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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/cstrike/weapon_g3sg1.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/cstrike/weapon_g3sg1.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_g3sg1.cpp | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_g3sg1.cpp b/game/shared/cstrike/weapon_g3sg1.cpp new file mode 100644 index 0000000..25aeca5 --- /dev/null +++ b/game/shared/cstrike/weapon_g3sg1.cpp @@ -0,0 +1,213 @@ +//========= 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 +} |