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 CWeaponElite C_WeaponElite
#include "c_cs_player.h"
#include "c_te_effect_dispatch.h"
#else
#include "cs_player.h"
#endif
class CWeaponElite : public CWeaponCSBase
{
public:
DECLARE_CLASS( CWeaponElite, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponElite();
virtual void Spawn();
virtual void Precache();
virtual void PrimaryAttack();
virtual bool Deploy();
virtual bool Reload();
virtual void WeaponIdle();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_ELITE; }
#ifdef CLIENT_DLL
virtual int GetMuzzleAttachment( void );
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
#endif
virtual const char *GetWorldModel( void ) const;
virtual int GetWorldModelIndex( void );
protected:
bool FiringLeft() const;
private:
CWeaponElite( const CWeaponElite & );
float m_flLastFire;
int m_droppedModelIndex;
bool m_inPrecache;
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponElite, DT_WeaponElite )
BEGIN_NETWORK_TABLE( CWeaponElite, DT_WeaponElite )
END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponElite )
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_elite, CWeaponElite );
PRECACHE_WEAPON_REGISTER( weapon_elite );
CWeaponElite::CWeaponElite()
{
m_flLastFire = gpGlobals->curtime;
m_inPrecache = false;
}
void CWeaponElite::Spawn( )
{
m_flAccuracy = 0.88;
BaseClass::Spawn();
}
void CWeaponElite::Precache()
{
m_inPrecache = true;
BaseClass::Precache();
PrecacheModel( "models/weapons/w_eq_eholster_elite.mdl" );
PrecacheModel( "models/weapons/w_eq_eholster.mdl" );
PrecacheModel( "models/weapons/w_pist_elite_single.mdl" );
m_droppedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szDroppedModel );
m_inPrecache = false;
}
bool CWeaponElite::Deploy( )
{
m_flAccuracy = 0.88;
return BaseClass::Deploy();
}
int CWeaponElite::GetWorldModelIndex( void )
{
if ( GetOwner() || m_inPrecache )
{
return m_iWorldModelIndex;
}
else
{
return m_droppedModelIndex;
}
}
const char * CWeaponElite::GetWorldModel( void ) const
{
if ( GetOwner() || m_inPrecache )
{
return BaseClass::GetWorldModel();
}
else
{
return GetCSWpnData().m_szDroppedModel;
}
}
bool CWeaponElite::FiringLeft() const
{
// fire left-hand gun with even number of bullets left
return (m_iClip1 & 1) == 0;
}
float CWeaponElite::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 1.3f * (1 - m_flAccuracy);
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
return 0.175f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
return 0.08f * (1 - m_flAccuracy);
else
return 0.1f * (1 - m_flAccuracy);
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponElite::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 -= (0.275)*(0.325 - (gpGlobals->curtime - m_flLastFire));
if (m_flAccuracy > 0.88)
m_flAccuracy = 0.88;
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();
//SetPlayerShieldAnim();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
FiringLeft() ? Secondary_Mode : Primary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255,
GetInaccuracy(),
GetSpread());
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
}
SetWeaponIdleTime( gpGlobals->curtime + 2.5 );
if ( FiringLeft() )
{
if ( m_iClip1 > 0 )
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
else
SendWeaponAnim( ACT_VM_DRYFIRE );
}
else
{
if ( m_iClip1 > 1 )
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
else
SendWeaponAnim( ACT_VM_DRYFIRE_LEFT );
}
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
QAngle punchAngle = pPlayer->GetPunchAngle();
punchAngle.x -= 2;
pPlayer->SetPunchAngle( punchAngle );
//ResetPlayerShieldAnim();
}
bool CWeaponElite::Reload()
{
if ( !DefaultPistolReload() )
return false;
m_flAccuracy = 0.88;
return true;
}
void CWeaponElite::WeaponIdle()
{
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return;
/*
// switching to the idle with the slide back on the right pistol causes animation pops transitioning
// from/to the depot/holster animations. The pop transition to the reload is less noticeable, so
// we'll live with that one
if ( m_iClip1 == 1 )
{
SendWeaponAnim( ACT_VM_IDLE_EMPTY_LEFT );
}
*/
// only idle if either slide isn't back
if ( m_iClip1 >= 2 )
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
#ifdef CLIENT_DLL
bool CWeaponElite::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
{
if( event == 5001 )
{
C_CSPlayer *pPlayer = ToCSPlayer( GetOwner() );
if( pPlayer && pPlayer->GetFOV() < pPlayer->GetDefaultFOV() && HideViewModelWhenZoomed() )
return true;
CEffectData data;
data.m_fFlags = 0;
data.m_hEntity = pViewModel->GetRefEHandle();
data.m_nAttachmentIndex = FiringLeft() ? 1 : 2; // toggle muzzle flash
data.m_flScale = GetCSWpnData().m_flMuzzleScale;
DispatchEffect( "CS_MuzzleFlash", data );
return true;
}
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
}
int CWeaponElite::GetMuzzleAttachment( void )
{
return LookupAttachment( FiringLeft() ? "muzzle_flash_l" : "muzzle_flash_r" );
}
#endif