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_csbase.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponFiveSeven C_WeaponFiveSeven
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponFiveSeven : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponFiveSeven, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponFiveSeven();
virtual void Spawn();
virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual bool Deploy();
virtual bool Reload();
virtual void WeaponIdle();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FIVESEVEN; }
private: CWeaponFiveSeven( const CWeaponFiveSeven & ); float m_flLastFire; };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFiveSeven, DT_WeaponFiveSeven )
BEGIN_NETWORK_TABLE( CWeaponFiveSeven, DT_WeaponFiveSeven ) END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponFiveSeven ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif
LINK_ENTITY_TO_CLASS( weapon_fiveseven, CWeaponFiveSeven ); PRECACHE_WEAPON_REGISTER( weapon_fiveseven );
CWeaponFiveSeven::CWeaponFiveSeven() { m_flLastFire = gpGlobals->curtime; }
void CWeaponFiveSeven::Spawn( ) { BaseClass::Spawn();
m_flAccuracy = 0.92; }
bool CWeaponFiveSeven::Deploy() { m_flAccuracy = 0.92; return BaseClass::Deploy(); }
float CWeaponFiveSeven::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 0.255f * (1 - m_flAccuracy); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.075f * (1 - m_flAccuracy); else return 0.15f * (1 - m_flAccuracy); } else return BaseClass::GetInaccuracy(); }
void CWeaponFiveSeven::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 -= (0.25)*(0.275 - (gpGlobals->curtime - m_flLastFire));
if (m_flAccuracy > 0.92) m_flAccuracy = 0.92; else if (m_flAccuracy < 0.725) m_flAccuracy = 0.725;
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();
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); // player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread());
m_flNextPrimaryAttack = m_flNextSecondaryAttack = 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 + 2 );
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); }
void CWeaponFiveSeven::SecondaryAttack() { }
bool CWeaponFiveSeven::Reload() { if ( !DefaultPistolReload() ) return false;
m_flAccuracy = 0.92; return true; }
void CWeaponFiveSeven::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return;
// only idle if the slid isn't back
if (m_iClip1 != 0) { SetWeaponIdleTime( gpGlobals->curtime + 4 ); SendWeaponAnim( ACT_VM_IDLE ); } }
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