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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 CWeaponGlock C_WeaponGlock
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponGlock : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponGlock, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponGlock();
virtual void Spawn();
virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual bool Deploy();
virtual void ItemPostFrame();
void GlockFire( float fSpread, bool bFireBurst ); void FireRemaining( float fSpread ); virtual bool Reload();
virtual void WeaponIdle();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_GLOCK; }
private: CWeaponGlock( const CWeaponGlock & );
CNetworkVar( bool, m_bBurstMode ); CNetworkVar( int, m_iBurstShotsRemaining ); // used to keep track of the shots fired during the Glock18 burst fire mode.
float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
float m_flLastFire; };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock )
BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock ) #ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bBurstMode ) ), RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ), #else
SendPropBool( SENDINFO( m_bBurstMode ) ), SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ), #endif
END_NETWORK_TABLE()
#if defined(CLIENT_DLL)
BEGIN_PREDICTION_DATA( CWeaponGlock ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock ); PRECACHE_WEAPON_REGISTER( weapon_glock );
const float kGlockBurstCycleTime = 0.06f;
CWeaponGlock::CWeaponGlock() { m_bBurstMode = false; m_flLastFire = gpGlobals->curtime; m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; }
void CWeaponGlock::Spawn( ) { BaseClass::Spawn();
m_bBurstMode = false; m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; m_flAccuracy = 0.9f; }
bool CWeaponGlock::Deploy( ) { m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; m_flAccuracy = 0.9f;
return BaseClass::Deploy(); }
void CWeaponGlock::SecondaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if ( m_bBurstMode ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_SemiAuto" ); m_bBurstMode = false; m_weaponMode = Primary_Mode; } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" ); m_bBurstMode = true; m_weaponMode = Secondary_Mode; } m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; }
float CWeaponGlock::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f;
if ( m_bBurstMode ) { if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 1.2f * (1 - m_flAccuracy);
else if (pPlayer->GetAbsVelocity().Length2D() > 5) return 0.185f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.095f * (1 - m_flAccuracy);
else return 0.3f * (1 - m_flAccuracy); } else { if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 1.0f * (1 - m_flAccuracy);
else if (pPlayer->GetAbsVelocity().Length2D() > 5) return 0.165f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.075f * (1 - m_flAccuracy);
else return 0.1f * (1 - m_flAccuracy); } } else return BaseClass::GetInaccuracy(); }
void CWeaponGlock::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
float flCycleTime = m_bBurstMode ? 0.5f : GetCSWpnData().m_flCycleTime;
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
m_flAccuracy -= (0.275)*(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();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// non-silenced
//pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
//pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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(), gpGlobals->curtime);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 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 + 2.5f );
if ( m_bBurstMode ) { // Fire off the next two rounds
m_fNextBurstShot = gpGlobals->curtime + kGlockBurstCycleTime; m_iBurstShotsRemaining = 2;
SendWeaponAnim( ACT_VM_SECONDARYATTACK ); } else { SendWeaponAnim( ACT_VM_PRIMARYATTACK ); }
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
//ResetPlayerShieldAnim();
}
// GOOSEMAN : FireRemaining used by Glock18
void CWeaponGlock::FireRemaining( float fSpread ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) Error( "!pPlayer" );
if ( m_iBurstShotsRemaining == 0 ) return;
if (m_iClip1 <= 0) { m_iClip1 = 0; m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; return; } --m_iClip1;
// TODO FIXME damage = 18, rangemode 0.9
float fInaccuracy = GetInaccuracy(); if ( weapon_accuracy_model.GetInt() == 1 ) fInaccuracy = 0.05; FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Secondary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
fInaccuracy, GetSpread(), m_fNextBurstShot); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->m_iShotsFired++;
--m_iBurstShotsRemaining;
if ( m_iBurstShotsRemaining > 0 ) m_fNextBurstShot += kGlockBurstCycleTime; else m_fNextBurstShot = 0.0;
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode]; }
void CWeaponGlock::ItemPostFrame() { while ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot ) { if ( weapon_accuracy_model.GetInt() == 1 ) FireRemaining(0.05f); else FireRemaining(GetSpread()); }
BaseClass::ItemPostFrame(); }
bool CWeaponGlock::Reload() { if ( m_iBurstShotsRemaining != 0 ) return true;
if ( !DefaultPistolReload() ) return false;
m_flAccuracy = 0.9; return true; }
void CWeaponGlock::WeaponIdle() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
if ( pPlayer->HasShield() ) { SetWeaponIdleTime( gpGlobals->curtime + 20 ); //MIKETODO: shields
//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
// SendWeaponAnim( GLOCK18_SHIELD_IDLE, UseDecrement() ? 1:0 );
} else { // only idle if the slid isn't back
if (m_iClip1 != 0) { SendWeaponAnim( ACT_VM_IDLE ); } } }
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