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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponM4A1 C_WeaponM4A1
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponM4A1 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponM4A1, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponM4A1();
virtual void Spawn(); virtual void Precache();
virtual void SecondaryAttack(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload(); virtual void WeaponIdle(); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual void Drop( const Vector &vecVelocity );
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M4A1; }
// return true if this weapon has a silencer equipped
virtual bool IsSilenced( void ) const { return m_bSilencerOn; }
virtual Activity GetDeployActivity( void );
#ifdef CLIENT_DLL
virtual int GetMuzzleFlashStyle( void ); #endif
virtual const char *GetWorldModel( void ) const; virtual int GetWorldModelIndex( void );
private:
CWeaponM4A1( const CWeaponM4A1 & );
void DoFireEffects();
CNetworkVar( bool, m_bSilencerOn ); CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
int m_silencedModelIndex; bool m_inPrecache; };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM4A1, DT_WeaponM4A1 )
BEGIN_NETWORK_TABLE( CWeaponM4A1, DT_WeaponM4A1 ) #ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bSilencerOn ) ), RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ), #else
SendPropBool( SENDINFO( m_bSilencerOn ) ), SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ), #endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponM4A1 ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_m4a1, CWeaponM4A1 ); PRECACHE_WEAPON_REGISTER( weapon_m4a1 );
CWeaponM4A1::CWeaponM4A1() { m_bSilencerOn = false; m_flDoneSwitchingSilencer = 0.0f; m_inPrecache = false; }
void CWeaponM4A1::Spawn( ) { BaseClass::Spawn();
m_bSilencerOn = false; m_weaponMode = Primary_Mode; m_flDoneSwitchingSilencer = 0.0f; m_bDelayFire = true; }
void CWeaponM4A1::Precache() { m_inPrecache = true; BaseClass::Precache();
m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel ); m_inPrecache = false; }
int CWeaponM4A1::GetWorldModelIndex( void ) { if ( !m_bSilencerOn || m_inPrecache ) { return m_iWorldModelIndex; } else { return m_silencedModelIndex; } }
const char * CWeaponM4A1::GetWorldModel( void ) const { if ( !m_bSilencerOn || m_inPrecache ) { return BaseClass::GetWorldModel(); } else { return GetCSWpnData().m_szSilencerModel; } }
bool CWeaponM4A1::Deploy() { bool ret = BaseClass::Deploy();
m_flDoneSwitchingSilencer = 0.0f; m_bDelayFire = true;
return ret; }
Activity CWeaponM4A1::GetDeployActivity( void ) { if( IsSilenced() ) { return ACT_VM_DRAW_SILENCED; } else { return ACT_VM_DRAW; } }
bool CWeaponM4A1::Holster( CBaseCombatWeapon *pSwitchingTo ) { if ( gpGlobals->curtime < m_flDoneSwitchingSilencer ) { // still switching the silencer. Cancel the switch.
m_bSilencerOn = !m_bSilencerOn; m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode; SetWeaponModelIndex( GetWorldModel() ); }
return BaseClass::Holster( pSwitchingTo ); }
void CWeaponM4A1::Drop( const Vector &vecVelocity ) { if ( gpGlobals->curtime < m_flDoneSwitchingSilencer ) { // still switching the silencer. Cancel the switch.
m_bSilencerOn = !m_bSilencerOn; m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode; SetWeaponModelIndex( GetWorldModel() ); }
BaseClass::Drop( vecVelocity ); }
void CWeaponM4A1::SecondaryAttack() { if ( m_bSilencerOn ) { m_bSilencerOn = false; m_weaponMode = Primary_Mode; SendWeaponAnim( ACT_VM_DETACH_SILENCER ); } else { m_bSilencerOn = true; m_weaponMode = Secondary_Mode; SendWeaponAnim( ACT_VM_ATTACH_SILENCER ); } m_flDoneSwitchingSilencer = gpGlobals->curtime + 2;
m_flNextSecondaryAttack = gpGlobals->curtime + 2; m_flNextPrimaryAttack = gpGlobals->curtime + 2; SetWeaponIdleTime( gpGlobals->curtime + 2 );
SetWeaponModelIndex( GetWorldModel() ); }
float CWeaponM4A1::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) { return 0.035f + 0.4f * m_flAccuracy; } else if (pPlayer->GetAbsVelocity().Length2D() > 140) { return 0.035f + 0.07f * m_flAccuracy; } else { if ( m_bSilencerOn ) return 0.025f * m_flAccuracy; else return 0.02f * m_flAccuracy; } } else { return BaseClass::GetInaccuracy(); } }
void CWeaponM4A1::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) return;
if ( m_bSilencerOn ) SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED );
pPlayer = GetPlayerOwner();
// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
if ( !pPlayer ) return;
if (pPlayer->GetAbsVelocity().Length2D() > 5) pPlayer->KickBack (1.0, 0.45, 0.28, 0.045, 3.75, 3, 7); else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7); else pPlayer->KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7); }
void CWeaponM4A1::DoFireEffects() { if ( !m_bSilencerOn ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer ) { pPlayer->DoMuzzleFlash(); } } }
bool CWeaponM4A1::Reload() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) return false;
int iResult = 0; if ( m_bSilencerOn ) iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD_SILENCED ); else iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( !iResult ) return false;
pPlayer->SetAnimation( PLAYER_RELOAD );
if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); }
m_flAccuracy = 0.2; pPlayer->m_iShotsFired = 0; m_bDelayFire = false; return true; }
void CWeaponM4A1::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
// only idle if the slid isn't back
if ( m_iClip1 != 0 ) { SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval ); if ( m_bSilencerOn ) SendWeaponAnim( ACT_VM_IDLE_SILENCED ); else SendWeaponAnim( ACT_VM_IDLE ); } }
#ifdef CLIENT_DLL
int CWeaponM4A1::GetMuzzleFlashStyle( void ) { if( m_bSilencerOn ) { return CS_MUZZLEFLASH_NONE; } else { return CS_MUZZLEFLASH_X; } } #endif
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