Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbase.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponNOVA C_WeaponNOVA
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "te_shotgun_shot.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
class CWeaponNOVA : public CWeaponCSBase
{
public:
DECLARE_CLASS( CWeaponNOVA, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponNOVA( void );
virtual void PrimaryAttack( void );
virtual bool Reload( void );
virtual void WeaponIdle( void );
virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_NOVA; }
virtual int GetShotgunReloadState( void ) { return m_reloadState; }
private:
CWeaponNOVA( const CWeaponNOVA & );
float m_flPumpTime;
CNetworkVar( int, m_reloadState );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponNOVA, DT_WeaponNOVA )
BEGIN_NETWORK_TABLE( CWeaponNOVA, DT_WeaponNOVA )
#if defined( CLIENT_DLL )
RecvPropInt( RECVINFO( m_reloadState ) )
#else
SendPropInt( SENDINFO( m_reloadState ), 2, SPROP_UNSIGNED )
#endif
END_NETWORK_TABLE()
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA( CWeaponNOVA )
DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS_ALIASED( weapon_nova, WeaponNOVA );
// PRECACHE_REGISTER( weapon_nova );
CWeaponNOVA::CWeaponNOVA( void )
{
m_flPumpTime = 0.0f;
m_reloadState = 0;
}
void CWeaponNOVA::PrimaryAttack( void )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
const CCSWeaponInfo& weaponInfo = GetCSWpnData();
float flCycleTime = GetCycleTime();
// don't fire underwater
if ( pPlayer->GetWaterLevel() == WL_Eyes )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.15f;
return;
}
// Out of ammo?
if ( m_iClip1 <= 0 )
{
Reload();
if ( m_iClip1 == 0 )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2f;
}
return;
}
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->DoMuzzleFlash();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
uint16 nItemDefIndex = 0;
// Dispatch the FX right away with full accuracy.
float flCurAttack = CalculateNextAttackTime( flCycleTime );
FX_FireBullets(
pPlayer->entindex(),
nItemDefIndex,
pPlayer->Weapon_ShootPosition(),
pPlayer->GetFinalAimAngle(),
GetCSWeaponID(),
Primary_Mode,
CBaseEntity::GetPredictionRandomSeed( SERVER_PLATTIME_RNG ) & 255, // wrap it for network traffic so it's the same between client and server
GetInaccuracy(),
GetSpread(),
GetAccuracyFishtail(),
flCurAttack,
SINGLE,
m_flRecoilIndex );
// are we firing the last round in the clip?
if ( m_iClip1 == 1 )
{
SetWeaponIdleTime( gpGlobals->curtime + 0.875f );
}
else
{
m_flPumpTime = gpGlobals->curtime + 0.5f;
SetWeaponIdleTime( gpGlobals->curtime + 2.5f );
}
m_reloadState = 0;
// update accuracy
m_fAccuracyPenalty += weaponInfo.GetInaccuracyFire( GetEconItemView(), Primary_Mode );
// table driven recoil
Recoil( Primary_Mode );
++pPlayer->m_iShotsFired;
m_flRecoilIndex += 1.0f;
--m_iClip1;
}
bool CWeaponNOVA::Reload( void )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 || m_iClip1 == GetMaxClip1() )
return true;
// don't reload until recoil is done
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return true;
// check to see if we're ready to reload
if ( m_reloadState == 0 )
{
pPlayer->SetAnimation( PLAYER_RELOAD );
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
m_reloadState = 1;
pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5f;
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
SetWeaponIdleTime( gpGlobals->curtime + 0.5f );
#if defined( GAME_DLL )
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_START );
#endif
return true;
}
else if ( m_reloadState == 1 )
{
if ( m_flTimeWeaponIdle > gpGlobals->curtime )
return true;
// was waiting for gun to move to side
m_reloadState = 2;
SendWeaponAnim( ACT_VM_RELOAD );
SetWeaponIdleTime( gpGlobals->curtime + 0.5f );
#if defined( GAME_DLL )
// [mlowrance] Only play the looping anim
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP );
#endif
}
else
{
// Add them to the clip
m_iClip1 += 1;
#if defined( GAME_DLL )
SendActivityEvents();
#endif
GiveReserveAmmo( AMMO_POSITION_PRIMARY, -1, true );
m_reloadState = 1;
}
return true;
}
void CWeaponNOVA::WeaponIdle( void )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( m_flPumpTime && m_flPumpTime < gpGlobals->curtime )
{
// play pumping sound
m_flPumpTime = 0.0f;
}
if ( m_flTimeWeaponIdle < gpGlobals->curtime )
{
if ( m_iClip1 == 0 && m_reloadState == 0 && GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) )
{
Reload();
}
else if ( m_reloadState != 0 )
{
if ( m_iClip1 != GetMaxClip1() && GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) )
{
Reload();
}
else
{
// reload debounce has timed out
//MIKETODO: shotgun anims
SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
#if defined( GAME_DLL )
// [mlowrance] play the finish for 3rd person
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END );
#endif
// play cocking sound
m_reloadState = 0;
SetWeaponIdleTime( gpGlobals->curtime + 1.5f );
}
}
else
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
}