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