コード例 #1
0
void CWeaponScout::SCOUTFire( float flSpread )
{
    CCSPlayer *pPlayer = GetPlayerOwner();
    if (pPlayer == NULL)
    {
        Assert(pPlayer != NULL);
        return;
    }

    // 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))
    {
        flSpread += 0.025;
    }

    if (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())
    {
        pPlayer->m_bResumeZoom = true;
        pPlayer->m_iLastZoom = pPlayer->GetFOV();

#ifndef CLIENT_DLL
        pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f );
#endif
    }

    if ( !CSBaseGunFire( flSpread, GetCSWpnData().m_flCycleTime, true ) )
        return;

    QAngle angle = pPlayer->GetPunchAngle();
    angle.x -= 2;
    pPlayer->SetPunchAngle( angle );
}
コード例 #2
0
void CWeaponCSBaseGun::ItemPostFrame()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( !pPlayer )
		return;

	//GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP.
	// And Scout.
	if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) )
	{
#ifndef CLIENT_DLL
		pPlayer->SetFOV( pPlayer, pPlayer->m_iLastZoom, 0.05f );
		m_zoomFullyActiveTime = gpGlobals->curtime + 0.05f;// Make sure we think that we are zooming on the server so we don't get instant acc bonus

		if ( pPlayer->GetFOV() == pPlayer->m_iLastZoom )
		{
			// return the fade level in zoom.
			pPlayer->m_bResumeZoom = false;
		}
#endif
	}

	BaseClass::ItemPostFrame();
}
コード例 #3
0
bool CWeaponCSBaseGun::Reload()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return false;

	if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
		return false;

	int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
	if ( !iResult )
		return false;

	pPlayer->SetAnimation( PLAYER_RELOAD );

#ifndef CLIENT_DLL
	if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
	{
		pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
	}
#endif

	m_flAccuracy = 0.2;
	pPlayer->m_iShotsFired = 0;
	m_bDelayFire = false;

	pPlayer->SetShieldDrawnState( false );
	return true;
}
コード例 #4
0
void CWeaponG3SG1::G3SG1Fire( float flSpread, float flCycleTime, bool fUseAutoAim )
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( pPlayer->GetFOV() == 90 )
		flSpread += 0.025;

	// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
	if (m_flLastFire == 0)
	{
		m_flLastFire = gpGlobals->curtime;
	}
	else 
	{
		m_flAccuracy = 0.55 + (0.3) * (gpGlobals->curtime - m_flLastFire);	

		if (m_flAccuracy > 0.98)
			m_flAccuracy = 0.98;

		m_flLastFire = gpGlobals->curtime;
	}

	if ( !CSBaseGunFire( flSpread, flCycleTime ) )
		return;

	// Adjust the punch angle.
	QAngle angle = pPlayer->GetPunchAngle();
	angle.x -= SHARED_RANDOMFLOAT( 2.75, 3.25) + ( angle.x / 4 );
	angle.y += SHARED_RANDOMFLOAT( -1.25, 1.5);
	pPlayer->SetPunchAngle( angle );
}
コード例 #5
0
float CWeaponSG552::GetMaxSpeed() const
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( pPlayer->GetFOV() == 90 )
		return BaseClass::GetMaxSpeed();
	else
		return 200; // zoomed in.
}	
コード例 #6
0
void CWeaponScout::SecondaryAttack()
{
#ifndef CLIENT_DLL
    CCSPlayer *pPlayer = GetPlayerOwner();
    if (pPlayer == NULL)
    {
        Assert(pPlayer != NULL);
        return;
    }

    if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV())
    {
        pPlayer->SetFOV( pPlayer, 40, 0.15f );
    }
    else if (pPlayer->GetFOV() == 40)
    {
        pPlayer->SetFOV( pPlayer, 15, 0.05 );
    }
    else if (pPlayer->GetFOV() == 15)
    {
        pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.05f );
    }

    pPlayer->ResetMaxSpeed();
#endif

    m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
    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.
    EmitSound( "Default.Zoom" ); // zoom sound

    // let the bots hear the rifle zoom
    IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" );
    if( event )
    {
        event->SetInt( "userid", pPlayer->GetUserID() );
        gameeventmanager->FireEvent( event );
    }
#endif
}
コード例 #7
0
void CWeaponSG552::SecondaryAttack()
{
	#ifndef CLIENT_DLL
		CCSPlayer *pPlayer = GetPlayerOwner();

		if (pPlayer->GetFOV() == 90)
		{
			pPlayer->SetFOV( 55 );
		}
		else if (pPlayer->GetFOV() == 55)
		{
			pPlayer->SetFOV( 90 );
		}
		else 
		{
			pPlayer->SetFOV( 90 );
		}
	#endif

