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 CWeaponUSP C_WeaponUSP
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponUSP : public CWeaponCSBase
{
public:
DECLARE_CLASS( CWeaponUSP, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponUSP();
virtual void Spawn();
virtual void Precache();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Deploy();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void Drop( const Vector &vecVelocity );
virtual float GetInaccuracy() const;
virtual bool Reload();
virtual void WeaponIdle();
// We overload this so we can translate all weapon activities to silenced versions.
virtual bool SendWeaponAnim( int iActivity );
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_USP; }
// return true if this weapon has a silencer equipped
virtual bool IsSilenced( void ) const { return m_bSilencerOn; }
virtual Activity GetDeployActivity( void );
#ifdef CLIENT_DLL
virtual int GetMuzzleFlashStyle( void );
#endif
virtual const char *GetWorldModel( void ) const;
virtual int GetWorldModelIndex( void );
private:
CWeaponUSP( const CWeaponUSP & );
CNetworkVar( bool, m_bSilencerOn );
CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
float m_flLastFire;
int m_silencedModelIndex;
bool m_inPrecache;
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUSP, DT_WeaponUSP )
BEGIN_NETWORK_TABLE( CWeaponUSP, DT_WeaponUSP )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bSilencerOn ) ),
RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ),
#else
SendPropBool( SENDINFO( m_bSilencerOn ) ),
SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponUSP )
DEFINE_PRED_FIELD( m_bSilencerOn, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_usp, CWeaponUSP );
PRECACHE_WEAPON_REGISTER( weapon_usp );
Activity g_SilencedTranslations[][2] =
{
{ ACT_VM_RELOAD, ACT_VM_RELOAD_SILENCED },
{ ACT_VM_PRIMARYATTACK, ACT_VM_PRIMARYATTACK_SILENCED },
{ ACT_VM_DRAW, ACT_VM_DRAW_SILENCED },
};
CWeaponUSP::CWeaponUSP()
{
m_flLastFire = gpGlobals->curtime;
m_bSilencerOn = false;
m_flDoneSwitchingSilencer = 0.0f;
m_inPrecache = false;
}
void CWeaponUSP::Spawn()
{
//m_iDefaultAmmo = 12;
m_flAccuracy = 0.92;
m_bSilencerOn = false;
m_weaponMode = Primary_Mode;
m_flDoneSwitchingSilencer = 0.0f;
//FallInit();// get ready to fall down.
BaseClass::Spawn();
}
void CWeaponUSP::Precache()
{
m_inPrecache = true;
BaseClass::Precache();
m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel );
m_inPrecache = false;
}
int CWeaponUSP::GetWorldModelIndex( void )
{
if ( !m_bSilencerOn || m_inPrecache )
{
return m_iWorldModelIndex;
}
else
{
return m_silencedModelIndex;
}
}
const char * CWeaponUSP::GetWorldModel( void ) const
{
if ( !m_bSilencerOn || m_inPrecache )
{
return BaseClass::GetWorldModel();
}
else
{
return GetCSWpnData().m_szSilencerModel;
}
}
bool CWeaponUSP::Deploy()
{
m_flAccuracy = 0.92;
m_flDoneSwitchingSilencer = 0.0f;
return BaseClass::Deploy();
}
bool CWeaponUSP::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
{
// still switching the silencer. Cancel the switch.
m_bSilencerOn = !m_bSilencerOn;
m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
SetWeaponModelIndex( GetWorldModel() );
}
return BaseClass::Holster( pSwitchingTo );
}
void CWeaponUSP::Drop( const Vector &vecVelocity )
{
if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
{
// still switching the silencer. Cancel the switch.
m_bSilencerOn = !m_bSilencerOn;
m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
SetWeaponModelIndex( GetWorldModel() );
}
BaseClass::Drop( vecVelocity );
}
Activity CWeaponUSP::GetDeployActivity( void )
{
if( IsSilenced() )
{
return ACT_VM_DRAW_SILENCED;
}
else
{
return ACT_VM_DRAW;
}
}
void CWeaponUSP::SecondaryAttack()
{
if ( m_bSilencerOn )
{
SendWeaponAnim( ACT_VM_DETACH_SILENCER );
}
else
{
SendWeaponAnim( ACT_VM_ATTACH_SILENCER );
}
m_bSilencerOn = !m_bSilencerOn;
m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
m_flDoneSwitchingSilencer = gpGlobals->curtime + 3;
m_flNextSecondaryAttack = gpGlobals->curtime + 3;
m_flNextPrimaryAttack = gpGlobals->curtime + 3;
SetWeaponIdleTime( gpGlobals->curtime + 3 );
SetWeaponModelIndex( GetWorldModel() );
}
float CWeaponUSP::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( m_bSilencerOn )
{
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 1.3f * (1 - m_flAccuracy);
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
return 0.25f * (1 - m_flAccuracy);
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
return 0.125f * (1 - m_flAccuracy);
else
return 0.15f * (1 - m_flAccuracy);
}
else
{
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
return 1.2f * (1 - m_flAccuracy );
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
return 0.225f * (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 CWeaponUSP::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
float flCycleTime = GetCSWpnData().m_flCycleTime;
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
m_flAccuracy -= (0.275)*(0.3 - (gpGlobals->curtime - m_flLastFire));
if (m_flAccuracy > 0.92)
m_flAccuracy = 0.92;
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 + 0.2;
m_bFireOnEmpty = false;
}
return;
}
pPlayer->m_iShotsFired++;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
m_iClip1--;
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
if ( !m_bSilencerOn )
{
pPlayer->DoMuzzleFlash();
}
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
m_weaponMode,
CBaseEntity::GetPredictionRandomSeed() & 255,
GetInaccuracy(),
GetSpread());
if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
}
SetWeaponIdleTime( gpGlobals->curtime + 2 );
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
QAngle angle = pPlayer->GetPunchAngle();
angle.x -= 2;
pPlayer->SetPunchAngle( angle );
}
bool CWeaponUSP::Reload()
{
if ( !DefaultPistolReload() )
return false;
m_flAccuracy = 0.92;
return true;
}
void CWeaponUSP::WeaponIdle()
{
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return;
// only idle if the slid isn't back
if (m_iClip1 != 0)
{
SetWeaponIdleTime( gpGlobals->curtime + 6.0 );
}
}
bool CWeaponUSP::SendWeaponAnim( int iActivity )
{
// Translate the activity?
if ( m_bSilencerOn )
{
for ( int i=0; i < ARRAYSIZE( g_SilencedTranslations ); i++ )
{
if ( g_SilencedTranslations[i][0] == iActivity )
{
iActivity = g_SilencedTranslations[i][1];
break;
}
}
}
return BaseClass::SendWeaponAnim( iActivity );
}
#ifdef CLIENT_DLL
int CWeaponUSP::GetMuzzleFlashStyle( void )
{
if( m_bSilencerOn )
{
return CS_MUZZLEFLASH_NONE;
}
else
{
return CS_MUZZLEFLASH_NORM;
}
}
#endif