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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_usp.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_usp.cpp')
-rw-r--r--game/shared/cstrike/weapon_usp.cpp395
1 files changed, 395 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_usp.cpp b/game/shared/cstrike/weapon_usp.cpp
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+++ b/game/shared/cstrike/weapon_usp.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 CWeaponUSP C_WeaponUSP
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponUSP : public CWeaponCSBase
+{
+public:
+ DECLARE_CLASS( CWeaponUSP, CWeaponCSBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponUSP();
+
+ virtual void Spawn();
+ virtual void Precache();
+
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+ virtual bool Deploy();
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
+ virtual void Drop( const Vector &vecVelocity );
+
+ virtual float GetInaccuracy() const;
+
+ virtual bool Reload();
+ virtual void WeaponIdle();
+
+ // We overload this so we can translate all weapon activities to silenced versions.
+ virtual bool SendWeaponAnim( int iActivity );
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_USP; }
+
+ // return true if this weapon has a silencer equipped
+ virtual bool IsSilenced( void ) const { return m_bSilencerOn; }
+
+ virtual Activity GetDeployActivity( void );
+
+#ifdef CLIENT_DLL
+ virtual int GetMuzzleFlashStyle( void );
+#endif
+
+ virtual const char *GetWorldModel( void ) const;
+ virtual int GetWorldModelIndex( void );
+
+private:
+ CWeaponUSP( const CWeaponUSP & );
+
+ CNetworkVar( bool, m_bSilencerOn );
+ CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
+ float m_flLastFire;
+
+ int m_silencedModelIndex;
+ bool m_inPrecache;
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponUSP, DT_WeaponUSP )
+
+BEGIN_NETWORK_TABLE( CWeaponUSP, DT_WeaponUSP )
+#ifdef CLIENT_DLL
+ RecvPropBool( RECVINFO( m_bSilencerOn ) ),
+ RecvPropTime( RECVINFO( m_flDoneSwitchingSilencer ) ),
+#else
+ SendPropBool( SENDINFO( m_bSilencerOn ) ),
+ SendPropTime( SENDINFO( m_flDoneSwitchingSilencer ) ),
+#endif
+END_NETWORK_TABLE()
+
+#ifdef CLIENT_DLL
+BEGIN_PREDICTION_DATA( CWeaponUSP )
+ DEFINE_PRED_FIELD( m_bSilencerOn, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
+ DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_usp, CWeaponUSP );
+PRECACHE_WEAPON_REGISTER( weapon_usp );
+
+
+Activity g_SilencedTranslations[][2] =
+{
+ { ACT_VM_RELOAD, ACT_VM_RELOAD_SILENCED },
+ { ACT_VM_PRIMARYATTACK, ACT_VM_PRIMARYATTACK_SILENCED },
+ { ACT_VM_DRAW, ACT_VM_DRAW_SILENCED },
+};
+
+
+
+CWeaponUSP::CWeaponUSP()
+{
+ m_flLastFire = gpGlobals->curtime;
+ m_bSilencerOn = false;
+ m_flDoneSwitchingSilencer = 0.0f;
+ m_inPrecache = false;
+}
+
+
+void CWeaponUSP::Spawn()
+{
+ //m_iDefaultAmmo = 12;
+ m_flAccuracy = 0.92;
+ m_bSilencerOn = false;
+ m_weaponMode = Primary_Mode;
+ m_flDoneSwitchingSilencer = 0.0f;
+
+ //FallInit();// get ready to fall down.
+ BaseClass::Spawn();
+}
+
+
+void CWeaponUSP::Precache()
+{
+ m_inPrecache = true;
+ BaseClass::Precache();
+
+ m_silencedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szSilencerModel );
+ m_inPrecache = false;
+}
+
+
+int CWeaponUSP::GetWorldModelIndex( void )
+{
+ if ( !m_bSilencerOn || m_inPrecache )
+ {
+ return m_iWorldModelIndex;
+ }
+ else
+ {
+ return m_silencedModelIndex;
+ }
+}
+
+
+const char * CWeaponUSP::GetWorldModel( void ) const
+{
+ if ( !m_bSilencerOn || m_inPrecache )
+ {
+ return BaseClass::GetWorldModel();
+ }
+ else
+ {
+ return GetCSWpnData().m_szSilencerModel;
+ }
+}
+
+
+bool CWeaponUSP::Deploy()
+{
+ m_flAccuracy = 0.92;
+ m_flDoneSwitchingSilencer = 0.0f;
+
+ return BaseClass::Deploy();
+}
+
+bool CWeaponUSP::Holster( CBaseCombatWeapon *pSwitchingTo )
+{
+ if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
+ {
+ // still switching the silencer. Cancel the switch.
