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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponAWP C_WeaponAWP
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
#define SNIPER_ZOOM_CONTEXT "SniperRifleThink"
const int cAWPMidZoomFOV = 40; const int cAWPMaxZoomFOV = 10;
#ifdef AWP_UNZOOM
ConVar sv_awpunzoomdelay( "sv_awpunzoomdelay", "1.0", 0, "how many seconds to zoom the zoom up after firing", true, 0, // min value
false, 0 // max value
); #endif
class CWeaponAWP : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponAWP, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC(); #endif
CWeaponAWP();
virtual void Spawn();
virtual void PrimaryAttack(); virtual void SecondaryAttack();
virtual float GetInaccuracy() const; virtual float GetMaxSpeed() const; virtual bool IsAwp() const; virtual bool Reload(); virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AWP; }
private:
#ifdef AWP_UNZOOM
void UnzoomThink( void ); #endif
CWeaponAWP( const CWeaponAWP & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAWP, DT_WeaponAWP )
BEGIN_NETWORK_TABLE( CWeaponAWP, DT_WeaponAWP ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponAWP ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_awp, CWeaponAWP ); PRECACHE_WEAPON_REGISTER( weapon_awp );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CWeaponAWP ) #ifdef AWP_UNZOOM
DEFINE_THINKFUNC( UnzoomThink ), #endif
END_DATADESC()
#endif
CWeaponAWP::CWeaponAWP() { }
void CWeaponAWP::Spawn() { Precache();
BaseClass::Spawn(); }
void CWeaponAWP::SecondaryAttack() { const float kZoomTime = 0.10f;
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer == NULL ) { Assert( pPlayer != NULL ); return; }
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) { pPlayer->SetFOV( pPlayer, cAWPMidZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; } else if ( pPlayer->GetFOV() == cAWPMidZoomFOV ) { pPlayer->SetFOV( pPlayer, cAWPMaxZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; } else { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); m_weaponMode = Primary_Mode; }
#ifndef CLIENT_DLL
// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
// Let the server play it since if only the client plays it, it's liable to get played twice cause of
// a prediction error. joy.
//=============================================================================
// HPE_BEGIN:
// [tj] Playing this from the player so that we don't try to play the sound outside the level.
//=============================================================================
if ( GetPlayerOwner() ) { GetPlayerOwner()->EmitSound( "Default.Zoom" ); } //=============================================================================
// HPE_END
//=============================================================================
// let the bots hear the rifle zoom
IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" ); if ( event ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } #endif
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
}
float CWeaponAWP::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; float fSpread = 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) fSpread = 0.85f; else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) fSpread = 0.25f; else if ( pPlayer->GetAbsVelocity().Length2D() > 10 ) fSpread = 0.10f; else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) fSpread = 0.0f; else fSpread = 0.001f; // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime)) { fSpread += 0.08f; } return fSpread; } else { return BaseClass::GetInaccuracy(); } }
void CWeaponAWP::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) return;
if ( m_weaponMode == Secondary_Mode ) { float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMidZoomFOV ); float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMaxZoomFOV ); if ( midFOVdistance < farFOVdistance ) { pPlayer->m_iLastZoom = cAWPMidZoomFOV; } else { pPlayer->m_iLastZoom = cAWPMaxZoomFOV; } #ifdef AWP_UNZOOM
SetContextThink( &CWeaponAWP::UnzoomThink, gpGlobals->curtime + sv_awpunzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT ); #else
pPlayer->m_bResumeZoom = true; pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f ); m_weaponMode = Primary_Mode; #endif
}
QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); }
#ifdef AWP_UNZOOM
void CWeaponAWP::UnzoomThink( void ) { CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL) { Assert(pPlayer != NULL); return; }
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f ); } #endif
float CWeaponAWP::GetMaxSpeed() const { CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL) { Assert(pPlayer != NULL); return BaseClass::GetMaxSpeed(); }
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) { return BaseClass::GetMaxSpeed(); } else { // Slower speed when zoomed in.
return 150; } }
bool CWeaponAWP::IsAwp() const { return true; }
bool CWeaponAWP::Reload() { m_weaponMode = Primary_Mode; return BaseClass::Reload(); }
bool CWeaponAWP::Deploy() { // don't allow weapon switching to shortcut cycle time (quickswitch exploit)
float fOldNextPrimaryAttack = m_flNextPrimaryAttack; float fOldNextSecondaryAttack = m_flNextSecondaryAttack;
if ( !BaseClass::Deploy() ) return false;
m_weaponMode = Primary_Mode; m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack ); m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack ); return true; }
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