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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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#if defined( CLIENT_DLL )
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#define CWeaponG3SG1 C_WeaponG3SG1
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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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#include "KeyValues.h"
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#endif
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class CWeaponG3SG1 : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponG3SG1, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponG3SG1();
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virtual void Spawn();
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virtual void SecondaryAttack();
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virtual void PrimaryAttack();
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virtual bool Reload();
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virtual bool Deploy();
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virtual float GetInaccuracy() const;
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virtual float GetMaxSpeed();
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_G3SG1; }
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private:
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CWeaponG3SG1( const CWeaponG3SG1 & );
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float m_flLastFire;
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponG3SG1, DT_WeaponG3SG1 )
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BEGIN_NETWORK_TABLE( CWeaponG3SG1, DT_WeaponG3SG1 )
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END_NETWORK_TABLE()
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#if defined CLIENT_DLL
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BEGIN_PREDICTION_DATA( CWeaponG3SG1 )
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DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
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END_PREDICTION_DATA()
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#endif
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LINK_ENTITY_TO_CLASS( weapon_g3sg1, CWeaponG3SG1 );
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PRECACHE_WEAPON_REGISTER( weapon_g3sg1 );
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CWeaponG3SG1::CWeaponG3SG1()
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{
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m_flLastFire = gpGlobals->curtime;
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}
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void CWeaponG3SG1::Spawn()
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{
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BaseClass::Spawn();
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m_flAccuracy = 0.98;
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}
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void CWeaponG3SG1::SecondaryAttack()
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{
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const float kZoomTime = 0.10f;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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{
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pPlayer->SetFOV( pPlayer, 40, kZoomTime );
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m_weaponMode = Secondary_Mode;
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
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}
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else if (pPlayer->GetFOV() == 40)
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{
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pPlayer->SetFOV( pPlayer, 15, kZoomTime );
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m_weaponMode = Secondary_Mode;
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}
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else if (pPlayer->GetFOV() == 15)
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
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m_weaponMode = Primary_Mode;
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}
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#ifndef CLIENT_DLL
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// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
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// Let the server play it since if only the client plays it, it's liable to get played twice cause of
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// a prediction error. joy.
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Playing this from the player so that we don't try to play the sound outside the level.
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//=============================================================================
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if ( GetPlayerOwner() )
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{
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GetPlayerOwner()->EmitSound( "Default.Zoom" ); // zoom sound
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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// let the bots hear the rifle zoom
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IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" );
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if( event )
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{
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event->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEvent( event );
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}
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#endif
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
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m_zoomFullyActiveTime = gpGlobals->curtime + 0.3; // The worst zoom time from above.
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}
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float CWeaponG3SG1::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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float fSpread = 0.0f;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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fSpread = 0.45f * (1.0f - m_flAccuracy);
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else if (pPlayer->GetAbsVelocity().Length2D() > 5)
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fSpread = 0.15f;
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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fSpread = 0.035f * (1.0f - m_flAccuracy);
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else
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fSpread = 0.055f * (1.0f - m_flAccuracy);
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// If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
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if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))
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fSpread += 0.025;
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return fSpread;
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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 CWeaponG3SG1::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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// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
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m_flAccuracy = 0.55 + (0.3) * (gpGlobals->curtime - m_flLastFire);
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if (m_flAccuracy > 0.98)
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m_flAccuracy = 0.98;
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m_flLastFire = gpGlobals->curtime;
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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
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return;
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// Adjust the punch angle.
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QAngle angle = pPlayer->GetPunchAngle();
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angle.x -= SharedRandomFloat("G3SG1PunchAngleX", 0.75, 1.75 ) + ( angle.x / 4 );
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angle.y += SharedRandomFloat("G3SG1PunchAngleY", -0.75, 0.75 );
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pPlayer->SetPunchAngle( angle );
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}
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bool CWeaponG3SG1::Reload()
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{
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bool ret = BaseClass::Reload();
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m_flAccuracy = 0.98;
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m_weaponMode = Primary_Mode;
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return ret;
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}
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bool CWeaponG3SG1::Deploy()
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{
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bool ret = BaseClass::Deploy();
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m_flAccuracy = 0.98;
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m_weaponMode = Primary_Mode;
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return ret;
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}
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float CWeaponG3SG1::GetMaxSpeed()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer && pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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return BaseClass::GetMaxSpeed();
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else
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return 150; // zoomed in
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}
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