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 CWeaponP228 C_WeaponP228
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponP228 : public CWeaponCSBase
{
public:
DECLARE_CLASS( CWeaponP228, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponP228();
virtual void Spawn();
virtual void PrimaryAttack();
virtual bool Deploy();
virtual bool Reload();
virtual void WeaponIdle();
virtual float GetInaccuracy() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_P228; }
private:
CWeaponP228( const CWeaponP228 & );
float m_flLastFire;
};
#if defined CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponP228 )
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_p228, CWeaponP228 );
PRECACHE_WEAPON_REGISTER( weapon_p228 );
CWeaponP228::CWeaponP228()
{
m_flLastFire = gpGlobals->curtime;
}
void CWeaponP228::Spawn( )
{
m_flAccuracy = 0.9;
BaseClass::Spawn();
}
bool CWeaponP228::Deploy( )
{
m_flAccuracy = 0.9;
return BaseClass::Deploy();
}
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP228, DT_WeaponP228 )
BEGIN_NETWORK_TABLE( CWeaponP228, DT_WeaponP228 )
END_NETWORK_TABLE()
float CWeaponP228::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 0.255f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
return 0.075f * (1 - m_flAccuracy);
else
return 0.15f * (1 - m_flAccuracy);
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponP228::PrimaryAttack( void )
{
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 -= (0.3)*(0.325 - (gpGlobals->curtime - m_flLastFire));
if (m_flAccuracy > 0.9)
m_flAccuracy = 0.9;
else if (m_flAccuracy < 0.6)
m_flAccuracy = 0.6;
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();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Aiming
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
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 );
//ResetPlayerShieldAnim();
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
QAngle angle = pPlayer->GetPunchAngle();
angle.x -= 2;
pPlayer->SetPunchAngle( angle );
}
bool CWeaponP228::Reload()
{
if ( !DefaultPistolReload() )
return false;
m_flAccuracy = 0.9;
return true;
}
void CWeaponP228::WeaponIdle()
{
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return;
// only idle if the slid isn't back
if (m_iClip1 != 0)
{
SetWeaponIdleTime( gpGlobals->curtime + 3.0 ) ;
SendWeaponAnim( ACT_VM_IDLE );
}
}