mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
205 lines
3.9 KiB
C++
205 lines
3.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_csbase.h"
|
|
#include "fx_cs_shared.h"
|
|
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
#define CWeaponP228 C_WeaponP228
|
|
#include "c_cs_player.h"
|
|
|
|
#else
|
|
|
|
#include "cs_player.h"
|
|
|
|
#endif
|
|
|
|
|
|
class CWeaponP228 : public CWeaponCSBase
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CWeaponP228, CWeaponCSBase );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
CWeaponP228();
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual void PrimaryAttack();
|
|
virtual bool Deploy();
|
|
|
|
virtual bool Reload();
|
|
virtual void WeaponIdle();
|
|
|
|
virtual float GetInaccuracy() const;
|
|
|
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_P228; }
|
|
|
|
private:
|
|
|
|
CWeaponP228( const CWeaponP228 & );
|
|
|
|
float m_flLastFire;
|
|
};
|
|
|
|
#if defined CLIENT_DLL
|
|
BEGIN_PREDICTION_DATA( CWeaponP228 )
|
|
DEFINE_FIELD( m_flLastFire, FIELD_FLOAT ),
|
|
END_PREDICTION_DATA()
|
|
#endif
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_p228, CWeaponP228 );
|
|
PRECACHE_WEAPON_REGISTER( weapon_p228 );
|
|
|
|
|
|
|
|
CWeaponP228::CWeaponP228()
|
|
{
|
|
m_flLastFire = gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
void CWeaponP228::Spawn( )
|
|
{
|
|
m_flAccuracy = 0.9;
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
|
|
bool CWeaponP228::Deploy( )
|
|
{
|
|
m_flAccuracy = 0.9;
|
|
|
|
return BaseClass::Deploy();
|
|
}
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponP228, DT_WeaponP228 )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponP228, DT_WeaponP228 )
|
|
END_NETWORK_TABLE()
|
|
|
|
|
|
float CWeaponP228::GetInaccuracy() const
|
|
{
|
|
if ( weapon_accuracy_model.GetInt() == 1 )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if ( !pPlayer )
|
|
return 0.0f;
|
|
|
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
|
return 1.5f * (1 - m_flAccuracy);
|
|
else if (pPlayer->GetAbsVelocity().Length2D() > 5)
|
|
return 0.255f * (1 - m_flAccuracy);
|
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
|
return 0.075f * (1 - m_flAccuracy);
|
|
else
|
|
return 0.15f * (1 - m_flAccuracy);
|
|
}
|
|
else
|
|
return BaseClass::GetInaccuracy();
|
|
}
|
|
|
|
|
|
void CWeaponP228::PrimaryAttack( void )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
|
|
m_flAccuracy -= (0.3)*(0.325 - (gpGlobals->curtime - m_flLastFire));
|
|
|
|
if (m_flAccuracy > 0.9)
|
|
m_flAccuracy = 0.9;
|
|
else if (m_flAccuracy < 0.6)
|
|
m_flAccuracy = 0.6;
|
|
|
|
m_flLastFire = gpGlobals->curtime;
|
|
|
|
if (m_iClip1 <= 0)
|
|
{
|
|
if ( m_bFireOnEmpty )
|
|
{
|
|
PlayEmptySound();
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f;
|
|
m_bFireOnEmpty = false;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
pPlayer->m_iShotsFired++;
|
|
|
|
m_iClip1--;
|
|
|
|
pPlayer->DoMuzzleFlash();
|
|
//SetPlayerShieldAnim();
|
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
|
|
|
// player "shoot" animation
|
|
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
// Aiming
|
|
FX_FireBullets(
|
|
pPlayer->entindex(),
|
|
pPlayer->Weapon_ShootPosition(),
|
|
pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
|
|
GetWeaponID(),
|
|
Primary_Mode,
|
|
CBaseEntity::GetPredictionRandomSeed() & 255,
|
|
GetInaccuracy(),
|
|
GetSpread());
|
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
|
|
|
|
if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
|
|
{
|
|
// HEV suit - indicate out of ammo condition
|
|
pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
|
|
}
|
|
|
|
SetWeaponIdleTime( gpGlobals->curtime + 2 );
|
|
|
|
//ResetPlayerShieldAnim();
|
|
|
|
// update accuracy
|
|
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyImpulseFire[Primary_Mode];
|
|
|
|
QAngle angle = pPlayer->GetPunchAngle();
|
|
angle.x -= 2;
|
|
pPlayer->SetPunchAngle( angle );
|
|
}
|
|
|
|
|
|
bool CWeaponP228::Reload()
|
|
{
|
|
if ( !DefaultPistolReload() )
|
|
return false;
|
|
|
|
m_flAccuracy = 0.9;
|
|
return true;
|
|
}
|
|
|
|
void CWeaponP228::WeaponIdle()
|
|
{
|
|
if (m_flTimeWeaponIdle > gpGlobals->curtime)
|
|
return;
|
|
|
|
// only idle if the slid isn't back
|
|
if (m_iClip1 != 0)
|
|
{
|
|
SetWeaponIdleTime( gpGlobals->curtime + 3.0 ) ;
|
|
SendWeaponAnim( ACT_VM_IDLE );
|
|
}
|
|
}
|