mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
221 lines
5.1 KiB
C++
221 lines
5.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_csbasegun.h"
|
|
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
#define CWeaponScout C_WeaponScout
|
|
#include "c_cs_player.h"
|
|
|
|
#else
|
|
|
|
#include "cs_player.h"
|
|
#include "KeyValues.h"
|
|
|
|
#endif
|
|
|
|
const int cScoutMidZoomFOV = 40;
|
|
const int cScoutMaxZoomFOV = 15;
|
|
|
|
|
|
class CWeaponScout : public CWeaponCSBaseGun
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CWeaponScout, CWeaponCSBaseGun );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
CWeaponScout();
|
|
|
|
virtual void PrimaryAttack();
|
|
virtual void SecondaryAttack();
|
|
|
|
virtual float GetInaccuracy() const;
|
|
virtual float GetMaxSpeed() const;
|
|
virtual bool Reload();
|
|
virtual bool Deploy();
|
|
|
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_SCOUT; }
|
|
|
|
|
|
private:
|
|
|
|
CWeaponScout( const CWeaponScout & );
|
|
};
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponScout, DT_WeaponScout )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponScout, DT_WeaponScout )
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponScout )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_scout, CWeaponScout );
|
|
PRECACHE_WEAPON_REGISTER( weapon_scout );
|
|
|
|
|
|
|
|
CWeaponScout::CWeaponScout()
|
|
{
|
|
}
|
|
|
|
void CWeaponScout::SecondaryAttack()
|
|
{
|
|
const float kZoomTime = 0.10f;
|
|
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if (pPlayer == NULL)
|
|
{
|
|
Assert(pPlayer != NULL);
|
|
return;
|
|
}
|
|
|
|
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV())
|
|
{
|
|
pPlayer->SetFOV( pPlayer, cScoutMidZoomFOV, kZoomTime );
|
|
m_weaponMode = Secondary_Mode;
|
|
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
|
|
}
|
|
else if (pPlayer->GetFOV() == cScoutMidZoomFOV)
|
|
{
|
|
pPlayer->SetFOV( pPlayer, cScoutMaxZoomFOV, kZoomTime );
|
|
m_weaponMode = Secondary_Mode;
|
|
}
|
|
else if (pPlayer->GetFOV() == cScoutMaxZoomFOV)
|
|
{
|
|
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
|
|
m_weaponMode = Primary_Mode;
|
|
}
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
|
|
m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
|
|
|
|
#ifndef CLIENT_DLL
|
|
// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
|
|
// Let the server play it since if only the client plays it, it's liable to get played twice cause of
|
|
// a prediction error. joy.
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Playing this from the player so that we don't try to play the sound outside the level.
|
|
//=============================================================================
|
|
if ( GetPlayerOwner() )
|
|
{
|
|
GetPlayerOwner()->EmitSound( "Default.Zoom" ); // zoom sound
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
// let the bots hear the rifle zoom
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" );
|
|
if( event )
|
|
{
|
|
event->SetInt( "userid", pPlayer->GetUserID() );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
float CWeaponScout::GetInaccuracy() const
|
|
{
|
|
if ( weapon_accuracy_model.GetInt() == 1 )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if (pPlayer == NULL)
|
|
return 0.0f;
|
|
|
|
float fSpread = 0.0f;
|
|
|
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
|
fSpread = 0.2f;
|
|
else if (pPlayer->GetAbsVelocity().Length2D() > 170)
|
|
fSpread = 0.075f;
|
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
|
fSpread = 0.0f;
|
|
else
|
|
fSpread = 0.007f;
|
|
|
|
// If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
|
|
if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))
|
|
{
|
|
fSpread += 0.025;
|
|
}
|
|
|
|
return fSpread;
|
|
}
|
|
else
|
|
return BaseClass::GetInaccuracy();
|
|
}
|
|
|
|
void CWeaponScout::PrimaryAttack( void )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if (pPlayer == NULL)
|
|
return;
|
|
|
|
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
|
|
return;
|
|
|
|
if ( m_weaponMode == Secondary_Mode )
|
|
{
|
|
float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMidZoomFOV );
|
|
float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cScoutMaxZoomFOV );
|
|
|
|
if ( midFOVdistance < farFOVdistance )
|
|
{
|
|
pPlayer->m_iLastZoom = cScoutMidZoomFOV;
|
|
}
|
|
else
|
|
{
|
|
pPlayer->m_iLastZoom = cScoutMaxZoomFOV;
|
|
}
|
|
|
|
// #ifndef CLIENT_DLL
|
|
pPlayer->m_bResumeZoom = true;
|
|
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f );
|
|
m_weaponMode = Primary_Mode;
|
|
// #endif
|
|
}
|
|
|
|
QAngle angle = pPlayer->GetPunchAngle();
|
|
angle.x -= 2;
|
|
pPlayer->SetPunchAngle( angle );
|
|
}
|
|
|
|
|
|
float CWeaponScout::GetMaxSpeed() const
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if (pPlayer == NULL)
|
|
{
|
|
Assert(pPlayer != NULL);
|
|
return BaseClass::GetMaxSpeed();
|
|
}
|
|
|
|
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
|
|
return BaseClass::GetMaxSpeed();
|
|
else
|
|
return 220; // zoomed in.
|
|
}
|
|
|
|
|
|
bool CWeaponScout::Reload()
|
|
{
|
|
m_weaponMode = Primary_Mode;
|
|
return BaseClass::Reload();
|
|
|
|
}
|
|
|
|
bool CWeaponScout::Deploy()
|
|
{
|
|
m_weaponMode = Primary_Mode;
|
|
return BaseClass::Deploy();
|
|
}
|