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-rw-r--r--game/shared/cstrike/weapon_deagle.cpp235
1 files changed, 235 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_deagle.cpp b/game/shared/cstrike/weapon_deagle.cpp
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+++ b/game/shared/cstrike/weapon_deagle.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "decals.h"
+#include "cbase.h"
+#include "shake.h"
+#include "weapon_csbase.h"
+#include "fx_cs_shared.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CDEagle C_DEagle
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+
+#define DEAGLE_WEIGHT 7
+#define DEAGLE_MAX_CLIP 7
+
+enum deagle_e {
+ DEAGLE_IDLE1 = 0,
+ DEAGLE_SHOOT1,
+ DEAGLE_SHOOT2,
+ DEAGLE_SHOOT_EMPTY,
+ DEAGLE_RELOAD,
+ DEAGLE_DRAW,
+};
+
+
+
+class CDEagle : public CWeaponCSBase
+{
+public:
+ DECLARE_CLASS( CDEagle, CWeaponCSBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CDEagle();
+
+ void Spawn();
+
+ void PrimaryAttack();
+ virtual bool Deploy();
+ bool Reload();
+ void WeaponIdle();
+ void MakeBeam ();
+ void BeamUpdate ();
+ virtual bool UseDecrement() {return true;};
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_DEAGLE; }
+
+public:
+ float m_flLastFire;
+
+private:
+ CDEagle( const CDEagle & );
+};
+
+
+
+IMPLEMENT_NETWORKCLASS_ALIASED( DEagle, DT_WeaponDEagle )
+
+BEGIN_NETWORK_TABLE( CDEagle, DT_WeaponDEagle )
+END_NETWORK_TABLE()
+
+#if defined CLIENT_DLL
+BEGIN_PREDICTION_DATA( CDEagle )
+ DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_deagle, CDEagle );
+PRECACHE_WEAPON_REGISTER( weapon_deagle );
+
+
+
+CDEagle::CDEagle()
+{
+ m_flLastFire = gpGlobals->curtime;
+}
+
+
+void CDEagle::Spawn()
+{
+ BaseClass::Spawn();
+ m_flAccuracy = 0.9;
+}
+
+
+bool CDEagle::Deploy()
+{
+ m_flAccuracy = 0.9;
+ return BaseClass::Deploy();
+}
+
+float CDEagle::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 0.25f * (1 - m_flAccuracy);
+
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ return 0.115f * (1 - m_flAccuracy);
+
+ else
+ return 0.13f * (1 - m_flAccuracy);
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CDEagle::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 -= (0.35)*(0.4 - ( gpGlobals->curtime - m_flLastFire ) );
+
+ if (m_flAccuracy > 0.9)
+ m_flAccuracy = 0.9;
+ else if (m_flAccuracy < 0.55)
+ m_flAccuracy = 0.55;
+
+ 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();
+
+ if( m_iClip1 > 0 )
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+ else
+ SendWeaponAnim( ACT_VM_DRYFIRE );
+
+ //SetPlayerShieldAnim();
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ //pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
+ //pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
+
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ Primary_Mode,
+ CBaseEntity::GetPredictionRandomSeed() & 255,
+ GetInaccuracy(),
+ GetSpread());
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
+
+ if ( !m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 )
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
+ }
+
+ SetWeaponIdleTime( gpGlobals->curtime + 1.8 );
+
+ // update accuracy
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
+
+ QAngle punchAngle = pPlayer->GetPunchAngle();
+ punchAngle.x -= 2;
+ pPlayer->SetPunchAngle( punchAngle );
+
+ //ResetPlayerShieldAnim();
+}
+
+
+bool CDEagle::Reload()
+{
+ if ( !DefaultPistolReload() )
+ return false;
+
+ m_flAccuracy = 0.9;
+ return true;
+}
+
+void CDEagle::WeaponIdle()
+{
+ if ( m_flTimeWeaponIdle > gpGlobals->curtime )
+ return;
+
+ SetWeaponIdleTime( gpGlobals->curtime + 20 );
+
+ if (m_iClip1 != 0)
+ {
+ SendWeaponAnim( ACT_VM_IDLE );
+ }
+
+ //if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
+ // SendWeaponAnim( SHIELDGUN_DRAWN_IDLE, UseDecrement() ? 1:0 );
+}
+