diff options
| 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_p228.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_p228.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_p228.cpp | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_p228.cpp b/game/shared/cstrike/weapon_p228.cpp new file mode 100644 index 0000000..04bec84 --- /dev/null +++ b/game/shared/cstrike/weapon_p228.cpp @@ -0,0 +1,204 @@ +//========= 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 ); + } +} |