Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_revolver.h"
#include "tf_fx_shared.h"
#include "datamap.h"
#include "tf_weaponbase_gun.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
// Server specific.
#else
#include "tf_player.h"
#endif
//=============================================================================
//
// Weapon Revolver tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFRevolver, DT_WeaponRevolver )
BEGIN_NETWORK_TABLE( CTFRevolver, DT_WeaponRevolver )
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CTFRevolver )
DEFINE_PRED_FIELD( m_flLastAccuracyCheck, FIELD_FLOAT, 0 ),
END_PREDICTION_DATA()
#endif
LINK_ENTITY_TO_CLASS( tf_weapon_revolver, CTFRevolver );
PRECACHE_WEAPON_REGISTER( tf_weapon_revolver );
// Server specific.
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFRevolver )
END_DATADESC()
#endif
#ifdef STAGING_ONLY
CREATE_SIMPLE_WEAPON_TABLE( TFRevolver_Secondary, tf_weapon_revolver_secondary )
#endif
//=============================================================================
//
// Weapon Revolver functions.
//
CTFRevolver::CTFRevolver()
{
m_flLastAccuracyCheck = 0.f;
m_flAccuracyCheckTime = 0.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFRevolver::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
// The the owning local player.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
if ( pPlayer->IsPlayerClass( TF_CLASS_SPY ) )
{
if ( pPlayer->m_Shared.InCond( TF_COND_STEALTHED ) )
{
return false;
}
}
if ( pPlayer->m_Shared.IsFeignDeathReady() )
return false; // Can't reload if our feign death arm is up.
return BaseClass::DefaultReload( iClipSize1, iClipSize2, iActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFRevolver::GetDamageType( void ) const
{
if ( CanHeadshot() && (gpGlobals->curtime - m_flLastAccuracyCheck > 1.f) )
{
int iDamageType = BaseClass::GetDamageType() | DMG_USE_HITLOCATIONS;
return iDamageType;
}
return BaseClass::GetDamageType();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFRevolver::CanFireCriticalShot( bool bIsHeadshot )
{
if ( !BaseClass::CanFireCriticalShot( bIsHeadshot ) )
return false;
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->m_Shared.IsCritBoosted() )
return true;
// can only fire a crit shot if this is a headshot, unless we're critboosted
if ( !bIsHeadshot )
{
// Base revolver still randomly crits. Ambassador doesn't.
return !CanHeadshot();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFRevolver::PrimaryAttack( void )
{
// Check for ammunition.
if ( m_iClip1 <= 0 && m_iClip1 != -1 )
return;
// Are we capable of firing again?
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return;
// Get the player owning the weapon.
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( !CanAttack() )
return;
BaseClass::PrimaryAttack();
if ( HasLastShotCritical() )
{
pPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED );
}
else
{
int iAttr = 0;
CALL_ATTRIB_HOOK_INT( iAttr, last_shot_crits );
if ( iAttr )
{
pPlayer->m_Shared.RemoveCond( TF_COND_CRITBOOSTED );
}
}
m_flLastAccuracyCheck = gpGlobals->curtime;
if ( SapperKillsCollectCrits() )
{
// Do this after the attack, so that we know if we are doing custom damage
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( pOwner )
{
int iRevengeCrits = pOwner->m_Shared.GetRevengeCrits();
if ( iRevengeCrits > 0 )
{
pOwner->m_Shared.SetRevengeCrits( iRevengeCrits-1 );
}
}
}
#ifdef GAME_DLL
// Lower bonus for each attack
int iExtraDamageOnHitPenalty = 0;
CALL_ATTRIB_HOOK_INT( iExtraDamageOnHitPenalty, extra_damage_on_hit_penalty );
if ( iExtraDamageOnHitPenalty )
{
int iDecaps = pPlayer->m_Shared.GetDecapitations();
pPlayer->m_Shared.SetDecapitations( Max( 0, iDecaps - iExtraDamageOnHitPenalty ) );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFRevolver::GetWeaponSpread( void )
{
float fSpread = BaseClass::GetWeaponSpread();
if ( CanHeadshot() )
{
// We are highly accurate for our first shot.
