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//========= 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_csbasegun.h"
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#include "fx_cs_shared.h"
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#ifdef CLIENT_DLL
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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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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCSBaseGun, DT_WeaponCSBaseGun )
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BEGIN_NETWORK_TABLE( CWeaponCSBaseGun, DT_WeaponCSBaseGun )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCSBaseGun )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_csbase_gun, CWeaponCSBaseGun );
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CWeaponCSBaseGun::CWeaponCSBaseGun()
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{
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}
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void CWeaponCSBaseGun::Spawn()
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{
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m_flAccuracy = 0.2;
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m_bDelayFire = false;
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m_zoomFullyActiveTime = -1.0f;
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BaseClass::Spawn();
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}
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bool CWeaponCSBaseGun::Deploy()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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m_flAccuracy = 0.2;
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pPlayer->m_iShotsFired = 0;
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m_bDelayFire = false;
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m_zoomFullyActiveTime = -1.0f;
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return BaseClass::Deploy();
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}
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void CWeaponCSBaseGun::ItemPostFrame()
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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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//GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP.
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// And Scout.
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if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) )
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{
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pPlayer->m_bResumeZoom = false;
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if ( m_iClip1 != 0 || ( GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD ) )
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{
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m_weaponMode = Secondary_Mode;
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pPlayer->SetFOV( pPlayer, pPlayer->m_iLastZoom, 0.05f );
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m_zoomFullyActiveTime = gpGlobals->curtime + 0.05f;// Make sure we think that we are zooming on the server so we don't get instant acc bonus
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}
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}
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BaseClass::ItemPostFrame();
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}
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void CWeaponCSBaseGun::PrimaryAttack()
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{
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// Derived classes should implement this and call CSBaseGunFire.
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Assert( false );
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}
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bool CWeaponCSBaseGun::CSBaseGunFire( float flCycleTime, CSWeaponMode weaponMode )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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const CCSWeaponInfo &pCSInfo = GetCSWpnData();
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m_bDelayFire = true;
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if ( m_iClip1 > 0 )
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{
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pPlayer->m_iShotsFired++;
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// These modifications feed back into flSpread eventually.
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if ( pCSInfo.m_flAccuracyDivisor != -1 )
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{
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int iShotsFired = pPlayer->m_iShotsFired;
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if ( pCSInfo.m_bAccuracyQuadratic )
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iShotsFired = iShotsFired * iShotsFired;
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else
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iShotsFired = iShotsFired * iShotsFired * iShotsFired;
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m_flAccuracy = ( iShotsFired / pCSInfo.m_flAccuracyDivisor ) + pCSInfo.m_flAccuracyOffset;
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if ( m_flAccuracy > pCSInfo.m_flMaxInaccuracy )
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m_flAccuracy = pCSInfo.m_flMaxInaccuracy;
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}
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}
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else
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{
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m_flAccuracy = 0;
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if ( m_bFireOnEmpty )
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{
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PlayEmptySound();
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// NOTE[pmf]: we don't want to actually play the dry fire animations, as most seem to depict the weapon actually firing.
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// SendWeaponAnim( ACT_VM_DRYFIRE );
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m_bFireOnEmpty = false;
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
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}
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return false;
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}
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float flCurAttack = CalculateNextAttackTime( flCycleTime );
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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m_iClip1--;
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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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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weaponMode,
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CBaseEntity::GetPredictionRandomSeed() & 255,
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GetInaccuracy(),
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GetSpread(),
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flCurAttack );
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DoFireEffects();
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SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flTimeToIdleAfterFire );
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// update accuracy
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[weaponMode];
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return true;
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}
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void CWeaponCSBaseGun::DoFireEffects()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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pPlayer->DoMuzzleFlash();
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}
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bool CWeaponCSBaseGun::Reload()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return false;
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if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
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return false;
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.0f );
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int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( !iResult )
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return false;
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pPlayer->SetAnimation( PLAYER_RELOAD );
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if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
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}
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m_flAccuracy = 0.2;
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pPlayer->m_iShotsFired = 0;
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m_bDelayFire = false;
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pPlayer->SetShieldDrawnState( false );
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return true;
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}
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void CWeaponCSBaseGun::WeaponIdle()
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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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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SetWeaponIdleTime( gpGlobals->curtime + GetCSWpnData().m_flIdleInterval );
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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