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351 lines
7.0 KiB
351 lines
7.0 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_csbasegun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponM4A1 C_WeaponM4A1
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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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class CWeaponM4A1 : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponM4A1, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponM4A1();
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virtual void Spawn();
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virtual void Precache();
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virtual void SecondaryAttack();
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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 bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void Drop( const Vector &vecVelocity );
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virtual float GetInaccuracy() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M4A1; }
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// return true if this weapon has a silencer equipped
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virtual bool IsSilenced( void ) const { return m_bSilencerOn; }
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virtual Activity GetDeployActivity( void );
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#ifdef CLIENT_DLL
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virtual int GetMuzzleFlashStyle( void );
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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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private:
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CWeaponM4A1( const CWeaponM4A1 & );
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void DoFireEffects();
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CNetworkVar( bool, m_bSilencerOn );
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CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
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int m_silencedModelIndex;
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bool m_inPrecache;
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM4A1, DT_WeaponM4A1 )
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BEGIN_NETWORK_TABLE( CWeaponM4A1, DT_WeaponM4A1 )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bSilencerOn ) ),
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RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ),
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#else
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SendPropBool( SENDINFO( m_bSilencerOn ) ),
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SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponM4A1 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_m4a1, CWeaponM4A1 );
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PRECACHE_WEAPON_REGISTER( weapon_m4a1 );
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CWeaponM4A1::CWeaponM4A1()
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{
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m_bSilencerOn = false;
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m_flDoneSwitchingSilencer = 0.0f;
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m_inPrecache = false;
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}
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void CWeaponM4A1::Spawn( )
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{
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BaseClass::Spawn();
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m_bSilencerOn = false;
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m_weaponMode = Primary_Mode;
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m_flDoneSwitchingSilencer = 0.0f;
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m_bDelayFire = true;
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}
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void CWeaponM4A1::Precache()
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{
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m_inPrecache = true;
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BaseClass::Precache();
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m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel );
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m_inPrecache = false;
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}
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int CWeaponM4A1::GetWorldModelIndex( void )
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{
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if ( !m_bSilencerOn || 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_silencedModelIndex;
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}
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}
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const char * CWeaponM4A1::GetWorldModel( void ) const
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{
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if ( !m_bSilencerOn || 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_szSilencerModel;
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}
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}
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bool CWeaponM4A1::Deploy()
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{
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bool ret = BaseClass::Deploy();
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m_flDoneSwitchingSilencer = 0.0f;
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m_bDelayFire = true;
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return ret;
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}
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Activity CWeaponM4A1::GetDeployActivity( void )
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{
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if( IsSilenced() )
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{
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return ACT_VM_DRAW_SILENCED;
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}
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else
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{
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return ACT_VM_DRAW;
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}
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}
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bool CWeaponM4A1::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
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{
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// still switching the silencer. Cancel the switch.
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m_bSilencerOn = !m_bSilencerOn;
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
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SetWeaponModelIndex( GetWorldModel() );
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}
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return BaseClass::Holster( pSwitchingTo );
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}
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void CWeaponM4A1::Drop( const Vector &vecVelocity )
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{
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if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
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{
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// still switching the silencer. Cancel the switch.
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m_bSilencerOn = !m_bSilencerOn;
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m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
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SetWeaponModelIndex( GetWorldModel() );
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}
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BaseClass::Drop( vecVelocity );
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}
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void CWeaponM4A1::SecondaryAttack()
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{
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if ( m_bSilencerOn )
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{
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m_bSilencerOn = false;
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m_weaponMode = Primary_Mode;
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SendWeaponAnim( ACT_VM_DETACH_SILENCER );
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}
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else
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{
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m_bSilencerOn = true;
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m_weaponMode = Secondary_Mode;
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SendWeaponAnim( ACT_VM_ATTACH_SILENCER );
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}
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m_flDoneSwitchingSilencer = gpGlobals->curtime + 2;
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m_flNextSecondaryAttack = gpGlobals->curtime + 2;
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m_flNextPrimaryAttack = gpGlobals->curtime + 2;
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SetWeaponIdleTime( gpGlobals->curtime + 2 );
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SetWeaponModelIndex( GetWorldModel() );
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}
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float CWeaponM4A1::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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{
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return 0.035f + 0.4f * m_flAccuracy;
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}
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else if (pPlayer->GetAbsVelocity().Length2D() > 140)
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{
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return 0.035f + 0.07f * m_flAccuracy;
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}
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else
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{
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if ( m_bSilencerOn )
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return 0.025f * m_flAccuracy;
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else
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return 0.02f * m_flAccuracy;
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}
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}
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else
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{
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return BaseClass::GetInaccuracy();
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}
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}
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void CWeaponM4A1::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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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
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return;
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if ( m_bSilencerOn )
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SendWeaponAnim( ACT_VM_PRIMARYATTACK_SILENCED );
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pPlayer = GetPlayerOwner();
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// CSBaseGunFire can kill us, forcing us to drop our weapon, if we shoot something that explodes
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if ( !pPlayer )
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return;
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if (pPlayer->GetAbsVelocity().Length2D() > 5)
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pPlayer->KickBack (1.0, 0.45, 0.28, 0.045, 3.75, 3, 7);
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else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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pPlayer->KickBack (1.2, 0.5, 0.23, 0.15, 5.5, 3.5, 6);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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pPlayer->KickBack (0.6, 0.3, 0.2, 0.0125, 3.25, 2, 7);
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else
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pPlayer->KickBack (0.65, 0.35, 0.25, 0.015, 3.5, 2.25, 7);
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}
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void CWeaponM4A1::DoFireEffects()
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{
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if ( !m_bSilencerOn )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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{
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pPlayer->DoMuzzleFlash();
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}
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}
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}
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bool CWeaponM4A1::Reload()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
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return false;
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int iResult = 0;
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if ( m_bSilencerOn )
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD_SILENCED );
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else
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( !iResult )
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return false;
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pPlayer->SetAnimation( PLAYER_RELOAD );
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if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
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}
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m_flAccuracy = 0.2;
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pPlayer->m_iShotsFired = 0;
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m_bDelayFire = false;
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return true;
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}
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void CWeaponM4A1::WeaponIdle()
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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// only idle if the slid isn't back
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if ( m_iClip1 != 0 )
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{
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SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval );
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if ( m_bSilencerOn )
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SendWeaponAnim( ACT_VM_IDLE_SILENCED );
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else
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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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int CWeaponM4A1::GetMuzzleFlashStyle( void )
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{
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if( m_bSilencerOn )
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{
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return CS_MUZZLEFLASH_NONE;
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}
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else
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{
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return CS_MUZZLEFLASH_X;
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}
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}
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#endif
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