = true; } }
// Start glowing
m_GlowObject.SetRenderFlags( bRender, false ); m_GlowObject.SetColor( glowColor ); m_GlowObject.SetAlpha( bRender ? 0.8f : 0.0f ); } #endif
void CWeaponCSBase::AddToPriorOwnerList( CCSPlayer* pPlayer ) { if ( !IsAPriorOwner( pPlayer ) ) { // Add player to prior owner list
m_PriorOwners.AddToTail( pPlayer ); } }
void CWeaponCSBase::AddPriorOwner( CCSPlayer* pPlayer ) { if ( pPlayer ) { if ( !IsAPriorOwner( pPlayer ) ) AddToPriorOwnerList( pPlayer );
// Assign the team that once owned this weapon
if ( pPlayer->GetTeamNumber() == TEAM_CT ) { m_bWasOwnedByCT = true; } else if ( pPlayer->GetTeamNumber() == TEAM_TERRORIST ) { m_bWasOwnedByTerrorist = true; } } }
bool CWeaponCSBase::WasOwnedByTeam( int teamNumber ) { // Verify if the incoming team matches the team of a previous owner
switch ( teamNumber ) { case TEAM_CT: return m_bWasOwnedByCT;
case TEAM_TERRORIST: return m_bWasOwnedByTerrorist; }
return false; }
bool CWeaponCSBase::IsAPriorOwner( CCSPlayer* pPlayer ) const { return ( m_PriorOwners.Find( pPlayer ) != -1 ); }
void CWeaponCSBase::SecondaryAttack( void ) { #ifndef CLIENT_DLL
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer ) return;
if ( pPlayer->HasShield() == false ) BaseClass::SecondaryAttack(); else { pPlayer->SetShieldDrawnState( !pPlayer->IsShieldDrawn() );
if ( pPlayer->IsShieldDrawn() ) SendWeaponAnim( ACT_SHIELD_UP ); else SendWeaponAnim( ACT_SHIELD_DOWN );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.4; m_flNextPrimaryAttack = gpGlobals->curtime + 0.4; } #endif
}
bool CWeaponCSBase::SendWeaponAnim( int iActivity ) { #ifdef CS_SHIELD_ENABLED
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer && pPlayer->HasShield() ) { CBaseViewModel *vm = pPlayer->GetViewModel( 1 ); if ( vm == NULL ) return false; vm->SetWeaponModel( SHIELD_VIEW_MODEL, this );
int idealSequence = vm->SelectWeightedSequence( ( Activity )iActivity ); if ( idealSequence >= 0 ) { vm->SendViewModelMatchingSequence( idealSequence ); } } #endif
return BaseClass::SendWeaponAnim( iActivity ); }
void CWeaponCSBase::SendViewModelAnim( int nSequence ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer || pPlayer->IsTaunting() || pPlayer->IsLookingAtWeapon() ) return;
CBaseViewModel *vm = pPlayer->GetViewModel( m_nViewModelIndex ); if (vm) { bool bIsLookingAt = ( vm->GetSequence() != ACT_INVALID && V_stristr( vm->GetSequenceName(vm->GetSequence()), "lookat" ) );
if ( vm->GetCycle() < 0.98f && bIsLookingAt && V_stristr( vm->GetSequenceName( nSequence ), "idle" ) ) { // Don't switch from taunt to idle
return; }
#ifdef CLIENT_DLL
if ( !bIsLookingAt ) { //Fade down stat trak glow if we're doing anything other than inspecting
vm->SetStatTrakGlowMultiplier( 0.0f ); } #endif
}
BaseClass::SendViewModelAnim( nSequence ); }
// Common code put here to support separate zoom from silencer/burst
void CWeaponCSBase::CallSecondaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer ) return;
if ( m_iClip2 != -1 && !GetReserveAmmoCount( AMMO_POSITION_SECONDARY ) ) { m_bFireOnEmpty = TRUE; }
if ( pPlayer->HasShield() ) CWeaponCSBase::SecondaryAttack(); else SecondaryAttack(); }
void CWeaponCSBase::UpdateGunHeat( float heat, int iAttachmentIndex ) { #ifdef CLIENT_DLL
static const float SECONDS_FOR_COOL_DOWN = 2.0f; static const float MIN_TIME_BETWEEN_SMOKES = 4.0f;
float currentShotTime = gpGlobals->curtime; float timeSinceLastShot = currentShotTime - m_fLastShotTime; // Drain off any heat from prior shots.
m_gunHeat -= timeSinceLastShot * ( 1.0f/SECONDS_FOR_COOL_DOWN ); if ( m_gunHeat <= 0.0f ) { m_gunHeat = 0.0f; }
// Add the new heat to the gun.
m_gunHeat += heat; if ( m_gunHeat > 1.0f ) { // Reset the heat so we have to build up to it again.
m_gunHeat = 0.0f; m_smokeAttachments |= ( 0x1 << iAttachmentIndex ); } // Logic for the gun smoke.
if ( m_smokeAttachments != 0x0 ) { // We don't want to hammer the smoke effect too much, so prevent smoke from spawning too soon after the last smoke.
if ( currentShotTime - m_lastSmokeTime > MIN_TIME_BETWEEN_SMOKES ) { const char *pszHeatEffect = GetCSWpnData().GetHeatEffectName();
if ( pszHeatEffect && Q_strlen( pszHeatEffect ) > 0 ) { static const int MAX_SMOKE_ATTACHMENT_INDEX = 16; for ( int i=0; i<MAX_SMOKE_ATTACHMENT_INDEX && m_smokeAttachments > 0x0; ++i ) { int attachmentFlag = ( 0x1<<i ); if ( ( attachmentFlag & m_smokeAttachments ) > 0x0 ) { //Remove the attachment flag from the smoke attachments since we are firing it off.
m_smokeAttachments = ( m_smokeAttachments & ( ~attachmentFlag ) );
CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer ) { C_BaseViewModel *pViewModel = pPlayer->GetViewModel(); if ( pViewModel ) { // Dispatch this effect to the split screens that are rendering this first person view model.
int nSlot = GetViewModelSplitScreenSlot( pViewModel ); DispatchParticleEffect( pszHeatEffect, PATTACH_POINT_FOLLOW, pViewModel, i, false, nSlot ); m_lastSmokeTime = currentShotTime; } } } } } //Reset the smoke attachments so that we can start doing a smoke effect for later shots.
m_smokeAttachments = 0x0; }
}
#endif
}
void CWeaponCSBase::ItemPostFrame() { CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer ) return;
UpdateAccuracyPenalty();
UpdateShieldState();
if ( ( m_bInReload ) && ( pPlayer->m_flNextAttack <= gpGlobals->curtime )) { // the AE_WPN_COMPLETE_RELOAD event should handle the stocking the clip, but in case it's missing, we can do it here as well
int j = MIN( GetMaxClip1() - m_iClip1, GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) ); // Add them to the clip
m_iClip1 += j; GiveReserveAmmo( AMMO_POSITION_PRIMARY, -j, true );
m_bInReload = false; }
if ( (pPlayer->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) ) { ItemPostFrame_ProcessPrimaryAttack( pPlayer ); } else if ( ( pPlayer->m_nButtons & IN_ZOOM ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime ) ) { if ( ItemPostFrame_ProcessZoomAction( pPlayer ) ) pPlayer->m_nButtons &= ~IN_ZOOM; } else if ( (pPlayer->m_nButtons & IN_ATTACK2 ) && ( m_flNextSecondaryAttack <= gpGlobals->curtime )) { if ( ItemPostFrame_ProcessSecondaryAttack( pPlayer ) ) pPlayer->m_nButtons &= ~IN_ATTACK2; } else if ( pPlayer->m_nButtons & IN_RELOAD && GetMaxClip1() != WEAPON_NOCLIP && !m_bInReload && m_flNextPrimaryAttack < gpGlobals->curtime ) { ItemPostFrame_ProcessReloadAction( pPlayer ); } else if ( !( pPlayer->m_nButtons & ( IN_ATTACK|IN_ATTACK2|IN_ZOOM ) ) ) { ItemPostFrame_ProcessIdleNoAction( pPlayer ); } }
void CWeaponCSBase::ItemPostFrame_ProcessPrimaryAttack( CCSPlayer *pPlayer ) { if ( ( m_iClip1 == 0 ) || ( GetMaxClip1() == -1 && !GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) ) ) { m_bFireOnEmpty = TRUE; }
if ( CSGameRules()->IsFreezePeriod() ) // Can't shoot during the freeze period
return;
if ( pPlayer->m_bIsDefusing ) return;
if ( pPlayer->State_Get() != STATE_ACTIVE ) return;
if ( pPlayer->IsShieldDrawn() ) return;
// don't repeat fire if this is not a full auto weapon or it's clip is empty
if ( pPlayer->m_iShotsFired > 0 && ( !IsFullAuto() || m_iClip1 == 0 ) ) return;
// ignore attack if we're waiting for the attack button to be released
if ( pPlayer->m_bWaitForNoAttack ) return;
if ( !CanPrimaryAttack() ) return;
if ( IsRevolver() ) // holding primary, will fire when time is elapsed
{
// don't allow a rapid fire shot instantly in the middle of a haul back hold, let the hammer return first
m_flNextSecondaryAttack = gpGlobals->curtime + 0.25f;
if ( GetActivity() != ACT_VM_HAULBACK ) { ResetPostponeFireReadyTime(); BaseClass::SendWeaponAnim( ACT_VM_HAULBACK ); return; }
m_weaponMode = Primary_Mode;
if ( !IsPostponFireReadyTimeElapsed() ) return;
if ( m_bFireOnEmpty ) { ResetPostponeFireReadyTime(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; }
// we're going to fire after this point
}
PrimaryAttack(); m_fLastShotTime = gpGlobals->curtime;
if ( IsRevolver() ) { // we just fired.
// there's a bit of a cool-off before you can alt-fire at normal alt-fire rate
m_flNextSecondaryAttack = gpGlobals->curtime + ( GetCycleTime( Secondary_Mode ) * 1.7f ); } }
bool CWeaponCSBase::ItemPostFrame_ProcessZoomAction( CCSPlayer *pPlayer ) { if ( IsRevolver() ) // Revolver treats zoom as secondary fire
return ItemPostFrame_ProcessSecondaryAttack( pPlayer );
if ( HasZoom() || IsKindOf( WEAPONTYPE_KNIFE ) ) { CallSecondaryAttack(); } return true; }
bool CWeaponCSBase::ItemPostFrame_ProcessSecondaryAttack( CCSPlayer *pPlayer ) { if ( IsRevolver() ) { if ( CSGameRules()->IsFreezePeriod() ) // you can't fire the revolver in freezetime
return false;
if ( pPlayer->m_bIsDefusing ) return false;
if ( pPlayer->State_Get() != STATE_ACTIVE ) return false;
if ( ( m_iClip1 == 0 ) || ( GetMaxClip1() == -1 && !GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) ) ) { m_bFireOnEmpty = TRUE; }
m_weaponMode = Secondary_Mode;
if ( !m_bFireOnEmpty ) { ResetPostponeFireReadyTime();
if ( GetActivity() == ACT_VM_HAULBACK ) { BaseClass::SendWeaponAnim( ACT_VM_IDLE ); return false; } }
if ( pPlayer->m_iShotsFired > 0 ) // revolver secondary isn't full-auto even though primary is
return false; // shots fired is zeroed when the buttons release
if ( m_bFireOnEmpty ) { if ( GetActivity() != ACT_VM_HAULBACK ) { ResetPostponeFireReadyTime(); BaseClass::SendWeaponAnim( ACT_VM_HAULBACK ); return false; }
if ( !IsPostponFireReadyTimeElapsed() ) return false; } }
CallSecondaryAttack(); return true; }
void CWeaponCSBase::ItemPostFrame_ProcessReloadAction( CCSPlayer *pPlayer ) { // reload when reload is pressed, or if no buttons are down and weapon is empty.
//MIKETODO: add code for shields...
