//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbase.h" #include "fx_cs_shared.h" #if defined( CLIENT_DLL ) #define CWeaponP228 C_WeaponP228 #include "c_cs_player.h" #else #include "cs_player.h" #endif class CWeaponP228 : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponP228, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponP228(); virtual void Spawn(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload(); virtual void WeaponIdle(); virtual float GetInaccuracy() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_P228; } private: CWeaponP228( const CWeaponP228 & ); float m_flLastFire; }; #if defined CLIENT_DLL BEGIN_PREDICTION_DATA( CWeaponP228 ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_p228, CWeaponP228 ); PRECACHE_WEAPON_REGISTER( weapon_p228 ); CWeaponP228::CWeaponP228() { m_flLastFire = gpGlobals->curtime; } void CWeaponP228::Spawn( ) { m_flAccuracy = 0.9; BaseClass::Spawn(); } bool CWeaponP228::Deploy( ) { m_flAccuracy = 0.9; return BaseClass::Deploy(); } IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP228, DT_WeaponP228 ) BEGIN_NETWORK_TABLE( CWeaponP228, DT_WeaponP228 ) END_NETWORK_TABLE() float CWeaponP228::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 0.255f * (1 - m_flAccuracy); else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) return 0.075f * (1 - m_flAccuracy); else return 0.15f * (1 - m_flAccuracy); } else return BaseClass::GetInaccuracy(); } void CWeaponP228::PrimaryAttack( void ) { 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 -= (0.3)*(0.325 - (gpGlobals->curtime - m_flLastFire)); if (m_flAccuracy > 0.9) m_flAccuracy = 0.9; else if (m_flAccuracy < 0.6) m_flAccuracy = 0.6; 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(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Aiming FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), 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 ); //ResetPlayerShieldAnim(); // update accuracy m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode]; QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); } bool CWeaponP228::Reload() { if ( !DefaultPistolReload() ) return false; m_flAccuracy = 0.9; return true; } void CWeaponP228::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return; // only idle if the slid isn't back if (m_iClip1 != 0) { SetWeaponIdleTime( gpGlobals->curtime + 3.0 ) ; SendWeaponAnim( ACT_VM_IDLE ); } }