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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_g3sg1.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_g3sg1.cpp')
-rw-r--r--game/shared/cstrike/weapon_g3sg1.cpp213
1 files changed, 213 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_g3sg1.cpp b/game/shared/cstrike/weapon_g3sg1.cpp
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+++ b/game/shared/cstrike/weapon_g3sg1.cpp
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+//========= 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
+}