//if ( !FBitSet( m_iWeaponState, WPNSTATE_SHIELD_DRAWN ) )
ItemPostFrame_RevolverResetHaulback();
if ( !pPlayer->IsShieldDrawn() ) { if ( Reload() ) { #ifndef CLIENT_DLL
// allow the bots to react to the reload
pPlayer->SetHasReloaded(); IGameEvent * event = gameeventmanager->CreateEvent( "weapon_reload" ); if ( event ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } #endif
} } }
void CWeaponCSBase::ItemPostFrame_ProcessIdleNoAction( CCSPlayer *pPlayer ) { ItemPostFrame_RevolverResetHaulback();
// no fire buttons down
m_bFireOnEmpty = FALSE;
// we can fire after this
pPlayer->m_bWaitForNoAttack = false;
// set the shots fired to 0 after the player releases a button
pPlayer->m_iShotsFired = 0;
#ifndef CLIENT_DLL
if ( CSGameRules() && CSGameRules()->IsPlayingTraining() ) { if ( !m_bFiredOutOfAmmoEvent && m_iClip1 == 0 && !m_bInReload && !pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) ) { IGameEvent * event = gameeventmanager->CreateEvent( "weapon_outofammo" ); if ( event ) { m_bFiredOutOfAmmoEvent = true; event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } } } #endif
if ( gpGlobals->curtime > m_flNextPrimaryAttack && m_iClip1 == 0 && IsUseable() && !( GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD ) && !m_bInReload ) { // Reload if current clip is empty and weapon has waited as long as it has to after firing
Reload(); #ifndef CLIENT_DLL
pPlayer->SetHasReloaded(); #endif
return; }
#ifdef IRONSIGHT
UpdateIronSightController(); if ( m_iIronSightMode == IronSight_viewmodel_is_deploying && GetActivity() != GetDeployActivity() ) { m_iIronSightMode = IronSight_should_approach_unsighted; } #endif
WeaponIdle(); }
void CWeaponCSBase::ItemPostFrame_RevolverResetHaulback() { if ( IsRevolver() ) // not holding any weapon buttons
{ m_weaponMode = Secondary_Mode; ResetPostponeFireReadyTime(); if ( GetActivity() == ACT_VM_HAULBACK ) { BaseClass::SendWeaponAnim( ACT_VM_IDLE ); } } }
void CWeaponCSBase::ItemBusyFrame() { UpdateAccuracyPenalty();
CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer && !( pPlayer->m_nButtons & ( IN_ATTACK|IN_ATTACK2|IN_ZOOM ) ) ) { // we can fire after this
pPlayer->m_bWaitForNoAttack = false; }
BaseClass::ItemBusyFrame(); }
float CWeaponCSBase::GetInaccuracy() const { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f;
if ( weapon_accuracy_nospread.GetBool() ) return 0.0f;
const CCSWeaponInfo& weaponInfo = GetCSWpnData();
float fMaxSpeed = GetMaxSpeed(); if ( fMaxSpeed == 0.0f ) fMaxSpeed = GetCSWpnData().GetMaxSpeed( GetEconItemView(), 0 );
float fAccuracy = m_fAccuracyPenalty;
// CS-PRO TEST FEATURE
// Adding movement penalty here results in an instaneous penalty that doesn't persist.
#if !MOVEMENT_ACCURACY_DECAYED
float flVerticalSpeed = abs( pPlayer->GetAbsVelocity().z );
float flMovementInaccuracyScale = RemapValClamped(pPlayer->GetAbsVelocity().Length2D(), fMaxSpeed * CS_PLAYER_SPEED_DUCK_MODIFIER, fMaxSpeed * 0.95f, // max out at 95% of run speed to avoid jitter near max speed
0.0f, 1.0f );
if ( flMovementInaccuracyScale > 0.0f ) { // power curve only applies at speeds greater than walk
if (( MP_WEAPON_ACCURACY_SEPARATE_WALK_FUNCTION ) && ( pPlayer->m_bIsWalking ) ) { //flMovementInaccuracyScale *= 1.0; // reduce inaccuracy when walking or slower. This is commented out because at 1.0, it's a noop but preserved in case a different value is desired.
//flMovementInaccuracyScale = powf( flMovementInaccuracyScale, float( MOVEMENT_WALK_CURVE01_EXPONENT ) );
} else { flMovementInaccuracyScale = powf( flMovementInaccuracyScale, float( MOVEMENT_CURVE01_EXPONENT )); }
fAccuracy += flMovementInaccuracyScale * weaponInfo.GetInaccuracyMove( GetEconItemView(), m_weaponMode ); }
// If we are in the air/on ladder, add inaccuracy based on vertical speed (maximum accuracy at apex of jump)
if ( pPlayer->GetGroundEntity() == nullptr ) { float flInaccuracyJumpInitial = weaponInfo.GetInaccuracyJumpInitial( GetEconItemView() ) * weapon_air_spread_scale.GetFloat(); static const float kMaxFallingPenalty = 2.0f; // Accuracy is never worse than 2x starting penalty
// Use sqrt here to make the curve more "sudden" around the accurate point at the apex of the jump
float fSqrtMaxJumpSpeed = sqrtf( sv_jump_impulse.GetFloat() ); float fSqrtVerticalSpeed = sqrtf( flVerticalSpeed );
float flAirSpeedInaccuracy = RemapVal( fSqrtVerticalSpeed, fSqrtMaxJumpSpeed * 0.25f, // Anything less than 6.25% of maximum speed has no additional accuracy penalty for z-motion (6.25% = .25 * .25)
fSqrtMaxJumpSpeed, // Penalty at max jump speed
0.0f, // No movement-related penalty when close to stopped
flInaccuracyJumpInitial ); // Movement-penalty at start of jump
// Clamp to min/max values. (Don't use RemapValClamped because it makes clamping to > kJumpMovePenalty hard)
if ( flAirSpeedInaccuracy < 0 ) flAirSpeedInaccuracy = 0; else if ( flAirSpeedInaccuracy > ( kMaxFallingPenalty * flInaccuracyJumpInitial ) ) flAirSpeedInaccuracy = kMaxFallingPenalty * flInaccuracyJumpInitial;
// Apply air velocity inaccuracy penalty
// (There is an additional penalty for being in the air at all applied in UpdateAccuracyPenalty())
fAccuracy += flAirSpeedInaccuracy; } #endif // !MOVEMENT_ACCURACY_DECAYED
if ( fAccuracy > 1.0f ) fAccuracy = 1.0f;
return fAccuracy; }
int CWeaponCSBase::GetRecoilSeed( void ) const { CEconItemView *pItem = ( (CWeaponCSBase *)this )->GetEconItemView(); if ( pItem->IsValid() ) { return GetCSWpnData().GetRecoilSeed( pItem ); }
return GetCSWpnData().GetRecoilSeed(); }
const CCSWeaponInfo &CWeaponCSBase::GetCSWpnData() const { // If we don't have a weapon file the below code will do a bogus cast.
// There is a ton of code that assumes this function can't fail so if somebody
// is bored they can do a massive find/replace and allow this function to return null.
// For now, just crash now instead of creating a time bomb for later.
if ( GetWeaponFileInfoHandle() == GetInvalidWeaponInfoHandle() ) { CFmtStr outputStr( "Weapon '%s' script file not found, but its data was accessed. This error is fatal.\n", GetName() ? GetName() : "<unknown>" ); AssertFatalMsg( 0, outputStr.Access() ); }
const FileWeaponInfo_t *pWeaponInfo = &GetWpnData(); const CCSWeaponInfo *pCSInfo = assert_cast< const CCSWeaponInfo* >( pWeaponInfo ); return *pCSInfo; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CWeaponCSBase::GetViewModel( int /*viewmodelindex = 0 -- this is ignored in the base class here*/ ) const { CCSPlayer *pOwner = GetPlayerOwner();
if ( pOwner == NULL ) { return BaseClass::GetViewModel(); } if ( pOwner->HasShield() && CanBeUsedWithShield() ) return GetShieldViewModel(); else return BaseClass::GetViewModel(); }
// bool CWeaponCSBase::AllowTaunts( void )
// {
// //return true; // hack: all weapons can taunt for now
// return CALL_ATTRIB_HOOK_BOOL( taunt_id );
// }
void CWeaponCSBase::Precache( void ) { BaseClass::Precache();
#ifdef CS_SHIELD_ENABLED
if ( CanBeUsedWithShield() ) { PrecacheModel( GetShieldViewModel() ); } #endif
if ( GetSilencerModel()[0] != 0 ) { PrecacheModel( GetSilencerModel() ); }
PrecacheScriptSound( "Default.ClipEmpty_Pistol" ); PrecacheScriptSound( "Default.ClipEmpty_Rifle" ); if ( GetZoomInSound() && GetZoomInSound()[0] ) { PrecacheScriptSound( GetZoomInSound() ); } if ( GetZoomOutSound() && GetZoomOutSound()[0] ) { PrecacheScriptSound( GetZoomOutSound() ); }
const char *pMuzzleFlashEffectName_1stPerson = GetCSWpnData().GetMuzzleFlashEffectName_1stPerson( GetEconItemView() ); if ( pMuzzleFlashEffectName_1stPerson && pMuzzleFlashEffectName_1stPerson[0] ) { PrecacheEffect( pMuzzleFlashEffectName_1stPerson ); }
const char *pMuzzleFlashEffectName_1stPersonAlt = GetCSWpnData().GetMuzzleFlashEffectName_1stPersonAlt( GetEconItemView() ); if ( pMuzzleFlashEffectName_1stPersonAlt && pMuzzleFlashEffectName_1stPersonAlt[0] ) { PrecacheEffect( pMuzzleFlashEffectName_1stPersonAlt ); }
const char *pMuzzleFlashEffectName_3rdPerson = GetCSWpnData().GetMuzzleFlashEffectName_3rdPerson( GetEconItemView() ); if ( pMuzzleFlashEffectName_3rdPerson && pMuzzleFlashEffectName_3rdPerson[0] ) { PrecacheEffect( pMuzzleFlashEffectName_3rdPerson ); }
const char *pMuzzleFlashEffectName_3rdPersonAlt = GetCSWpnData().GetMuzzleFlashEffectName_3rdPersonAlt( GetEconItemView() ); if ( pMuzzleFlashEffectName_3rdPersonAlt && pMuzzleFlashEffectName_3rdPersonAlt[0] ) { PrecacheEffect( pMuzzleFlashEffectName_3rdPersonAlt ); }
const char *pEjectBrassEffectName = GetCSWpnData().GetEjectBrassEffectName( GetEconItemView() ); if ( pEjectBrassEffectName && pEjectBrassEffectName[0] ) { PrecacheEffect( pEjectBrassEffectName ); }
const char *pHeatEffectName = GetCSWpnData().GetHeatEffectName( GetEconItemView() ); if ( pHeatEffectName && pHeatEffectName[0] ) { PrecacheEffect( pHeatEffectName ); }
PrecacheEffect( "gunshotsplash" );
}
Activity CWeaponCSBase::GetDeployActivity( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (pOwner) { if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 && LookupActivity( "ACT_VM_EMPTY_DRAW" ) > 0 ) { return ACT_VM_EMPTY_DRAW; } } return ACT_VM_DRAW; }
bool CWeaponCSBase::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt ) { // Msg( "deploy %s at %f\n", GetClassname(), gpGlobals->curtime );
CCSPlayer *pOwner = GetPlayerOwner(); if ( !pOwner ) { return false; }
pOwner->SetAnimationExtension( szAnimExt );
SetViewModel(); SendWeaponAnim( GetDeployActivity() );
pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() ); m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime;
SetWeaponVisible( true ); pOwner->SetShieldDrawnState( false );
if ( pOwner->HasShield() == true ) SetWeaponModelIndex( SHIELD_WORLD_MODEL ); else SetWeaponModelIndex( szWeaponModel );
//#ifndef CLIENT_DLL
// SetWeaponModules();
//#endif
#ifdef IRONSIGHT
m_iIronSightMode = IronSight_viewmodel_is_deploying; #endif //IRONSIGHT
return true; }
void CWeaponCSBase::UpdateShieldState( void ) { //empty by default.
CCSPlayer *pOwner = GetPlayerOwner();
if ( pOwner == NULL ) return;
//ADRIANTODO
//Make the hitbox set switches here!!!
if ( pOwner->HasShield() == false ) { pOwner->SetShieldDrawnState( false ); //pOwner->SetHitBoxSet( 0 );
return; } else { //pOwner->SetHitBoxSet( 1 );
} }
void CWeaponCSBase::SetWeaponModelIndex( const char *pName ) { m_iWorldModelIndex = modelinfo->GetModelIndex( pName ); }
bool CWeaponCSBase::CanBeSelected( void ) { if ( !VisibleInWeaponSelection() ) return false;
return true; }
bool CWeaponCSBase::CanDeploy( void ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if ( pPlayer->HasShield() && CanBeUsedWithShield() == false ) return false;
return BaseClass::CanDeploy(); }
float CWeaponCSBase::CalculateNextAttackTime( float fCycleTime ) { float fCurAttack = m_flNextPrimaryAttack; float fDeltaAttack = gpGlobals->curtime - fCurAttack; if ( fDeltaAttack < 0 || fDeltaAttack > gpGlobals->interval_per_tick ) { fCurAttack = gpGlobals->curtime; } m_flNextSecondaryAttack = m_flNextPrimaryAttack = fCurAttack + fCycleTime;
return fCurAttack; }
bool CWeaponCSBase::Holster( CBaseCombatWeapon *pSwitchingTo ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if ( pPlayer ) pPlayer->SetFOV( pPlayer, 0, 0.0f ); // reset the default FOV.
