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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 CWeaponXM1014 C_WeaponXM1014
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "te_shotgun_shot.h"
#endif
class CWeaponXM1014 : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponXM1014, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponXM1014();
virtual void Spawn(); virtual void PrimaryAttack(); virtual bool Reload(); virtual void WeaponIdle();
virtual float GetInaccuracy() const; virtual float GetSpread() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_XM1014; }
private:
CWeaponXM1014( const CWeaponXM1014 & );
float m_flPumpTime; CNetworkVar( int, m_reloadState ); // special reload state for shotgun
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponXM1014, DT_WeaponXM1014 )
BEGIN_NETWORK_TABLE( CWeaponXM1014, DT_WeaponXM1014 ) #ifdef 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( CWeaponXM1014 ) DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_xm1014, CWeaponXM1014 ); PRECACHE_WEAPON_REGISTER( weapon_xm1014 );
CWeaponXM1014::CWeaponXM1014() { m_flPumpTime = 0; m_reloadState = 0; }
void CWeaponXM1014::Spawn() { //m_iDefaultAmmo = M3_DEFAULT_GIVE;
//FallInit();// get ready to fall
BaseClass::Spawn(); }
float CWeaponXM1014::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) return 0.0f; else return BaseClass::GetInaccuracy(); }
float CWeaponXM1014::GetSpread() const { if ( weapon_accuracy_model.GetInt() == 1 ) return 0.0725f;
return GetCSWpnData().m_fSpread[Primary_Mode]; }
void CWeaponXM1014::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
float flCycleTime = GetCSWpnData().m_flCycleTime;
// don't fire underwater
if (pPlayer->GetWaterLevel() == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; return; }
if (m_iClip1 <= 0) { Reload(); if (m_iClip1 == 0) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.25; }
return; }
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); //pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
//pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip1--; pPlayer->DoMuzzleFlash();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Dispatch the FX right away with full accuracy.
float flCurAttack = CalculateNextAttackTime( flCycleTime ); FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
GetInaccuracy(), GetSpread(), // flSpread
flCurAttack );
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) { // HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); }
if (m_iClip1 != 0) m_flPumpTime = gpGlobals->curtime + 0.5;
if (m_iClip1 != 0) SetWeaponIdleTime( gpGlobals->curtime + 2.5 ); else SetWeaponIdleTime( gpGlobals->curtime + 0.25 ); m_reloadState = 0;
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
// Update punch angles.
QAngle angle = pPlayer->GetPunchAngle();
if ( pPlayer->GetFlags() & FL_ONGROUND ) { angle.x -= SharedRandomInt( "XM1014PunchAngleGround", 3, 5 ); } else { angle.x -= SharedRandomInt( "XM1014PunchAngleAir", 7, 10 ); }
pPlayer->SetPunchAngle( angle ); }
bool CWeaponXM1014::Reload() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1()) return true;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > gpGlobals->curtime) return true; //MIKETODO: shotgun reloading (wait until we get content)
// 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 + 0.5; SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
#ifdef 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 + 0.5 ); #ifdef GAME_DLL
if ( m_iClip1 == 6 ) { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END ); } else { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP ); } #endif
} else { // Add them to the clip
m_iClip1 += 1; #ifdef GAME_DLL
SendReloadEvents(); #endif
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer ) pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
m_reloadState = 1; }
return true; }
void CWeaponXM1014::WeaponIdle() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if (m_flPumpTime && m_flPumpTime < gpGlobals->curtime) { // play pumping sound
m_flPumpTime = 0; }
if (m_flTimeWeaponIdle < gpGlobals->curtime) { if (m_iClip1 == 0 && m_reloadState == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) { Reload( ); } else if (m_reloadState != 0) { if (m_iClip1 != 7 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) { Reload( ); } else { // reload debounce has timed out
//MIKETODO: shotgun anims
SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); // play cocking sound
m_reloadState = 0; SetWeaponIdleTime( gpGlobals->curtime + 1.5 ); } } else { SendWeaponAnim( ACT_VM_IDLE ); } } }
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