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 "decals.h"
#include "cbase.h"
#include "shake.h"
#include "weapon_csbase.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CDEagle C_DEagle
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
#define DEAGLE_WEIGHT 7
#define DEAGLE_MAX_CLIP 7
enum deagle_e {
DEAGLE_IDLE1 = 0,
DEAGLE_SHOOT1,
DEAGLE_SHOOT2,
DEAGLE_SHOOT_EMPTY,
DEAGLE_RELOAD,
DEAGLE_DRAW,
};
class CDEagle : public CWeaponCSBase
{
public:
DECLARE_CLASS( CDEagle, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CDEagle();
void Spawn();
void PrimaryAttack();
virtual bool Deploy();
bool Reload();
void WeaponIdle();
void MakeBeam ();
void BeamUpdate ();
virtual bool UseDecrement() {return true;};
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_DEAGLE; }
public:
float m_flLastFire;
private:
CDEagle( const CDEagle & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( DEagle, DT_WeaponDEagle )
BEGIN_NETWORK_TABLE( CDEagle, DT_WeaponDEagle )
END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CDEagle )
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_deagle, CDEagle );
PRECACHE_WEAPON_REGISTER( weapon_deagle );
CDEagle::CDEagle()
{
m_flLastFire = gpGlobals->curtime;
}
void CDEagle::Spawn()
{
BaseClass::Spawn();
m_flAccuracy = 0.9;
}
bool CDEagle::Deploy()
{
m_flAccuracy = 0.9;
return BaseClass::Deploy();
}
float CDEagle::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 0.25f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
return 0.115f * (1 - m_flAccuracy);
else
return 0.13f * (1 - m_flAccuracy);
}
else
return BaseClass::GetInaccuracy();
}
void CDEagle::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 -= (0.35)*(0.4 - ( gpGlobals->curtime - m_flLastFire ) );
if (m_flAccuracy > 0.9)
m_flAccuracy = 0.9;
else if (m_flAccuracy < 0.55)
m_flAccuracy = 0.55;
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();
if( m_iClip1 > 0 )
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
else
SendWeaponAnim( ACT_VM_DRYFIRE );
//SetPlayerShieldAnim();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
//pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
//pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
Primary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255,
GetInaccuracy(),
GetSpread());
m_flNextPrimaryAttack = 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 + 1.8 );
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
QAngle punchAngle = pPlayer->GetPunchAngle();
punchAngle.x -= 2;
pPlayer->SetPunchAngle( punchAngle );
//ResetPlayerShieldAnim();
}
bool CDEagle::Reload()
{
if ( !DefaultPistolReload() )
return false;
m_flAccuracy = 0.9;
return true;
}
void CDEagle::WeaponIdle()
{
if ( m_flTimeWeaponIdle > gpGlobals->curtime )
return;
SetWeaponIdleTime( gpGlobals->curtime + 20 );
if (m_iClip1 != 0)
{
SendWeaponAnim( ACT_VM_IDLE );
}
//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
// SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() ? 1:0 );
}