lowered weapon shooting fix

This commit is contained in:
celisej567 2025-01-02 23:14:39 +03:00
parent 29985681a1
commit 9027b0bdb7
4 changed files with 94 additions and 81 deletions

View File

@ -1647,30 +1647,34 @@ void CBaseCombatWeapon::ItemPreFrame( void )
//==================================================================================== //====================================================================================
// WEAPON BEHAVIOUR // WEAPON BEHAVIOUR
//==================================================================================== //====================================================================================
void CBaseCombatWeapon::ItemPostFrame( void ) void CBaseCombatWeapon::ItemPostFrame(void)
{ {
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); CBasePlayer* pOwner = ToBasePlayer(GetOwner());
if (!pOwner) if (!pOwner)
return; return;
UpdateAutoFire(); UpdateAutoFire();
//Track the duration of the fire //Track the duration of the fire
//FIXME: Check for IN_ATTACK2 as well? //FIXME: Check for IN_ATTACK2 as well?
//FIXME: What if we're calling ItemBusyFrame? //FIXME: What if we're calling ItemBusyFrame?
m_fFireDuration = ( pOwner->m_nButtons & IN_ATTACK ) ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f; m_fFireDuration = (pOwner->m_nButtons & IN_ATTACK) ? (m_fFireDuration + gpGlobals->frametime) : 0.0f;
if ( UsesClipsForAmmo1() ) if (UsesClipsForAmmo1())
{ {
CheckReload(); CheckReload();
} }
bool bFired = false; bool bFired = false;
#ifdef GAME_DLL
if (!m_bLowered)
{
#endif
// Secondary attack has priority // Secondary attack has priority
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime)) if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{ {
if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 ) if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
{ {
if (m_flNextEmptySoundTime < gpGlobals->curtime) if (m_flNextEmptySoundTime < gpGlobals->curtime)
{ {
@ -1692,7 +1696,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
// stops the crossbow from firing on the 360 if the player chooses to hold down their // stops the crossbow from firing on the 360 if the player chooses to hold down their
// zoom button. (sjb) Orange Box 7/25/2007 // zoom button. (sjb) Orange Box 7/25/2007
#if !defined(CLIENT_DLL) #if !defined(CLIENT_DLL)
if( !IsX360() || !ClassMatches("weapon_crossbow") ) if (!IsX360() || !ClassMatches("weapon_crossbow"))
#endif #endif
{ {
bFired = ShouldBlockPrimaryFire(); bFired = ShouldBlockPrimaryFire();
@ -1701,23 +1705,23 @@ void CBaseCombatWeapon::ItemPostFrame( void )
SecondaryAttack(); SecondaryAttack();
// Secondary ammo doesn't have a reload animation // Secondary ammo doesn't have a reload animation
if ( UsesClipsForAmmo2() ) if (UsesClipsForAmmo2())
{ {
// reload clip2 if empty // reload clip2 if empty
if (m_iClip2 < 1) if (m_iClip2 < 1)
{ {
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); pOwner->RemoveAmmo(1, m_iSecondaryAmmoType);
m_iClip2 = m_iClip2 + 1; m_iClip2 = m_iClip2 + 1;
} }
} }
} }
} }
if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) if (!bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{ {
// Clip empty? Or out of ammo on a no-clip weapon? // Clip empty? Or out of ammo on a no-clip weapon?
if ( !IsMeleeWeapon() && if (!IsMeleeWeapon() &&
(( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) ) ((UsesClipsForAmmo1() && m_iClip1 <= 0) || (!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)))
{ {
HandleFireOnEmpty(); HandleFireOnEmpty();
} }
@ -1730,6 +1734,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
} }
else else
{ {
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger //NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
// on the player hitting the attack key. It relies on the gun catching that case in the same frame. // on the player hitting the attack key. It relies on the gun catching that case in the same frame.
// However, because the player can also be doing a secondary attack, the edge trigger may be missed. // However, because the player can also be doing a secondary attack, the edge trigger may be missed.
@ -1737,28 +1742,32 @@ void CBaseCombatWeapon::ItemPostFrame( void )
// first shot. Right now that's too much of an architecture change -- jdw // first shot. Right now that's too much of an architecture change -- jdw
// If the firing button was just pressed, or the alt-fire just released, reset the firing time // If the firing button was just pressed, or the alt-fire just released, reset the firing time
if ( ( pOwner->m_afButtonPressed & IN_ATTACK ) || ( pOwner->m_afButtonReleased & IN_ATTACK2 ) ) if ((pOwner->m_afButtonPressed & IN_ATTACK) || (pOwner->m_afButtonReleased & IN_ATTACK2))
{ {
m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextPrimaryAttack = gpGlobals->curtime;
} }
PrimaryAttack(); PrimaryAttack();
if ( AutoFiresFullClip() ) if (AutoFiresFullClip())
{ {
m_bFiringWholeClip = true; m_bFiringWholeClip = true;
} }
#ifdef CLIENT_DLL #ifdef CLIENT_DLL
pOwner->SetFiredWeapon( true ); pOwner->SetFiredWeapon(true);
#endif #endif
} }
} }
#ifdef GAME_DLL
}
#endif
// ----------------------- // -----------------------
// Reload pressed / Clip Empty // Reload pressed / Clip Empty
// ----------------------- // -----------------------
if ( ( pOwner->m_nButtons & IN_RELOAD ) && UsesClipsForAmmo1() && !m_bInReload ) if ((pOwner->m_nButtons & IN_RELOAD) && UsesClipsForAmmo1() && !m_bInReload)
{ {
// reload when reload is pressed, or if no buttons are down and weapon is empty. // reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload(); Reload();
@ -1771,7 +1780,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD))) if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD)))
{ {
// no fire buttons down or reloading // no fire buttons down or reloading
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) ) if (!ReloadOrSwitchWeapons() && (m_bInReload == false))
{ {
WeaponIdle(); WeaponIdle();
} }

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@ -526,6 +526,12 @@ private:
CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
protected: protected:
#ifdef GAME_DLL
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
#endif
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL ) #if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
// Regulate crit frequency to reduce client-side seed hacking // Regulate crit frequency to reduce client-side seed hacking
void AddToCritBucket( float flAmount ); void AddToCritBucket( float flAmount );

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@ -58,8 +58,6 @@ public:
protected: protected:
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
float m_flHolsterTime; // When the weapon was holstered float m_flHolsterTime; // When the weapon was holstered
}; };

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