css_enhanced_waf/game/shared/cstrike/weapon_m82a1.cpp

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2024-09-06 14:43:27 +02:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_csbasegun.h"
#if defined( CLIENT_DLL )
#define CWeaponM82A1 C_WeaponM82A1
#include "c_cs_player.h"
#else
#include "cs_player.h"
#include "KeyValues.h"
#endif
#define SNIPER_ZOOM_CONTEXT "SniperRifleThink"
enum FOVContext_t
{
FOV_SCOPE_1,
FOV_SCOPE_2,
FOV_SCOPE_3,
FOV_MAX
};
static constexpr int FOVValues[FOV_MAX] = { 40, 10, 3 };
#ifdef M82A1_UNZOOM
ConVar sv_m82a1unzoomdelay(
"sv_m82a1unzoomdelay",
"1.0",
0,
"how many seconds to zoom the zoom up after firing",
true, 0, // min value
false, 0 // max value
);
#endif
class CWeaponM82A1 : public CWeaponCSBaseGun
{
public:
DECLARE_CLASS( CWeaponM82A1, CWeaponCSBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
CWeaponM82A1();
virtual void Spawn();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual float GetInaccuracy() const;
virtual float GetMaxSpeed() const;
virtual bool IsM82a1() const;
virtual bool Reload();
virtual bool Deploy();
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_M82A1; }
private:
int m_iLastZoom;
#ifdef M82A1_UNZOOM
void UnzoomThink( void );
#endif
CWeaponM82A1( const CWeaponM82A1 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponM82A1, DT_WeaponM82A1 )
BEGIN_NETWORK_TABLE( CWeaponM82A1, DT_WeaponM82A1 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponM82A1 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_m82a1, CWeaponM82A1 );
PRECACHE_WEAPON_REGISTER( weapon_m82a1 );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CWeaponM82A1 )
#ifdef M82A1_UNZOOM
DEFINE_THINKFUNC( UnzoomThink ),
#endif
END_DATADESC()
#endif
CWeaponM82A1::CWeaponM82A1()
{
}
void CWeaponM82A1::Spawn()
{
Precache();
BaseClass::Spawn();
}
void CWeaponM82A1::SecondaryAttack()
{
const float kZoomTime = 0.15f;
CCSPlayer *pPlayer = GetPlayerOwner();
if ( pPlayer == NULL )
{
Assert( pPlayer != NULL );
return;
}
if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
{
pPlayer->SetFOV( pPlayer, FOVValues[FOV_SCOPE_1], kZoomTime );
m_weaponMode = Secondary_Mode;
m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
}
else if ( pPlayer->GetFOV() == FOVValues[FOV_SCOPE_1] )
{
pPlayer->SetFOV( pPlayer, FOVValues[FOV_SCOPE_2], kZoomTime );
m_weaponMode = Secondary_Mode;
}
else if ( pPlayer->GetFOV() == FOVValues[FOV_SCOPE_2] )
{
pPlayer->SetFOV( pPlayer, FOVValues[FOV_SCOPE_3], kZoomTime );
m_weaponMode = Secondary_Mode;
}
else
{
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
m_weaponMode = Primary_Mode;
}
m_iLastZoom = pPlayer->GetFOV();
#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 + 0.4f;
m_zoomFullyActiveTime = gpGlobals->curtime + 0.2f;
}
float CWeaponM82A1::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 = 0.0f;
return fSpread;
}
else
{
return BaseClass::GetInaccuracy();
}
}
void CWeaponM82A1::PrimaryAttack()
{
CCSPlayer *pPlayer = GetPlayerOwner();
if ( !pPlayer )
return;
if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
return;
if ( m_weaponMode == Secondary_Mode )
{
pPlayer->m_iLastZoom = m_iLastZoom;
#ifdef M82A1_UNZOOM
SetContextThink( &CWeaponM82A1::UnzoomThink, gpGlobals->curtime + sv_m82a1unzoomdelay.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 -= 5;
pPlayer->SetPunchAngle( angle );
}
#ifdef M82A1_UNZOOM
void CWeaponM82A1::UnzoomThink( void )
{
CCSPlayer *pPlayer = GetPlayerOwner();
if (pPlayer == NULL)
{
Assert(pPlayer != NULL);
return;
}
pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
}
#endif
float CWeaponM82A1::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 100;
}
}
bool CWeaponM82A1::IsM82a1() const
{
return true;
}
bool CWeaponM82A1::Reload()
{
m_weaponMode = Primary_Mode;
return BaseClass::Reload();
}
bool CWeaponM82A1::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;
}