void CWeaponCSBaseGun::DoFireEffects()
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	
	if ( pPlayer )
		 pPlayer->DoMuzzleFlash();
}
void CWeaponElite::ELITEFire( float flSpread )
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	pPlayer->m_iShotsFired++;

	if (pPlayer->m_iShotsFired > 1)
		return;

	// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
	m_flAccuracy -= (0.275)*(0.325 - (gpGlobals->curtime - m_flLastFire));

	if (m_flAccuracy > 0.88)
		m_flAccuracy = 0.88;
	else if (m_flAccuracy < 0.55)
		m_flAccuracy = 0.55;

	m_flLastFire = gpGlobals->curtime;

	if (m_iClip1 <= 0)
	{
		if (m_bFireOnEmpty)
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
		}

		return;
	}

	m_iClip1--;
	m_bFireRight = !m_bFireRight; // flip side

	pPlayer->DoMuzzleFlash();

	//SetPlayerShieldAnim();
	
	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	FX_FireBullets(
		pPlayer->entindex(),
		pPlayer->Weapon_ShootPosition(),
		pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
		GetWeaponID(),
		m_bFireRight?Primary_Mode:Secondary_Mode,
		CBaseEntity::GetPredictionRandomSeed() & 255,
		flSpread );
		
	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetCSWpnData().m_flCycleTime;
	
	if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
	}

	SetWeaponIdleTime( gpGlobals->curtime + 2.5 );

	if ( m_bFireRight )  //even number
	{
		if ( m_iClip1 > 1 )
			 SendWeaponAnim( ACT_VM_PRIMARYATTACK );
		else
			 SendWeaponAnim( ACT_VM_DRYFIRE_LEFT );
	}
	else
	{
		if ( m_iClip1 > 0 )
			 SendWeaponAnim( ACT_VM_SECONDARYATTACK );
		else
			 SendWeaponAnim( ACT_VM_DRYFIRE );
	}

	QAngle punchAngle = pPlayer->GetPunchAngle();
	punchAngle.x -= 2;
	pPlayer->SetPunchAngle( punchAngle );

	//ResetPlayerShieldAnim();
}
示例#3
0
void CWeaponUSP::USPFire( float flSpread )
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

	float flCycleTime =  GetCSWpnData().m_flCycleTime;

	pPlayer->m_iShotsFired++;
	
	if (pPlayer->m_iShotsFired > 1)
		return;
	
	// Mark the time of this shot and determine the accuracy modifier based on the last shot fired...
	m_flAccuracy -= (0.275)*(0.3 - (gpGlobals->curtime - m_flLastFire));

	if (m_flAccuracy > 0.92)
		m_flAccuracy = 0.92;
	else if (m_flAccuracy < 0.6)
		m_flAccuracy = 0.6;

	m_flLastFire = gpGlobals->curtime;

	if (m_iClip1 <= 0)
	{
		if (m_bFireOnEmpty)
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
		}

		return;
	}

	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;

	m_iClip1--;

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	
	if ( !m_bSilencerOn )
	{
		pPlayer->DoMuzzleFlash();
	}
	
	FX_FireBullets(
		pPlayer->entindex(),
		pPlayer->Weapon_ShootPosition(),
		pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
		GetWeaponID(),
		m_bSilencerOn?Secondary_Mode:Primary_Mode,
		CBaseEntity::GetPredictionRandomSeed() & 255,
		flSpread );

	if (!m_iClip1 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
	}
 
	SetWeaponIdleTime( gpGlobals->curtime + 2 );

	QAngle angle = pPlayer->GetPunchAngle();
	angle.x -= 2;
	pPlayer->SetPunchAngle( angle );
}