diff options
Diffstat (limited to 'game/shared/cstrike/weapon_sg550.cpp')
| -rw-r--r-- | game/shared/cstrike/weapon_sg550.cpp | 214 |
1 files changed, 214 insertions, 0 deletions
diff --git a/game/shared/cstrike/weapon_sg550.cpp b/game/shared/cstrike/weapon_sg550.cpp new file mode 100644 index 0000000..fc74183 --- /dev/null +++ b/game/shared/cstrike/weapon_sg550.cpp @@ -0,0 +1,214 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_csbasegun.h" + + +#if defined( CLIENT_DLL ) + + #define CWeaponSG550 C_WeaponSG550 + #include "c_cs_player.h" + +#else + + #include "cs_player.h" + #include "KeyValues.h" + +#endif + + +class CWeaponSG550 : public CWeaponCSBaseGun +{ +public: + DECLARE_CLASS( CWeaponSG550, CWeaponCSBaseGun ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + CWeaponSG550(); + + virtual void Spawn(); + virtual void SecondaryAttack(); + virtual void PrimaryAttack(); + virtual bool Reload(); + virtual bool Deploy(); + + virtual float GetInaccuracy() const; + virtual float GetMaxSpeed() const; + + virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SG550; } + + +private: + CWeaponSG550( const CWeaponSG550 & ); + + float m_flLastFire; +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSG550, DT_WeaponSG550 ) + +BEGIN_NETWORK_TABLE( CWeaponSG550, DT_WeaponSG550 ) +END_NETWORK_TABLE() + +#if defined CLIENT_DLL +BEGIN_PREDICTION_DATA( CWeaponSG550 ) + DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ), +END_PREDICTION_DATA() +#endif + +LINK_ENTITY_TO_CLASS( weapon_sg550, CWeaponSG550 ); +PRECACHE_WEAPON_REGISTER( weapon_sg550 ); + + + +CWeaponSG550::CWeaponSG550() +{ + m_flLastFire = gpGlobals->curtime; +} + +void CWeaponSG550::Spawn() +{ + BaseClass::Spawn(); + m_flAccuracy = 0.98; +} + + +void CWeaponSG550::SecondaryAttack() +{ + const float kZoomTime = 0.10f; + + CCSPlayer *pPlayer = GetPlayerOwner(); + if ( !pPlayer ) + return; + + if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV()) + { + pPlayer->SetFOV( pPlayer, 40, kZoomTime ); + m_weaponMode = Secondary_Mode; + m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch; + } + else if (pPlayer->GetFOV() == 40) + { + pPlayer->SetFOV( pPlayer, 15, kZoomTime ); + m_weaponMode = Secondary_Mode; + } + else if (pPlayer->GetFOV() == 15) + { + pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime ); + m_weaponMode = Primary_Mode; + } + + +#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 + + m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f; + m_zoomFullyActiveTime = gpGlobals->curtime + 0.3; // The worst zoom time from above. +} + +float CWeaponSG550::GetInaccuracy() const +{ + if ( weapon_accuracy_model.GetInt() == 1 ) + { + CCSPlayer *pPlayer = GetPlayerOwner(); + if ( !pPlayer ) + return 0.0f; + + float fSpread = 0.0f; + + if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) + fSpread = 0.45f * (1 - m_flAccuracy); + else if (pPlayer->GetAbsVelocity().Length2D() > 5) + fSpread = 0.15f; + else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) ) + fSpread = 0.04f * (1 - m_flAccuracy); + else + fSpread = 0.05f * (1 - m_flAccuracy); + + // 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 CWeaponSG550::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 = 0.65 + (0.35) * (gpGlobals->curtime - m_flLastFire); + + if (m_flAccuracy > 0.98) + m_flAccuracy = 0.98; + + m_flLastFire = gpGlobals->curtime; + + if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) ) + return; + + QAngle angle = pPlayer->GetPunchAngle(); + angle.x -= SharedRandomFloat("SG550PunchAngleX", 0.75, 1.25 ) + ( angle.x / 4 ); + angle.y += SharedRandomFloat("SG550PunchAngleY", -0.75, 0.75 ); + pPlayer->SetPunchAngle( angle ); +} + +bool CWeaponSG550::Reload() +{ + bool ret = BaseClass::Reload(); + + m_flAccuracy = 0.98; + m_weaponMode = Primary_Mode; + + return ret; +} + +bool CWeaponSG550::Deploy() +{ + bool ret = BaseClass::Deploy(); + + m_flAccuracy = 0.98; + m_weaponMode = Primary_Mode; + + return ret; +} + +float CWeaponSG550::GetMaxSpeed() const +{ + CCSPlayer *pPlayer = GetPlayerOwner(); + + if ( !pPlayer || pPlayer->GetFOV() == 90 ) + return BaseClass::GetMaxSpeed(); + else + return 150; // zoomed in +} |