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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#include "fx_cs_shared.h"
#if defined( CLIENT_DLL )
#define CWeaponFamas C_WeaponFamas
#include "c_cs_player.h"
#else
#include "cs_player.h"
#endif
class CWeaponFamas : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponFamas, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponFamas();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Deploy();
virtual float GetInaccuracy() const;
virtual void ItemPostFrame();
void FamasFire( float flSpread, bool bFireBurst );
void FireRemaining();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_FAMAS; }
private:
CWeaponFamas( const CWeaponFamas & );
CNetworkVar( bool, m_bBurstMode );
CNetworkVar( int, m_iBurstShotsRemaining );
float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponFamas, DT_WeaponFamas )
BEGIN_NETWORK_TABLE( CWeaponFamas, DT_WeaponFamas )
#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( CWeaponFamas )
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_famas, CWeaponFamas );
PRECACHE_WEAPON_REGISTER( weapon_famas );
const float kFamasBurstCycleTime = 0.075f;
CWeaponFamas::CWeaponFamas()
{
m_bBurstMode = false;
}
bool CWeaponFamas::Deploy( )
{
m_iBurstShotsRemaining = 0;
m_fNextBurstShot = 0.0f;
m_flAccuracy = 0.9f;
return BaseClass::Deploy();
}
// Secondary attack could be three-round burst mode
void CWeaponFamas::SecondaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( m_bBurstMode )
{
ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_FullAuto" );
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 CWeaponFamas::GetInaccuracy() const
{
if ( weapon_accuracy_model.GetInt() == 1 )
{
float fAutoPenalty = m_bBurstMode ? 0.0f : 0.01f;
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return 0.0f;
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) // if player is in air
return 0.03f + 0.3f * m_flAccuracy + fAutoPenalty;
else if ( pPlayer->GetAbsVelocity().Length2D() > 140 ) // if player is moving
return 0.03f + 0.07f * m_flAccuracy + fAutoPenalty;
/* new code */
else
return 0.02f * m_flAccuracy + fAutoPenalty;
}
else
return BaseClass::GetInaccuracy();
}
void CWeaponFamas::ItemPostFrame()
{
if ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot )
FireRemaining();
BaseClass::ItemPostFrame();
}
// GOOSEMAN : FireRemaining used by Glock18
void CWeaponFamas::FireRemaining()
{
m_iClip1--;
if (m_iClip1 < 0)
{
m_iClip1 = 0;
m_iBurstShotsRemaining = 0;
m_fNextBurstShot = 0.0f;
return;
}
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
Error( "!pPlayer" );
// Famas burst mode
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
GetWeaponID(),
Secondary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255,
GetInaccuracy(),
GetSpread(),
m_fNextBurstShot);
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->DoMuzzleFlash();
pPlayer->SetAnimation( PLAYER_ATTACK1 );
pPlayer->m_iShotsFired++;
--m_iBurstShotsRemaining;
if ( m_iBurstShotsRemaining > 0 )
m_fNextBurstShot += kFamasBurstCycleTime;
else
m_fNextBurstShot = 0.0f;
// update accuracy
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode];
}
void CWeaponFamas::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
// don't fire underwater
if (pPlayer->GetWaterLevel() == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
return;
}
pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
float flCycleTime = GetCSWpnData().m_flCycleTime;
// change a few things if we're in burst mode
if ( m_bBurstMode )
{
flCycleTime = 0.55f;
m_iBurstShotsRemaining = 2;
m_fNextBurstShot = gpGlobals->curtime + kFamasBurstCycleTime;
}
if ( !CSBaseGunFire( flCycleTime, m_weaponMode ) )
return;
if ( pPlayer->GetAbsVelocity().Length2D() > 5 )
pPlayer->KickBack ( 1, 0.45, 0.275, 0.05, 4, 2.5, 7 );
else if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
pPlayer->KickBack ( 1.25, 0.45, 0.22, 0.18, 5.5, 4, 5 );
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
pPlayer->KickBack ( 0.575, 0.325, 0.2, 0.011, 3.25, 2, 8 );
else
pPlayer->KickBack ( 0.625, 0.375, 0.25, 0.0125, 3.5, 2.25, 8 );
}
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