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path: root/game/shared/cstrike/weapon_glock.cpp
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-rw-r--r--game/shared/cstrike/weapon_glock.cpp369
1 files changed, 369 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_glock.cpp b/game/shared/cstrike/weapon_glock.cpp
new file mode 100644
index 0000000..a094a4c
--- /dev/null
+++ b/game/shared/cstrike/weapon_glock.cpp
@@ -0,0 +1,369 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbase.h"
+#include "fx_cs_shared.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponGlock C_WeaponGlock
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+
+#endif
+
+
+class CWeaponGlock : public CWeaponCSBase
+{
+public:
+ DECLARE_CLASS( CWeaponGlock, CWeaponCSBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponGlock();
+
+ virtual void Spawn();
+
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+ virtual bool Deploy();
+
+ virtual void ItemPostFrame();
+
+ void GlockFire( float fSpread, bool bFireBurst );
+ void FireRemaining( float fSpread );
+
+ virtual bool Reload();
+
+ virtual void WeaponIdle();
+
+ virtual float GetInaccuracy() const;
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_GLOCK; }
+
+private:
+
+ CWeaponGlock( const CWeaponGlock & );
+
+ CNetworkVar( bool, m_bBurstMode );
+ CNetworkVar( int, m_iBurstShotsRemaining ); // used to keep track of the shots fired during the Glock18 burst fire mode.
+ float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
+ float m_flLastFire;
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock )
+
+BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock )
+ #ifdef CLIENT_DLL
+ RecvPropBool( RECVINFO( m_bBurstMode ) ),
+ RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ),
+ #else
+ SendPropBool( SENDINFO( m_bBurstMode ) ),
+ SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ),
+ #endif
+END_NETWORK_TABLE()
+
+#if defined(CLIENT_DLL)
+BEGIN_PREDICTION_DATA( CWeaponGlock )
+ DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
+ DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
+ DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ),
+END_PREDICTION_DATA()
+#endif
+
+LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock );
+PRECACHE_WEAPON_REGISTER( weapon_glock );
+
+const float kGlockBurstCycleTime = 0.06f;
+
+CWeaponGlock::CWeaponGlock()
+{
+ m_bBurstMode = false;
+ m_flLastFire = gpGlobals->curtime;
+ m_iBurstShotsRemaining = 0;
+ m_fNextBurstShot = 0.0f;
+}
+
+
+void CWeaponGlock::Spawn( )
+{
+ BaseClass::Spawn();
+
+ m_bBurstMode = false;
+ m_iBurstShotsRemaining = 0;
+ m_fNextBurstShot = 0.0f;
+ m_flAccuracy = 0.9f;
+}
+
+bool CWeaponGlock::Deploy( )
+{
+ m_iBurstShotsRemaining = 0;
+ m_fNextBurstShot = 0.0f;
+ m_flAccuracy = 0.9f;
+
+ return BaseClass::Deploy();
+}
+
+void CWeaponGlock::SecondaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ if ( m_bBurstMode )
+ {
+ ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_SemiAuto" );
+ m_bBurstMode = false;
+ m_weaponMode = Primary_Mode;
+ }
+ else
+ {
+ ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" );
+ m_bBurstMode = true;
+ m_weaponMode = Secondary_Mode;
+ }
+
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
+}
+
+float CWeaponGlock::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return 0.0f;
+
+ if ( m_bBurstMode )
+ {
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 1.2f * (1 - m_flAccuracy);
+
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ return 0.185f * (1 - m_flAccuracy);
+
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ return 0.095f * (1 - m_flAccuracy);
+
+ else
+ return 0.3f * (1 - m_flAccuracy);
+ }
+ else
+ {
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ return 1.0f * (1 - m_flAccuracy);
+
+ else if (pPlayer->GetAbsVelocity().Length2D() > 5)
+ return 0.165f * (1 - m_flAccuracy);
+
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ return 0.075f * (1 - m_flAccuracy);
+
+ else
+ return 0.1f * (1 - m_flAccuracy);
+ }
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+
+void CWeaponGlock::PrimaryAttack()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ float flCycleTime = m_bBurstMode ? 0.5f : GetCSWpnData().m_flCycleTime;
+
+ // Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
+ m_flAccuracy -= (0.275)*(0.325 - (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();
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ // non-silenced
+ //pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
+ //pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
+
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ Primary_Mode,
+ CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
+ GetInaccuracy(),
+ GetSpread(),
+ gpGlobals->curtime);
+
+ m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 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 + 2.5f );
+
+ if ( m_bBurstMode )
+ {
+ // Fire off the next two rounds
+ m_fNextBurstShot = gpGlobals->curtime + kGlockBurstCycleTime;
+ m_iBurstShotsRemaining = 2;
+
+ SendWeaponAnim( ACT_VM_SECONDARYATTACK );
+ }
+ else
+ {
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+ }
+
+ // update accuracy
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
+
+ //ResetPlayerShieldAnim();
+}
+
+
+// GOOSEMAN : FireRemaining used by Glock18
+
+void CWeaponGlock::FireRemaining( float fSpread )
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ Error( "!pPlayer" );
+
+ if ( m_iBurstShotsRemaining == 0 )
+ return;
+
+ if (m_iClip1 <= 0)
+ {
+ m_iClip1 = 0;
+ m_iBurstShotsRemaining = 0;
+ m_fNextBurstShot = 0.0f;
+ return;
+ }
+ --m_iClip1;
+
+ // TODO FIXME damage = 18, rangemode 0.9
+
+ float fInaccuracy = GetInaccuracy();
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ fInaccuracy = 0.05;
+
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ Secondary_Mode,
+ CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
+ fInaccuracy,
+ GetSpread(),
+ m_fNextBurstShot);
+
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+ pPlayer->m_iShotsFired++;
+
+ --m_iBurstShotsRemaining;
+
+ if ( m_iBurstShotsRemaining > 0 )
+ m_fNextBurstShot += kGlockBurstCycleTime;
+ else
+ m_fNextBurstShot = 0.0;
+
+ // update accuracy
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode];
+}
+
+
+void CWeaponGlock::ItemPostFrame()
+{
+ while ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot )
+ {
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ FireRemaining(0.05f);
+ else
+ FireRemaining(GetSpread());
+ }
+
+ BaseClass::ItemPostFrame();
+}
+
+
+bool CWeaponGlock::Reload()
+{
+ if ( m_iBurstShotsRemaining != 0 )
+ return true;
+
+ if ( !DefaultPistolReload() )
+ return false;
+
+ m_flAccuracy = 0.9;
+ return true;
+}
+
+void CWeaponGlock::WeaponIdle()
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if ( !pPlayer )
+ return;
+
+ if (m_flTimeWeaponIdle > gpGlobals->curtime)
+ return;
+
+ if ( pPlayer->HasShield() )
+ {
+ SetWeaponIdleTime( gpGlobals->curtime + 20 );
+
+ //MIKETODO: shields
+ //if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
+ // SendWeaponAnim( GLOCK18_SHIELD_IDLE, UseDecrement() ? 1:0 );
+ }
+ else
+ {
+ // only idle if the slid isn't back
+ if (m_iClip1 != 0)
+ {
+ SendWeaponAnim( ACT_VM_IDLE );
+ }
+ }
+}