if ( pPlayer ) pPlayer->SetShieldDrawnState( false );
ResetGunHeat();
return BaseClass::Holster( pSwitchingTo ); }
bool CWeaponCSBase::Deploy() {
#ifdef IRONSIGHT
if ( GetIronSightController() ) GetIronSightController()->SetState( IronSight_viewmodel_is_deploying ); #endif //IRONSIGHT
#ifdef CLIENT_DLL
m_iAlpha = 80;
if ( cl_crosshairstyle.GetInt() == 4 || cl_crosshairstyle.GetInt() == 5 ) m_flCrosshairDistance = 1;
// Stop glowing
//if ( m_nGlowIndex != -1 )
//{
// g_GlowObjectManager.UnregisterGlowObject( m_nGlowIndex );
// m_nGlowIndex = -1;
//}
#endif
CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer ) { pPlayer->m_iShotsFired = 0; pPlayer->m_bResumeZoom = false; pPlayer->m_bIsScoped = false; pPlayer->SetFOV( pPlayer, 0 ); pPlayer->m_bWaitForNoAttack = true; } m_fAccuracyPenalty = 0.0f; #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
m_fAccuracyFishtail = 0.0f; #endif
// m_iRecoilIndex = 0; DEPRECATED
m_flRecoilIndex = 0.0f;
ResetGunHeat();
return BaseClass::Deploy(); }
#ifndef CLIENT_DLL
bool CWeaponCSBase::IsRemoveable() { if ( BaseClass::IsRemoveable() == true ) { if ( m_nextPrevOwnerTouchTime > gpGlobals->curtime || m_nextOwnerTouchTime > gpGlobals->curtime ) { return false; } }
// currently held or never had an owner (level designer placed)
if ( GetOwner() || !m_hPrevOwner.m_Value.IsValid() ) return false;
return BaseClass::IsRemoveable(); }
void CWeaponCSBase::RemoveUnownedWeaponThink() { // Keep thinking in case we need to remove ourselves
SetContextThink( &CWeaponCSBase::RemoveUnownedWeaponThink, gpGlobals->curtime + REMOVEUNOWNEDWEAPON_THINK_INTERVAL, REMOVEUNOWNEDWEAPON_THINK_CONTEXT );
if ( GetOwner() ) // owned weapons don't get deleted, reset counter
{ if ( m_numRemoveUnownedWeaponThink ) { m_numRemoveUnownedWeaponThink = 0; } return; }
if ( weapon_auto_cleanup_time.GetFloat() > 0 ) { if ( !GetGroundEntity() ) return; // gun is falling, and might land near a player - don't remove until we're on the ground
float flSpawnTime = m_nextOwnerTouchTime; // if ( m_nextOwnerTouchTime > flSpawnTime )
// flSpawnTime = m_nextOwnerTouchTime;
float flTime = weapon_auto_cleanup_time.GetFloat();
// check if it's out of ammo, if so clean it up super quick
if ( m_iClip1 == 0 ) flTime = MIN( 5, flTime ) ;
if ( flSpawnTime > 0 && (gpGlobals->curtime - flSpawnTime) < flTime ) return;
// check to see if any players are close
for ( int i = 1; i <= MAX_PLAYERS; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( !pPlayer ) continue;
if ( (GetAbsOrigin() - pPlayer->GetAbsOrigin()).Length() < 1200 ) return; } } else if ( m_numRemoveUnownedWeaponThink <= REMOVEUNOWNEDWEAPON_THINK_REMOVE ) { ++ m_numRemoveUnownedWeaponThink; return; // let the server think a few frames while the owner might acquire this weapon
}
// Schedule this weapon to be removed
UTIL_Remove( this ); } #endif
ConVar mp_weapon_prev_owner_touch_time( "mp_weapon_prev_owner_touch_time", "1.5", FCVAR_CHEAT | FCVAR_REPLICATED ); #if defined ( CLIENT_DLL )
CEG_NOINLINE void CWeaponCSBase::Drop( const Vector &vecVelocity ) #else
void CWeaponCSBase::Drop( const Vector &vecVelocity ) #endif
{ #ifdef CLIENT_DLL
CEG_PROTECT_VIRTUAL_FUNCTION( CWeaponCSBase_Drop );
BaseClass::Drop( vecVelocity );
CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); if ( pHudSelection ) { pHudSelection->OnWeaponDrop( this ); }
UpdateOutlineGlow();
return; #else
// Once somebody drops a gun, it's fair game for removal when/if
// a game_weapon_manager does a cleanup on surplus weapons in the
// world.
SetRemoveable( true );
StopAnimation(); StopFollowingEntity( ); SetMoveType( MOVETYPE_FLYGRAVITY ); // clear follow stuff, setup for collision
SetGravity( 1.0 ); m_iState = WEAPON_NOT_CARRIED; RemoveEffects( EF_NODRAW ); SetGroundEntity( NULL );
m_bInReload = false; // stop reloading
m_bReloadVisuallyComplete = false;
SetThink( NULL ); m_nextPrevOwnerTouchTime = gpGlobals->curtime + mp_weapon_prev_owner_touch_time.GetFloat(); // [msmith] There is an issue where the model index does not get updated on the client if we let a player
// pick up a weapon in the same frame that it is thrown down by a different player.
// The m_nextOwnerTouchTime delay fixes that.
m_nextOwnerTouchTime = gpGlobals->curtime + 0.1f; m_hPrevOwner = GetPlayerOwner();
SetOwnerEntity( NULL ); SetOwner( NULL );
VerifyAndSetContextSensitiveWeaponModel();
FallInit();
if ( CSGameRules()->IsPlayingGunGameProgressive() || CSGameRules()->IsPlayingGunGameTRBomb() ) { // Don't allow non-c4 weapon pickups in gun game progressive mode
if ( !IsA( WEAPON_C4 ) ) { SetTouch( NULL ); } else { SetTouch( &CWeaponCSBase::DefaultTouch ); } } else { SetTouch( &CWeaponCSBase::DefaultTouch ); }
IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj != NULL ) { AngularImpulse angImp( 100, 100, 100 ); pObj->AddVelocity( &vecVelocity, &angImp ); } else { SetAbsVelocity( vecVelocity ); }
SetNextThink( gpGlobals->curtime );
// add it to the list of dropped weapons
if ( CSGameRules() ) CSGameRules()->AddDroppedWeaponToList( this );
#ifdef IRONSIGHT
if ( GetIronSightController() ) GetIronSightController()->SetState( IronSight_weapon_is_dropped ); #endif
#endif
}
// whats going on here is that if the player drops this weapon, they shouldn't take it back themselves
// for a little while. But if they throw it at someone else, the other player should get it immediately.
void CWeaponCSBase::DefaultTouch( CBaseEntity *pOther ) { if ( m_bCanBePickedUp == false ) return;
if ( pOther->GetFlags() & FL_CONVEYOR ) { pOther->StartTouch( this ); }
// Add a small delay in general so the networking has a chance to update the values on the client side before someone
// picks up the weapon.
if ( gpGlobals->curtime < m_nextOwnerTouchTime ) { return; }
if ( ( m_hPrevOwner != NULL ) && ( pOther == m_hPrevOwner ) && ( gpGlobals->curtime < m_nextPrevOwnerTouchTime ) ) { return; }
BaseClass::DefaultTouch( pOther ); }
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
int CWeaponCSBase::GetReticleWeaponSpread( void ) { int result = 0; CCSPlayer* pPlayer = ( CCSPlayer* )C_BasePlayer::GetLocalPlayer(); if ( pPlayer ) { if ( GetWeaponType() == WEAPONTYPE_GRENADE || GetCSWeaponID() == WEAPON_C4 || GetCSWeaponID() == WEAPON_KNIFE || GetCSWeaponID() == WEAPON_KNIFE_GG ) { return -1; //early out since we don't want a gap and don't want to change the sentinel value with the math later.
}
float fHalfFov = DEG2RAD( pPlayer->GetFOV() ) * 0.5f; float fSpreadDistance = ( GetInaccuracy() + GetSpread() ) * 320.0f / tanf( fHalfFov ); result = RoundFloatToInt( YRES( fSpreadDistance )); }
return result;
}
int CWeaponCSBase::GetReticleCrosshairGap( void ) { int result = 0;
CCSPlayer* pPlayer = ( CCSPlayer* )C_BasePlayer::GetLocalPlayer();
if ( pPlayer ) { int crosshairGap;
if ( !( pPlayer->GetFlags() & FL_ONGROUND ) ) crosshairGap = 30; else if ( pPlayer->GetFlags() & FL_DUCKING ) crosshairGap = 3; else if ( pPlayer->GetAbsVelocity().Length() > 100 ) crosshairGap = 20; else crosshairGap = 10;
result = ScreenHeight() * crosshairGap / 768; }
return result; }
bool CWeaponCSBase::WantReticleShown( void ) { CCSPlayer* pPlayer = ( CCSPlayer* )C_BasePlayer::GetLocalPlayer();
if ( !pPlayer ) return false;
if ( pPlayer->HasShield() && pPlayer->IsShieldDrawn() == true ) return false;
bool isAKnife = ( GetWeaponType() == WEAPONTYPE_KNIFE && !IsA( WEAPON_TASER ) );
#ifdef CLIENT_DLL
bool isUsingMotionController = PlatformInputDevice::IsInputDeviceAPointer( g_pInputSystem->GetCurrentInputDevice() ); #else
bool isUsingMotionController = PlatformInputDevice::IsInputDeviceAPointer( GetPlayerInputDevice() ); #endif
// we hide the sniper Reticle UNLESS we're using a motion controller AND we're not zoomed
bool hideSniperReticle = GetWeaponType() == WEAPONTYPE_SNIPER_RIFLE && (pPlayer->m_bIsScoped || !isUsingMotionController);
// no crosshair for sniper rifles
if ( hideSniperReticle || ( GetWeaponType() == WEAPONTYPE_C4 ) || ( isAKnife && !weapon_reticle_knife_show.GetBool() ) ) return false;
return true; }
#ifdef CLIENT_DLL
ConVar cl_cam_driver_compensation_scale( "cl_cam_driver_compensation_scale", "0.75", FCVAR_RELEASE, "" ); #endif
void CWeaponCSBase::DrawCrosshair() { if ( !crosshair.GetInt() ) return; CHudCrosshair *pCrosshair = GET_HUDELEMENT( CHudCrosshair );
// clear old hud crosshair
if ( !pCrosshair ) return; pCrosshair->SetCrosshair( 0, Color( 255, 255, 255, 255 ) );
CCSPlayer* pPlayer = ( CCSPlayer* )C_BasePlayer::GetLocalPlayer();
if ( !pPlayer || GetPlayerOwner() == NULL ) return;
Assert( (pPlayer == GetPlayerOwner()) || ( pPlayer->GetObserverMode()==OBS_MODE_IN_EYE) ); if ( pPlayer->IsInVGuiInputMode() ) return;
if ( pPlayer->GetObserverInterpState() == C_CSPlayer::OBSERVER_INTERP_TRAVELING ) return;
// no crosshair for sniper rifles
// localplayer must be owner if not in Spec mode
int r, g, b; switch ( cl_crosshaircolor.GetInt() ) { case 0 : r = 250; g = 50; b = 50; break; case 1 : r = 50; g = 250; b = 50; break; case 2 : r = 250; g = 250; b = 50; break; case 3 : r = 50; g = 50; b = 250; break; case 4 : r = 50; g = 250; b = 250; break; case 5 : r = cl_crosshaircolor_r.GetInt(); g = cl_crosshaircolor_g.GetInt(); b = cl_crosshaircolor_b.GetInt(); break; default : r = 50; g = 250; b = 50; break; }
// if user is using nightvision, make the crosshair red.
if ( pPlayer->m_bNightVisionOn ) { r = 250; g = 50; b = 50; }
int alpha = clamp( cl_crosshairalpha.GetInt(), 0, 255 );
if ( !m_iCrosshairTextureID ) { CHudTexture *pTexture = HudIcons().GetIcon( "whiteAdditive" ); if ( pTexture ) { m_iCrosshairTextureID = pTexture->textureId; } }
bool bAdditive = !cl_crosshairusealpha.GetBool() && !pPlayer->m_bNightVisionOn; if ( bAdditive ) { vgui::surface()->DrawSetTexture( m_iCrosshairTextureID ); alpha = 200; }
#ifdef IRONSIGHT
if ( GetIronSightController() && !weapon_debug_spread_show.GetBool() && GetIronSightController()->ShouldHideCrossHair() ) { alpha = 0; } #endif
if ( pPlayer->HasShield() && pPlayer->IsShieldDrawn() == true ) return; if ( GetWeaponType() == WEAPONTYPE_SNIPER_RIFLE && !weapon_debug_spread_show.GetBool() ) return; float fHalfFov = DEG2RAD( pPlayer->GetFOV() ) * 0.5f; float flInaccuracy = GetInaccuracy(); float flSpread = GetSpread(); // float flCrossDistanceScale = cl_crosshair_dynamic_distancescale.GetFloat();
float fSpreadDistance = ((flInaccuracy + flSpread) * 320.0f / tanf(fHalfFov))/* * flCrossDistanceScale*/; float flCappedSpreadDistance = fSpreadDistance; float flMaxCrossDistance = cl_crosshair_dynamic_splitdist.GetFloat(); if (fSpreadDistance > flMaxCrossDistance) { // bHitMax = true;
// //flLineAlpha = alpha * MAX(0, 1 - ((fSpreadDistance - flMaxCrossDistance) / 20));
flCappedSpreadDistance = flMaxCrossDistance; }
int iSpreadDistance = cl_crosshairstyle.GetInt() < 4 ? RoundFloatToInt( YRES( fSpreadDistance )) : 2; int iCappedSpreadDistance = cl_crosshairstyle.GetInt() < 4 ? RoundFloatToInt(YRES(flCappedSpreadDistance)) : 2;
float flAccuracyFishtail = GetAccuracyFishtail(); #ifdef CLIENT_DLL
if (cl_weapon_debug_print_accuracy.GetInt() == 1) { float flVel = pPlayer->GetLocalVelocity().Length2D(); if (flVel > 0) Msg("Inaccuracy =\t%f\tSpread =\t%f\tSpreadDistance =\t%f\tPlayer Velocity =\t%f\n", flInaccuracy, flSpread, fSpreadDistance, flVel); } #endif
int iDeltaDistance = GetCSWpnData().GetCrosshairDeltaDistance( GetEconItemView() ); // Amount by which the crosshair expands when shooting ( per frame )
float fCrosshairDistanceGoal = cl_crosshairgap_useweaponvalue.GetBool() ? GetCSWpnData().GetCrosshairMinDistance( GetEconItemView() ) : 4; // The minimum distance the crosshair can achieve...
