Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbase.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponP228 C_WeaponP228
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponP228 : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponP228, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponP228();
virtual void Spawn();
virtual void PrimaryAttack(); virtual bool Deploy();
virtual bool Reload(); virtual void WeaponIdle();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_P228; }
private: CWeaponP228( const CWeaponP228 & );
float m_flLastFire; };
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponP228 ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_p228, CWeaponP228 ); PRECACHE_WEAPON_REGISTER( weapon_p228 );
CWeaponP228::CWeaponP228() { m_flLastFire = gpGlobals->curtime; }
void CWeaponP228::Spawn( ) { m_flAccuracy = 0.9; BaseClass::Spawn(); }
bool CWeaponP228::Deploy( ) { m_flAccuracy = 0.9;
return BaseClass::Deploy(); }
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP228, DT_WeaponP228 )
BEGIN_NETWORK_TABLE( CWeaponP228, DT_WeaponP228 ) END_NETWORK_TABLE()
float CWeaponP228::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 1.5f * (1 - m_flAccuracy); else if (pPlayer->GetAbsVelocity().Length2D() > 5) return 0.255f * (1 - m_flAccuracy); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.075f * (1 - m_flAccuracy); else return 0.15f * (1 - m_flAccuracy); } else return BaseClass::GetInaccuracy(); }
void CWeaponP228::PrimaryAttack( void ) { 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 -= (0.3)*(0.325 - (gpGlobals->curtime - m_flLastFire));
if (m_flAccuracy > 0.9) m_flAccuracy = 0.9; else if (m_flAccuracy < 0.6) m_flAccuracy = 0.6;
m_flLastFire = gpGlobals->curtime; if (m_iClip1 <= 0) { if ( m_bFireOnEmpty ) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f; m_bFireOnEmpty = false; }
return; }
pPlayer->m_iShotsFired++;
m_iClip1--; pPlayer->DoMuzzleFlash(); //SetPlayerShieldAnim();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Aiming
FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread()); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) { // HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); }
SetWeaponIdleTime( gpGlobals->curtime + 2 );
//ResetPlayerShieldAnim();
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); }
bool CWeaponP228::Reload() { if ( !DefaultPistolReload() ) return false;
m_flAccuracy = 0.9; return true; }
void CWeaponP228::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
// only idle if the slid isn't back
if (m_iClip1 != 0) { SetWeaponIdleTime( gpGlobals->curtime + 3.0 ) ; SendWeaponAnim( ACT_VM_IDLE ); } }
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