+ m_bSilencerOn = !m_bSilencerOn;
+ m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
+ SetWeaponModelIndex( GetWorldModel() );
+ }
+
+ return BaseClass::Holster( pSwitchingTo );
+}
+
+void CWeaponUSP::Drop( const Vector &vecVelocity )
+{
+ if ( gpGlobals->curtime < m_flDoneSwitchingSilencer )
+ {
+ // still switching the silencer. Cancel the switch.
+ m_bSilencerOn = !m_bSilencerOn;
+ m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
+ SetWeaponModelIndex( GetWorldModel() );
+ }
+
+ BaseClass::Drop( vecVelocity );
+}
+
+Activity CWeaponUSP::GetDeployActivity( void )
+{
+ if( IsSilenced() )
+ {
+ return ACT_VM_DRAW_SILENCED;
+ }
+ else
+ {
+ return ACT_VM_DRAW;
+ }
+}
+
+void CWeaponUSP::SecondaryAttack()
+{
+ if ( m_bSilencerOn )
+ {
+ SendWeaponAnim( ACT_VM_DETACH_SILENCER );
+ }
+ else
+ {
+ SendWeaponAnim( ACT_VM_ATTACH_SILENCER );
+ }
+ m_bSilencerOn = !m_bSilencerOn;
+ m_weaponMode = m_bSilencerOn ? Secondary_Mode : Primary_Mode;
+ m_flDoneSwitchingSilencer = gpGlobals->curtime + 3;
+
+ m_flNextSecondaryAttack = gpGlobals->curtime + 3;
+ m_flNextPrimaryAttack = gpGlobals->curtime + 3;
+ SetWeaponIdleTime( gpGlobals->curtime + 3 );
+
+ SetWeaponModelIndex( GetWorldModel() );
+}
+
+
+float CWeaponUSP::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( m_bSilencerOn )
+ {
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 1.3f * (1 - m_flAccuracy);
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ return 0.25f * (1 - m_flAccuracy);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ return 0.125f * (1 - m_flAccuracy);
+ else
+ return 0.15f * (1 - m_flAccuracy);
+ }
+ else
+ {
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 1.2f * (1 - m_flAccuracy );
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ return 0.225f * (1 - m_flAccuracy);
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ return 0.08f * (1 - m_flAccuracy);
+ else
+ return 0.1f * (1 - m_flAccuracy);
+ }
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+
+void CWeaponUSP::PrimaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ float flCycleTime = GetCSWpnData().m_flCycleTime;
+
+ // Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
+ m_flAccuracy -= (0.275)*(0.3 - (gpGlobals->curtime - m_flLastFire));
+
+ if (m_flAccuracy > 0.92)
+ m_flAccuracy = 0.92;
+ 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 + 0.2;
+ m_bFireOnEmpty = false;
+ }
+
+ return;
+ }
+
+ pPlayer->m_iShotsFired++;
+
+ m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
+
+ m_iClip1--;
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+
+ if ( !m_bSilencerOn )
+ {
+ pPlayer->DoMuzzleFlash();
+ }
+
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ m_weaponMode,
+ CBaseEntity::GetPredictionRandomSeed() & 255,
+ GetInaccuracy(),
+ GetSpread());
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
+ }
+
+ SetWeaponIdleTime( gpGlobals->curtime + 2 );
+
+ // update accuracy
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
+
+ QAngle angle = pPlayer->GetPunchAngle();
+ angle.x -= 2;
+ pPlayer->SetPunchAngle( angle );
+}
+
+
+bool CWeaponUSP::Reload()
+{
+ if ( !DefaultPistolReload() )
+ return false;
+
+ m_flAccuracy = 0.92;
+ return true;
+}
+
+void CWeaponUSP::WeaponIdle()
+{
+ if (m_flTimeWeaponIdle > gpGlobals->curtime)
+ return;
+
+ // only idle if the slid isn't back
+ if (m_iClip1 != 0)
+ {
+ SetWeaponIdleTime( gpGlobals->curtime + 6.0 );
+ }
+}
+
+bool CWeaponUSP::SendWeaponAnim( int iActivity )
+{
+ // Translate the activity?
+ if ( m_bSilencerOn )
+ {
+ for ( int i=0; i < ARRAYSIZE( g_SilencedTranslations ); i++ )
+ {
+ if ( g_SilencedTranslations[i][0] == iActivity )
+ {
+ iActivity = g_SilencedTranslations[i][1];
+ break;
+ }
+ }
+ }
+
+ return BaseClass::SendWeaponAnim( iActivity );
+}
+
+
+#ifdef CLIENT_DLL
+int CWeaponUSP::GetMuzzleFlashStyle( void )
+{
+ if( m_bSilencerOn )
+ {
+ return CS_MUZZLEFLASH_NONE;
+ }
+ else
+ {
+ return CS_MUZZLEFLASH_NORM;
+ }
+}
+#endif