//0 = default
//1 = default static
//2 = classic standard
//3 = classic dynamic
//4 = classic static
//if ( cl_dynamiccrosshair.GetBool() )
if ( cl_crosshairstyle.GetInt() != 4 && (cl_crosshairstyle.GetInt() == 2 || cl_crosshairstyle.GetInt() == 3) ) { if ( !( pPlayer->GetFlags() & FL_ONGROUND ) ) fCrosshairDistanceGoal *= 2.0f; else if ( pPlayer->GetFlags() & FL_DUCKING ) fCrosshairDistanceGoal *= 0.5f; else if ( pPlayer->GetAbsVelocity().Length() > 100 ) fCrosshairDistanceGoal *= 1.5f; }
// [jpaquin] changed to only bump up the crosshair size if the player is still shooting or is spectating someone else
if ( pPlayer->m_iShotsFired > m_iAmmoLastCheck && ( pPlayer->m_nButtons & ( IN_ATTACK|IN_ATTACK2 )) && m_iClip1 >= 0 ) { if ( cl_crosshairstyle.GetInt() == 5 ) m_flCrosshairDistance += (GetRecoilMagnitude( m_weaponMode ) / 3.5); else if ( cl_crosshairstyle.GetInt() != 4 ) fCrosshairDistanceGoal += iDeltaDistance; }
m_iAmmoLastCheck = pPlayer->m_iShotsFired;
if ( m_flCrosshairDistance > fCrosshairDistanceGoal ) { if ( cl_crosshairstyle.GetInt() == 5 ) { //float flPer = ( gpGlobals->frametime / 0.025f );
//m_flCrosshairDistance -= (0.11 + ( m_flCrosshairDistance * 0.01 )) * gpGlobals->frametime;
m_flCrosshairDistance -= 42.0 * gpGlobals->frametime; } else m_flCrosshairDistance = Lerp( ( gpGlobals->frametime / 0.025f ), fCrosshairDistanceGoal, m_flCrosshairDistance ); }
// clamp max crosshair expansion
m_flCrosshairDistance = clamp( m_flCrosshairDistance, fCrosshairDistanceGoal, 25.0f );
int iCrosshairDistance; int iCappedCrosshairDistance = 0; int iBarSize; int iBarThickness;
iCrosshairDistance = RoundFloatToInt((m_flCrosshairDistance * ScreenHeight() / 1200.0f) + cl_crosshairgap.GetFloat()); iBarSize = RoundFloatToInt( YRES( cl_crosshairsize.GetFloat() )); iBarThickness = MAX( 1, RoundFloatToInt( YRES( cl_crosshairthickness.GetFloat() )) );
//0 = default
//1 = default static
//2 = classic standard
//3 = classic dynamic
//4 = classic static
//if ( weapon_debug_spread_show.GetInt() == 2 )
if ( weapon_debug_spread_show.GetInt( ) == 2 || (iSpreadDistance > 0 && ( cl_crosshairstyle.GetInt( ) == 2 || cl_crosshairstyle.GetInt( ) == 3 ) ) ) { iCrosshairDistance = iSpreadDistance + cl_crosshairgap.GetFloat();
if ( cl_crosshairstyle.GetInt( ) == 2 ) iCappedCrosshairDistance = iCappedSpreadDistance + cl_crosshairgap.GetFloat(); } else if ( cl_crosshairstyle.GetInt( ) == 4 || ( iSpreadDistance == 0 && ( cl_crosshairstyle.GetInt( ) == 2 || cl_crosshairstyle.GetInt( ) == 3 ) ) ) { iCrosshairDistance = fCrosshairDistanceGoal + cl_crosshairgap.GetFloat(); iCappedCrosshairDistance = 4 + cl_crosshairgap.GetFloat(); }
#ifdef SIXENSE
int iCenterX; int iCenterY;
if( g_pSixenseInput->IsEnabled() ) { // Never autoaim a predicted weapon (for now)
Vector aimVector; AngleVectors( CurrentViewAngles() - g_pSixenseInput->GetViewAngleOffset(), &aimVector );
// calculate where the bullet would go so we can draw the cross appropriately
Vector vecStart = pPlayer->Weapon_ShootPosition(); Vector vecEnd = pPlayer->Weapon_ShootPosition() + aimVector * MAX_TRACE_LENGTH;
trace_t tr; UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
Vector screen; screen.Init(); ScreenTransform(tr.endpos, screen);
iCenterX = ScreenWidth() / 2; iCenterY = ScreenHeight() / 2;
iCenterX += 0.5 * screen[0] * ScreenWidth() + 0.5; iCenterY += 0.5 * screen[1] * ScreenHeight() + 0.5; iCenterY = ScreenHeight() - iCenterY;
} else { iCenterX = ScreenWidth() / 2; iCenterY = ScreenHeight() / 2; }
#else
int iCenterX = ScreenWidth() / 2; int iCenterY = ScreenHeight() / 2; #endif
float flAngleToScreenPixel = 0;
#ifdef CLIENT_DLL
// subtract a ratio of cam driver motion from crosshair according to cl_cam_driver_compensation_scale
if ( cl_cam_driver_compensation_scale.GetFloat() != 0 ) { CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm && vm->m_flCamDriverWeight > 0 ) { QAngle angCamDriver = vm->m_flCamDriverWeight * vm->m_angCamDriverLastAng * clamp( cl_cam_driver_compensation_scale.GetFloat(), -10.0f, 10.0f ); if ( angCamDriver.x != 0 || angCamDriver.y != 0 ) { flAngleToScreenPixel = VIEWPUNCH_COMPENSATE_MAGIC_SCALAR * 2 * ( ScreenHeight() / ( 2.0f * tanf(DEG2RAD( pPlayer->GetFOV() ) / 2.0f) ) ); iCenterY -= ( flAngleToScreenPixel * sinf( DEG2RAD( angCamDriver.x ) ) ) ; iCenterX += ( flAngleToScreenPixel * sinf( DEG2RAD( angCamDriver.y ) ) ) ; } } } } #endif
/*
// Optionally subtract out viewangle since it doesn't affect shooting.
if ( cl_flinch_compensate_crosshair.GetBool() ) { QAngle viewPunch = pPlayer->GetViewPunchAngle();
if ( viewPunch.x != 0 || viewPunch.y != 0 ) { if ( flAngleToScreenPixel == 0 ) flAngleToScreenPixel = VIEWPUNCH_COMPENSATE_MAGIC_SCALAR * 2 * ( ScreenHeight() / ( 2.0f * tanf(DEG2RAD( pPlayer->GetFOV() ) / 2.0f) ) );
iCenterY -= flAngleToScreenPixel * sinf( DEG2RAD( viewPunch.x ) ); iCenterX += flAngleToScreenPixel * sinf( DEG2RAD( viewPunch.y ) ); } } */
int nFishTaleShift = ( flAccuracyFishtail * ( ScreenHeight() / 500.0f ) );
//0 = default
//1 = default static
//2 = classic standard
//3 = classic dynamic
//4 = classic static
if ( cl_crosshairstyle.GetInt() == 4 ) { nFishTaleShift = 0; }
float flAlphaSplitInner = cl_crosshair_dynamic_splitalpha_innermod.GetFloat(); float flAlphaSplitOuter = cl_crosshair_dynamic_splitalpha_outermod.GetFloat(); float flSplitRatio = cl_crosshair_dynamic_maxdist_splitratio.GetFloat(); int iInnerCrossDist = iCrosshairDistance; float flLineAlphaInner = alpha; float flLineAlphaOuter = alpha; int iBarSizeInner = iBarSize; int iBarSizeOuter = iBarSize;
// draw the crosshair that splits off from the main xhair
if (cl_crosshairstyle.GetInt() == 2 && fSpreadDistance > flMaxCrossDistance) { iInnerCrossDist = iCappedCrosshairDistance; flLineAlphaInner = alpha * flAlphaSplitInner; flLineAlphaOuter = alpha * flAlphaSplitOuter; iBarSizeInner = ceil((float)iBarSize * (1.0f - flSplitRatio)); iBarSizeOuter = floor((float)iBarSize * flSplitRatio);
// draw horizontal crosshair lines
int iInnerLeft = (iCenterX - iCrosshairDistance - iBarThickness / 2 + nFishTaleShift) - iBarSizeInner; int iInnerRight = iInnerLeft + 2 * (iCrosshairDistance + iBarSizeInner) + iBarThickness + nFishTaleShift; int iOuterLeft = iInnerLeft - iBarSizeOuter; int iOuterRight = iInnerRight + iBarSizeOuter; int y0 = iCenterY - iBarThickness / 2; int y1 = y0 + iBarThickness; DrawCrosshairRect(r, g, b, flLineAlphaOuter, iOuterLeft, y0, iInnerLeft, y1, bAdditive); DrawCrosshairRect(r, g, b, flLineAlphaOuter, iInnerRight, y0, iOuterRight, y1, bAdditive);
// draw vertical crosshair lines
int iInnerTop = (iCenterY - iCrosshairDistance - iBarThickness / 2) - iBarSizeInner; int iInnerBottom = iInnerTop + 2 * (iCrosshairDistance + iBarSizeInner) + iBarThickness; int iOuterTop = iInnerTop - iBarSizeOuter; int iOuterBottom = iInnerBottom + iBarSizeOuter; int x0 = iCenterX - iBarThickness / 2; int x1 = x0 + iBarThickness; DrawCrosshairRect(r, g, b, flLineAlphaOuter, x0, iOuterTop, x1, iInnerTop, bAdditive); DrawCrosshairRect(r, g, b, flLineAlphaOuter, x0, iInnerBottom, x1, iOuterBottom, bAdditive); }
// draw horizontal crosshair lines
int iInnerLeft = iCenterX - iInnerCrossDist - iBarThickness / 2 + nFishTaleShift; int iInnerRight = iInnerLeft + 2 * iInnerCrossDist + iBarThickness + nFishTaleShift; int iOuterLeft = iInnerLeft - iBarSizeInner; int iOuterRight = iInnerRight + iBarSizeInner; int y0 = iCenterY - iBarThickness / 2; int y1 = y0 + iBarThickness; DrawCrosshairRect(r, g, b, flLineAlphaInner, iOuterLeft, y0, iInnerLeft, y1, bAdditive); DrawCrosshairRect(r, g, b, flLineAlphaInner, iInnerRight, y0, iOuterRight, y1, bAdditive);
// draw vertical crosshair lines
int iInnerTop = iCenterY - iInnerCrossDist - iBarThickness / 2; int iInnerBottom = iInnerTop + 2 * iInnerCrossDist + iBarThickness; int iOuterTop = iInnerTop - iBarSizeInner; int iOuterBottom = iInnerBottom + iBarSizeInner; int x0 = iCenterX - iBarThickness / 2; int x1 = x0 + iBarThickness; DrawCrosshairRect(r, g, b, flLineAlphaInner, x0, iOuterTop, x1, iInnerTop, bAdditive); DrawCrosshairRect(r, g, b, flLineAlphaInner, x0, iInnerBottom, x1, iOuterBottom, bAdditive);
// draw dot
if ( cl_crosshairdot.GetBool() ) { int x0 = iCenterX - iBarThickness / 2; int x1 = x0 + iBarThickness; int y0 = iCenterY - iBarThickness / 2; int y1 = y0 + iBarThickness; DrawCrosshairRect( r, g, b, alpha, x0, y0, x1, y1, bAdditive ); }
if ( weapon_debug_spread_show.GetInt() == 1 ) { // colors
r = 250; g = 250; b = 50; //vgui::surface()->DrawSetColor( r, g, b, alpha );
int iBarThickness = MAX( 1, RoundFloatToInt( YRES( cl_crosshairthickness.GetFloat() )) );
// draw vertical spread lines
int iInnerLeft = iCenterX - iSpreadDistance; int iInnerRight = iCenterX + iSpreadDistance; int iOuterLeft = iInnerLeft - iBarThickness; int iOuterRight = iInnerRight + iBarThickness; int iInnerTop = iCenterY - iSpreadDistance; int iInnerBottom = iCenterY + iSpreadDistance; int iOuterTop = iInnerTop - iBarThickness; int iOuterBottom = iInnerBottom + iBarThickness;
int iGap = RoundFloatToInt( weapon_debug_spread_gap.GetFloat() * iSpreadDistance );
// draw horizontal lines
DrawCrosshairRect( r, g, b, alpha, iOuterLeft, iOuterTop, iCenterX - iGap, iInnerTop, bAdditive ); DrawCrosshairRect( r, g, b, alpha, iCenterX + iGap, iOuterTop, iOuterRight, iInnerTop, bAdditive ); DrawCrosshairRect( r, g, b, alpha, iOuterLeft, iInnerBottom, iCenterX - iGap, iOuterBottom, bAdditive ); DrawCrosshairRect( r, g, b, alpha, iCenterX + iGap, iInnerBottom, iOuterRight, iOuterBottom, bAdditive );
// draw vertical lines
DrawCrosshairRect( r, g, b, alpha, iOuterLeft, iOuterTop, iInnerLeft, iCenterY - iGap, bAdditive ); DrawCrosshairRect( r, g, b, alpha, iOuterLeft, iCenterY + iGap, iInnerLeft, iOuterBottom, bAdditive ); DrawCrosshairRect( r, g, b, alpha, iInnerRight, iOuterTop, iOuterRight, iCenterY - iGap, bAdditive ); DrawCrosshairRect( r, g, b, alpha, iInnerRight, iCenterY + iGap, iOuterRight, iOuterBottom, bAdditive ); }
}
void CWeaponCSBase::OnDataChanged( DataUpdateType_t type ) { if ( type == DATA_UPDATE_CREATED ) { m_nWeaponID = WeaponIdFromString( GetClassname() ); }
bool bChangedCarryState = false; if ( ( m_iState != WEAPON_NOT_CARRIED && m_iOldState == WEAPON_NOT_CARRIED ) || ( m_iState == WEAPON_NOT_CARRIED && m_iOldState != WEAPON_NOT_CARRIED ) ) { bChangedCarryState = true; }
C_BaseCombatCharacter *pOwner = GetPreviousOwner();
if ( GetWeaponType() == WEAPONTYPE_GRENADE ) { pOwner = ( (CBaseGrenade *) this )->GetThrower(); }
if ( pOwner ) { C_BasePlayer *pPlayer = ToBasePlayer( pOwner ); C_CSPlayer *pObservedPlayer = GetHudPlayer();
// check if weapon was dropped by local player or the player we are observing
if ( pObservedPlayer == pPlayer ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );
if ( m_iState == WEAPON_NOT_CARRIED && m_iOldState != WEAPON_NOT_CARRIED ) { CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); if ( pHudSelection ) { pHudSelection->OnWeaponDrop( this ); } } } }
BaseClass::OnDataChanged( type );
#ifdef CLIENT_DLL
bool bFirstPersonSpectatedState = IsFirstPersonSpectated(); if ( ( bFirstPersonSpectatedState && !m_bOldFirstPersonSpectatedState ) || ( !bFirstPersonSpectatedState && m_bOldFirstPersonSpectatedState ) ) { bChangedCarryState = true; }
if ( type == DATA_UPDATE_CREATED ) { // this will trigger the custom material to start making itself (if needed) the weapon will render with
// the original material for a few frames, then switch to the custom material when it's ready
UpdateCustomMaterial(); UpdateOutlineGlow(); } else if ( bChangedCarryState ) { CheckCustomMaterial(); UpdateOutlineGlow(); } #endif
#ifdef IRONSIGHT
UpdateIronSightController(); #endif //IRONSIGHT
if ( GetPredictable() && !ShouldPredict() ) ShutdownPredictable(); }
bool CWeaponCSBase::ShouldPredict() { if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) ) return true;
return BaseClass::ShouldPredict(); }
void CWeaponCSBase::ProcessMuzzleFlashEvent() { // This is handled from the player's animstate, so it can match up to the beginning of the fire animation
}
int CWeaponCSBase::GetViewModelSplitScreenSlot( C_BaseViewModel *pViewModel ) { uint32 visBits = pViewModel->m_VisibilityBits.Get(0, 0xff); int nSlot = -1;
if ( visBits < 3 ) { // If visBits is 3 then it is both slots 1 and 2 meaning all users can see this viewmodel (as indicated via -1).
