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path: root/game/shared/cstrike/weapon_scout.cpp
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Diffstat (limited to 'game/shared/cstrike/weapon_scout.cpp')
-rw-r--r--game/shared/cstrike/weapon_scout.cpp220
1 files changed, 220 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_scout.cpp b/game/shared/cstrike/weapon_scout.cpp
new file mode 100644
index 0000000..8722e48
--- /dev/null
+++ b/game/shared/cstrike/weapon_scout.cpp
@@ -0,0 +1,220 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_csbasegun.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponScout C_WeaponScout
+ #include "c_cs_player.h"
+
+#else
+
+ #include "cs_player.h"
+ #include "KeyValues.h"
+
+#endif
+
+const int cScoutMidZoomFOV = 40;
+const int cScoutMaxZoomFOV = 15;
+
+
+class CWeaponScout : public CWeaponCSBaseGun
+{
+public:
+ DECLARE_CLASS( CWeaponScout, CWeaponCSBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponScout();
+
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack();
+
+ virtual float GetInaccuracy() const;
+ virtual float GetMaxSpeed() const;
+ virtual bool Reload();
+ virtual bool Deploy();
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SCOUT; }
+
+
+private:
+
+ CWeaponScout( const CWeaponScout & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponScout, DT_WeaponScout )
+
+BEGIN_NETWORK_TABLE( CWeaponScout, DT_WeaponScout )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponScout )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_scout, CWeaponScout );
+PRECACHE_WEAPON_REGISTER( weapon_scout );
+
+
+
+CWeaponScout::CWeaponScout()
+{
+}
+
+void CWeaponScout::SecondaryAttack()
+{
+ const float kZoomTime = 0.10f;
+
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if (pPlayer == NULL)
+ {
+ Assert(pPlayer != NULL);
+ return;
+ }
+
+ if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV())
+ {
+ pPlayer->SetFOV( pPlayer, cScoutMidZoomFOV, kZoomTime );
+ m_weaponMode = Secondary_Mode;
+ m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
+ }
+ else if (pPlayer->GetFOV() == cScoutMidZoomFOV)
+ {
+ pPlayer->SetFOV( pPlayer, cScoutMaxZoomFOV, kZoomTime );
+ m_weaponMode = Secondary_Mode;
+ }
+ else if (pPlayer->GetFOV() == cScoutMaxZoomFOV)
+ {
+ pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
+ m_weaponMode = Primary_Mode;
+ }
+
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
+ m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
+
+#ifndef CLIENT_DLL
+ // If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
+ // Let the server play it since if only the client plays it, it's liable to get played twice cause of
+ // a prediction error. joy.
+
+ //=============================================================================
+ // HPE_BEGIN:
+ // [tj] Playing this from the player so that we don't try to play the sound outside the level.
+ //=============================================================================
+ if ( GetPlayerOwner() )
+ {
+ GetPlayerOwner()->EmitSound( "Default.Zoom" ); // zoom sound
+ }
+ //=============================================================================
+ // HPE_END
+ //=============================================================================
+ // let the bots hear the rifle zoom
+ IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" );
+ if( event )
+ {
+ event->SetInt( "userid", pPlayer->GetUserID() );
+ gameeventmanager->FireEvent( event );
+ }
+#endif
+}
+
+float CWeaponScout::GetInaccuracy() const
+{
+ if ( weapon_accuracy_model.GetInt() == 1 )
+ {
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if (pPlayer == NULL)
+ return 0.0f;
+
+ float fSpread = 0.0f;
+
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ fSpread = 0.2f;
+ else if (pPlayer->GetAbsVelocity().Length2D() > 170)
+ fSpread = 0.075f;
+ else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
+ fSpread = 0.0f;
+ else
+ fSpread = 0.007f;
+
+ // If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
+ if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))
+ {
+ fSpread += 0.025;
+ }
+
+ return fSpread;
+ }
+ else
+ return BaseClass::GetInaccuracy();
+}
+
+void CWeaponScout::PrimaryAttack( void )
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if (pPlayer == NULL)
+ return;
+
+ if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
+ return;
+
+ if ( m_weaponMode == Secondary_Mode )
+ {
+ float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMidZoomFOV );
+ float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMaxZoomFOV );
+
+ if ( midFOVdistance < farFOVdistance )
+ {
+ pPlayer->m_iLastZoom = cScoutMidZoomFOV;
+ }
+ else
+ {
+ pPlayer->m_iLastZoom = cScoutMaxZoomFOV;
+ }
+
+// #ifndef CLIENT_DLL
+ pPlayer->m_bResumeZoom = true;
+ pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f );
+ m_weaponMode = Primary_Mode;
+// #endif
+ }
+
+ QAngle angle = pPlayer->GetPunchAngle();
+ angle.x -= 2;
+ pPlayer->SetPunchAngle( angle );
+}
+
+
+float CWeaponScout::GetMaxSpeed() const
+{
+ CCSPlayer *pPlayer = GetPlayerOwner();
+ if (pPlayer == NULL)
+ {
+ Assert(pPlayer != NULL);
+ return BaseClass::GetMaxSpeed();
+ }
+
+ if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
+ return BaseClass::GetMaxSpeed();
+ else
+ return 220; // zoomed in.
+}
+
+
+bool CWeaponScout::Reload()
+{
+ m_weaponMode = Primary_Mode;
+ return BaseClass::Reload();
+
+}
+
+bool CWeaponScout::Deploy()
+{
+ m_weaponMode = Primary_Mode;
+ return BaseClass::Deploy();
+}