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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 CWeaponUSP C_WeaponUSP
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponUSP : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponUSP, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponUSP();
virtual void Spawn(); virtual void Precache();
virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual bool Deploy(); virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual void Drop( const Vector &vecVelocity );
virtual float GetInaccuracy() const;
virtual bool Reload(); virtual void WeaponIdle();
// We overload this so we can translate all weapon activities to silenced versions.
virtual bool SendWeaponAnim( int iActivity );
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_USP; }
// 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: CWeaponUSP( const CWeaponUSP & );
CNetworkVar( bool, m_bSilencerOn ); CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
float m_flLastFire;
int m_silencedModelIndex; bool m_inPrecache; };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUSP, DT_WeaponUSP )
BEGIN_NETWORK_TABLE( CWeaponUSP, DT_WeaponUSP ) #ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bSilencerOn ) ), RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ), #else
SendPropBool( SENDINFO( m_bSilencerOn ) ), SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ), #endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponUSP ) DEFINE_PRED_FIELD( m_bSilencerOn, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_usp, CWeaponUSP ); PRECACHE_WEAPON_REGISTER( weapon_usp );
Activity g_SilencedTranslations[][2] = { { ACT_VM_RELOAD, ACT_VM_RELOAD_SILENCED }, { ACT_VM_PRIMARYATTACK, ACT_VM_PRIMARYATTACK_SILENCED }, { ACT_VM_DRAW, ACT_VM_DRAW_SILENCED }, };
CWeaponUSP::CWeaponUSP() { m_flLastFire = gpGlobals->curtime; m_bSilencerOn = false; m_flDoneSwitchingSilencer = 0.0f; m_inPrecache = false; }
void CWeaponUSP::Spawn() { //m_iDefaultAmmo = 12;
m_flAccuracy = 0.92; m_bSilencerOn = false; m_weaponMode = Primary_Mode; m_flDoneSwitchingSilencer = 0.0f;
//FallInit();// get ready to fall down.
BaseClass::Spawn(); }
void CWeaponUSP::Precache() { m_inPrecache = true; BaseClass::Precache();
m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel ); m_inPrecache = false; }
int CWeaponUSP::GetWorldModelIndex( void ) { if ( !m_bSilencerOn || m_inPrecache ) { return m_iWorldModelIndex; } else { return m_silencedModelIndex; } }
const char * CWeaponUSP::GetWorldModel( void ) const { if ( !m_bSilencerOn || m_inPrecache ) { return BaseClass::GetWorldModel(); } else { return GetCSWpnData().m_szSilencerModel; } }
bool CWeaponUSP::Deploy() { m_flAccuracy = 0.92; m_flDoneSwitchingSilencer = 0.0f;
return BaseClass::Deploy(); }
bool CWeaponUSP::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 CWeaponUSP::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 ); }
Activity CWeaponUSP::GetDeployActivity( void ) { if( IsSilenced() ) { return ACT_VM_DRAW_SILENCED; } else { return ACT_VM_DRAW; } }
void CWeaponUSP::SecondaryAttack() { if ( m_bSilencerOn ) { SendWeaponAnim( ACT_VM_DETACH_SILENCER ); } else { SendWeaponAnim( ACT_VM_ATTACH_SILENCER ); } m_bSilencerOn = !m_bSilencerOn; m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode; m_flDoneSwitchingSilencer = gpGlobals->curtime + 3;
m_flNextSecondaryAttack = gpGlobals->curtime + 3; m_flNextPrimaryAttack = gpGlobals->curtime + 3; SetWeaponIdleTime( gpGlobals->curtime + 3 );
SetWeaponModelIndex( GetWorldModel() ); }
float CWeaponUSP::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f;
if ( m_bSilencerOn ) { if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 1.3f * (1 - m_flAccuracy); else if (pPlayer->GetAbsVelocity().Length2D() > 5) return 0.25f * (1 - m_flAccuracy); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.125f * (1 - m_flAccuracy); else return 0.15f * (1 - m_flAccuracy); } else { if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 1.2f * (1 - m_flAccuracy ); else if (pPlayer->GetAbsVelocity().Length2D() > 5) return 0.225f * (1 - m_flAccuracy); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.08f * (1 - m_flAccuracy); else return 0.1f * (1 - m_flAccuracy); } } else return BaseClass::GetInaccuracy(); }
void CWeaponUSP::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
float flCycleTime = GetCSWpnData().m_flCycleTime;
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
m_flAccuracy -= (0.275)*(0.3 - (gpGlobals->curtime - m_flLastFire));
if (m_flAccuracy > 0.92) m_flAccuracy = 0.92; 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 + 0.2; m_bFireOnEmpty = false; }
return; }
pPlayer->m_iShotsFired++;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
m_iClip1--;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
if ( !m_bSilencerOn ) { pPlayer->DoMuzzleFlash(); } FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), m_weaponMode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread());
if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) { // HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); } SetWeaponIdleTime( gpGlobals->curtime + 2 );
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); }
bool CWeaponUSP::Reload() { if ( !DefaultPistolReload() ) return false; m_flAccuracy = 0.92; return true; }
void CWeaponUSP::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
// only idle if the slid isn't back
if (m_iClip1 != 0) { SetWeaponIdleTime( gpGlobals->curtime + 6.0 ); } }
bool CWeaponUSP::SendWeaponAnim( int iActivity ) { // Translate the activity?
if ( m_bSilencerOn ) { for ( int i=0; i < ARRAYSIZE( g_SilencedTranslations ); i++ ) { if ( g_SilencedTranslations[i][0] == iActivity ) { iActivity = g_SilencedTranslations[i][1]; break; } } } return BaseClass::SendWeaponAnim( iActivity ); }
#ifdef CLIENT_DLL
int CWeaponUSP::GetMuzzleFlashStyle( void ) { if( m_bSilencerOn ) { return CS_MUZZLEFLASH_NONE; } else { return CS_MUZZLEFLASH_NORM; } } #endif
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