	m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
}
コード例 #8
0
void CWeaponSG552::PrimaryAttack()
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
		SG552Fire( 0.035 + (0.45) * (m_flAccuracy), 0.0825 );
	else if (pPlayer->GetAbsVelocity().Length2D() > 140)
		SG552Fire( 0.035 + (0.075) * (m_flAccuracy), 0.0825 );
	else if (pPlayer->GetFOV() == 90)
		SG552Fire( (0.02) * (m_flAccuracy), 0.0825 );
	else
		SG552Fire( (0.02) * (m_flAccuracy), 0.135 );
}
コード例 #9
0
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.
}
コード例 #10
0
void CWeaponG3SG1::SecondaryAttack()
{
	#ifndef CLIENT_DLL
		CCSPlayer *pPlayer = GetPlayerOwner();

		if ( pPlayer->GetFOV() == 90 )
		{
			pPlayer->SetFOV( 40 );
		}
		else if (pPlayer->GetFOV() == 40)
		{
			pPlayer->SetFOV( 15 );
		}
		else if (pPlayer->GetFOV() == 15)
		{
			pPlayer->SetFOV( 90 );
		}

		pPlayer->ResetMaxSpeed();
		WeaponSound( SPECIAL3 ); // zoom sound
	#endif

	m_flNextSecondaryAttack = gpGlobals->curtime + 0.3;
}
コード例 #11
0
void CWeaponCSBase::ItemPostFrame()
{
	CCSPlayer *pPlayer = GetPlayerOwner();


	//GOOSEMAN : Return zoom level back to previous zoom level before we fired a shot. This is used only for the AWP.
	if ( (m_flNextPrimaryAttack <= gpGlobals->curtime) && (pPlayer->m_bResumeZoom == TRUE) )
	{
		#ifndef CLIENT_DLL
			pPlayer->SetFOV( pPlayer->m_iLastZoom );

			if ( pPlayer->GetFOV() == pPlayer->m_iLastZoom )
			{
				// return the fade level in zoom.
				pPlayer->m_bResumeZoom = false;
			}
		#endif
	}

	//GOOSEMAN : Delayed shell ejection code..
	if ( (pPlayer->m_flEjectBrass != 0.0) && (pPlayer->m_flEjectBrass <= gpGlobals->curtime ) )
	{
		pPlayer->m_flEjectBrass = 0.0;
		EjectBrassLate();
	}


	if ((m_bInReload) && (pPlayer->m_flNextAttack <= gpGlobals->curtime))
	{
		// complete the reload. 
		int j = min( GetMaxClip1() - m_iClip1, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) );	

		// Add them to the clip
		m_iClip1 += j;
		pPlayer->RemoveAmmo( j, m_iPrimaryAmmoType );

		m_bInReload = false;
	}

	if ((pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
	{
		if ( m_iClip2 != -1 && !pPlayer->GetAmmoCount( GetSecondaryAmmoType() ) )
		{
			m_bFireOnEmpty = TRUE;
		}
		SecondaryAttack();
		pPlayer->m_nButtons &= ~IN_ATTACK2;
	}
	else if ((pPlayer->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime ))
	{
		if ( (m_iClip1 == 0/* && pszAmmo1()*/) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) ) )
		{
			m_bFireOnEmpty = TRUE;
		}

		// Can't shoot during the freeze period
		// Ken: Always allow firing in single player
		//---
		if ( !CSGameRules()->IsFreezePeriod() && 
			!pPlayer->m_bIsDefusing &&
			pPlayer->State_Get() == STATE_JOINED
			)
		{
			PrimaryAttack();
		}
		//---
	}
	else if ( pPlayer->m_nButtons & IN_RELOAD && GetMaxClip1() != WEAPON_NOCLIP && !m_bInReload && m_flNextPrimaryAttack < gpGlobals->curtime) 
	{
		// reload when reload is pressed, or if no buttons are down and weapon is empty.
		
		//MIKETODO: add code for shields...
		//if ( !FBitSet( m_iWeaponState, WPNSTATE_SHIELD_DRAWN ) )
			  Reload();	
	}
	else if ( !(pPlayer->m_nButtons & (IN_ATTACK|IN_ATTACK2) ) )
	{
		// no fire buttons down

		// The following code prevents the player from tapping the firebutton repeatedly 
		// to simulate full auto and retaining the single shot accuracy of single fire
		if (m_bDelayFire == TRUE)
		{
			m_bDelayFire = FALSE;
			if (m_iShotsFired > 15)
				m_iShotsFired = 15;
			m_flDecreaseShotsFired = gpGlobals->curtime + 0.4;
		}

		m_bFireOnEmpty = FALSE;

		// if it's a pistol then set the shots fired to 0 after the player releases a button
		if ( IsPistol() )
		{
			m_iShotsFired = 0;
		}
		else
		{
			if ( (m_iShotsFired > 0) && (m_flDecreaseShotsFired < gpGlobals->curtime)	)
			{
				m_flDecreaseShotsFired = gpGlobals->curtime + 0.0225;
				m_iShotsFired--;
			}
		}

		#ifndef CLIENT_DLL
			if ( !IsUseable() && m_flNextPrimaryAttack < gpGlobals->curtime ) 
			{
				// Intentionally blank -- used to switch weapons here
			}
			else
		#endif
		{
			// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
			if ( m_iClip1 == 0 && !(GetFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < gpGlobals->curtime )
			{
				Reload();
				return;
			}
		}

		WeaponIdle( );
		return;
	}
}