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"
#if defined( CLIENT_DLL )
#define CWeaponScout C_WeaponScout
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
const int cScoutMidZoomFOV = 40; const int cScoutMaxZoomFOV = 15;
class CWeaponScout : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponScout, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponScout();
virtual void PrimaryAttack(); virtual void SecondaryAttack();
virtual float GetInaccuracy() const; virtual float GetMaxSpeed() const; virtual bool Reload(); virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SCOUT; }
private: CWeaponScout( const CWeaponScout & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponScout, DT_WeaponScout )
BEGIN_NETWORK_TABLE( CWeaponScout, DT_WeaponScout ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponScout ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_scout, CWeaponScout ); PRECACHE_WEAPON_REGISTER( weapon_scout );
CWeaponScout::CWeaponScout() { }
void CWeaponScout::SecondaryAttack() { const float kZoomTime = 0.10f;
CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) { Assert(pPlayer != NULL); return; }
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV()) { pPlayer->SetFOV( pPlayer, cScoutMidZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; } else if (pPlayer->GetFOV() == cScoutMidZoomFOV) { pPlayer->SetFOV( pPlayer, cScoutMaxZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; } else if (pPlayer->GetFOV() == cScoutMaxZoomFOV) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); m_weaponMode = Primary_Mode; }
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
#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" ); // zoom sound
} //=============================================================================
// 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
}
float CWeaponScout::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) return 0.0f; float fSpread = 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) fSpread = 0.2f; else if (pPlayer->GetAbsVelocity().Length2D() > 170) fSpread = 0.075f; else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) fSpread = 0.0f; else fSpread = 0.007f; // 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 += 0.025; } return fSpread; } else return BaseClass::GetInaccuracy(); }
void CWeaponScout::PrimaryAttack( void ) { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) return;
if ( m_weaponMode == Secondary_Mode ) { float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMidZoomFOV ); float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMaxZoomFOV );
if ( midFOVdistance < farFOVdistance ) { pPlayer->m_iLastZoom = cScoutMidZoomFOV; } else { pPlayer->m_iLastZoom = cScoutMaxZoomFOV; } // #ifndef CLIENT_DLL
pPlayer->m_bResumeZoom = true; pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f ); m_weaponMode = Primary_Mode; // #endif
}
QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); }
float CWeaponScout::GetMaxSpeed() const { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) { Assert(pPlayer != NULL); return BaseClass::GetMaxSpeed(); }
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) return BaseClass::GetMaxSpeed(); else return 220; // zoomed in.
}
bool CWeaponScout::Reload() { m_weaponMode = Primary_Mode; return BaseClass::Reload();
}
bool CWeaponScout::Deploy() { m_weaponMode = Primary_Mode; return BaseClass::Deploy(); }
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