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 CWeaponXM1014 C_WeaponXM1014
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "te_shotgun_shot.h"
#endif
class CWeaponXM1014 : public CWeaponCSBase
{
public:
DECLARE_CLASS( CWeaponXM1014, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponXM1014();
virtual void Spawn();
virtual void PrimaryAttack();
virtual bool Reload();
virtual void WeaponIdle();
virtual float GetInaccuracy() const;
virtual float GetSpread() const;
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_XM1014; }
private:
CWeaponXM1014( const CWeaponXM1014 & );
float m_flPumpTime;
CNetworkVar( int, m_reloadState ); // special reload state for shotgun
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponXM1014, DT_WeaponXM1014 )
BEGIN_NETWORK_TABLE( CWeaponXM1014, DT_WeaponXM1014 )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_reloadState ) )
#else
SendPropInt( SENDINFO( m_reloadState ), 2, SPROP_UNSIGNED )
#endif
END_NETWORK_TABLE()
#if defined(CLIENT_DLL)
BEGIN_PREDICTION_DATA( CWeaponXM1014 )
DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( weapon_xm1014, CWeaponXM1014 );
PRECACHE_WEAPON_REGISTER( weapon_xm1014 );
CWeaponXM1014::CWeaponXM1014()
{
m_flPumpTime = 0;
m_reloadState = 0;
}
void CWeaponXM1014::Spawn()
{
//m_iDefaultAmmo = M3_DEFAULT_GIVE;
//FallInit();// get ready to fall
BaseClass::Spawn();
}
float CWeaponXM1014::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
return 0.0f;
else
return BaseClass::GetInaccuracy();
}
float CWeaponXM1014::GetSpread() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
return 0.0725f;
return GetCSWpnData().m_fSpread[Primary_Mode];
}
void CWeaponXM1014::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
float flCycleTime = GetCSWpnData().m_flCycleTime;
// don't fire underwater
if (pPlayer->GetWaterLevel() == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
return;
}
if (m_iClip1 <= 0)
{
Reload();
if (m_iClip1 == 0)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.25;
}
return;
}
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
//pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
//pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip1--;
pPlayer->DoMuzzleFlash();
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
// Dispatch the FX right away with full accuracy.
float flCurAttack = CalculateNextAttackTime( flCycleTime );
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
Primary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
GetInaccuracy(),
GetSpread(), // flSpread
flCurAttack );
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
}
if (m_iClip1 != 0)
m_flPumpTime = gpGlobals->curtime + 0.5;
if (m_iClip1 != 0)
SetWeaponIdleTime( gpGlobals->curtime + 2.5 );
else
SetWeaponIdleTime( gpGlobals->curtime + 0.25 );
m_reloadState = 0;
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
// Update punch angles.
QAngle angle = pPlayer->GetPunchAngle();
if ( pPlayer->GetFlags() & FL_ONGROUND )
{
angle.x -= SharedRandomInt( "XM1014PunchAngleGround", 3, 5 );
}
else
{
angle.x -= SharedRandomInt( "XM1014PunchAngleAir", 7, 10 );
}
pPlayer->SetPunchAngle( angle );
}
bool CWeaponXM1014::Reload()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return false;
if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1())
return true;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > gpGlobals->curtime)
return true;
//MIKETODO: shotgun reloading (wait until we get content)
// check to see if we're ready to reload
if (m_reloadState == 0)
{
pPlayer->SetAnimation( PLAYER_RELOAD );
SendWeaponAnim( ACT_SHOTGUN_RELOAD_START );
m_reloadState = 1;
pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5;
SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
#ifdef GAME_DLL
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_START );
#endif
return true;
}
else if (m_reloadState == 1)
{
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return true;
// was waiting for gun to move to side
m_reloadState = 2;
SendWeaponAnim( ACT_VM_RELOAD );
SetWeaponIdleTime( gpGlobals->curtime + 0.5 );
#ifdef GAME_DLL
if ( m_iClip1 == 6 )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END );
}
else
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP );
}
#endif
}
else
{
// Add them to the clip
m_iClip1 += 1;
#ifdef GAME_DLL
SendReloadEvents();
#endif
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
m_reloadState = 1;
}
return true;
}
void CWeaponXM1014::WeaponIdle()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if (m_flPumpTime && m_flPumpTime < gpGlobals->curtime)
{
// play pumping sound
m_flPumpTime = 0;
}
if (m_flTimeWeaponIdle < gpGlobals->curtime)
{
if (m_iClip1 == 0 && m_reloadState == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ))
{
Reload( );
}
else if (m_reloadState != 0)
{
if (m_iClip1 != 7 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ))
{
Reload( );
}
else
{
// reload debounce has timed out
//MIKETODO: shotgun anims
SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH );
// play cocking sound
m_reloadState = 0;
SetWeaponIdleTime( gpGlobals->curtime + 1.5 );
}
}
else
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
}