//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponAWP C_WeaponAWP #include "c_cs_player.h" #else #include "cs_player.h" #include "KeyValues.h" #endif #define SNIPER_ZOOM_CONTEXT "SniperRifleThink" const int cAWPMidZoomFOV = 40; const int cAWPMaxZoomFOV = 10; #ifdef AWP_UNZOOM ConVar sv_awpunzoomdelay( "sv_awpunzoomdelay", "1.0", 0, "how many seconds to zoom the zoom up after firing", true, 0, // min value false, 0 // max value ); #endif class CWeaponAWP : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponAWP, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #ifndef CLIENT_DLL DECLARE_DATADESC(); #endif CWeaponAWP(); virtual void Spawn(); virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual float GetInaccuracy() const; virtual float GetMaxSpeed() const; virtual bool IsAwp() const; virtual bool Reload(); virtual bool Deploy(); virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AWP; } private: #ifdef AWP_UNZOOM void UnzoomThink( void ); #endif CWeaponAWP( const CWeaponAWP & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAWP, DT_WeaponAWP ) BEGIN_NETWORK_TABLE( CWeaponAWP, DT_WeaponAWP ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponAWP ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_awp, CWeaponAWP ); PRECACHE_WEAPON_REGISTER( weapon_awp ); #ifndef CLIENT_DLL BEGIN_DATADESC( CWeaponAWP ) #ifdef AWP_UNZOOM DEFINE_THINKFUNC( UnzoomThink ), #endif END_DATADESC() #endif CWeaponAWP::CWeaponAWP() { } void CWeaponAWP::Spawn() { Precache(); BaseClass::Spawn(); } void CWeaponAWP::SecondaryAttack() { const float kZoomTime = 0.10f; CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer == NULL ) { Assert( pPlayer != NULL ); return; } if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) { pPlayer->SetFOV( pPlayer, cAWPMidZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; } else if ( pPlayer->GetFOV() == cAWPMidZoomFOV ) { pPlayer->SetFOV( pPlayer, cAWPMaxZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; } else { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); m_weaponMode = Primary_Mode; } #ifndef CLIENT_DLL // If this isn't guarded, the sound will be emitted twice, once by the server and once by the client. // Let the server play it since if only the client plays it, it's liable to get played twice cause of // a prediction error. joy. //============================================================================= // HPE_BEGIN: // [tj] Playing this from the player so that we don't try to play the sound outside the level. //============================================================================= if ( GetPlayerOwner() ) { GetPlayerOwner()->EmitSound( "Default.Zoom" ); } //============================================================================= // HPE_END //============================================================================= // let the bots hear the rifle zoom IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" ); if ( event ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } #endif m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above. } float CWeaponAWP::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; float fSpread = 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) fSpread = 0.85f; else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) fSpread = 0.25f; else if ( pPlayer->GetAbsVelocity().Length2D() > 10 ) fSpread = 0.10f; else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) fSpread = 0.0f; else fSpread = 0.001f; // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more. if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime)) { fSpread += 0.08f; } return fSpread; } else { return BaseClass::GetInaccuracy(); } } void CWeaponAWP::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) return; if ( m_weaponMode == Secondary_Mode ) { float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMidZoomFOV ); float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMaxZoomFOV ); if ( midFOVdistance < farFOVdistance ) { pPlayer->m_iLastZoom = cAWPMidZoomFOV; } else { pPlayer->m_iLastZoom = cAWPMaxZoomFOV; } #ifdef AWP_UNZOOM SetContextThink( &CWeaponAWP::UnzoomThink, gpGlobals->curtime + sv_awpunzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT ); #else pPlayer->m_bResumeZoom = true; pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f ); m_weaponMode = Primary_Mode; #endif } QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); } #ifdef AWP_UNZOOM void CWeaponAWP::UnzoomThink( void ) { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) { Assert(pPlayer != NULL); return; } pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f ); } #endif float CWeaponAWP::GetMaxSpeed() const { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) { Assert(pPlayer != NULL); return BaseClass::GetMaxSpeed(); } if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) { return BaseClass::GetMaxSpeed(); } else { // Slower speed when zoomed in. return 150; } } bool CWeaponAWP::IsAwp() const { return true; } bool CWeaponAWP::Reload() { m_weaponMode = Primary_Mode; return BaseClass::Reload(); } bool CWeaponAWP::Deploy() { // don't allow weapon switching to shortcut cycle time (quickswitch exploit) float fOldNextPrimaryAttack = m_flNextPrimaryAttack; float fOldNextSecondaryAttack = m_flNextSecondaryAttack; if ( !BaseClass::Deploy() ) return false; m_weaponMode = Primary_Mode; m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack ); m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack ); return true; }