summaryrefslogtreecommitdiff
path: root/game/shared/cstrike/weapon_awp.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/cstrike/weapon_awp.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/cstrike/weapon_awp.cpp')
-rw-r--r--game/shared/cstrike/weapon_awp.cpp306
1 files changed, 306 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_awp.cpp b/game/shared/cstrike/weapon_awp.cpp
new file mode 100644
index 0000000..bcd4113
--- /dev/null
+++ b/game/shared/cstrike/weapon_awp.cpp
@@ -0,0 +1,306 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponAWP C_WeaponAWP
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+ #include "KeyValues.h"
+
+#endif
+
+#define SNIPER_ZOOM_CONTEXT "SniperRifleThink"
+
+const int cAWPMidZoomFOV = 40;
+const int cAWPMaxZoomFOV = 10;
+
+#ifdef AWP_UNZOOM
+ ConVar sv_awpunzoomdelay(
+ "sv_awpunzoomdelay",
+ "1.0",
+ 0,
+ "how many seconds to zoom the zoom up after firing",
+ true, 0, // min value
+ false, 0 // max value
+ );
+#endif
+
+
+class CWeaponAWP : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponAWP, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+#ifndef CLIENT_DLL
+ DECLARE_DATADESC();
+#endif
+
+ CWeaponAWP();
+
+ virtual void Spawn();
+
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+
+ virtual float GetInaccuracy() const;
+ virtual float GetMaxSpeed() const;
+ virtual bool IsAwp() const;
+ virtual bool Reload();
+ virtual bool Deploy();
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AWP; }
+
+private:
+
+#ifdef AWP_UNZOOM
+ void UnzoomThink( void );
+#endif
+
+ CWeaponAWP( const CWeaponAWP & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAWP, DT_WeaponAWP )
+
+BEGIN_NETWORK_TABLE( CWeaponAWP, DT_WeaponAWP )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponAWP )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_awp, CWeaponAWP );
+PRECACHE_WEAPON_REGISTER( weapon_awp );
+
+#ifndef CLIENT_DLL
+
+ BEGIN_DATADESC( CWeaponAWP )
+#ifdef AWP_UNZOOM
+ DEFINE_THINKFUNC( UnzoomThink ),
+#endif
+ END_DATADESC()
+
+#endif
+
+CWeaponAWP::CWeaponAWP()
+{
+}
+
+void CWeaponAWP::Spawn()
+{
+ Precache();
+
+ BaseClass::Spawn();
+}
+
+
+void CWeaponAWP::SecondaryAttack()
+{
+ const float kZoomTime = 0.10f;
+
+ CCSPlayer *pPlayer = GetPlayerOwner();
+
+ if ( pPlayer == NULL )
+ {
+ Assert( pPlayer != NULL );
+ return;
+ }
+
+ if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
+ {
+ pPlayer->SetFOV( pPlayer, cAWPMidZoomFOV, kZoomTime );
+ m_weaponMode = Secondary_Mode;
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
+ }
+ else if ( pPlayer->GetFOV() == cAWPMidZoomFOV )
+ {
+ pPlayer->SetFOV( pPlayer, cAWPMaxZoomFOV, kZoomTime );
+ m_weaponMode = Secondary_Mode;
+ }
+ else
+ {
+ 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" );
+ }
+ //=============================================================================
+ // 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 + 0.15; // The worst zoom time from above.
+
+}
+
+float CWeaponAWP::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 = 0.85f;
+
+ else if ( pPlayer->GetAbsVelocity().Length2D() > 140 )
+ fSpread = 0.25f;
+
+ else if ( pPlayer->GetAbsVelocity().Length2D() > 10 )
+ fSpread = 0.10f;
+
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ fSpread = 0.0f;
+
+ else
+ fSpread = 0.001f;
+
+ // 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 += 0.08f;
+ }
+
+ return fSpread;
+ }
+ else
+ {
+ return BaseClass::GetInaccuracy();
+ }
+}
+
+void CWeaponAWP::PrimaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
+ return;
+
+ if ( m_weaponMode == Secondary_Mode )
+ {
+ float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMidZoomFOV );
+ float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMaxZoomFOV );
+ if ( midFOVdistance < farFOVdistance )
+ {
+ pPlayer->m_iLastZoom = cAWPMidZoomFOV;
+ }
+ else
+ {
+ pPlayer->m_iLastZoom = cAWPMaxZoomFOV;
+ }
+
+ #ifdef AWP_UNZOOM
+ SetContextThink( &CWeaponAWP::UnzoomThink, gpGlobals->curtime + sv_awpunzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT );
+ #else
+ pPlayer->m_bResumeZoom = true;
+ pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
+ m_weaponMode = Primary_Mode;
+ #endif
+ }
+
+ QAngle angle = pPlayer->GetPunchAngle();
+ angle.x -= 2;
+ pPlayer->SetPunchAngle( angle );
+}
+
+#ifdef AWP_UNZOOM
+void CWeaponAWP::UnzoomThink( void )
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+
+ if (pPlayer == NULL)
+ {
+ Assert(pPlayer != NULL);
+ return;
+ }
+
+ pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
+}
+#endif
+
+
+float CWeaponAWP::GetMaxSpeed() const
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+
+ if (pPlayer == NULL)
+ {
+ Assert(pPlayer != NULL);
+ return BaseClass::GetMaxSpeed();
+ }
+
+ if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
+ {
+ return BaseClass::GetMaxSpeed();
+ }
+ else
+ {
+ // Slower speed when zoomed in.
+ return 150;
+ }
+}
+
+
+bool CWeaponAWP::IsAwp() const
+{
+ return true;
+}
+
+
+bool CWeaponAWP::Reload()
+{
+ m_weaponMode = Primary_Mode;
+ return BaseClass::Reload();
+}
+
+bool CWeaponAWP::Deploy()
+{
+ // don't allow weapon switching to shortcut cycle time (quickswitch exploit)
+ float fOldNextPrimaryAttack = m_flNextPrimaryAttack;
+ float fOldNextSecondaryAttack = m_flNextSecondaryAttack;
+
+ if ( !BaseClass::Deploy() )
+ return false;
+
+ m_weaponMode = Primary_Mode;
+ m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack );
+ m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack );
+ return true;
+}