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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "decals.h"
#include "cbase.h"
#include "shake.h"
#include "weapon_csbase.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CDEagle C_DEagle
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
#define DEAGLE_WEIGHT 7
#define DEAGLE_MAX_CLIP 7
enum deagle_e { DEAGLE_IDLE1 = 0, DEAGLE_SHOOT1, DEAGLE_SHOOT2, DEAGLE_SHOOT_EMPTY, DEAGLE_RELOAD, DEAGLE_DRAW, };
class CDEagle : public CWeaponCSBase { public: DECLARE_CLASS( CDEagle, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CDEagle();
void Spawn();
void PrimaryAttack(); virtual bool Deploy(); bool Reload(); void WeaponIdle(); void MakeBeam (); void BeamUpdate (); virtual bool UseDecrement() {return true;};
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_DEAGLE; }
public: float m_flLastFire;
private: CDEagle( const CDEagle & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( DEagle, DT_WeaponDEagle )
BEGIN_NETWORK_TABLE( CDEagle, DT_WeaponDEagle ) END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CDEagle ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_deagle, CDEagle ); PRECACHE_WEAPON_REGISTER( weapon_deagle );
CDEagle::CDEagle() { m_flLastFire = gpGlobals->curtime; }
void CDEagle::Spawn() { BaseClass::Spawn(); m_flAccuracy = 0.9; }
bool CDEagle::Deploy() { m_flAccuracy = 0.9; return BaseClass::Deploy(); }
float CDEagle::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 0.25f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.115f * (1 - m_flAccuracy);
else return 0.13f * (1 - m_flAccuracy); } else return BaseClass::GetInaccuracy(); }
void CDEagle::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 -= (0.35)*(0.4 - ( gpGlobals->curtime - m_flLastFire ) );
if (m_flAccuracy > 0.9) m_flAccuracy = 0.9; else if (m_flAccuracy < 0.55) m_flAccuracy = 0.55;
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();
if( m_iClip1 > 0 ) SendWeaponAnim( ACT_VM_PRIMARYATTACK ); else SendWeaponAnim( ACT_VM_DRYFIRE );
//SetPlayerShieldAnim();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
//pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
//pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread());
m_flNextPrimaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
if ( !m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 ) { // HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); }
SetWeaponIdleTime( gpGlobals->curtime + 1.8 );
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
QAngle punchAngle = pPlayer->GetPunchAngle(); punchAngle.x -= 2; pPlayer->SetPunchAngle( punchAngle );
//ResetPlayerShieldAnim();
}
bool CDEagle::Reload() { if ( !DefaultPistolReload() ) return false;
m_flAccuracy = 0.9; return true; }
void CDEagle::WeaponIdle() { if ( m_flTimeWeaponIdle > gpGlobals->curtime ) return;
SetWeaponIdleTime( gpGlobals->curtime + 20 );
if (m_iClip1 != 0) { SendWeaponAnim( ACT_VM_IDLE ); }
//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
// SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() ? 1:0 );
}
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