//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbase.h" #include "fx_cs_shared.h" #if defined( CLIENT_DLL ) #define CWeaponElite C_WeaponElite #include "c_cs_player.h" #include "c_te_effect_dispatch.h" #else #include "cs_player.h" #endif class CWeaponElite : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponElite, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponElite(); virtual void Spawn(); virtual void Precache(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload(); virtual void WeaponIdle(); virtual float GetInaccuracy() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_ELITE; } #ifdef CLIENT_DLL virtual int GetMuzzleAttachment( void ); virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ); #endif virtual const char *GetWorldModel( void ) const; virtual int GetWorldModelIndex( void ); protected: bool FiringLeft() const; private: CWeaponElite( const CWeaponElite & ); float m_flLastFire; int m_droppedModelIndex; bool m_inPrecache; }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponElite, DT_WeaponElite ) BEGIN_NETWORK_TABLE( CWeaponElite, DT_WeaponElite ) END_NETWORK_TABLE() #if defined CLIENT_DLL BEGIN_PREDICTION_DATA( CWeaponElite ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_elite, CWeaponElite ); PRECACHE_WEAPON_REGISTER( weapon_elite ); CWeaponElite::CWeaponElite() { m_flLastFire = gpGlobals->curtime; m_inPrecache = false; } void CWeaponElite::Spawn( ) { m_flAccuracy = 0.88; BaseClass::Spawn(); } void CWeaponElite::Precache() { m_inPrecache = true; BaseClass::Precache(); PrecacheModel( "models/weapons/w_eq_eholster_elite.mdl" ); PrecacheModel( "models/weapons/w_eq_eholster.mdl" ); PrecacheModel( "models/weapons/w_pist_elite_single.mdl" ); m_droppedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szDroppedModel ); m_inPrecache = false; } bool CWeaponElite::Deploy( ) { m_flAccuracy = 0.88; return BaseClass::Deploy(); } int CWeaponElite::GetWorldModelIndex( void ) { if ( GetOwner() || m_inPrecache ) { return m_iWorldModelIndex; } else { return m_droppedModelIndex; } } const char * CWeaponElite::GetWorldModel( void ) const { if ( GetOwner() || m_inPrecache ) { return BaseClass::GetWorldModel(); } else { return GetCSWpnData().m_szDroppedModel; } } bool CWeaponElite::FiringLeft() const { // fire left-hand gun with even number of bullets left return (m_iClip1 & 1) == 0; } float CWeaponElite::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) return 1.3f * (1 - m_flAccuracy); else if (pPlayer->GetAbsVelocity().Length2D() > 5) return 0.175f * (1 - m_flAccuracy); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.08f * (1 - m_flAccuracy); else return 0.1f * (1 - m_flAccuracy); } else return BaseClass::GetInaccuracy(); } void CWeaponElite::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 -= (0.275)*(0.325 - (gpGlobals->curtime - m_flLastFire)); if (m_flAccuracy > 0.88) m_flAccuracy = 0.88; 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(); //SetPlayerShieldAnim(); // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), FiringLeft() ? Secondary_Mode : Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread()); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime; if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); } SetWeaponIdleTime( gpGlobals->curtime + 2.5 ); if ( FiringLeft() ) { if ( m_iClip1 > 0 ) SendWeaponAnim( ACT_VM_SECONDARYATTACK ); else SendWeaponAnim( ACT_VM_DRYFIRE ); } else { if ( m_iClip1 > 1 ) SendWeaponAnim( ACT_VM_PRIMARYATTACK ); else SendWeaponAnim( ACT_VM_DRYFIRE_LEFT ); } // update accuracy m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode]; QAngle punchAngle = pPlayer->GetPunchAngle(); punchAngle.x -= 2; pPlayer->SetPunchAngle( punchAngle ); //ResetPlayerShieldAnim(); } bool CWeaponElite::Reload() { if ( !DefaultPistolReload() ) return false; m_flAccuracy = 0.88; return true; } void CWeaponElite::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return; /* // switching to the idle with the slide back on the right pistol causes animation pops transitioning // from/to the depot/holster animations. The pop transition to the reload is less noticeable, so // we'll live with that one if ( m_iClip1 == 1 ) { SendWeaponAnim( ACT_VM_IDLE_EMPTY_LEFT ); } */ // only idle if either slide isn't back if ( m_iClip1 >= 2 ) { SendWeaponAnim( ACT_VM_IDLE ); } } #ifdef CLIENT_DLL bool CWeaponElite::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) { if( event == 5001 ) { C_CSPlayer *pPlayer = ToCSPlayer( GetOwner() ); if( pPlayer && pPlayer->GetFOV() < pPlayer->GetDefaultFOV() && HideViewModelWhenZoomed() ) return true; CEffectData data; data.m_fFlags = 0; data.m_hEntity = pViewModel->GetRefEHandle(); data.m_nAttachmentIndex = FiringLeft() ? 1 : 2; // toggle muzzle flash data.m_flScale = GetCSWpnData().m_flMuzzleScale; DispatchEffect( "CS_MuzzleFlash", data ); return true; } return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options ); } int CWeaponElite::GetMuzzleAttachment( void ) { return LookupAttachment( FiringLeft() ? "muzzle_flash_l" : "muzzle_flash_r" ); } #endif