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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_p228.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_p228.cpp')
-rw-r--r--game/shared/cstrike/weapon_p228.cpp204
1 files changed, 204 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_p228.cpp b/game/shared/cstrike/weapon_p228.cpp
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+++ b/game/shared/cstrike/weapon_p228.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbase.h"
+#include "fx_cs_shared.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponP228 C_WeaponP228
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponP228 : public CWeaponCSBase
+{
+public:
+ DECLARE_CLASS( CWeaponP228, CWeaponCSBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponP228();
+
+ virtual void Spawn();
+
+ virtual void PrimaryAttack();
+ virtual bool Deploy();
+
+ virtual bool Reload();
+ virtual void WeaponIdle();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_P228; }
+
+private:
+
+ CWeaponP228( const CWeaponP228 & );
+
+ float m_flLastFire;
+};
+
+#if defined CLIENT_DLL
+BEGIN_PREDICTION_DATA( CWeaponP228 )
+ DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_p228, CWeaponP228 );
+PRECACHE_WEAPON_REGISTER( weapon_p228 );
+
+
+
+CWeaponP228::CWeaponP228()
+{
+ m_flLastFire = gpGlobals->curtime;
+}
+
+
+void CWeaponP228::Spawn( )
+{
+ m_flAccuracy = 0.9;
+
+ BaseClass::Spawn();
+}
+
+
+bool CWeaponP228::Deploy( )
+{
+ m_flAccuracy = 0.9;
+
+ return BaseClass::Deploy();
+}
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP228, DT_WeaponP228 )
+
+BEGIN_NETWORK_TABLE( CWeaponP228, DT_WeaponP228 )
+END_NETWORK_TABLE()
+
+
+float CWeaponP228::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 1.5f * (1 - m_flAccuracy);
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ return 0.255f * (1 - m_flAccuracy);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ return 0.075f * (1 - m_flAccuracy);
+ else
+ return 0.15f * (1 - m_flAccuracy);
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+
+void CWeaponP228::PrimaryAttack( void )
+{
+ 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 -= (0.3)*(0.325 - (gpGlobals->curtime - m_flLastFire));
+
+ if (m_flAccuracy > 0.9)
+ m_flAccuracy = 0.9;
+ else if (m_flAccuracy < 0.6)
+ m_flAccuracy = 0.6;
+
+ m_flLastFire = gpGlobals->curtime;
+
+ if (m_iClip1 <= 0)
+ {
+ if ( m_bFireOnEmpty )
+ {
+ PlayEmptySound();
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
+ m_bFireOnEmpty = false;
+ }
+
+ return;
+ }
+
+ pPlayer->m_iShotsFired++;
+
+ m_iClip1--;
+
+ pPlayer->DoMuzzleFlash();
+ //SetPlayerShieldAnim();
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ // Aiming
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ Primary_Mode,
+ CBaseEntity::GetPredictionRandomSeed() & 255,
+ GetInaccuracy(),
+ GetSpread());
+
+ m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
+ }
+
+ SetWeaponIdleTime( gpGlobals->curtime + 2 );
+
+ //ResetPlayerShieldAnim();
+
+ // update accuracy
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
+
+ QAngle angle = pPlayer->GetPunchAngle();
+ angle.x -= 2;
+ pPlayer->SetPunchAngle( angle );
+}
+
+
+bool CWeaponP228::Reload()
+{
+ if ( !DefaultPistolReload() )
+ return false;
+
+ m_flAccuracy = 0.9;
+ return true;
+}
+
+void CWeaponP228::WeaponIdle()
+{
+ if (m_flTimeWeaponIdle > gpGlobals->curtime)
+ return;
+
+ // only idle if the slid isn't back
+ if (m_iClip1 != 0)
+ {
+ SetWeaponIdleTime( gpGlobals->curtime + 3.0 ) ;
+ SendWeaponAnim( ACT_VM_IDLE );
+ }
+}