diff options
Diffstat (limited to 'game/shared/cstrike/weapon_deagle.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_deagle.cpp | 235 |
1 files changed, 235 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_deagle.cpp b/game/shared/cstrike/weapon_deagle.cpp new file mode 100644 index 0000000..1d0d95c --- /dev/null +++ b/game/shared/cstrike/weapon_deagle.cpp @@ -0,0 +1,235 @@ +//========= 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 ); +} + |