//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "decals.h" #include "cbase.h" #include "shake.h" #include "weapon_csbase.h" #include "fx_cs_shared.h" #if defined( CLIENT_DLL ) #define CDEagle C_DEagle #include "c_cs_player.h" #else #include "cs_player.h" #endif #define DEAGLE_WEIGHT 7 #define DEAGLE_MAX_CLIP 7 enum deagle_e { DEAGLE_IDLE1 = 0, DEAGLE_SHOOT1, DEAGLE_SHOOT2, DEAGLE_SHOOT_EMPTY, DEAGLE_RELOAD, DEAGLE_DRAW, }; class CDEagle : public CWeaponCSBase { public: DECLARE_CLASS( CDEagle, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CDEagle(); void Spawn(); void PrimaryAttack(); virtual bool Deploy(); bool Reload(); void WeaponIdle(); void MakeBeam (); void BeamUpdate (); virtual bool UseDecrement() {return true;}; virtual float GetInaccuracy() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_DEAGLE; } public: float m_flLastFire; private: CDEagle( const CDEagle & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( DEagle, DT_WeaponDEagle ) BEGIN_NETWORK_TABLE( CDEagle, DT_WeaponDEagle ) END_NETWORK_TABLE() #if defined CLIENT_DLL BEGIN_PREDICTION_DATA( CDEagle ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_deagle, CDEagle ); PRECACHE_WEAPON_REGISTER( weapon_deagle ); CDEagle::CDEagle() { m_flLastFire = gpGlobals->curtime; } void CDEagle::Spawn() { BaseClass::Spawn(); m_flAccuracy = 0.9; } bool CDEagle::Deploy() { m_flAccuracy = 0.9; return BaseClass::Deploy(); } float CDEagle::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 1.5f * (1 - m_flAccuracy); else if (pPlayer->GetAbsVelocity().Length2D() > 5) return 0.25f * (1 - m_flAccuracy); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.115f * (1 - m_flAccuracy); else return 0.13f * (1 - m_flAccuracy); } else return BaseClass::GetInaccuracy(); } void CDEagle::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; // Mark the time of this shot and determine the accuracy modifier based on the last shot fired... m_flAccuracy -= (0.35)*(0.4 - ( gpGlobals->curtime - m_flLastFire ) ); if (m_flAccuracy > 0.9) m_flAccuracy = 0.9; else if (m_flAccuracy < 0.55) m_flAccuracy = 0.55; m_flLastFire = gpGlobals->curtime; if (m_iClip1 <= 0) { if ( m_bFireOnEmpty ) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f; m_bFireOnEmpty = false; } return; } pPlayer->m_iShotsFired++; m_iClip1--; pPlayer->DoMuzzleFlash(); if( m_iClip1 > 0 ) SendWeaponAnim( ACT_VM_PRIMARYATTACK ); else SendWeaponAnim( ACT_VM_DRYFIRE ); //SetPlayerShieldAnim(); // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); //pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME; //pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread()); m_flNextPrimaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime; if ( !m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 ) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); } SetWeaponIdleTime( gpGlobals->curtime + 1.8 ); // update accuracy m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode]; QAngle punchAngle = pPlayer->GetPunchAngle(); punchAngle.x -= 2; pPlayer->SetPunchAngle( punchAngle ); //ResetPlayerShieldAnim(); } bool CDEagle::Reload() { if ( !DefaultPistolReload() ) return false; m_flAccuracy = 0.9; return true; } void CDEagle::WeaponIdle() { if ( m_flTimeWeaponIdle > gpGlobals->curtime ) return; SetWeaponIdleTime( gpGlobals->curtime + 20 ); if (m_iClip1 != 0) { SendWeaponAnim( ACT_VM_IDLE ); } //if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) ) // SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() ? 1:0 ); }