370 lines
7.8 KiB
C++
370 lines
7.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbase.h"
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#include "fx_cs_shared.h"
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#if defined( CLIENT_DLL )
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#define CWeaponGlock C_WeaponGlock
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#endif
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class CWeaponGlock : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CWeaponGlock, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponGlock();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual bool Deploy();
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virtual void ItemPostFrame();
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void GlockFire( float fSpread, bool bFireBurst );
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void FireRemaining( float fSpread );
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virtual bool Reload();
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virtual void WeaponIdle();
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virtual float GetInaccuracy() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_GLOCK; }
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private:
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CWeaponGlock( const CWeaponGlock & );
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CNetworkVar( bool, m_bBurstMode );
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CNetworkVar( int, m_iBurstShotsRemaining ); // used to keep track of the shots fired during the Glock18 burst fire mode.
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float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
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float m_flLastFire;
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock )
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BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_bBurstMode ) ),
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RecvPropInt( RECVINFO( m_iBurstShotsRemaining ) ),
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#else
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SendPropBool( SENDINFO( m_bBurstMode ) ),
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SendPropInt( SENDINFO( m_iBurstShotsRemaining ) ),
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#endif
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END_NETWORK_TABLE()
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#if defined(CLIENT_DLL)
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BEGIN_PREDICTION_DATA( CWeaponGlock )
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DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
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DEFINE_PRED_FIELD( m_iBurstShotsRemaining, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_fNextBurstShot, FIELD_FLOAT, 0 ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock );
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PRECACHE_WEAPON_REGISTER( weapon_glock );
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const float kGlockBurstCycleTime = 0.06f;
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CWeaponGlock::CWeaponGlock()
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{
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m_bBurstMode = false;
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m_flLastFire = gpGlobals->curtime;
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m_iBurstShotsRemaining = 0;
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m_fNextBurstShot = 0.0f;
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}
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void CWeaponGlock::Spawn( )
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{
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BaseClass::Spawn();
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m_bBurstMode = false;
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m_iBurstShotsRemaining = 0;
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m_fNextBurstShot = 0.0f;
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m_flAccuracy = 0.9f;
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}
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bool CWeaponGlock::Deploy( )
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{
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m_iBurstShotsRemaining = 0;
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m_fNextBurstShot = 0.0f;
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m_flAccuracy = 0.9f;
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return BaseClass::Deploy();
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}
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void CWeaponGlock::SecondaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( m_bBurstMode )
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_SemiAuto" );
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m_bBurstMode = false;
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m_weaponMode = Primary_Mode;
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}
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else
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{
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ClientPrint( pPlayer, HUD_PRINTCENTER, "#Switch_To_BurstFire" );
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m_bBurstMode = true;
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m_weaponMode = Secondary_Mode;
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}
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
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}
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float CWeaponGlock::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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if ( m_bBurstMode )
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{
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 1.2f * (1 - m_flAccuracy);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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return 0.185f * (1 - m_flAccuracy);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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return 0.095f * (1 - m_flAccuracy);
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else
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return 0.3f * (1 - m_flAccuracy);
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}
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else
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{
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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return 1.0f * (1 - m_flAccuracy);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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return 0.165f * (1 - m_flAccuracy);
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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return 0.075f * (1 - m_flAccuracy);
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else
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return 0.1f * (1 - m_flAccuracy);
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}
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}
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else
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return BaseClass::GetInaccuracy();
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}
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void CWeaponGlock::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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float flCycleTime = m_bBurstMode ? 0.5f : GetCSWpnData().m_flCycleTime;
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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
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m_flAccuracy -= (0.275)*(0.325 - (gpGlobals->curtime - m_flLastFire));
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if (m_flAccuracy > 0.9)
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m_flAccuracy = 0.9;
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else if (m_flAccuracy < 0.6)
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m_flAccuracy = 0.6;
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m_flLastFire = gpGlobals->curtime;
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if (m_iClip1 <= 0)
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{
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if ( m_bFireOnEmpty )
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
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m_bFireOnEmpty = false;
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}
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return;
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}
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pPlayer->m_iShotsFired++;
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m_iClip1--;
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pPlayer->DoMuzzleFlash();
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//SetPlayerShieldAnim();
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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// non-silenced
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//pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
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//pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
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FX_FireBullets(
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pPlayer->entindex(),
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pPlayer->Weapon_ShootPosition(),
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pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
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GetWeaponID(),
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Primary_Mode,
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CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
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GetInaccuracy(),
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GetSpread(),
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gpGlobals->curtime);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
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if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
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}
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SetWeaponIdleTime( gpGlobals->curtime + 2.5f );
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if ( m_bBurstMode )
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{
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// Fire off the next two rounds
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m_fNextBurstShot = gpGlobals->curtime + kGlockBurstCycleTime;
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m_iBurstShotsRemaining = 2;
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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}
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else
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{
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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}
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// update accuracy
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[m_weaponMode];
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//ResetPlayerShieldAnim();
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}
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// GOOSEMAN : FireRemaining used by Glock18
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void CWeaponGlock::FireRemaining( float fSpread )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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Error( "!pPlayer" );
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if ( m_iBurstShotsRemaining == 0 )
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return;
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if (m_iClip1 <= 0)
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{
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m_iClip1 = 0;
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m_iBurstShotsRemaining = 0;
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m_fNextBurstShot = 0.0f;
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return;
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}
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--m_iClip1;
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// TODO FIXME damage = 18, rangemode 0.9
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float fInaccuracy = GetInaccuracy();
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if ( weapon_accuracy_model.GetInt() == 1 )
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fInaccuracy = 0.05;
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FX_FireBullets(
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pPlayer->entindex(),
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pPlayer->Weapon_ShootPosition(),
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pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
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GetWeaponID(),
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Secondary_Mode,
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CBaseEntity::GetPredictionRandomSeed() & 255, // wrap it for network traffic so it's the same between client and server
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fInaccuracy,
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GetSpread(),
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m_fNextBurstShot);
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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pPlayer->m_iShotsFired++;
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--m_iBurstShotsRemaining;
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if ( m_iBurstShotsRemaining > 0 )
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m_fNextBurstShot += kGlockBurstCycleTime;
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else
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m_fNextBurstShot = 0.0;
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// update accuracy
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Secondary_Mode];
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}
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void CWeaponGlock::ItemPostFrame()
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{
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while ( m_iBurstShotsRemaining > 0 && gpGlobals->curtime >= m_fNextBurstShot )
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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FireRemaining(0.05f);
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else
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FireRemaining(GetSpread());
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}
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BaseClass::ItemPostFrame();
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}
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bool CWeaponGlock::Reload()
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{
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if ( m_iBurstShotsRemaining != 0 )
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return true;
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if ( !DefaultPistolReload() )
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return false;
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m_flAccuracy = 0.9;
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return true;
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}
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void CWeaponGlock::WeaponIdle()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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if ( pPlayer->HasShield() )
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{
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SetWeaponIdleTime( gpGlobals->curtime + 20 );
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//MIKETODO: shields
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//if ( FBitSet(m_iWeaponState, WPNSTATE_SHIELD_DRAWN) )
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// SendWeaponAnim( GLOCK18_SHIELD_IDLE, UseDecrement() ? 1:0 );
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}
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else
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{
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// only idle if the slid isn't back
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if (m_iClip1 != 0)
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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}
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