//========= 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 ); } } }