//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbasegun.h" #if defined( CLIENT_DLL ) #define CWeaponSG550 C_WeaponSG550 #include "c_cs_player.h" #else #include "cs_player.h" #include "KeyValues.h" #endif class CWeaponSG550 : public CWeaponCSBaseGun { public: DECLARE_CLASS( CWeaponSG550, CWeaponCSBaseGun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponSG550(); virtual void Spawn(); virtual void SecondaryAttack(); virtual void PrimaryAttack(); virtual bool Reload(); virtual bool Deploy(); virtual float GetInaccuracy() const; virtual float GetMaxSpeed() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SG550; } private: CWeaponSG550( const CWeaponSG550 & ); float m_flLastFire; }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSG550, DT_WeaponSG550 ) BEGIN_NETWORK_TABLE( CWeaponSG550, DT_WeaponSG550 ) END_NETWORK_TABLE() #if defined CLIENT_DLL BEGIN_PREDICTION_DATA( CWeaponSG550 ) DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_sg550, CWeaponSG550 ); PRECACHE_WEAPON_REGISTER( weapon_sg550 ); CWeaponSG550::CWeaponSG550() { m_flLastFire = gpGlobals->curtime; } void CWeaponSG550::Spawn() { BaseClass::Spawn(); m_flAccuracy = 0.98; } void CWeaponSG550::SecondaryAttack() { const float kZoomTime = 0.10f; CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV()) { pPlayer->SetFOV( pPlayer, 40, kZoomTime ); m_weaponMode = Secondary_Mode; m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; } else if (pPlayer->GetFOV() == 40) { pPlayer->SetFOV( pPlayer, 15, kZoomTime ); m_weaponMode = Secondary_Mode; } else if (pPlayer->GetFOV() == 15) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); m_weaponMode = Primary_Mode; } #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 m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; m_zoomFullyActiveTime = gpGlobals->curtime + 0.3; // The worst zoom time from above. } float CWeaponSG550::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return 0.0f; float fSpread = 0.0f; if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) fSpread = 0.45f * (1 - m_flAccuracy); else if (pPlayer->GetAbsVelocity().Length2D() > 5) fSpread = 0.15f; else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) fSpread = 0.04f * (1 - m_flAccuracy); else fSpread = 0.05f * (1 - m_flAccuracy); // 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 CWeaponSG550::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 = 0.65 + (0.35) * (gpGlobals->curtime - m_flLastFire); if (m_flAccuracy > 0.98) m_flAccuracy = 0.98; m_flLastFire = gpGlobals->curtime; if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) return; QAngle angle = pPlayer->GetPunchAngle(); angle.x -= SharedRandomFloat("SG550PunchAngleX", 0.75, 1.25 ) + ( angle.x / 4 ); angle.y += SharedRandomFloat("SG550PunchAngleY", -0.75, 0.75 ); pPlayer->SetPunchAngle( angle ); } bool CWeaponSG550::Reload() { bool ret = BaseClass::Reload(); m_flAccuracy = 0.98; m_weaponMode = Primary_Mode; return ret; } bool CWeaponSG550::Deploy() { bool ret = BaseClass::Deploy(); m_flAccuracy = 0.98; m_weaponMode = Primary_Mode; return ret; } float CWeaponSG550::GetMaxSpeed() const { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer || pPlayer->GetFOV() == 90 ) return BaseClass::GetMaxSpeed(); else return 150; // zoomed in }