// If visBits is 1 or 2 then the view model is only seen in that specific slot either slot (but zero based means slot 0 or 1).
// If visBits is 0, then split screen is not active so we should not be drawing this view model at all. Currently not handled here but should be handled elsewhere.
nSlot = visBits-1; } return nSlot; }
bool CWeaponCSBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) { int nSlot = GetViewModelSplitScreenSlot( pViewModel );
if( event == 5001 ) { C_CSPlayer *pPlayer = ToCSPlayer( GetOwner() ); if ( !pPlayer ) return true;
if( pPlayer && pPlayer->GetFOV() != pPlayer->GetDefaultFOV() && pPlayer->m_bIsScoped && DoesHideViewModelWhenZoomed() ) return true;
// hide particle effects when we're interpolating between observer targets
C_BasePlayer* pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer && pLocalPlayer->GetObserverTarget() == pPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pLocalPlayer->GetObserverInterpState() == C_BasePlayer::OBSERVER_INTERP_TRAVELING ) return true;
bool bLocalThirdPerson = ( (pPlayer == pLocalPlayer) && pPlayer->ShouldDraw() );
Vector origin; int iAttachmentIndex = GetMuzzleAttachmentIndex_1stPerson( pViewModel ); const char *pszEffect = GetMuzzleFlashEffectName_1stPerson();
if ( pszEffect && Q_strlen( pszEffect ) > 0 && iAttachmentIndex >= 0 ) { // The view model fixes up the split screen visibility of any effects spawned off of it.
if ( !bLocalThirdPerson ) DispatchParticleEffect( pszEffect, PATTACH_POINT_FOLLOW, pViewModel, iAttachmentIndex, false, nSlot ); // we can't trust this position
//pViewModel->GetAttachment( iAttachmentIndex, origin );
//silencers produce no light at all - even smaller lights would illuminate smoke or cause unwanted visual effects
if ( !(HasSilencer() && IsSilenced()) ) { CPVSFilter filter( origin ); origin = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset(); ACTIVE_SPLITSCREEN_PLAYER_GUARD( pPlayer ); QAngle vangles; Vector vforward, vright, vup; engine->GetViewAngles( vangles ); AngleVectors( vangles, &vforward, &vright, &vup ); VectorMA( origin, cl_righthand.GetBool() ? 4 : -4, vright, origin ); VectorMA( origin, 31, vforward, origin ); origin[2] += 3.0f;
TE_DynamicLight( filter, 0.0, &origin, 255, 186, 64, 5, 70, 0.05, 768 ); }
UpdateGunHeat( GetCSWpnData().GetHeatPerShot(), iAttachmentIndex ); }
return true; } else if ( event == AE_CLIENT_EJECT_BRASS ) { C_CSPlayer *pPlayer = ToCSPlayer( GetOwner() ); if( pPlayer && pPlayer->GetFOV() != pPlayer->GetDefaultFOV() && pPlayer->m_bIsScoped && DoesHideViewModelWhenZoomed() ) return true;
Vector origin; const char *pszEffect = GetEjectBrassEffectName(); int iAttachmentIndex = -1;
// If options is non-zero in length, treat as an attachment name to use for this particle effect.
if ( options && Q_strlen( options ) > 0 ) { iAttachmentIndex = pViewModel->LookupAttachment( options ); } else { iAttachmentIndex = GetEjectBrassAttachmentIndex_1stPerson( pViewModel ); }
if ( pszEffect && Q_strlen( pszEffect ) > 0 && iAttachmentIndex >= 0 ) {
C_BasePlayer* pLocalPlayer = C_BasePlayer::GetLocalPlayer(); bool bLocalThirdPerson = ( (pPlayer == pLocalPlayer) && pPlayer->ShouldDraw() );
// The view model fixes up the split screen visibility of any effects spawned off of it.
if ( !bLocalThirdPerson ) DispatchParticleEffect( pszEffect, PATTACH_POINT_FOLLOW, pViewModel, iAttachmentIndex, false, nSlot ); }
return true; } else if ( event == AE_CL_SET_STATTRAK_GLOW ) { pViewModel->SetStatTrakGlowMultiplier( atof( options ) ); return true; } else if ( event == AE_WPN_NEXTCLIP_TO_POSEPARAM ) { // sets the given pose param to a 0..1 value representing the clip amount after an impending reload
CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { int iNextClip = MIN( GetMaxClip1(), m_iClip1 + GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) ); vm->SetPoseParameter( options, 1.0f - (((float)iNextClip) / ((float)GetMaxClip1())) ); } } return true; } else if ( event == AE_WPN_CLIP_TO_POSEPARAM ) { // sets the given pose param to a 0..1 value representing the clip amount
CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { vm->SetPoseParameter( options, 1.0f - (((float)m_iClip1) / ((float)GetMaxClip1())) ); } } return true; } else if ( event == AE_WPN_EMPTYSHOTS_TO_POSEPARAM ) { // sets the given pose param to a 0..1 value representing the number of empty shots
CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { vm->SetPoseParameter( options, fmod( m_iNumEmptyAttacks, (float)GetMaxClip1() ) / (float)GetMaxClip1() ); } } return true; }
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options ); }
const char* CWeaponCSBase::GetMuzzleFlashEffectName_1stPerson( void ) { if ( HasSilencer() && IsSilenced() ) { return GetCSWpnData().GetMuzzleFlashEffectName_1stPersonAlt( GetEconItemView() ); } else { return GetCSWpnData().GetMuzzleFlashEffectName_1stPerson( GetEconItemView() ); } }
const char* CWeaponCSBase::GetHeatEffectName( void ) { return GetCSWpnData().GetHeatEffectName( GetEconItemView() ); }
const char* CWeaponCSBase::GetMuzzleFlashEffectName_3rdPerson( void ) { if ( HasSilencer() && IsSilenced() ) { return GetCSWpnData().GetMuzzleFlashEffectName_3rdPersonAlt( GetEconItemView() ); } else { return GetCSWpnData().GetMuzzleFlashEffectName_3rdPerson( GetEconItemView() ); } }
const char* CWeaponCSBase::GetEjectBrassEffectName( void ) { return GetCSWpnData().GetEjectBrassEffectName( GetEconItemView() ); }
int CWeaponCSBase::GetMuzzleAttachmentIndex_1stPerson( C_BaseViewModel *pViewModel ) { if ( pViewModel ) { if ( HasSilencer() && IsSilenced() ) { return pViewModel->LookupAttachment( "muzzle_flash2" ); } return pViewModel->LookupAttachment( "1" ); } return -1; }
int CWeaponCSBase::GetMuzzleAttachmentIndex_3rdPerson( void ) { CBaseWeaponWorldModel *pWeaponWorldModel = GetWeaponWorldModel(); if ( pWeaponWorldModel ) { if ( HasSilencer() && IsSilenced() ) { return pWeaponWorldModel->LookupAttachment( "muzzle_flash2" ); } return pWeaponWorldModel->LookupAttachment( "muzzle_flash" ); } return -1; }
int CWeaponCSBase::GetEjectBrassAttachmentIndex_1stPerson( C_BaseViewModel *pViewModel ) { if ( pViewModel ) return pViewModel->LookupAttachment( "2" );
return -1; }
int CWeaponCSBase::GetEjectBrassAttachmentIndex_3rdPerson( void ) { CBaseWeaponWorldModel *pWeaponWorldModel = GetWeaponWorldModel(); if ( pWeaponWorldModel ) return pWeaponWorldModel->LookupAttachment( "shell_eject" );
return -1; }
#else
//-----------------------------------------------------------------------------
// Purpose: Get the accuracy derived from weapon and player, and return it
//-----------------------------------------------------------------------------
const Vector& CWeaponCSBase::GetBulletSpread() { static Vector cone = VECTOR_CONE_8DEGREES; return cone; }
//-----------------------------------------------------------------------------
// Purpose: Match the anim speed to the weapon speed while crouching
//-----------------------------------------------------------------------------
float CWeaponCSBase::GetDefaultAnimSpeed() { return 1.0; }
//-----------------------------------------------------------------------------
// Purpose: Draw the laser rifle effect
//-----------------------------------------------------------------------------
void CWeaponCSBase::BulletWasFired( const Vector &vecStart, const Vector &vecEnd ) { }
bool CWeaponCSBase::ShouldRemoveOnRoundRestart() { if ( GetPlayerOwner() ) return false; else return true; }
void CWeaponCSBase::OnRoundRestart( void ) { // Clear out the list of prior owners
// m_PriorOwners.RemoveAll();
}
//=========================================================
// Materialize - make a CWeaponCSBase visible and tangible
//=========================================================
void CWeaponCSBase::Materialize() { if ( IsEffectActive( EF_NODRAW ) ) { // changing from invisible state to visible.
RemoveEffects( EF_NODRAW ); DoMuzzleFlash(); }
AddSolidFlags( FSOLID_TRIGGER );
//SetTouch( &CWeaponCSBase::DefaultTouch );
SetThink( NULL );
}
//=========================================================
// AttemptToMaterialize - the item is trying to rematerialize,
// should it do so now or wait longer?
//=========================================================
void CWeaponCSBase::AttemptToMaterialize() { float time = g_pGameRules->FlWeaponTryRespawn( this );
if ( time == 0 ) { Materialize(); return; }
SetNextThink( gpGlobals->curtime + time ); }
//=========================================================
// CheckRespawn - a player is taking this weapon, should
// it respawn?
//=========================================================
void CWeaponCSBase::CheckRespawn() { //GOOSEMAN : Do not respawn weapons!
return; }
//=========================================================
// Respawn- this item is already in the world, but it is
// invisible and intangible. Make it visible and tangible.
//=========================================================
CBaseEntity* CWeaponCSBase::Respawn() { // make a copy of this weapon that is invisible and inaccessible to players ( no touch function ). The weapon spawn/respawn code
// will decide when to make the weapon visible and touchable.
CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetAbsAngles(), GetOwner() );
if ( pNewWeapon ) { pNewWeapon->AddEffects( EF_NODRAW );// invisible for now
pNewWeapon->SetTouch( NULL );// no touch
pNewWeapon->SetThink( &CWeaponCSBase::AttemptToMaterialize );
UTIL_DropToFloor( this, MASK_SOLID );
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
// but when it should respawn is based on conditions belonging to the weapon that was taken.
pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) ); } else { Msg( "Respawn failed to create %s!\n", GetClassname() ); }
return pNewWeapon; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponCSBase::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer ) { m_OnPlayerUse.FireOutput( pActivator, pCaller ); } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CWeaponCSBase::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { int nEvent = pEvent->Event();
if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) ) { if ( nEvent == AE_WPN_COMPLETE_RELOAD ) { m_bReloadVisuallyComplete = true; CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer ) { int j = MIN( GetMaxClip1() - m_iClip1, GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) );
// Add them to the clip
m_iClip1 += j; GiveReserveAmmo( AMMO_POSITION_PRIMARY, -j, true );
m_flRecoilIndex = 0; } } else if ( nEvent == AE_BEGIN_TAUNT_LOOP ) { CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer && pPlayer->IsLookingAtWeapon() && pPlayer->IsHoldingLookAtWeapon() ) { CBaseViewModel *pViewModel = pPlayer->GetViewModel();
float flPrevCycle = pViewModel->GetCycle(); float flNewCycle = V_atof( pEvent->options ); pViewModel->SetCycle( flNewCycle );
float flSequenceDuration = pViewModel->SequenceDuration( pViewModel->GetSequence() ); pPlayer->ModifyTauntDuration( ( flNewCycle - flPrevCycle ) * flSequenceDuration ); }
//if ( pPlayer && pPlayer->IsTaunting() && pPlayer->IsHoldingTaunt() )
//{
// CBaseViewModel *pViewModel = pPlayer->GetViewModel();
//
// float flPrevCycle = pViewModel->GetCycle();
// float flNewCycle = V_atof( pEvent->options );
// pViewModel->SetCycle( flNewCycle );
//
// float flSequenceDuration = pViewModel->SequenceDuration( pViewModel->GetSequence() );
// pPlayer->ModifyTauntDuration( ( flNewCycle - flPrevCycle ) * flSequenceDuration );
//}
return; } #ifndef CLIENT_DLL
//update the bullet bodygroup on the client
else if ( nEvent == AE_CL_BODYGROUP_SET_TO_CLIP ) { CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { int iNumBodygroupIndices = vm->GetNumBodyGroups();
for ( int iGroup=1; iGroup<iNumBodygroupIndices; iGroup++ ) { vm->SetBodygroup( iGroup, (m_iClip1 >= iGroup) ? 0 : 1 ); } } } } else if ( nEvent == AE_CL_BODYGROUP_SET_TO_NEXTCLIP ) { CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { int iNextClip = MIN( GetMaxClip1(), m_iClip1 + GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) ); int iNumBodygroupIndices = vm->GetNumBodyGroups(); for ( int iGroup=1; iGroup<iNumBodygroupIndices; iGroup++ ) { vm->SetBodygroup( iGroup, (iNextClip >= iGroup) ? 0 : 1 ); } } } } else if ( nEvent == AE_WPN_NEXTCLIP_TO_POSEPARAM ) { // sets the given pose param to a 0..1 value representing the clip amount after an impending reload
CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { int iNextClip = MIN( GetMaxClip1(), m_iClip1 + GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) ); vm->SetPoseParameter( pEvent->options, 1.0f - (((float)iNextClip) / ((float)GetMaxClip1())) ); } } } else if ( nEvent == AE_WPN_CLIP_TO_POSEPARAM ) { // sets the given pose param to a 0..1 value representing the clip amount
CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { vm->SetPoseParameter( pEvent->options, 1.0f - (((float)m_iClip1) / ((float)GetMaxClip1())) ); } } } else if ( nEvent == AE_WPN_EMPTYSHOTS_TO_POSEPARAM ) { // sets the given pose param to a 0..1 value representing the number of empty shots
CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ); if ( pOwner ) { CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) { vm->SetPoseParameter( pEvent->options, fmod( m_iNumEmptyAttacks, (float)GetMaxClip1() ) / (float)GetMaxClip1() ); } } } else if ( nEvent == AE_CL_SHOW_SILENCER ) { if ( CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ) ) { if ( CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ) ) { vm->SetBodygroup( vm->FindBodygroupByName( "silencer" ), SILENCER_VISIBLE ); } }
//world model
CBaseWeaponWorldModel *pWorldModel = GetWeaponWorldModel(); if ( pWorldModel ) { pWorldModel->SetBodygroupPreset( "show_silencer" ); } else { SetBodygroup( FindBodygroupByName( "silencer" ), SILENCER_VISIBLE ); } } else if ( nEvent == AE_CL_HIDE_SILENCER ) { if ( CBasePlayer *pOwner = ToBasePlayer( GetPlayerOwner() ) ) { if ( CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ) ) { vm->SetBodygroup( vm->FindBodygroupByName( "silencer" ), SILENCER_HIDDEN ); } }
//world model
CBaseWeaponWorldModel *pWorldModel = GetWeaponWorldModel(); if ( pWorldModel ) { pWorldModel->SetBodygroupPreset( "hide_silencer" ); } else { SetBodygroup( FindBodygroupByName( "silencer" ), SILENCER_HIDDEN ); } } else if ( nEvent == AE_CL_ATTACH_SILENCER_COMPLETE ) { CBasePlayer *pPlayer = ToBasePlayer( GetPlayerOwner() ); m_bSilencerOn = true; m_weaponMode = Secondary_Mode; IGameEvent * event = gameeventmanager->CreateEvent( "silencer_on" ); if ( event && pPlayer ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } } else if ( nEvent == AE_CL_DETACH_SILENCER_COMPLETE ) { CBasePlayer *pPlayer = ToBasePlayer( GetPlayerOwner() ); m_bSilencerOn = false; m_weaponMode = Primary_Mode; IGameEvent * event = gameeventmanager->CreateEvent( "silencer_off" ); if ( event && pPlayer ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } } else if ( nEvent == AE_WPN_CZ_DUMP_CURRENT_MAG ) { CCSPlayer *pCSPlayer = GetPlayerOwner(); if ( pCSPlayer && pCSPlayer->GetActiveCSWeapon() ) { //m_iClip1 = 0;
if ( CBaseViewModel *vm = pCSPlayer->GetViewModel( m_nViewModelIndex ) ) { vm->SetBodygroup( vm->FindBodygroupByName( "front_mag" ), 1 ); //world model
CBaseWeaponWorldModel *pWorldModel = GetWeaponWorldModel(); if ( pWorldModel ) { pWorldModel->SetBodygroup( pWorldModel->FindBodygroupByName( "front_mag" ), 1 ); } else { SetBodygroup( FindBodygroupByName( "front_mag" ), 1 ); } //if the front mag is removed, all subsequent anims use the non-front mag reload
m_iReloadActivityIndex = ACT_SECONDARY_VM_RELOAD; } } } else if ( nEvent == AE_WPN_CZ_UPDATE_BODYGROUP ) { CCSPlayer *pCSPlayer = GetPlayerOwner(); if ( pCSPlayer && pCSPlayer->GetActiveCSWeapon() ) { int iGroupNum = ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0) ? 1 : 0;
if ( CBaseViewModel *vm = pCSPlayer->GetViewModel( m_nViewModelIndex ) ) { vm->SetBodygroup( vm->FindBodygroupByName( "front_mag" ), iGroupNum ); //world model
CBaseWeaponWorldModel *pWorldModel = GetWeaponWorldModel(); if ( pWorldModel ) { pWorldModel->SetBodygroup( pWorldModel->FindBodygroupByName( "front_mag" ), iGroupNum ); } else { SetBodygroup( FindBodygroupByName( "front_mag" ), iGroupNum ); }
//if the front mag is removed, all subsequent anims use the non-front mag reload
m_iReloadActivityIndex = ( iGroupNum == 0 ) ? ACT_VM_RELOAD : ACT_SECONDARY_VM_RELOAD; } } } else if ( nEvent == AE_WPN_PRIMARYATTACK ) {
// delay time
const char *p = pEvent->options; char token[256]; p = nexttoken(token, p, ' '); if ( token ) { SetPostponeFireReadyTime( gpGlobals->curtime + atof( token ) );
// play the prepare warning sound to other players
CCSPlayer *pCSPlayer = GetPlayerOwner(); if ( pCSPlayer ) { Vector soundPosition = pCSPlayer->GetAbsOrigin() + Vector( 0, 0, 50 ); CPASAttenuationFilter filter( soundPosition ); filter.RemoveRecipient( pCSPlayer );
// remove anyone that is first person spectating this player, since the viewmodel should play this sound for them on their client.
int i; CBasePlayer *pPlayer; for( i=1;i<=gpGlobals->maxClients;i++ ) { pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer ) continue;
if( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pPlayer->GetObserverTarget() == pCSPlayer ) { filter.RemoveRecipient( pPlayer ); } }
EmitSound( filter, entindex(), "Weapon_Revolver.Prepare" ); }
} return; } else if ( nEvent == AE_CL_BODYGROUP_SET_VALUE ) { CCSPlayer *pCSPlayer = GetPlayerOwner(); if ( pCSPlayer && pCSPlayer->GetActiveCSWeapon() ) { if ( CBaseViewModel *vm = pCSPlayer->GetViewModel( m_nViewModelIndex ) ) { char szBodygroupName[256]; int value = 0;
char token[256];
const char *p = pEvent->options;
// Bodygroup Name
p = nexttoken(token, p, ' '); if ( token ) { Q_strncpy( szBodygroupName, token, sizeof(szBodygroupName) ); }
// Get the desired value
p = nexttoken(token, p, ' '); if ( token ) { value = atoi( token ); }
int index = vm->FindBodygroupByName( szBodygroupName ); if ( index >= 0 ) { vm->SetBodygroup( index, value ); } } } return; }
#endif
}
BaseClass::Operator_HandleAnimEvent( pEvent, pOperator ); }
bool CWeaponCSBase::Reload() { m_bFiredOutOfAmmoEvent = false; m_bReloadVisuallyComplete = false;
#ifdef IRONSIGHT
m_iIronSightMode = IronSight_should_approach_unsighted; #endif //IRONSIGHT
return true;//BaseClass::Reload();
}
void CWeaponCSBase::Spawn() { m_nWeaponID = WeaponIdFromString( GetClassname() );
BaseClass::Spawn();
// Override the bloat that our base class sets as it's a little bit bigger than we want.
// If it's too big, you drop a weapon and its box is so big that you're still touching it
// when it falls and you pick it up again right away.
CollisionProp()->UseTriggerBounds( true, 30 );
// Set this here to allow players to shoot dropped weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON );
SetExtraAmmoCount( m_iDefaultExtraAmmo ); //Start with no additional ammo
ResetGunHeat();
m_nextOwnerTouchTime = 0.0f; m_nextPrevOwnerTouchTime = 0.0f;
m_hPrevOwner = NULL;
// [tj] initialize donor of this weapon
m_donor = NULL; m_donated = false;
m_bSilencerOn = HasSilencer(); m_weaponMode = HasSilencer() ? Secondary_Mode : Primary_Mode;
VisibilityMonitor_AddEntity( this, 400.0f, NULL, NULL );
#ifdef IRONSIGHT
UpdateIronSightController(); #endif //IRONSIGHT
#ifndef CLIENT_DLL
if ( mp_death_drop_gun.GetInt() == 0 && !IsA( WEAPON_C4 ) ) { SetContextThink( &CWeaponCSBase::RemoveUnownedWeaponThink, gpGlobals->curtime + REMOVEUNOWNEDWEAPON_THINK_INTERVAL, REMOVEUNOWNEDWEAPON_THINK_CONTEXT ); } #endif
}
bool CWeaponCSBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity ) { if ( BaseClass::DefaultReload( iClipSize1, iClipSize2, iActivity ) ) { SendActivityEvents(); return true; } else { return false; } }
void CWeaponCSBase::SendActivityEvents( int nActEvents ) { CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( GetOwner() ); if ( !pPlayer ) return;
// Send a message to any clients that have this entity to play the reload.
CPASFilter filter( pPlayer->GetAbsOrigin() ); filter.RemoveRecipient( pPlayer );
CCSUsrMsg_ReloadEffect msg; msg.set_entidx( pPlayer->entindex() ); msg.set_actanim( nActEvents );
const Vector& origin = pPlayer->GetAbsOrigin(); msg.set_origin_x( origin.x ); msg.set_origin_y( origin.y ); msg.set_origin_z( origin.z );
SendUserMessage( filter, CS_UM_ReloadEffect, msg ); if ( nActEvents == ACT_VM_RELOAD || nActEvents == ACT_SECONDARY_VM_RELOAD ) { // Make the player play his reload animation.
