2024-09-06 14:43:27 +02:00
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#include "cbase.h"
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2024-09-07 02:05:14 +02:00
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#include "vstdlib/random.h"
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2024-09-06 14:43:27 +02:00
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#include "weapon_csbasegun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponM82A1 C_WeaponM82A1
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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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#define SNIPER_ZOOM_CONTEXT "SniperRifleThink"
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enum FOVContext_t
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{
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FOV_SCOPE_1,
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FOV_SCOPE_2,
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FOV_SCOPE_3,
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FOV_MAX
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};
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2024-09-07 02:05:14 +02:00
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static constexpr int FOVValues[FOV_MAX] = { 40, 10, 1 };
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2024-09-06 14:43:27 +02:00
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#ifdef M82A1_UNZOOM
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ConVar sv_m82a1unzoomdelay(
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"sv_m82a1unzoomdelay",
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"1.0",
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0,
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"how many seconds to zoom the zoom up after firing",
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true, 0, // min value
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false, 0 // max value
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);
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#endif
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class CWeaponM82A1 : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponM82A1, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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#endif
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CWeaponM82A1();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual float GetInaccuracy() const;
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virtual float GetMaxSpeed() const;
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virtual bool IsM82a1() const;
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virtual bool Reload();
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virtual bool Deploy();
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M82A1; }
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private:
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int m_iLastZoom;
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#ifdef M82A1_UNZOOM
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void UnzoomThink( void );
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#endif
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CWeaponM82A1( const CWeaponM82A1 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM82A1, DT_WeaponM82A1 )
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BEGIN_NETWORK_TABLE( CWeaponM82A1, DT_WeaponM82A1 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponM82A1 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_m82a1, CWeaponM82A1 );
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PRECACHE_WEAPON_REGISTER( weapon_m82a1 );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CWeaponM82A1 )
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#ifdef M82A1_UNZOOM
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DEFINE_THINKFUNC( UnzoomThink ),
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#endif
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END_DATADESC()
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#endif
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CWeaponM82A1::CWeaponM82A1()
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{
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}
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void CWeaponM82A1::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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}
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void CWeaponM82A1::SecondaryAttack()
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{
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static constexpr float kZoomTime = 0.2f;
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2024-09-06 14:43:27 +02:00
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer == NULL )
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{
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Assert( pPlayer != NULL );
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return;
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}
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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{
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2024-09-07 05:33:20 +02:00
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m_iLastZoom = FOVValues[FOV_SCOPE_1];
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m_weaponMode = Secondary_Mode;
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
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2024-09-06 14:43:27 +02:00
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}
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else if ( pPlayer->GetFOV() == FOVValues[FOV_SCOPE_1] )
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{
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m_iLastZoom = FOVValues[FOV_SCOPE_2];
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m_weaponMode = Secondary_Mode;
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2024-09-06 14:43:27 +02:00
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}
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else if ( pPlayer->GetFOV() == FOVValues[FOV_SCOPE_2] )
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{
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2024-09-07 05:33:20 +02:00
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m_iLastZoom = FOVValues[FOV_SCOPE_3];
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m_weaponMode = Secondary_Mode;
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2024-09-06 14:43:27 +02:00
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}
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else
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{
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m_iLastZoom = pPlayer->GetDefaultFOV();
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2024-09-06 14:43:27 +02:00
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m_weaponMode = Primary_Mode;
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}
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2024-09-07 05:33:20 +02:00
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pPlayer->SetFOV( pPlayer, m_iLastZoom, kZoomTime );
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2024-09-06 14:43:27 +02:00
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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" );
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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 + 0.4f;
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2024-09-07 05:33:20 +02:00
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m_zoomFullyActiveTime = gpGlobals->curtime + kZoomTime;
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2024-09-06 14:43:27 +02:00
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}
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float CWeaponM82A1::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 = 0.85f;
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else if ( pPlayer->GetAbsVelocity().Length2D() > 140 )
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fSpread = 0.25f;
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else if ( pPlayer->GetAbsVelocity().Length2D() > 10 )
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fSpread = 0.10f;
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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fSpread = 0.0f;
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else
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2024-09-07 02:05:14 +02:00
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fSpread = 0.002f;
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2024-09-06 14:43:27 +02:00
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return fSpread;
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}
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else
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{
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return BaseClass::GetInaccuracy();
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}
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}
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void CWeaponM82A1::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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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
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return;
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if ( m_weaponMode == Secondary_Mode )
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{
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pPlayer->m_iLastZoom = m_iLastZoom;
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#ifdef M82A1_UNZOOM
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SetContextThink( &CWeaponM82A1::UnzoomThink, gpGlobals->curtime + sv_m82a1unzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT );
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#else
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pPlayer->m_bResumeZoom = true;
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
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m_weaponMode = Primary_Mode;
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#endif
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}
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2024-09-07 02:05:14 +02:00
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RandomSeed( pPlayer->GetPredictionRandomSeed() );
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2024-09-07 05:33:20 +02:00
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QAngle angle = pPlayer->GetPunchAngle();
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angle.x -= 15 + RandomFloat( 5, 10 );
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angle.y -= static_cast< float >( RandomInt( -1, 1 ) ) * RandomFloat( 2, 5 );
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2024-09-06 14:43:27 +02:00
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pPlayer->SetPunchAngle( angle );
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}
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#ifdef M82A1_UNZOOM
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void CWeaponM82A1::UnzoomThink( void )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if (pPlayer == NULL)
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{
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Assert(pPlayer != NULL);
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return;
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}
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
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}
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#endif
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float CWeaponM82A1::GetMaxSpeed() const
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if (pPlayer == NULL)
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{
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Assert(pPlayer != NULL);
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return BaseClass::GetMaxSpeed();
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}
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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{
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return BaseClass::GetMaxSpeed();
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}
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else
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{
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// Slower speed when zoomed in.
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return 90;
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2024-09-06 14:43:27 +02:00
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}
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}
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bool CWeaponM82A1::IsM82a1() const
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{
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return true;
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}
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bool CWeaponM82A1::Reload()
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{
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m_weaponMode = Primary_Mode;
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return BaseClass::Reload();
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}
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bool CWeaponM82A1::Deploy()
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{
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// don't allow weapon switching to shortcut cycle time (quickswitch exploit)
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float fOldNextPrimaryAttack = m_flNextPrimaryAttack;
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float fOldNextSecondaryAttack = m_flNextSecondaryAttack;
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if ( !BaseClass::Deploy() )
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return false;
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m_weaponMode = Primary_Mode;
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m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack );
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m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack );
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return true;
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}
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