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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponG3SG1 C_WeaponG3SG1
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
class CWeaponG3SG1 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponG3SG1, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponG3SG1();
virtual void Spawn(); virtual void SecondaryAttack(); virtual void PrimaryAttack(); virtual bool Reload(); virtual bool Deploy();
virtual float GetInaccuracy() const; virtual float GetMaxSpeed();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_G3SG1; }
private: CWeaponG3SG1( const CWeaponG3SG1 & );
float m_flLastFire; };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponG3SG1, DT_WeaponG3SG1 )
BEGIN_NETWORK_TABLE( CWeaponG3SG1, DT_WeaponG3SG1 ) END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponG3SG1 ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_g3sg1, CWeaponG3SG1 ); PRECACHE_WEAPON_REGISTER( weapon_g3sg1 );
CWeaponG3SG1::CWeaponG3SG1() { m_flLastFire = gpGlobals->curtime; }
void CWeaponG3SG1::Spawn() { BaseClass::Spawn(); m_flAccuracy = 0.98; }
void CWeaponG3SG1::SecondaryAttack() { const float kZoomTime = 0.10f;
CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) { pPlayer->SetFOV( pPlayer, 40, kZoomTime ); m_weaponMode = Secondary_Mode; m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; } else if (pPlayer->GetFOV() == 40) { pPlayer->SetFOV( pPlayer, 15, kZoomTime ); m_weaponMode = Secondary_Mode; } else if (pPlayer->GetFOV() == 15) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); m_weaponMode = Primary_Mode; }
#ifndef CLIENT_DLL
// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
// Let the server play it since if only the client plays it, it's liable to get played twice cause of
// a prediction error. joy.
//=============================================================================
// HPE_BEGIN:
// [tj] Playing this from the player so that we don't try to play the sound outside the level.
//=============================================================================
if ( GetPlayerOwner() ) { GetPlayerOwner()->EmitSound( "Default.Zoom" ); // zoom sound
} //=============================================================================
// HPE_END
//=============================================================================
// let the bots hear the rifle zoom
IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" ); if( event ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } #endif
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; m_zoomFullyActiveTime = gpGlobals->curtime + 0.3; // The worst zoom time from above.
}
float CWeaponG3SG1::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; float fSpread = 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) fSpread = 0.45f * (1.0f - m_flAccuracy); else if (pPlayer->GetAbsVelocity().Length2D() > 5) fSpread = 0.15f; else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) fSpread = 0.035f * (1.0f - m_flAccuracy); else fSpread = 0.055f * (1.0f - m_flAccuracy); // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime)) fSpread += 0.025; return fSpread; } else return BaseClass::GetInaccuracy(); }
void CWeaponG3SG1::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; // Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
m_flAccuracy = 0.55 + (0.3) * (gpGlobals->curtime - m_flLastFire);
if (m_flAccuracy > 0.98) m_flAccuracy = 0.98;
m_flLastFire = gpGlobals->curtime;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) return;
// Adjust the punch angle.
QAngle angle = pPlayer->GetPunchAngle(); angle.x -= SharedRandomFloat("G3SG1PunchAngleX", 0.75, 1.75 ) + ( angle.x / 4 ); angle.y += SharedRandomFloat("G3SG1PunchAngleY", -0.75, 0.75 ); pPlayer->SetPunchAngle( angle ); }
bool CWeaponG3SG1::Reload() { bool ret = BaseClass::Reload(); m_flAccuracy = 0.98; m_weaponMode = Primary_Mode; return ret; }
bool CWeaponG3SG1::Deploy() { bool ret = BaseClass::Deploy(); m_flAccuracy = 0.98; m_weaponMode = Primary_Mode; return ret; }
float CWeaponG3SG1::GetMaxSpeed() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer && pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) return BaseClass::GetMaxSpeed(); else return 150; // zoomed in
}
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