diff options
Diffstat (limited to 'game/shared/cstrike/weapon_elite.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_elite.cpp | 317 |
1 files changed, 317 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_elite.cpp b/game/shared/cstrike/weapon_elite.cpp new file mode 100644 index 0000000..b77b87e --- /dev/null +++ b/game/shared/cstrike/weapon_elite.cpp @@ -0,0 +1,317 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_csbase.h" +#include "fx_cs_shared.h" + + +#if defined( CLIENT_DLL ) + + #define CWeaponElite C_WeaponElite + #include "c_cs_player.h" + #include "c_te_effect_dispatch.h" + +#else + + #include "cs_player.h" + +#endif + + +class CWeaponElite : public CWeaponCSBase +{ +public: + DECLARE_CLASS( CWeaponElite, CWeaponCSBase ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponElite(); + + virtual void Spawn(); + virtual void Precache(); + + virtual void PrimaryAttack(); + virtual bool Deploy(); + + virtual bool Reload(); + + virtual void WeaponIdle(); + + virtual float GetInaccuracy() const; + + virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_ELITE; } + +#ifdef CLIENT_DLL + virtual int GetMuzzleAttachment( void ); + virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ); +#endif + + virtual const char *GetWorldModel( void ) const; + virtual int GetWorldModelIndex( void ); + +protected: + bool FiringLeft() const; + +private: + + CWeaponElite( const CWeaponElite & ); + float m_flLastFire; + + int m_droppedModelIndex; + bool m_inPrecache; +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponElite, DT_WeaponElite ) + +BEGIN_NETWORK_TABLE( CWeaponElite, DT_WeaponElite ) +END_NETWORK_TABLE() + +#if defined CLIENT_DLL +BEGIN_PREDICTION_DATA( CWeaponElite ) + DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), +END_PREDICTION_DATA() +#endif + +LINK_ENTITY_TO_CLASS( weapon_elite, CWeaponElite ); +PRECACHE_WEAPON_REGISTER( weapon_elite ); + +CWeaponElite::CWeaponElite() +{ + m_flLastFire = gpGlobals->curtime; + m_inPrecache = false; +} + + +void CWeaponElite::Spawn( ) +{ + m_flAccuracy = 0.88; + BaseClass::Spawn(); +} + + +void CWeaponElite::Precache() +{ + m_inPrecache = true; + BaseClass::Precache(); + + PrecacheModel( "models/weapons/w_eq_eholster_elite.mdl" ); + PrecacheModel( "models/weapons/w_eq_eholster.mdl" ); + PrecacheModel( "models/weapons/w_pist_elite_single.mdl" ); + m_droppedModelIndex = CBaseEntity::PrecacheModel( GetCSWpnData().m_szDroppedModel ); + m_inPrecache = false; +} + +bool CWeaponElite::Deploy( ) +{ + m_flAccuracy = 0.88; + return BaseClass::Deploy(); +} + +int CWeaponElite::GetWorldModelIndex( void ) +{ + if ( GetOwner() || m_inPrecache ) + { + return m_iWorldModelIndex; + } + else + { + return m_droppedModelIndex; + } +} + +const char * CWeaponElite::GetWorldModel( void ) const +{ + if ( GetOwner() || m_inPrecache ) + { + return BaseClass::GetWorldModel(); + } + else + { + return GetCSWpnData().m_szDroppedModel; + } +} + + +bool CWeaponElite::FiringLeft() const +{ + // fire left-hand gun with even number of bullets left + return (m_iClip1 & 1) == 0; +} + + + +float CWeaponElite::GetInaccuracy() const +{ + if ( weapon_accuracy_model.GetInt() == 1 ) + { + CCSPlayer *pPlayer = GetPlayerOwner(); + if ( !pPlayer ) + return 0.0f; + + if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) + return 1.3f * (1 - m_flAccuracy); + + else if (pPlayer->GetAbsVelocity().Length2D() > 5) + return 0.175f * (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 CWeaponElite::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 -= (0.275)*(0.325 - (gpGlobals->curtime - m_flLastFire)); + + if (m_flAccuracy > 0.88) + m_flAccuracy = 0.88; + 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(); + + //SetPlayerShieldAnim(); + + // player "shoot" animation + pPlayer->SetAnimation( PLAYER_ATTACK1 ); + + FX_FireBullets( + pPlayer->entindex(), + pPlayer->Weapon_ShootPosition(), + pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(), + GetWeaponID(), + FiringLeft() ? Secondary_Mode : 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 + 2.5 ); + + if ( FiringLeft() ) + { + if ( m_iClip1 > 0 ) + SendWeaponAnim( ACT_VM_SECONDARYATTACK ); + else + SendWeaponAnim( ACT_VM_DRYFIRE ); + } + else + { + if ( m_iClip1 > 1 ) + SendWeaponAnim( ACT_VM_PRIMARYATTACK ); + else + SendWeaponAnim( ACT_VM_DRYFIRE_LEFT ); + } + + // update accuracy + m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode]; + + QAngle punchAngle = pPlayer->GetPunchAngle(); + punchAngle.x -= 2; + pPlayer->SetPunchAngle( punchAngle ); + + //ResetPlayerShieldAnim(); +} + + +bool CWeaponElite::Reload() +{ + if ( !DefaultPistolReload() ) + return false; + + m_flAccuracy = 0.88; + return true; +} + +void CWeaponElite::WeaponIdle() +{ + if (m_flTimeWeaponIdle > gpGlobals->curtime) + return; + +/* + // switching to the idle with the slide back on the right pistol causes animation pops transitioning + // from/to the depot/holster animations. The pop transition to the reload is less noticeable, so + // we'll live with that one + + if ( m_iClip1 == 1 ) + { + SendWeaponAnim( ACT_VM_IDLE_EMPTY_LEFT ); + } +*/ + + // only idle if either slide isn't back + if ( m_iClip1 >= 2 ) + { + SendWeaponAnim( ACT_VM_IDLE ); + } +} + +#ifdef CLIENT_DLL + + bool CWeaponElite::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) + { + if( event == 5001 ) + { + C_CSPlayer *pPlayer = ToCSPlayer( GetOwner() ); + if( pPlayer && pPlayer->GetFOV() < pPlayer->GetDefaultFOV() && HideViewModelWhenZoomed() ) + return true; + + CEffectData data; + data.m_fFlags = 0; + data.m_hEntity = pViewModel->GetRefEHandle(); + data.m_nAttachmentIndex = FiringLeft() ? 1 : 2; // toggle muzzle flash + data.m_flScale = GetCSWpnData().m_flMuzzleScale; + + DispatchEffect( "CS_MuzzleFlash", data ); + + return true; + } + + return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options ); + } + + int CWeaponElite::GetMuzzleAttachment( void ) + { + return LookupAttachment( FiringLeft() ? "muzzle_flash_l" : "muzzle_flash_r" ); + } + +#endif
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