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD ); } }
#endif
bool CWeaponCSBase::DefaultPistolReload() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 ) return true;
if ( !DefaultReload( GetCSWpnData().iDefaultClip1, 0, ACT_VM_RELOAD ) ) return false;
pPlayer->m_iShotsFired = 0;
return true; }
bool CWeaponCSBase::IsUseable() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if ( Clip1() <= 0 ) { if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 && GetMaxClip1() != -1 ) { // clip is empty ( or nonexistant ) and the player has no more ammo of this type.
return false; } }
return true; }
#if defined( CLIENT_DLL )
float g_lateralBob = 0; float g_verticalBob = 0;
static ConVar cl_bob_version( "cl_bob_version","0", FCVAR_CHEAT ); static ConVar cl_bobcycle( "cl_bobcycle","0.98", FCVAR_ARCHIVE, "the frequency at which the viewmodel bobs.", true, 0.1, true, 2.0 ); //static ConVar cl_bob( "cl_bob","0.002", FCVAR_ARCHIVE );
static ConVar cl_bobup( "cl_bobup","0.5", FCVAR_CHEAT );
ConVar cl_use_new_headbob( "cl_use_new_headbob","1", FCVAR_CHEAT ); static ConVar cl_bobamt_vert( "cl_bobamt_vert","0.25", FCVAR_ARCHIVE, "The amount the viewmodel moves up and down when running", true, 0.1, true, 2 ); static ConVar cl_bobamt_lat( "cl_bobamt_lat","0.4", FCVAR_ARCHIVE, "The amount the viewmodel moves side to side when running", true, 0.1, true, 2 ); static ConVar cl_bob_lower_amt( "cl_bob_lower_amt","21", FCVAR_ARCHIVE, "The amount the viewmodel lowers when running", true, 5, true, 30 );
static ConVar cl_viewmodel_shift_left_amt( "cl_viewmodel_shift_left_amt","1.5", FCVAR_ARCHIVE, "The amount the viewmodel shifts to the left when shooting accuracy increases.", true, 0.5, true, 2.0 ); static ConVar cl_viewmodel_shift_right_amt( "cl_viewmodel_shift_right_amt","0.75", FCVAR_ARCHIVE, "The amount the viewmodel shifts to the right when shooting accuracy decreases.", true, 0.25, true, 2.0 );
//-----------------------------------------------------------------------------
// Purpose: Helper function to calculate head bob
//-----------------------------------------------------------------------------
float CalcViewModelBobHelper( CBasePlayer *player, BobState_t *pBobState, int nVMIndex ) { if ( cl_use_new_headbob.GetBool() == false ) return 0;
Assert( pBobState ); if ( !pBobState ) return 0;
float cycle;
//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
if ( ( !gpGlobals->frametime ) || ( player == NULL ) ) { //NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;// just use old value
}
//Find the speed of the player
float speed = player->GetLocalVelocity().Length2D();
// do the dip before speed gets clamped
float flSpeedFactor;
float flRunAddAmt = 0.0f;
float flmaxSpeedDelta = MAX( 0, (gpGlobals->curtime - pBobState->m_flLastBobTime ) * 640.0f );//320
// Msg( "speed raw = %f\n", speed );
// don't allow too big speed changes
speed = clamp( speed, pBobState->m_flLastSpeed-flmaxSpeedDelta, pBobState->m_flLastSpeed+flmaxSpeedDelta ); speed = clamp( speed, -320.0f, 320.0f );
pBobState->m_flLastSpeed = speed;
C_BaseViewModel *pViewModel = player ? player->GetViewModel(nVMIndex) : NULL; bool bShouldIgnoreOffsetAndAccuracy = (pViewModel && pViewModel->m_bShouldIgnoreOffsetAndAccuracy);
// when the player is moving forward, the gun lowers a bit -mtw
C_CSPlayer *pPlayer = ToCSPlayer( player ); if ( pPlayer && !pPlayer->IsZoomed() ) { flSpeedFactor = speed * 0.006f; clamp( flSpeedFactor, 0.0f, 0.5f ); float flLowerAmt = cl_bob_lower_amt.GetFloat() * 0.2;
// HACK until we get 'ACT_VM_IDLE_LOWERED' anims
//if ( pPlayer->m_Shared.IsSprinting() )
//flLowerAmt *= 10.0f;
if ( bShouldIgnoreOffsetAndAccuracy ) flLowerAmt *= 0.1;
flRunAddAmt = ( flLowerAmt * flSpeedFactor ); }
//FIXME: This maximum speed value must come from the server.
// MaxSpeed() is not sufficient for dealing with sprinting - jdw
float bob_offset = RemapVal( speed, 0.0f, 320.0f, 0.0f, 1.0f );
pBobState->m_flBobTime += ( gpGlobals->curtime - pBobState->m_flLastBobTime ) * bob_offset; pBobState->m_flLastBobTime = gpGlobals->curtime;
//Msg( "speed = %f\n", speed );
float flBobCycle = 0.5f; float flAccuracyDiff = 0; float flGunAccPos = 0;
CWeaponCSBase *pWeapon = ( ( bShouldIgnoreOffsetAndAccuracy || !pPlayer ) ? NULL : pPlayer->GetActiveCSWeapon() ); if ( pPlayer && pWeapon ) { float flMaxSpeed = pWeapon->GetMaxSpeed(); flBobCycle = (((1000.0f - flMaxSpeed) / 3.5f) * 0.001f) * cl_bobcycle.GetFloat();
float flAccuracy = 0.0f;
bool bIsElites = ( pWeapon->GetCSWeaponID() == WEAPON_ELITE ) ? true : false;
// don't move the gun around based on accuracy when reloading
if ( !pWeapon->m_bInReload && !bIsElites ) { // move the gun left or right based on the players current accuracy
float flCrouchAccuracy = pWeapon->GetInaccuracyCrouch(); float flBaseAccuracy = pWeapon->GetInaccuracyStand(); if ( pPlayer->m_Local.m_bDucking || pPlayer->m_Local.m_bDucked ) flAccuracy = flCrouchAccuracy; else flAccuracy = pWeapon->GetInaccuracy();
bool bIsSniper = ( pWeapon->GetWeaponType() == WEAPONTYPE_SNIPER_RIFLE ) ? true : false;
float flMultiplier = 1; if ( flAccuracy < flBaseAccuracy ) { if ( !bIsSniper ) flMultiplier = 18; else flMultiplier = 0.15;
flMultiplier *= cl_viewmodel_shift_left_amt.GetFloat(); } else { flAccuracy = MIN( flAccuracy, 0.082f ); flMultiplier *= cl_viewmodel_shift_right_amt.GetFloat(); }
// clamp the crouch accuracy
flAccuracyDiff = MAX( (flAccuracy - flBaseAccuracy) * flMultiplier, -0.1); }
/*
if ( pWeapon->m_flGunAccuracyPosition > 0.0f ) Msg( "m_flGunAccuracyPosition1 = %f, flAccuracy = %f\n", pWeapon->m_flGunAccuracyPosition, flAccuracy );
pWeapon->m_flGunAccuracyPosition = Lerp( ( gpGlobals->frametime / 0.02f ), (flAccuracyDiff*20), pWeapon->m_flGunAccuracyPosition );
if ( pWeapon->m_flGunAccuracyPosition > 0.0f ) Msg( "m_flGunAccuracyPosition1 = %f, flAccuracy = %f\n", pWeapon->m_flGunAccuracyPosition, flAccuracy ); */ pWeapon->m_flGunAccuracyPosition = Approach( (flAccuracyDiff*80), pWeapon->m_flGunAccuracyPosition, abs( ( (flAccuracyDiff*80)-pWeapon->m_flGunAccuracyPosition )*gpGlobals->frametime ) * 4.0f ); flGunAccPos = pWeapon->m_flGunAccuracyPosition; } else { flBobCycle = (((1000.0f - 150) / 3.5f) * 0.001f) * cl_bobcycle.GetFloat(); }
//Msg( "flBobCycle = %f\n", flBobCycle );
//Calculate the vertical bob
cycle = pBobState->m_flBobTime - (int)(pBobState->m_flBobTime/flBobCycle)*flBobCycle; cycle /= flBobCycle;
if ( cycle < cl_bobup.GetFloat() ) { cycle = M_PI * cycle / cl_bobup.GetFloat(); } else { cycle = M_PI + M_PI*(cycle-cl_bobup.GetFloat())/(1.0 - cl_bobup.GetFloat()); } float flBobMultiplier = 0.00625f; // if we're in the air, slow our bob down a bit
if ( player->GetGroundEntity() == NULL ) flBobMultiplier = 0.00125f;
float flBobVert = bShouldIgnoreOffsetAndAccuracy ? 0.3 : cl_bobamt_vert.GetFloat(); pBobState->m_flVerticalBob = speed*( flBobMultiplier * flBobVert ); pBobState->m_flVerticalBob = ( pBobState->m_flVerticalBob*0.3 + pBobState->m_flVerticalBob*0.7*sin(cycle) ); pBobState->m_flRawVerticalBob = pBobState->m_flVerticalBob;
pBobState->m_flVerticalBob = clamp( ( pBobState->m_flVerticalBob - ( flRunAddAmt - (flGunAccPos*0.2) ) ), -7.0f, 4.0f );
//Msg( "pBobState->m_flVerticalBob = %f, cycle = %f, pBobState->m_flBobTime = %f\n", pBobState->m_flVerticalBob, cycle, pBobState->m_flBobTime );
//Calculate the lateral bob
cycle = pBobState->m_flBobTime - (int)(pBobState->m_flBobTime/flBobCycle*2)*flBobCycle*2; cycle /= flBobCycle*2;
if ( cycle < cl_bobup.GetFloat() ) { cycle = M_PI * cycle / cl_bobup.GetFloat(); } else { cycle = M_PI + M_PI*(cycle-cl_bobup.GetFloat())/(1.0 - cl_bobup.GetFloat()); }
float flBobLat = bShouldIgnoreOffsetAndAccuracy ? 0.5 : cl_bobamt_lat.GetFloat(); if ( pPlayer && pWeapon ) { pBobState->m_flLateralBob = speed*( flBobMultiplier * flBobLat ); pBobState->m_flLateralBob = pBobState->m_flLateralBob*0.3 + pBobState->m_flLateralBob*0.7*sin(cycle); pBobState->m_flRawLateralBob = pBobState->m_flLateralBob;
pBobState->m_flLateralBob = clamp( (pBobState->m_flLateralBob + flGunAccPos*0.25), -8.0f, 8.0f ); //Msg( "flAccuracyDiff = %f\n", flAccuracyDiff );
}
//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f; }
//-----------------------------------------------------------------------------
// Purpose: Helper function to add head bob
//-----------------------------------------------------------------------------
void AddViewModelBobHelper( Vector &origin, QAngle &angles, BobState_t *pBobState ) { if ( cl_use_new_headbob.GetBool() == false ) return;
Assert( pBobState ); if ( !pBobState ) return;
Vector forward, right; AngleVectors( angles, &forward, &right, NULL );
// Apply bob, but scaled down to 40%
VectorMA( origin, pBobState->m_flVerticalBob * 0.4f, forward, origin );
// Z bob a bit more
origin[2] += pBobState->m_flVerticalBob * 0.1f;
// bob the angles
angles[ ROLL ] += pBobState->m_flVerticalBob * 0.5f; angles[ PITCH ] -= pBobState->m_flVerticalBob * 0.4f; angles[ YAW ] -= pBobState->m_flLateralBob * 0.3f;
VectorMA( origin, pBobState->m_flLateralBob * 0.2f, right, origin ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CWeaponCSBase::CalcViewmodelBob( void ) { if ( cl_use_new_headbob.GetBool() == true ) { CBasePlayer *player = ToBasePlayer( GetOwner() ); //Assert( player );
BobState_t *pBobState = GetBobState(); if ( pBobState ) { return ::CalcViewModelBobHelper( player, pBobState ); } else return 0; }
static float bobtime; static float lastbobtime; static float lastspeed; float cycle;
CBasePlayer *player = ToBasePlayer( GetOwner() ); //Assert( player );
//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
if ( ( !gpGlobals->frametime ) || ( player == NULL ) || ( cl_bobcycle.GetFloat() <= 0.0f ) || ( cl_bobup.GetFloat() <= 0.0f ) || ( cl_bobup.GetFloat() >= 1.0f ) ) { //NOTENOTE: We don't use this return value in our case ( need to restructure the calculation function setup! )
return 0.0f;// just use old value
}
//Find the speed of the player
float speed = player->GetLocalVelocity().Length2D(); float flmaxSpeedDelta = MAX( 0, ( gpGlobals->curtime - lastbobtime ) * 320.0f );
// don't allow too big speed changes
speed = clamp( speed, lastspeed-flmaxSpeedDelta, lastspeed+flmaxSpeedDelta ); speed = clamp( speed, -320, 320 );
lastspeed = speed;
//FIXME: This maximum speed value must come from the server.
