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235 lines
4.3 KiB
235 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "decals.h"
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#include "cbase.h"
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#include "shake.h"
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#include "weapon_csbase.h"
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#include "fx_cs_shared.h"
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#if defined( CLIENT_DLL )
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#define CDEagle C_DEagle
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#endif
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#define DEAGLE_WEIGHT 7
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#define DEAGLE_MAX_CLIP 7
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enum deagle_e {
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DEAGLE_IDLE1 = 0,
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DEAGLE_SHOOT1,
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DEAGLE_SHOOT2,
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DEAGLE_SHOOT_EMPTY,
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DEAGLE_RELOAD,
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DEAGLE_DRAW,
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};
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class CDEagle : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CDEagle, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CDEagle();
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void Spawn();
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void PrimaryAttack();
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virtual bool Deploy();
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bool Reload();
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void WeaponIdle();
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void MakeBeam ();
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void BeamUpdate ();
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virtual bool UseDecrement() {return true;};
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virtual float GetInaccuracy() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_DEAGLE; }
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public:
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float m_flLastFire;
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private:
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CDEagle( const CDEagle & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( DEagle, DT_WeaponDEagle )
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BEGIN_NETWORK_TABLE( CDEagle, DT_WeaponDEagle )
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END_NETWORK_TABLE()
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#if defined CLIENT_DLL
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BEGIN_PREDICTION_DATA( CDEagle )
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DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_deagle, CDEagle );
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PRECACHE_WEAPON_REGISTER( weapon_deagle );
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CDEagle::CDEagle()
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{
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m_flLastFire = gpGlobals->curtime;
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}
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void CDEagle::Spawn()
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{
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BaseClass::Spawn();
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m_flAccuracy = 0.9;
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}
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bool CDEagle::Deploy()
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{
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m_flAccuracy = 0.9;
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return BaseClass::Deploy();
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}
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float CDEagle::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 1.5f * (1 - m_flAccuracy);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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return 0.25f * (1 - m_flAccuracy);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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return 0.115f * (1 - m_flAccuracy);
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else
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return 0.13f * (1 - m_flAccuracy);
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}
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else
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return BaseClass::GetInaccuracy();
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}
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void CDEagle::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
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m_flAccuracy -= (0.35)*(0.4 - ( gpGlobals->curtime - m_flLastFire ) );
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if (m_flAccuracy > 0.9)
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m_flAccuracy = 0.9;
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else if (m_flAccuracy < 0.55)
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m_flAccuracy = 0.55;
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m_flLastFire = gpGlobals->curtime;
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if (m_iClip1 <= 0)
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{
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if ( m_bFireOnEmpty )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
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m_bFireOnEmpty = false;
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}
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return;
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}
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pPlayer->m_iShotsFired++;
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m_iClip1--;
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pPlayer->DoMuzzleFlash();
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if( m_iClip1 > 0 )
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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else
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SendWeaponAnim( ACT_VM_DRYFIRE );
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//SetPlayerShieldAnim();
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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//pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
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//pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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FX_FireBullets(
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pPlayer->entindex(),
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pPlayer->Weapon_ShootPosition(),
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pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
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GetWeaponID(),
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Primary_Mode,
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CBaseEntity::GetPredictionRandomSeed() & 255,
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GetInaccuracy(),
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GetSpread());
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m_flNextPrimaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
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if ( !m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 )
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
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}
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SetWeaponIdleTime( gpGlobals->curtime + 1.8 );
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// update accuracy
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
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QAngle punchAngle = pPlayer->GetPunchAngle();
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punchAngle.x -= 2;
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pPlayer->SetPunchAngle( punchAngle );
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//ResetPlayerShieldAnim();
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}
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bool CDEagle::Reload()
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{
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if ( !DefaultPistolReload() )
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return false;
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m_flAccuracy = 0.9;
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return true;
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}
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void CDEagle::WeaponIdle()
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{
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if ( m_flTimeWeaponIdle > gpGlobals->curtime )
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return;
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SetWeaponIdleTime( gpGlobals->curtime + 20 );
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if (m_iClip1 != 0)
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
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// SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() ? 1:0 );
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}
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