//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_csbase.h" #include "fx_cs_shared.h" #if defined( CLIENT_DLL ) #define CWeaponXM1014 C_WeaponXM1014 #include "c_cs_player.h" #else #include "cs_player.h" #include "te_shotgun_shot.h" #endif class CWeaponXM1014 : public CWeaponCSBase { public: DECLARE_CLASS( CWeaponXM1014, CWeaponCSBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponXM1014(); virtual void Spawn(); virtual void PrimaryAttack(); virtual bool Reload(); virtual void WeaponIdle(); virtual float GetInaccuracy() const; virtual float GetSpread() const; virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_XM1014; } private: CWeaponXM1014( const CWeaponXM1014 & ); float m_flPumpTime; CNetworkVar( int, m_reloadState ); // special reload state for shotgun }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponXM1014, DT_WeaponXM1014 ) BEGIN_NETWORK_TABLE( CWeaponXM1014, DT_WeaponXM1014 ) #ifdef CLIENT_DLL RecvPropInt( RECVINFO( m_reloadState ) ) #else SendPropInt( SENDINFO( m_reloadState ), 2, SPROP_UNSIGNED ) #endif END_NETWORK_TABLE() #if defined(CLIENT_DLL) BEGIN_PREDICTION_DATA( CWeaponXM1014 ) DEFINE_PRED_FIELD( m_reloadState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA() #endif LINK_ENTITY_TO_CLASS( weapon_xm1014, CWeaponXM1014 ); PRECACHE_WEAPON_REGISTER( weapon_xm1014 ); CWeaponXM1014::CWeaponXM1014() { m_flPumpTime = 0; m_reloadState = 0; } void CWeaponXM1014::Spawn() { //m_iDefaultAmmo = M3_DEFAULT_GIVE; //FallInit();// get ready to fall BaseClass::Spawn(); } float CWeaponXM1014::GetInaccuracy() const { if ( weapon_accuracy_model.GetInt() == 1 ) return 0.0f; else return BaseClass::GetInaccuracy(); } float CWeaponXM1014::GetSpread() const { if ( weapon_accuracy_model.GetInt() == 1 ) return 0.0725f; return GetCSWpnData().m_fSpread[Primary_Mode]; } void CWeaponXM1014::PrimaryAttack() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; float flCycleTime = GetCSWpnData().m_flCycleTime; // don't fire underwater if (pPlayer->GetWaterLevel() == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.15; return; } if (m_iClip1 <= 0) { Reload(); if (m_iClip1 == 0) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.25; } return; } SendWeaponAnim( ACT_VM_PRIMARYATTACK ); //pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; //pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_iClip1--; pPlayer->DoMuzzleFlash(); // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); // Dispatch the FX right away with full accuracy. float flCurAttack = CalculateNextAttackTime( flCycleTime ); FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), GetWeaponID(), Primary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server GetInaccuracy(), GetSpread(), // flSpread flCurAttack ); if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); } if (m_iClip1 != 0) m_flPumpTime = gpGlobals->curtime + 0.5; if (m_iClip1 != 0) SetWeaponIdleTime( gpGlobals->curtime + 2.5 ); else SetWeaponIdleTime( gpGlobals->curtime + 0.25 ); m_reloadState = 0; // update accuracy m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode]; // Update punch angles. QAngle angle = pPlayer->GetPunchAngle(); if ( pPlayer->GetFlags() & FL_ONGROUND ) { angle.x -= SharedRandomInt( "XM1014PunchAngleGround", 3, 5 ); } else { angle.x -= SharedRandomInt( "XM1014PunchAngleAir", 7, 10 ); } pPlayer->SetPunchAngle( angle ); } bool CWeaponXM1014::Reload() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return false; if (pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 || m_iClip1 == GetMaxClip1()) return true; // don't reload until recoil is done if (m_flNextPrimaryAttack > gpGlobals->curtime) return true; //MIKETODO: shotgun reloading (wait until we get content) // check to see if we're ready to reload if (m_reloadState == 0) { pPlayer->SetAnimation( PLAYER_RELOAD ); SendWeaponAnim( ACT_SHOTGUN_RELOAD_START ); m_reloadState = 1; pPlayer->m_flNextAttack = gpGlobals->curtime + 0.5; SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.5; m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; #ifdef GAME_DLL pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_START ); #endif return true; } else if (m_reloadState == 1) { if (m_flTimeWeaponIdle > gpGlobals->curtime) return true; // was waiting for gun to move to side m_reloadState = 2; SendWeaponAnim( ACT_VM_RELOAD ); SetWeaponIdleTime( gpGlobals->curtime + 0.5 ); #ifdef GAME_DLL if ( m_iClip1 == 6 ) { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END ); } else { pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP ); } #endif } else { // Add them to the clip m_iClip1 += 1; #ifdef GAME_DLL SendReloadEvents(); #endif CCSPlayer *pPlayer = GetPlayerOwner(); if ( pPlayer ) pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType ); m_reloadState = 1; } return true; } void CWeaponXM1014::WeaponIdle() { CCSPlayer *pPlayer = GetPlayerOwner(); if ( !pPlayer ) return; if (m_flPumpTime && m_flPumpTime < gpGlobals->curtime) { // play pumping sound m_flPumpTime = 0; } if (m_flTimeWeaponIdle < gpGlobals->curtime) { if (m_iClip1 == 0 && m_reloadState == 0 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) { Reload( ); } else if (m_reloadState != 0) { if (m_iClip1 != 7 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType )) { Reload( ); } else { // reload debounce has timed out //MIKETODO: shotgun anims SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ); // play cocking sound m_reloadState = 0; SetWeaponIdleTime( gpGlobals->curtime + 1.5 ); } } else { SendWeaponAnim( ACT_VM_IDLE ); } } }