// MaxSpeed() is not sufficient for dealing with sprinting - jdw
float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f );
bobtime += ( gpGlobals->curtime - lastbobtime ) * bob_offset; lastbobtime = gpGlobals->curtime;
//Calculate the vertical bob
cycle = bobtime - ( int )( bobtime/cl_bobcycle.GetFloat() )*cl_bobcycle.GetFloat(); cycle /= cl_bobcycle.GetFloat();
if ( cycle < cl_bobup.GetFloat() ) { cycle = M_PI * cycle / cl_bobup.GetFloat(); } else { cycle = M_PI + M_PI*( cycle-cl_bobup.GetFloat() )/( 1.0 - cl_bobup.GetFloat() ); }
g_verticalBob = speed*0.005f; g_verticalBob = g_verticalBob*0.3 + g_verticalBob*0.7*sin( cycle );
g_verticalBob = clamp( g_verticalBob, -7.0f, 4.0f );
//Calculate the lateral bob
cycle = bobtime - ( int )( bobtime/cl_bobcycle.GetFloat()*2 )*cl_bobcycle.GetFloat()*2; cycle /= cl_bobcycle.GetFloat()*2;
if ( cycle < cl_bobup.GetFloat() ) { cycle = M_PI * cycle / cl_bobup.GetFloat(); } else { cycle = M_PI + M_PI*( cycle-cl_bobup.GetFloat() )/( 1.0 - cl_bobup.GetFloat() ); }
g_lateralBob = speed*0.005f; g_lateralBob = g_lateralBob*0.3 + g_lateralBob*0.7*sin( cycle ); g_lateralBob = clamp( g_lateralBob, -7.0f, 4.0f );
//NOTENOTE: We don't use this return value in our case ( need to restructure the calculation function setup! )
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &angles -
// viewmodelindex -
//-----------------------------------------------------------------------------
void CWeaponCSBase::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) { if ( cl_use_new_headbob.GetBool() == true ) { // call helper functions to do the calculation
BobState_t *pBobState = GetBobState(); if ( pBobState ) { CalcViewmodelBob(); ::AddViewModelBobHelper( origin, angles, pBobState ); } return; }
Vector forward, right; AngleVectors( angles, &forward, &right, NULL );
CalcViewmodelBob();
// Apply bob, but scaled down to 40%
VectorMA( origin, g_verticalBob * 0.4f, forward, origin );
// Z bob a bit more
origin[2] += g_verticalBob * 0.1f;
// bob the angles
angles[ ROLL ] += g_verticalBob * 0.5f; angles[ PITCH ] -= g_verticalBob * 0.4f;
angles[ YAW ] -= g_lateralBob * 0.3f;
// VectorMA( origin, g_lateralBob * 0.2f, right, origin );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the head bob state for this weapon, which is stored
// in the view model. Note that this this function can return
// NULL if the player is dead or the view model is otherwise not present.
//-----------------------------------------------------------------------------
BobState_t *CWeaponCSBase::GetBobState() { // get the view model for this weapon
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return NULL; CBaseViewModel *baseViewModel = pOwner->GetViewModel( m_nViewModelIndex ); if ( baseViewModel == NULL ) return NULL; CPredictedViewModel *viewModel = dynamic_cast<CPredictedViewModel *>(baseViewModel); if ( viewModel == NULL ) return NULL;
//Assert( viewModel );
// get the bob state out of the view model
return &( viewModel->GetBobState() ); }
#else
void CWeaponCSBase::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) {
}
float CWeaponCSBase::CalcViewmodelBob( void ) { return 0.0f; }
#endif
#ifndef CLIENT_DLL
bool CWeaponCSBase::PhysicsSplash( const Vector ¢erPoint, const Vector &normal, float rawSpeed, float scaledSpeed ) { if ( rawSpeed > 20 ) {
float size = 4.0f; if ( !IsPistol() ) size += 2.0f;
// adjust splash size based on speed
size += RemapValClamped( rawSpeed, 0, 400, 0, 3 );
CEffectData data; data.m_vOrigin = centerPoint; data.m_vNormal = normal; data.m_flScale = random->RandomFloat( size, size + 1.0f );
if ( GetWaterType() & CONTENTS_SLIME ) { data.m_fFlags |= FX_WATER_IN_SLIME; }
DispatchEffect( "gunshotsplash", data );
return true; }
return false; } #endif // !CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPicker -
//-----------------------------------------------------------------------------
void CWeaponCSBase::OnPickedUp( CBaseCombatCharacter *pNewOwner ) { #if !defined( CLIENT_DLL )
RemoveEffects( EF_ITEM_BLINK );
if( pNewOwner->IsPlayer() && pNewOwner->IsAlive() ) { m_OnPlayerPickup.FireOutput( pNewOwner, this );
m_bFiredOutOfAmmoEvent = false;
// Robin: We don't want to delete weapons the player has picked up, so
// clear the name of the weapon. This prevents wildcards that are meant
// to find NPCs finding weapons dropped by the NPCs as well.
SetName( NULL_STRING );
CEconEntity *pEconEntity = dynamic_cast< CEconEntity* >( this ); if ( pEconEntity && m_hPrevOwner == NULL ) { CCSPlayer *pPlayer = ToCSPlayer( pNewOwner ); // set the original owner XUID
if ( pPlayer && pEconEntity->GetOriginalOwnerXuid() == 0ull && !pPlayer->IsBot() ) { CSteamID steamID; pPlayer->GetSteamID( &steamID );
uint64 verylong = steamID.ConvertToUint64(); pEconEntity->SetOriginalOwnerXuid( (uint32)verylong, (uint32)(verylong >> 32) ); }
m_iOriginalTeamNumber = pPlayer ? pPlayer->GetTeamNumber() : 0; }
if ( CSGameRules() ) CSGameRules()->RemoveDroppedWeaponFromList( this ); }
// Someone picked me up, so make it so that I can't be removed.
SetRemoveable( false ); #else
UpdateOutlineGlow(); #endif
#ifdef IRONSIGHT
UpdateIronSightController(); #endif //IRONSIGHT
}
void CWeaponCSBase::UpdateAccuracyPenalty( ) { CCSPlayer *pPlayer = GetPlayerOwner( ); if ( !pPlayer ) return;
const CCSWeaponInfo& weaponInfo = GetCSWpnData( );
float fNewPenalty = 0.0f;
// Adding movement penalty here results in a penalty that persists and requires decay to eliminate.
#if MOVEMENT_ACCURACY_DECAYED
// movement penalty
fNewPenalty += RemapValClamped( pPlayer->GetAbsVelocity().Length2D(), weaponInfo.GetMaxSpeed(m_weaponMode, GetEconItemView()) * CS_PLAYER_SPEED_DUCK_MODIFIER, weaponInfo.GetMaxSpeed(m_weaponMode, GetEconItemView()) * 0.95f, // max out at 95% of run speed to avoid jitter near max speed
0.0f, weaponInfo.GetInaccuracyMove( m_weaponMode, GetEconItemView( ) ); #endif
// on ladder?
if ( pPlayer->GetMoveType( ) == MOVETYPE_LADDER ) { fNewPenalty += weaponInfo.GetInaccuracyLadder( GetEconItemView( ), m_weaponMode ) + weaponInfo.GetInaccuracyLadder( GetEconItemView( ), Primary_Mode ); } // in the air?
else if ( pPlayer->GetGroundEntity() == nullptr ) // else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
{ fNewPenalty += weaponInfo.GetInaccuracyStand( GetEconItemView(), m_weaponMode ); fNewPenalty += weaponInfo.GetInaccuracyJump( GetEconItemView(), m_weaponMode ) * weapon_air_spread_scale.GetFloat(); } else if ( FBitSet( pPlayer->GetFlags( ), FL_DUCKING ) ) { fNewPenalty += weaponInfo.GetInaccuracyCrouch( GetEconItemView( ), m_weaponMode ); } else { fNewPenalty += weaponInfo.GetInaccuracyStand( GetEconItemView( ), m_weaponMode ); }
if ( m_bInReload ) { fNewPenalty += weaponInfo.GetInaccuracyReload( GetEconItemView( ) ); }
if ( fNewPenalty > m_fAccuracyPenalty ) { m_fAccuracyPenalty = fNewPenalty; } else { float fDecayFactor = logf( 10.0f ) / GetRecoveryTime( );
m_fAccuracyPenalty = Lerp( expf( TICK_INTERVAL * -fDecayFactor ), fNewPenalty, ( float ) m_fAccuracyPenalty ); }
#define WEAPON_RECOIL_DECAY_THRESHOLD 1.10
// Decay the recoil index if a little more than cycle time has elapsed since the last shot. In other words,
// don't decay if we're firing full-auto.
if ( gpGlobals->curtime > m_fLastShotTime + ( GetCycleTime() * WEAPON_RECOIL_DECAY_THRESHOLD ) ) { float fDecayFactor = logf( 10.0f ) * weapon_recoil_decay_coefficient.GetFloat( );
m_flRecoilIndex = Lerp( expf( TICK_INTERVAL * -fDecayFactor ), 0.0f, ( float ) m_flRecoilIndex ); } }
float CWeaponCSBase::GetRecoveryTime( void ) { CCSPlayer *pPlayer = GetPlayerOwner( ); if ( !pPlayer ) return -1.0f;
const CCSWeaponInfo& weaponInfo = GetCSWpnData( );
if ( pPlayer->GetMoveType( ) == MOVETYPE_LADDER ) { return weaponInfo.GetRecoveryTimeStand( GetEconItemView( ) ); } else if ( !FBitSet( pPlayer->GetFlags( ), FL_ONGROUND ) ) // in air
{ // enforce a large recovery speed penalty (400%) for players in the air; this helps to provide
// comparable in-air accuracy to the old weapon model
return weaponInfo.GetRecoveryTimeCrouch( GetEconItemView( ) ) * 4.0f; } else if ( FBitSet( pPlayer->GetFlags( ), FL_DUCKING ) ) { float flRecoveryTime = weaponInfo.GetRecoveryTimeCrouch( GetEconItemView( ) ); float flRecoveryTimeFinal = weaponInfo.GetRecoveryTimeCrouchFinal( GetEconItemView( ) );
if ( flRecoveryTimeFinal != -1.0f ) // uninitialized final recovery values are set to -1.0 from the weapon_base prefab in schema
{ int nRecoilIndex = m_flRecoilIndex;
flRecoveryTime = RemapValClamped( nRecoilIndex, weaponInfo.GetRecoveryTransitionStartBullet( GetEconItemView( ) ), weaponInfo.GetRecoveryTransitionEndBullet( GetEconItemView( ) ), flRecoveryTime, flRecoveryTimeFinal ); }
return flRecoveryTime; } else { float flRecoveryTime = weaponInfo.GetRecoveryTimeStand( GetEconItemView( ) ); float flRecoveryTimeFinal = weaponInfo.GetRecoveryTimeStandFinal( GetEconItemView( ) );
if ( flRecoveryTimeFinal != -1.0f ) // uninitialized final recovery values are set to -1.0 from the weapon_base prefab in schema
{ int nRecoilIndex = m_flRecoilIndex;
flRecoveryTime = RemapValClamped( nRecoilIndex, weaponInfo.GetRecoveryTransitionStartBullet( GetEconItemView( ) ), weaponInfo.GetRecoveryTransitionEndBullet( GetEconItemView( ) ), flRecoveryTime, flRecoveryTimeFinal ); }
return flRecoveryTime; } }
void CWeaponCSBase::OnJump( float fImpulse ) { }
void CWeaponCSBase::OnLand( float fVelocity ) { float fPenalty = GetCSWpnData().GetInaccuracyLand( GetEconItemView(), m_weaponMode ) * fVelocity; m_fAccuracyPenalty += fPenalty; fPenalty = clamp( fPenalty, -1.0f, 1.0f );
CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
// NOTE: do NOT call GetAimPunchAngle() here because it may be adjusted by some recoil scalar.
// We just want to update the raw punch angle.
QAngle angle = pPlayer->GetRawAimPunchAngle(); float fVKick = RAD2DEG(asinf(fPenalty)) * 0.2f; float fHKick = SharedRandomFloat("LandPunchAngleYaw", -1.0f, +1.0f) * fVKick * 0.1f;
angle.x += fVKick; // pitch
angle.y += fHKick; // yaw
pPlayer->SetAimPunchAngle( angle ); }
void CWeaponCSBase::Recoil( CSWeaponMode weaponMode ) { /** Removed for partner depot **/ }
#ifdef CLIENT_DLL
void WeaponSaveCustomTextures( void ) { C_BasePlayer *local = C_BasePlayer::GetLocalPlayer(); if ( local ) { CWeaponCSBase *pWeapon = ( CWeaponCSBase* )local->GetActiveWeapon(); pWeapon->SaveCustomMaterialsTextures(); } } ConCommand cl_saveweaponcustomtextures( "cl_saveweaponcustomtextures", WeaponSaveCustomTextures, "Save custom textures of current weapon." );
void CWeaponCSBase::SaveCustomMaterialsTextures( ) { /** Removed for partner depot **/ }
void CWeaponCSBase::UpdateCustomMaterial( void ) { /** Removed for partner depot **/ }
void CWeaponCSBase::CheckCustomMaterial( void ) { /** Removed for partner depot **/ }
#endif // CLIENT_DLL
#ifdef IRONSIGHT
CIronSightController *CWeaponCSBase::GetIronSightController( void ) { if ( m_IronSightController && m_IronSightController->IsInitializedAndAvailable() ) { return m_IronSightController; } return NULL; }
void CWeaponCSBase::UpdateIronSightController() { if (!m_IronSightController) m_IronSightController = new CIronSightController(); if (m_IronSightController) m_IronSightController->Init(this); } #endif
int CWeaponCSBase::GetZoomFOV( int nZoomLevel ) const { switch( nZoomLevel ) { case 0: return 0; // not used -- always default FoV
case 1: return GetCSWpnData().GetZoomFOV1(); case 2: return GetCSWpnData().GetZoomFOV2(); default: Assert(0); return 0; } }
float CWeaponCSBase::GetZoomTime( int nZoomLevel ) const { switch ( nZoomLevel ) { case 0: return GetCSWpnData().GetZoomTime0(); case 1: return GetCSWpnData().GetZoomTime1(); case 2: return GetCSWpnData().GetZoomTime2(); default: Assert( 0 ); return 0; } }
CCSPlayer * CWeaponCSBase::GetOriginalOwner() { if ( m_PriorOwners.Count() ) return m_PriorOwners.Element( 0 );
return NULL; }
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