Counter Strike : Global Offensive Source Code
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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 &centerPoint, 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;
}