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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponFamas C_WeaponFamas
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponFamas : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponFamas, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponFamas();
virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual bool Deploy();
virtual float GetInaccuracy() const;
virtual void ItemPostFrame();
void FamasFire( float flSpread, bool bFireBurst ); void FireRemaining(); virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FAMAS; }
private: CWeaponFamas( const CWeaponFamas & ); CNetworkVar( bool, m_bBurstMode ); CNetworkVar( int, m_iBurstShotsRemaining ); float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFamas, DT_WeaponFamas )
BEGIN_NETWORK_TABLE( CWeaponFamas, DT_WeaponFamas ) #ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bBurstMode ) ), RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ), #else
SendPropBool( SENDINFO( m_bBurstMode ) ), SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ), #endif
END_NETWORK_TABLE()
#if defined(CLIENT_DLL)
BEGIN_PREDICTION_DATA( CWeaponFamas ) DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_famas, CWeaponFamas ); PRECACHE_WEAPON_REGISTER( weapon_famas );
const float kFamasBurstCycleTime = 0.075f;
CWeaponFamas::CWeaponFamas() { m_bBurstMode = false; }
bool CWeaponFamas::Deploy( ) { m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; m_flAccuracy = 0.9f;
return BaseClass::Deploy(); }
// Secondary attack could be three-round burst mode
void CWeaponFamas::SecondaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if ( m_bBurstMode ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_FullAuto" ); m_bBurstMode = false; m_weaponMode = Primary_Mode; } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" ); m_bBurstMode = true; m_weaponMode = Secondary_Mode; } m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; }
float CWeaponFamas::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { float fAutoPenalty = m_bBurstMode ? 0.0f : 0.01f;
CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // if player is in air
return 0.03f + 0.3f * m_flAccuracy + fAutoPenalty; else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) // if player is moving
return 0.03f + 0.07f * m_flAccuracy + fAutoPenalty; /* new code */ else return 0.02f * m_flAccuracy + fAutoPenalty; } else return BaseClass::GetInaccuracy(); }
void CWeaponFamas::ItemPostFrame() { if ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot ) FireRemaining();
BaseClass::ItemPostFrame(); }
// GOOSEMAN : FireRemaining used by Glock18
void CWeaponFamas::FireRemaining() { m_iClip1--;
if (m_iClip1 < 0) { m_iClip1 = 0; m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; return; }
CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) Error( "!pPlayer" );
// Famas burst mode
FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Secondary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread(), m_fNextBurstShot); SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->DoMuzzleFlash(); pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->m_iShotsFired++;
--m_iBurstShotsRemaining; if ( m_iBurstShotsRemaining > 0 ) m_fNextBurstShot += kFamasBurstCycleTime; else m_fNextBurstShot = 0.0f;
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode]; }
void CWeaponFamas::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
// don't fire underwater
if (pPlayer->GetWaterLevel() == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; return; }
pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
float flCycleTime = GetCSWpnData().m_flCycleTime;
// change a few things if we're in burst mode
if ( m_bBurstMode ) { flCycleTime = 0.55f; m_iBurstShotsRemaining = 2; m_fNextBurstShot = gpGlobals->curtime + kFamasBurstCycleTime; }
if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) ) return; if ( pPlayer->GetAbsVelocity().Length2D() > 5 ) pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 ); else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 ); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 ); else pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 ); }
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