//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #include "fx_cs_shared.h" #ifdef CLIENT_DLL #include "c_cs_player.h" #else #include "cs_player.h" #endif IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCSBaseGun, DT_WeaponCSBaseGun ) BEGIN_NETWORK_TABLE( CWeaponCSBaseGun, DT_WeaponCSBaseGun ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponCSBaseGun ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_csbase_gun, CWeaponCSBaseGun ); CWeaponCSBaseGun::CWeaponCSBaseGun() { } void CWeaponCSBaseGun::Spawn() { m_flAccuracy = 0.2; m_bDelayFire = false; m_zoomFullyActiveTime = -1.0f; BaseClass::Spawn(); } bool CWeaponCSBaseGun::Deploy() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false; m_flAccuracy = 0.2; pPlayer->m_iShotsFired = 0; m_bDelayFire = false; m_zoomFullyActiveTime = -1.0f; return BaseClass::Deploy(); } void CWeaponCSBaseGun::ItemPostFrame() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; //GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP. // And Scout. if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) ) { pPlayer->m_bResumeZoom = false; if ( m_iClip1 != 0 || ( GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD ) ) { m_weaponMode = Secondary_Mode; pPlayer->SetFOV( pPlayer, pPlayer->m_iLastZoom, 0.05f ); m_zoomFullyActiveTime = gpGlobals->curtime + 0.05f;// Make sure we think that we are zooming on the server so we don't get instant acc bonus } } BaseClass::ItemPostFrame(); } void CWeaponCSBaseGun::PrimaryAttack() { // Derived classes should implement this and call CSBaseGunFire. Assert( false ); } bool CWeaponCSBaseGun::CSBaseGunFire( float flCycleTime, CSWeaponMode weaponMode ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false; const CCSWeaponInfo &pCSInfo = GetCSWpnData(); m_bDelayFire = true; if ( m_iClip1 > 0 ) { pPlayer->m_iShotsFired++; // These modifications feed back into flSpread eventually. if ( pCSInfo.m_flAccuracyDivisor != -1 ) { int iShotsFired = pPlayer->m_iShotsFired; if ( pCSInfo.m_bAccuracyQuadratic ) iShotsFired = iShotsFired * iShotsFired; else iShotsFired = iShotsFired * iShotsFired * iShotsFired; m_flAccuracy = ( iShotsFired / pCSInfo.m_flAccuracyDivisor ) + pCSInfo.m_flAccuracyOffset; if ( m_flAccuracy > pCSInfo.m_flMaxInaccuracy ) m_flAccuracy = pCSInfo.m_flMaxInaccuracy; } } else { m_flAccuracy = 0; if ( m_bFireOnEmpty ) { PlayEmptySound(); // NOTE[pmf]: we don't want to actually play the dry fire animations, as most seem to depict the weapon actually firing. // SendWeaponAnim( ACT_VM_DRYFIRE ); m_bFireOnEmpty = false; m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f; } return false; } float flCurAttack = CalculateNextAttackTime( flCycleTime ); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); m_iClip1--; // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), weaponMode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread(), flCurAttack ); DoFireEffects(); SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flTimeToIdleAfterFire ); // update accuracy m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[weaponMode]; return true; } void CWeaponCSBaseGun::DoFireEffects() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer ) pPlayer->DoMuzzleFlash(); } bool CWeaponCSBaseGun::Reload() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false; if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) return false; pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.0f ); int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); if ( !iResult ) return false; pPlayer->SetAnimation( PLAYER_RELOAD ); if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); } m_flAccuracy = 0.2; pPlayer->m_iShotsFired = 0; m_bDelayFire = false; pPlayer->SetShieldDrawnState( false ); return true; } void CWeaponCSBaseGun::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return; // only idle if the slid isn't back if ( m_iClip1 != 0 ) { SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval ); SendWeaponAnim( ACT_VM_IDLE ); } }