//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponScout C_WeaponScout #include "c_cs_player.h" #else #include "cs_player.h" #include "KeyValues.h" #endif const int cScoutMidZoomFOV = 40; const int cScoutMaxZoomFOV = 15; class CWeaponScout : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponScout, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponScout(); virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual float GetInaccuracy() const; virtual float GetMaxSpeed() const; virtual bool Reload(); virtual bool Deploy(); virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SCOUT; } private: CWeaponScout( const CWeaponScout & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponScout, DT_WeaponScout ) BEGIN_NETWORK_TABLE( CWeaponScout, DT_WeaponScout ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponScout ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_scout, CWeaponScout ); PRECACHE_WEAPON_REGISTER( weapon_scout ); CWeaponScout::CWeaponScout() { } void CWeaponScout::SecondaryAttack() { const float kZoomTime = 0.10f; CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) { Assert(pPlayer != NULL); return; } if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV()) { pPlayer->SetFOV( pPlayer, cScoutMidZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; } else if (pPlayer->GetFOV() == cScoutMidZoomFOV) { pPlayer->SetFOV( pPlayer, cScoutMaxZoomFOV, kZoomTime ); m_weaponMode = Secondary_Mode; } else if (pPlayer->GetFOV() == cScoutMaxZoomFOV) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); m_weaponMode = Primary_Mode; } m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above. #ifndef CLIENT_DLL // If this isn't guarded, the sound will be emitted twice, once by the server and once by the client. // Let the server play it since if only the client plays it, it's liable to get played twice cause of // a prediction error. joy. //============================================================================= // HPE_BEGIN: // [tj] Playing this from the player so that we don't try to play the sound outside the level. //============================================================================= if ( GetPlayerOwner() ) { GetPlayerOwner()->EmitSound( "Default.Zoom" ); // zoom sound } //============================================================================= // HPE_END //============================================================================= // let the bots hear the rifle zoom IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" ); if( event ) { event->SetInt( "userid", pPlayer->GetUserID() ); gameeventmanager->FireEvent( event ); } #endif } float CWeaponScout::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) return 0.0f; float fSpread = 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) fSpread = 0.2f; else if (pPlayer->GetAbsVelocity().Length2D() > 170) fSpread = 0.075f; else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) fSpread = 0.0f; else fSpread = 0.007f; // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more. if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime)) { fSpread += 0.025; } return fSpread; } else return BaseClass::GetInaccuracy(); } void CWeaponScout::PrimaryAttack( void ) { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) return; if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) return; if ( m_weaponMode == Secondary_Mode ) { float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMidZoomFOV ); float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMaxZoomFOV ); if ( midFOVdistance < farFOVdistance ) { pPlayer->m_iLastZoom = cScoutMidZoomFOV; } else { pPlayer->m_iLastZoom = cScoutMaxZoomFOV; } // #ifndef CLIENT_DLL pPlayer->m_bResumeZoom = true; pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f ); m_weaponMode = Primary_Mode; // #endif } QAngle angle = pPlayer->GetPunchAngle(); angle.x -= 2; pPlayer->SetPunchAngle( angle ); } float CWeaponScout::GetMaxSpeed() const { CCSPlayer *pPlayer = GetPlayerOwner(); if (pPlayer == NULL) { Assert(pPlayer != NULL); return BaseClass::GetMaxSpeed(); } if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() ) return BaseClass::GetMaxSpeed(); else return 220; // zoomed in. } bool CWeaponScout::Reload() { m_weaponMode = Primary_Mode; return BaseClass::Reload(); } bool CWeaponScout::Deploy() { m_weaponMode = Primary_Mode; return BaseClass::Deploy(); }