mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
307 lines
6.4 KiB
C++
307 lines
6.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_csbasegun.h"
|
|
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
#define CWeaponAWP C_WeaponAWP
|
|
#include "c_cs_player.h"
|
|
|
|
#else
|
|
|
|
#include "cs_player.h"
|
|
#include "KeyValues.h"
|
|
|
|
#endif
|
|
|
|
#define SNIPER_ZOOM_CONTEXT "SniperRifleThink"
|
|
|
|
const int cAWPMidZoomFOV = 40;
|
|
const int cAWPMaxZoomFOV = 10;
|
|
|
|
#ifdef AWP_UNZOOM
|
|
ConVar sv_awpunzoomdelay(
|
|
"sv_awpunzoomdelay",
|
|
"1.0",
|
|
0,
|
|
"how many seconds to zoom the zoom up after firing",
|
|
true, 0, // min value
|
|
false, 0 // max value
|
|
);
|
|
#endif
|
|
|
|
|
|
class CWeaponAWP : public CWeaponCSBaseGun
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CWeaponAWP, CWeaponCSBaseGun );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
#ifndef CLIENT_DLL
|
|
DECLARE_DATADESC();
|
|
#endif
|
|
|
|
CWeaponAWP();
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual void PrimaryAttack();
|
|
virtual void SecondaryAttack();
|
|
|
|
virtual float GetInaccuracy() const;
|
|
virtual float GetMaxSpeed() const;
|
|
virtual bool IsAwp() const;
|
|
virtual bool Reload();
|
|
virtual bool Deploy();
|
|
|
|
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AWP; }
|
|
|
|
private:
|
|
|
|
#ifdef AWP_UNZOOM
|
|
void UnzoomThink( void );
|
|
#endif
|
|
|
|
CWeaponAWP( const CWeaponAWP & );
|
|
};
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAWP, DT_WeaponAWP )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponAWP, DT_WeaponAWP )
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponAWP )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_awp, CWeaponAWP );
|
|
PRECACHE_WEAPON_REGISTER( weapon_awp );
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
BEGIN_DATADESC( CWeaponAWP )
|
|
#ifdef AWP_UNZOOM
|
|
DEFINE_THINKFUNC( UnzoomThink ),
|
|
#endif
|
|
END_DATADESC()
|
|
|
|
#endif
|
|
|
|
CWeaponAWP::CWeaponAWP()
|
|
{
|
|
}
|
|
|
|
void CWeaponAWP::Spawn()
|
|
{
|
|
Precache();
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
|
|
void CWeaponAWP::SecondaryAttack()
|
|
{
|
|
const float kZoomTime = 0.10f;
|
|
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
if ( pPlayer == NULL )
|
|
{
|
|
Assert( pPlayer != NULL );
|
|
return;
|
|
}
|
|
|
|
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
|
|
{
|
|
pPlayer->SetFOV( pPlayer, cAWPMidZoomFOV, kZoomTime );
|
|
m_weaponMode = Secondary_Mode;
|
|
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
|
|
}
|
|
else if ( pPlayer->GetFOV() == cAWPMidZoomFOV )
|
|
{
|
|
pPlayer->SetFOV( pPlayer, cAWPMaxZoomFOV, kZoomTime );
|
|
m_weaponMode = Secondary_Mode;
|
|
}
|
|
else
|
|
{
|
|
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
|
|
m_weaponMode = Primary_Mode;
|
|
}
|
|
|
|
|
|
#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" );
|
|
}
|
|
//=============================================================================
|
|
// 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
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
|
|
m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
|
|
|
|
}
|
|
|
|
float CWeaponAWP::GetInaccuracy() const
|
|
{
|
|
if ( weapon_accuracy_model.GetInt() == 1 )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if ( !pPlayer )
|
|
return 0.0f;
|
|
|
|
float fSpread = 0.0f;
|
|
|
|
if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
|
|
fSpread = 0.85f;
|
|
|
|
else if ( pPlayer->GetAbsVelocity().Length2D() > 140 )
|
|
fSpread = 0.25f;
|
|
|
|
else if ( pPlayer->GetAbsVelocity().Length2D() > 10 )
|
|
fSpread = 0.10f;
|
|
|
|
else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
|
|
fSpread = 0.0f;
|
|
|
|
else
|
|
fSpread = 0.001f;
|
|
|
|
// 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 += 0.08f;
|
|
}
|
|
|
|
return fSpread;
|
|
}
|
|
else
|
|
{
|
|
return BaseClass::GetInaccuracy();
|
|
}
|
|
}
|
|
|
|
void CWeaponAWP::PrimaryAttack()
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
|
|
return;
|
|
|
|
if ( m_weaponMode == Secondary_Mode )
|
|
{
|
|
float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMidZoomFOV );
|
|
float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMaxZoomFOV );
|
|
if ( midFOVdistance < farFOVdistance )
|
|
{
|
|
pPlayer->m_iLastZoom = cAWPMidZoomFOV;
|
|
}
|
|
else
|
|
{
|
|
pPlayer->m_iLastZoom = cAWPMaxZoomFOV;
|
|
}
|
|
|
|
#ifdef AWP_UNZOOM
|
|
SetContextThink( &CWeaponAWP::UnzoomThink, gpGlobals->curtime + sv_awpunzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT );
|
|
#else
|
|
pPlayer->m_bResumeZoom = true;
|
|
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
|
|
m_weaponMode = Primary_Mode;
|
|
#endif
|
|
}
|
|
|
|
QAngle angle = pPlayer->GetPunchAngle();
|
|
angle.x -= 2;
|
|
pPlayer->SetPunchAngle( angle );
|
|
}
|
|
|
|
#ifdef AWP_UNZOOM
|
|
void CWeaponAWP::UnzoomThink( void )
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
if (pPlayer == NULL)
|
|
{
|
|
Assert(pPlayer != NULL);
|
|
return;
|
|
}
|
|
|
|
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
|
|
}
|
|
#endif
|
|
|
|
|
|
float CWeaponAWP::GetMaxSpeed() const
|
|
{
|
|
CCSPlayer *pPlayer = GetPlayerOwner();
|
|
|
|
if (pPlayer == NULL)
|
|
{
|
|
Assert(pPlayer != NULL);
|
|
return BaseClass::GetMaxSpeed();
|
|
}
|
|
|
|
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
|
|
{
|
|
return BaseClass::GetMaxSpeed();
|
|
}
|
|
else
|
|
{
|
|
// Slower speed when zoomed in.
|
|
return 150;
|
|
}
|
|
}
|
|
|
|
|
|
bool CWeaponAWP::IsAwp() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CWeaponAWP::Reload()
|
|
{
|
|
m_weaponMode = Primary_Mode;
|
|
return BaseClass::Reload();
|
|
}
|
|
|
|
bool CWeaponAWP::Deploy()
|
|
{
|
|
// don't allow weapon switching to shortcut cycle time (quickswitch exploit)
|
|
float fOldNextPrimaryAttack = m_flNextPrimaryAttack;
|
|
float fOldNextSecondaryAttack = m_flNextSecondaryAttack;
|
|
|
|
if ( !BaseClass::Deploy() )
|
|
return false;
|
|
|
|
m_weaponMode = Primary_Mode;
|
|
m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack );
|
|
m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack );
|
|
return true;
|
|
}
|