214 lines
5.1 KiB
C++
214 lines
5.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_csbasegun.h"
|
|
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
#define CWeaponG3SG1 C_WeaponG3SG1
|
|
#include "c_cs_player.h"
|
|
|
|
#else
|
|
|
|
#include "cs_player.h"
|
|
#include "KeyValues.h"
|
|
|
|
#endif
|
|
|
|
|
|
class CWeaponG3SG1 : public CWeaponCSBaseGun
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CWeaponG3SG1, CWeaponCSBaseGun );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
CWeaponG3SG1();
|
|
|
|
virtual void Spawn();
|
|
virtual void SecondaryAttack();
|
|
virtual void PrimaryAttack();
|
|
virtual bool Reload();
|
|
virtual bool Deploy();
|
|
|
|
virtual float GetInaccuracy() const;
|
|
virtual float GetMaxSpeed();
|
|
|
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_G3SG1; }
|
|
|
|
private:
|
|
CWeaponG3SG1( const CWeaponG3SG1 & );
|
|
|
|
float m_flLastFire;
|
|
};
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponG3SG1, DT_WeaponG3SG1 )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponG3SG1, DT_WeaponG3SG1 )
|
|
END_NETWORK_TABLE()
|
|
|
|
#if defined CLIENT_DLL
|
|
BEGIN_PREDICTION_DATA( CWeaponG3SG1 )
|
|
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
|
|
END_PREDICTION_DATA()
|
|
#endif
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_g3sg1, CWeaponG3SG1 );
|
|
PRECACHE_WEAPON_REGISTER( weapon_g3sg1 );
|
|
|
|
|
|
|
|
CWeaponG3SG1::CWeaponG3SG1()
|
|
{
|
|
m_flLastFire = gpGlobals->curtime;
|
|
}
|
|
|
|
void CWeaponG3SG1::Spawn()
|
|
{
|
|
BaseClass::Spawn();
|
|
m_flAccuracy = 0.98;
|
|
}
|
|
|
|
|
|
void CWeaponG3SG1::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 CWeaponG3SG1::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 * (1.0f - m_flAccuracy);
|
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
|
|
fSpread = 0.15f;
|
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
|
fSpread = 0.035f * (1.0f - m_flAccuracy);
|
|
else
|
|
fSpread = 0.055f * (1.0f - 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 CWeaponG3SG1::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 = 0.55 + (0.3) * (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;
|
|
|
|
// Adjust the punch angle.
|
|
QAngle angle = pPlayer->GetPunchAngle();
|
|
angle.x -= SharedRandomFloat("G3SG1PunchAngleX", 0.75, 1.75 ) + ( angle.x / 4 );
|
|
angle.y += SharedRandomFloat("G3SG1PunchAngleY", -0.75, 0.75 );
|
|
pPlayer->SetPunchAngle( angle );
|
|
}
|
|
|
|
|
|
bool CWeaponG3SG1::Reload()
|
|
{
|
|
bool ret = BaseClass::Reload();
|
|
|
|
m_flAccuracy = 0.98;
|
|
m_weaponMode = Primary_Mode;
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool CWeaponG3SG1::Deploy()
|
|
{
|
|
bool ret = BaseClass::Deploy();
|
|
|
|
m_flAccuracy = 0.98;
|
|
m_weaponMode = Primary_Mode;
|
|
|
|
return ret;
|
|
}
|
|
|
|
float CWeaponG3SG1::GetMaxSpeed()
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if ( pPlayer && pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
|
|
return BaseClass::GetMaxSpeed();
|
|
else
|
|
return 150; // zoomed in
|
|
}
|