summaryrefslogtreecommitdiff
path: root/game/shared/cstrike/weapon_famas.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_famas.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_famas.cpp')
-rw-r--r--game/shared/cstrike/weapon_famas.cpp243
1 files changed, 243 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_famas.cpp b/game/shared/cstrike/weapon_famas.cpp
new file mode 100644
index 0000000..1f22cad
--- /dev/null
+++ b/game/shared/cstrike/weapon_famas.cpp
@@ -0,0 +1,243 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+#include "fx_cs_shared.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponFamas C_WeaponFamas
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponFamas : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponFamas, CWeaponCSBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponFamas();
+
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+ virtual bool Deploy();
+
+ virtual float GetInaccuracy() const;
+
+ virtual void ItemPostFrame();
+
+ void FamasFire( float flSpread, bool bFireBurst );
+ void FireRemaining();
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FAMAS; }
+
+private:
+
+ CWeaponFamas( const CWeaponFamas & );
+ CNetworkVar( bool, m_bBurstMode );
+ CNetworkVar( int, m_iBurstShotsRemaining );
+ float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFamas, DT_WeaponFamas )
+
+BEGIN_NETWORK_TABLE( CWeaponFamas, DT_WeaponFamas )
+ #ifdef CLIENT_DLL
+ RecvPropBool( RECVINFO( m_bBurstMode ) ),
+ RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ),
+ #else
+ SendPropBool( SENDINFO( m_bBurstMode ) ),
+ SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ),
+ #endif
+END_NETWORK_TABLE()
+
+#if defined(CLIENT_DLL)
+BEGIN_PREDICTION_DATA( CWeaponFamas )
+DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
+DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_famas, CWeaponFamas );
+PRECACHE_WEAPON_REGISTER( weapon_famas );
+
+
+const float kFamasBurstCycleTime = 0.075f;
+
+
+CWeaponFamas::CWeaponFamas()
+{
+ m_bBurstMode = false;
+}
+
+
+bool CWeaponFamas::Deploy( )
+{
+ m_iBurstShotsRemaining = 0;
+ m_fNextBurstShot = 0.0f;
+ m_flAccuracy = 0.9f;
+
+ return BaseClass::Deploy();
+}
+
+
+// Secondary attack could be three-round burst mode
+void CWeaponFamas::SecondaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ if ( m_bBurstMode )
+ {
+ ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_FullAuto" );
+ m_bBurstMode = false;
+ m_weaponMode = Primary_Mode;
+ }
+ else
+ {
+ ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" );
+ m_bBurstMode = true;
+ m_weaponMode = Secondary_Mode;
+ }
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
+}
+
+float CWeaponFamas::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ float fAutoPenalty = m_bBurstMode ? 0.0f : 0.01f;
+
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // if player is in air
+ return 0.03f + 0.3f * m_flAccuracy + fAutoPenalty;
+
+ else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) // if player is moving
+ return 0.03f + 0.07f * m_flAccuracy + fAutoPenalty;
+ /* new code */
+ else
+ return 0.02f * m_flAccuracy + fAutoPenalty;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+
+void CWeaponFamas::ItemPostFrame()
+{
+ if ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot )
+ FireRemaining();
+
+ BaseClass::ItemPostFrame();
+}
+
+
+
+// GOOSEMAN : FireRemaining used by Glock18
+void CWeaponFamas::FireRemaining()
+{
+ m_iClip1--;
+
+ if (m_iClip1 < 0)
+ {
+ m_iClip1 = 0;
+ m_iBurstShotsRemaining = 0;
+ m_fNextBurstShot = 0.0f;
+ return;
+ }
+
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ Error( "!pPlayer" );
+
+ // Famas burst mode
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ Secondary_Mode,
+ CBaseEntity::GetPredictionRandomSeed() & 255,
+ GetInaccuracy(),
+ GetSpread(),
+ m_fNextBurstShot);
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+
+ pPlayer->DoMuzzleFlash();
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ pPlayer->m_iShotsFired++;
+
+ --m_iBurstShotsRemaining;
+ if ( m_iBurstShotsRemaining > 0 )
+ m_fNextBurstShot += kFamasBurstCycleTime;
+ else
+ m_fNextBurstShot = 0.0f;
+
+ // update accuracy
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode];
+}
+
+
+void CWeaponFamas::PrimaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ // don't fire underwater
+ if (pPlayer->GetWaterLevel() == 3)
+ {
+ PlayEmptySound( );
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
+ return;
+ }
+
+ pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ float flCycleTime = GetCSWpnData().m_flCycleTime;
+
+ // change a few things if we're in burst mode
+ if ( m_bBurstMode )
+ {
+ flCycleTime = 0.55f;
+ m_iBurstShotsRemaining = 2;
+ m_fNextBurstShot = gpGlobals->curtime + kFamasBurstCycleTime;
+ }
+
+ if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) )
+ return;
+
+ if ( pPlayer->GetAbsVelocity().Length2D() > 5 )
+ pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 );
+
+ else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 );
+
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 );
+
+ else
+ pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 );
+}
+
+