float flTimeSinceCheck = gpGlobals->curtime - m_flLastAccuracyCheck;
fSpread = RemapValClamped( flTimeSinceCheck, 1.0f, 0.5f, 0.0f, fSpread+0.0f );
}
return fSpread;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFRevolver::GetWeaponCrosshairScale( float &flScale )
{
C_TFPlayer* pTFPlayer = ToTFPlayer( GetOwner() );
if ( !pTFPlayer )
return;
if ( CanHeadshot() )
{
float curtime = pTFPlayer->GetFinalPredictedTime() + ( gpGlobals->interpolation_amount * TICK_INTERVAL );
float flTimeSinceCheck = curtime - m_flLastAccuracyCheck;
flScale = RemapValClamped( flTimeSinceCheck, 1.0f, 0.5f, 0.75f, 2.5f );
}
else
{
BaseClass::GetWeaponCrosshairScale( flScale );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFRevolver::GetCount( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return 0;
if ( SapperKillsCollectCrits() )
{
return pOwner->m_Shared.GetRevengeCrits();
}
int iExtraDamageOnHit = 0;
CALL_ATTRIB_HOOK_INT( iExtraDamageOnHit, extra_damage_on_hit );
if ( iExtraDamageOnHit )
{
return Min( 200, pOwner->m_Shared.GetDecapitations() );
}
return 0;
}
//-----------------------------------------------------------------------------
const char* CTFRevolver::GetEffectLabelText( void )
{
int iExtraDamageOnHit = 0;
CALL_ATTRIB_HOOK_INT( iExtraDamageOnHit, extra_damage_on_hit );
if ( iExtraDamageOnHit )
{
return "#TF_BONUS";
}
return "#TF_CRITS";
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFRevolver::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#ifdef GAME_DLL
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( pOwner )
{
if ( SapperKillsCollectCrits() )
{
if ( pOwner->m_Shared.GetRevengeCrits() )
{
pOwner->m_Shared.RemoveCond( TF_COND_CRITBOOSTED );
}
}
if ( HasLastShotCritical() )
{
pOwner->m_Shared.RemoveCond( TF_COND_CRITBOOSTED );
}
}
#endif
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFRevolver::Deploy( void )
{
#ifdef GAME_DLL
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( pOwner )
{
if ( SapperKillsCollectCrits() )
{
if ( pOwner->m_Shared.GetRevengeCrits() )
{
pOwner->m_Shared.AddCond( TF_COND_CRITBOOSTED );
}
}
if ( HasLastShotCritical() )
{
pOwner->m_Shared.AddCond( TF_COND_CRITBOOSTED );
}
}
#endif
return BaseClass::Deploy();
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose: Reset revenge crits when the revolver is changed
//-----------------------------------------------------------------------------
void CTFRevolver::Detach( void )
{
if ( SapperKillsCollectCrits() )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer )
{
pPlayer->m_Shared.SetRevengeCrits( 0 );
pPlayer->m_Shared.RemoveCond( TF_COND_CRITBOOSTED );
}
}
BaseClass::Detach();
}
//-----------------------------------------------------------------------------
float CTFRevolver::GetProjectileDamage( void )
{
float flDamageMod = 1.0f;
int iExtraDamageOnHit = 0;
CALL_ATTRIB_HOOK_INT( iExtraDamageOnHit, extra_damage_on_hit );
if ( iExtraDamageOnHit )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( pOwner )
{
flDamageMod = 1.0f + ( Min( 200, pOwner->m_Shared.GetDecapitations() ) * 0.01f );
}
}
return BaseClass::GetProjectileDamage() * flDamageMod;
}
#endif