//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #include "fx_cs_shared.h" #if defined( CLIENT_DLL ) #define CWeaponFamas C_WeaponFamas #include "c_cs_player.h" #else #include "cs_player.h" #endif class CWeaponFamas : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponFamas, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponFamas(); virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual bool Deploy(); virtual float GetInaccuracy() const; virtual void ItemPostFrame(); void FamasFire( float flSpread, bool bFireBurst ); void FireRemaining(); virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FAMAS; } private: CWeaponFamas( const CWeaponFamas & ); CNetworkVar( bool, m_bBurstMode ); CNetworkVar( int, m_iBurstShotsRemaining ); float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFamas, DT_WeaponFamas ) BEGIN_NETWORK_TABLE( CWeaponFamas, DT_WeaponFamas ) #ifdef CLIENT_DLL RecvPropBool( RECVINFO( m_bBurstMode ) ), RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ), #else SendPropBool( SENDINFO( m_bBurstMode ) ), SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ), #endif END_NETWORK_TABLE() #if defined(CLIENT_DLL) BEGIN_PREDICTION_DATA( CWeaponFamas ) DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_famas, CWeaponFamas ); PRECACHE_WEAPON_REGISTER( weapon_famas ); const float kFamasBurstCycleTime = 0.075f; CWeaponFamas::CWeaponFamas() { m_bBurstMode = false; } bool CWeaponFamas::Deploy( ) { m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; m_flAccuracy = 0.9f; return BaseClass::Deploy(); } // Secondary attack could be three-round burst mode void CWeaponFamas::SecondaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if ( m_bBurstMode ) { ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_FullAuto" ); m_bBurstMode = false; m_weaponMode = Primary_Mode; } else { ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" ); m_bBurstMode = true; m_weaponMode = Secondary_Mode; } m_flNextSecondaryAttack = gpGlobals->curtime + 0.3; } float CWeaponFamas::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { float fAutoPenalty = m_bBurstMode ? 0.0f : 0.01f; CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // if player is in air return 0.03f + 0.3f * m_flAccuracy + fAutoPenalty; else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) // if player is moving return 0.03f + 0.07f * m_flAccuracy + fAutoPenalty; /* new code */ else return 0.02f * m_flAccuracy + fAutoPenalty; } else return BaseClass::GetInaccuracy(); } void CWeaponFamas::ItemPostFrame() { if ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot ) FireRemaining(); BaseClass::ItemPostFrame(); } // GOOSEMAN : FireRemaining used by Glock18 void CWeaponFamas::FireRemaining() { m_iClip1--; if (m_iClip1 < 0) { m_iClip1 = 0; m_iBurstShotsRemaining = 0; m_fNextBurstShot = 0.0f; return; } CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) Error( "!pPlayer" ); // Famas burst mode FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Secondary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, GetInaccuracy(), GetSpread(), m_fNextBurstShot); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->DoMuzzleFlash(); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->m_iShotsFired++; --m_iBurstShotsRemaining; if ( m_iBurstShotsRemaining > 0 ) m_fNextBurstShot += kFamasBurstCycleTime; else m_fNextBurstShot = 0.0f; // update accuracy m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode]; } void CWeaponFamas::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; // don't fire underwater if (pPlayer->GetWaterLevel() == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; return; } pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; float flCycleTime = GetCSWpnData().m_flCycleTime; // change a few things if we're in burst mode if ( m_bBurstMode ) { flCycleTime = 0.55f; m_iBurstShotsRemaining = 2; m_fNextBurstShot = gpGlobals->curtime + kFamasBurstCycleTime; } if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) ) return; if ( pPlayer->GetAbsVelocity().Length2D() > 5 ) pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 ); else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 ); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 ); else pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 ); }