//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFHunterRifle::ItemPostFrame( void ) { // If we're lowered, we're not allowed to fire if ( m_bLowered ) return; // Get the owning player. CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); if ( !pPlayer ) return; CheckReload(); if ( !CanAttack() ) { if ( IsZoomed() ) { ToggleZoom(); } return; } HandleZooms(); if ( m_flNextSecondaryAttack <= gpGlobals->curtime ) { // Don't start charging in the time just after a shot before we unzoom to play rack anim. if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot ) { m_flChargedSpread = max(m_flChargedSpread - gpGlobals->frametime * TF_WEAPON_HUNTERRIFLE_CHARGE_PER_SEC, TF_WEAPON_HUNTERRIFLE_SPREAD_MIN); } else { m_flChargedSpread = min(TF_WEAPON_HUNTERRIFLE_SPREAD_MAX, m_flChargedSpread + gpGlobals->frametime * TF_WEAPON_HUNTERRIFLE_UNCHARGE_PER_SEC); } } // Fire. if ( pPlayer->m_nButtons & IN_ATTACK ) { Fire( pPlayer ); } // Reload pressed / Clip Empty if ( ( pPlayer->m_nButtons & IN_RELOAD ) && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } // Idle. if ( !( ( pPlayer->m_nButtons & IN_ATTACK) || ( pPlayer->m_nButtons & IN_ATTACK2 ) ) ) { // No fire buttons down or reloading if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) ) { WeaponIdle(); } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFSniperRifle::ItemPostFrame( void ) { // If we're lowered, we're not allowed to fire if ( m_bLowered ) return; // Get the owning player. CTFPlayer *pPlayer = ToTFPlayer( GetOwner() ); if ( !pPlayer ) return; if ( !CanAttack() ) { if ( IsZoomed() ) { ToggleZoom(); } return; } HandleZooms(); #ifdef GAME_DLL // Update the sniper dot position if we have one if ( m_hSniperDot ) { UpdateSniperDot(); } #endif // Start charging when we're zoomed in, and allowed to fire if ( pPlayer->m_Shared.IsJumping() ) { // Unzoom if we're jumping if ( IsZoomed() ) { ToggleZoom(); } m_flChargedDamage = 0.0f; m_bRezoomAfterShot = false; } else if ( m_flNextSecondaryAttack <= gpGlobals->curtime ) { // Don't start charging in the time just after a shot before we unzoom to play rack anim. if ( pPlayer->m_Shared.InCond( TF_COND_AIMING ) && !m_bRezoomAfterShot ) { m_flChargedDamage = min( m_flChargedDamage + gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_CHARGE_PER_SEC, TF_WEAPON_SNIPERRIFLE_DAMAGE_MAX ); } else { m_flChargedDamage = max( 0, m_flChargedDamage - gpGlobals->frametime * TF_WEAPON_SNIPERRIFLE_UNCHARGE_PER_SEC ); } } // Fire. if ( pPlayer->m_nButtons & IN_ATTACK ) { Fire( pPlayer ); } // Idle. if ( !( ( pPlayer->m_nButtons & IN_ATTACK) || ( pPlayer->m_nButtons & IN_ATTACK2 ) ) ) { // No fire buttons down or reloading if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) ) { WeaponIdle(); } } }