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 CWeaponG3SG1 C_WeaponG3SG1
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
class CWeaponG3SG1 : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponG3SG1, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponG3SG1();
virtual void Spawn();
virtual void SecondaryAttack();
virtual void PrimaryAttack();
virtual bool Reload();
virtual bool Deploy();
virtual float GetInaccuracy() const;
virtual float GetMaxSpeed();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_G3SG1; }
private:
CWeaponG3SG1( const CWeaponG3SG1 & );
float m_flLastFire;
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponG3SG1, DT_WeaponG3SG1 )
BEGIN_NETWORK_TABLE( CWeaponG3SG1, DT_WeaponG3SG1 )
END_NETWORK_TABLE()
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponG3SG1 )
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_g3sg1, CWeaponG3SG1 );
PRECACHE_WEAPON_REGISTER( weapon_g3sg1 );
CWeaponG3SG1::CWeaponG3SG1()
{
m_flLastFire = gpGlobals->curtime;
}
void CWeaponG3SG1::Spawn()
{
BaseClass::Spawn();
m_flAccuracy = 0.98;
}
void CWeaponG3SG1::SecondaryAttack()
{
const float kZoomTime = 0.10f;
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
{
pPlayer->SetFOV( pPlayer, 40, kZoomTime );
m_weaponMode = Secondary_Mode;
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
}
else if (pPlayer->GetFOV() == 40)
{
pPlayer->SetFOV( pPlayer, 15, kZoomTime );
m_weaponMode = Secondary_Mode;
}
else if (pPlayer->GetFOV() == 15)
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
m_weaponMode = Primary_Mode;
}
#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
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
m_zoomFullyActiveTime = gpGlobals->curtime + 0.3; // The worst zoom time from above.
}
float CWeaponG3SG1::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
float fSpread = 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
fSpread = 0.45f * (1.0f - m_flAccuracy);
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
fSpread = 0.15f;
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
fSpread = 0.035f * (1.0f - m_flAccuracy);
else
fSpread = 0.055f * (1.0f - m_flAccuracy);
// 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 CWeaponG3SG1::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 = 0.55 + (0.3) * (gpGlobals->curtime - m_flLastFire);
if (m_flAccuracy > 0.98)
m_flAccuracy = 0.98;
m_flLastFire = gpGlobals->curtime;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
return;
// Adjust the punch angle.
QAngle angle = pPlayer->GetPunchAngle();
angle.x -= SharedRandomFloat("G3SG1PunchAngleX", 0.75, 1.75 ) + ( angle.x / 4 );
angle.y += SharedRandomFloat("G3SG1PunchAngleY", -0.75, 0.75 );
pPlayer->SetPunchAngle( angle );
}
bool CWeaponG3SG1::Reload()
{
bool ret = BaseClass::Reload();
m_flAccuracy = 0.98;
m_weaponMode = Primary_Mode;
return ret;
}
bool CWeaponG3SG1::Deploy()
{
bool ret = BaseClass::Deploy();
m_flAccuracy = 0.98;
m_weaponMode = Primary_Mode;
return ret;
}
float CWeaponG3SG1::GetMaxSpeed()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer && pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
return BaseClass::GetMaxSpeed();
else
return 150; // zoomed in
}