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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbase.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponM3 C_WeaponM3
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "te_shotgun_shot.h"
#endif
class CWeaponM3 : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponM3, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponM3();
virtual void PrimaryAttack(); virtual bool Reload(); virtual void WeaponIdle();
virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_M3; }
virtual int GetShotgunReloadState( void ) { return m_reloadState; }
private:
CWeaponM3( const CWeaponM3 & );
float m_flPumpTime; CNetworkVar( int, m_reloadState );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM3, DT_WeaponM3 )
BEGIN_NETWORK_TABLE( CWeaponM3, DT_WeaponM3 ) #ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_reloadState ) ) #else
SendPropInt( SENDINFO( m_reloadState ), 2, SPROP_UNSIGNED ) #endif
END_NETWORK_TABLE()
#if defined(CLIENT_DLL)
BEGIN_PREDICTION_DATA( CWeaponM3 ) DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS_ALIASED( weapon_m3, WeaponM3 ); // PRECACHE_REGISTER( weapon_m3 );
CWeaponM3::CWeaponM3() { m_flPumpTime = 0; m_reloadState = 0; }
void CWeaponM3::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
const CCSWeaponInfo& weaponInfo = GetCSWpnData();
float flCycleTime = GetCycleTime();
// don't fire underwater
if (pPlayer->GetWaterLevel() == WL_Eyes) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; return; }
// Out of ammo?
if ( m_iClip1 <= 0 ) { Reload(); if ( m_iClip1 == 0 ) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; }
return; }
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->DoMuzzleFlash();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
uint16 nItemDefIndex = 0;
// Dispatch the FX right away with full accuracy.
float flCurAttack = CalculateNextAttackTime( flCycleTime ); FX_FireBullets( pPlayer->entindex(), nItemDefIndex, pPlayer->Weapon_ShootPosition(), pPlayer->GetFinalAimAngle(), GetCSWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed( SERVER_PLATTIME_RNG ) & 255, // wrap it for network traffic so it's the same between client and server
GetInaccuracy(), GetSpread(), GetAccuracyFishtail(), flCurAttack, SINGLE, m_flRecoilIndex );
// are we firing the last round in the clip?
if ( m_iClip1 == 1 ) { SetWeaponIdleTime( gpGlobals->curtime + 0.875f ); } else { m_flPumpTime = gpGlobals->curtime + 0.5f; SetWeaponIdleTime( gpGlobals->curtime + 2.5f ); }
m_reloadState = 0;
// update accuracy
m_fAccuracyPenalty += weaponInfo.GetInaccuracyFire( GetEconItemView(), Primary_Mode );
// table driven recoil
Recoil( Primary_Mode );
++pPlayer->m_iShotsFired; m_flRecoilIndex += 1.0f; --m_iClip1; }
bool CWeaponM3::Reload() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 || m_iClip1 == GetMaxClip1()) return true;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > gpGlobals->curtime) return true; // check to see if we're ready to reload
if (m_reloadState == 0) { pPlayer->SetAnimation( PLAYER_RELOAD );
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START ); m_reloadState = 1; pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5; m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
#ifdef GAME_DLL
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_START ); #endif
return true; } else if (m_reloadState == 1) { if (m_flTimeWeaponIdle > gpGlobals->curtime) return true; // was waiting for gun to move to side
m_reloadState = 2;
SendWeaponAnim( ACT_VM_RELOAD ); SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); #ifdef GAME_DLL
if ( m_iClip1 == 7 ) { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END ); } else { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP ); } #endif
} else { // Add them to the clip
m_iClip1 += 1; #ifdef GAME_DLL
SendActivityEvents(); #endif
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer ) GiveReserveAmmo( AMMO_POSITION_PRIMARY, -1 );
m_reloadState = 1; }
return true; }
void CWeaponM3::WeaponIdle() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if (m_flPumpTime && m_flPumpTime < gpGlobals->curtime) { // play pumping sound
m_flPumpTime = 0; }
if (m_flTimeWeaponIdle < gpGlobals->curtime) { if (m_iClip1 == 0 && m_reloadState == 0 && GetReserveAmmoCount( AMMO_POSITION_PRIMARY )) { Reload( ); } else if (m_reloadState != 0) { if (m_iClip1 != 8 && GetReserveAmmoCount( AMMO_POSITION_PRIMARY )) { Reload( ); } else { // reload debounce has timed out
//MIKETODO: shotgun anims
SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); // play cocking sound
m_reloadState = 0; SetWeaponIdleTime( gpGlobals->curtime + 1.5 ); } } else { SendWeaponAnim( ACT_VM_IDLE ); } } }
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