summaryrefslogtreecommitdiff
path: root/game/shared/cstrike/weapon_elite.cpp
blob: b77b87eb378e632d64ee7fa694ed1b46c419198f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
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