//========= 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 CWeaponNOVA C_WeaponNOVA #include "c_cs_player.h" #else #include "cs_player.h" #include "te_shotgun_shot.h" #endif // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" class CWeaponNOVA : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponNOVA, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponNOVA( void ); virtual void PrimaryAttack( void ); virtual bool Reload( void ); virtual void WeaponIdle( void ); virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_NOVA; } virtual int GetShotgunReloadState( void ) { return m_reloadState; } private: CWeaponNOVA( const CWeaponNOVA & ); float m_flPumpTime; CNetworkVar( int, m_reloadState ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponNOVA, DT_WeaponNOVA ) BEGIN_NETWORK_TABLE( CWeaponNOVA, DT_WeaponNOVA ) #if defined( 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( CWeaponNOVA ) DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS_ALIASED( weapon_nova, WeaponNOVA ); // PRECACHE_REGISTER( weapon_nova ); CWeaponNOVA::CWeaponNOVA( void ) { m_flPumpTime = 0.0f; m_reloadState = 0; } void CWeaponNOVA::PrimaryAttack( void ) { 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 + 0.15f; return; } // Out of ammo? if ( m_iClip1 <= 0 ) { Reload(); if ( m_iClip1 == 0 ) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2f; } 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 CWeaponNOVA::Reload( void ) { 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 + 0.5f; m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f; SetWeaponIdleTime( gpGlobals->curtime + 0.5f ); #if defined( 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 + 0.5f ); #if defined( GAME_DLL ) // [mlowrance] Only play the looping anim pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP ); #endif } else { // Add them to the clip m_iClip1 += 1; #if defined( GAME_DLL ) SendActivityEvents(); #endif GiveReserveAmmo( AMMO_POSITION_PRIMARY, -1, true ); m_reloadState = 1; } return true; } void CWeaponNOVA::WeaponIdle( void ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if ( m_flPumpTime && m_flPumpTime < gpGlobals->curtime ) { // play pumping sound m_flPumpTime = 0.0f; } 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 != GetMaxClip1() && GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) ) { Reload(); } else { // reload debounce has timed out //MIKETODO: shotgun anims SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); #if defined( GAME_DLL ) // [mlowrance] play the finish for 3rd person pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END ); #endif // play cocking sound m_reloadState = 0; SetWeaponIdleTime( gpGlobals->curtime + 1.5f ); } } else { SendWeaponAnim( ACT_VM_IDLE ); } } }