Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#include "fx_cs_shared.h"
#ifdef CLIENT_DLL
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCSBaseGun, DT_WeaponCSBaseGun )
BEGIN_NETWORK_TABLE( CWeaponCSBaseGun, DT_WeaponCSBaseGun ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCSBaseGun ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_csbase_gun, CWeaponCSBaseGun );
CWeaponCSBaseGun::CWeaponCSBaseGun() { }
void CWeaponCSBaseGun::Spawn() { m_flAccuracy = 0.2; m_bDelayFire = false; m_zoomFullyActiveTime = -1.0f;
BaseClass::Spawn(); }
bool CWeaponCSBaseGun::Deploy() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
m_flAccuracy = 0.2; pPlayer->m_iShotsFired = 0; m_bDelayFire = false; m_zoomFullyActiveTime = -1.0f;
return BaseClass::Deploy(); }
void CWeaponCSBaseGun::ItemPostFrame() { CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer ) return;
//GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP.
// And Scout.
if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) ) { pPlayer->m_bResumeZoom = false; if ( m_iClip1 != 0 || ( GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD ) ) { m_weaponMode = Secondary_Mode; pPlayer->SetFOV( pPlayer, pPlayer->m_iLastZoom, 0.05f ); m_zoomFullyActiveTime = gpGlobals->curtime + 0.05f;// Make sure we think that we are zooming on the server so we don't get instant acc bonus
} }
BaseClass::ItemPostFrame(); }
void CWeaponCSBaseGun::PrimaryAttack() { // Derived classes should implement this and call CSBaseGunFire.
Assert( false ); }
bool CWeaponCSBaseGun::CSBaseGunFire( float flCycleTime, CSWeaponMode weaponMode ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
const CCSWeaponInfo &pCSInfo = GetCSWpnData();
m_bDelayFire = true;
if ( m_iClip1 > 0 ) { pPlayer->m_iShotsFired++; // These modifications feed back into flSpread eventually.
if ( pCSInfo.m_flAccuracyDivisor != -1 ) { int iShotsFired = pPlayer->m_iShotsFired;
if ( pCSInfo.m_bAccuracyQuadratic ) iShotsFired = iShotsFired * iShotsFired; else iShotsFired = iShotsFired * iShotsFired * iShotsFired;
m_flAccuracy = ( iShotsFired / pCSInfo.m_flAccuracyDivisor ) + pCSInfo.m_flAccuracyOffset; if ( m_flAccuracy > pCSInfo.m_flMaxInaccuracy ) m_flAccuracy = pCSInfo.m_flMaxInaccuracy; } } else { m_flAccuracy = 0;
if ( m_bFireOnEmpty ) { PlayEmptySound();
// NOTE[pmf]: we don't want to actually play the dry fire animations, as most seem to depict the weapon actually firing.
// SendWeaponAnim( ACT_VM_DRYFIRE );
m_bFireOnEmpty = false; m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f; }
return false; }
float flCurAttack = CalculateNextAttackTime( flCycleTime );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
m_iClip1--;
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), weaponMode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread(), flCurAttack );
DoFireEffects();
SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flTimeToIdleAfterFire );
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[weaponMode];
return true; }
void CWeaponCSBaseGun::DoFireEffects() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer ) pPlayer->DoMuzzleFlash(); }
bool CWeaponCSBaseGun::Reload() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false;
if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) return false;
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.0f );
int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); if ( !iResult ) return false;
pPlayer->SetAnimation( PLAYER_RELOAD );
if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); }
m_flAccuracy = 0.2; pPlayer->m_iShotsFired = 0; m_bDelayFire = false;
pPlayer->SetShieldDrawnState( false ); return true; }
void CWeaponCSBaseGun::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
// only idle if the slid isn't back
if ( m_iClip1 != 0 ) { SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval ); SendWeaponAnim( ACT_VM_IDLE ); } }
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