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 );
}
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 );
}
// GOOSEMAN : Kick the view..
void CWeaponCSBase::KickBack( float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change )
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	float flKickUp;
	float flKickLateral;

	if (m_iShotsFired == 1) // This is the first round fired
	{
		flKickUp = up_base;
		flKickLateral = lateral_base;
	}
	else
	{
		flKickUp = up_base + m_iShotsFired*up_modifier;
		flKickLateral = lateral_base + m_iShotsFired*lateral_modifier;
	}


	QAngle angle = pPlayer->GetPunchAngle();

	angle.x -= flKickUp;
	if ( angle.x < -1 * up_max )
		angle.x = -1 * up_max;
	
	if ( m_iDirection == 1 )
	{
		angle.y += flKickLateral;
		if (angle.y > lateral_max)
			angle.y = lateral_max;
	}
	else
	{
		angle.y -= flKickLateral;
		if ( angle.y < -1 * lateral_max )
			angle.y = -1 * lateral_max;
	}

	if ( !SHARED_RANDOMINT( 0, direction_change ) )
		m_iDirection = 1 - m_iDirection;

	pPlayer->SetPunchAngle( angle );
}
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();
}
void CDEagle::DEAGLEFire( float flSpread, float flCycleTime, bool fUseSemi )
{
	CCSPlayer *pPlayer = GetPlayerOwner();


	flCycleTime -= 0.075;
	m_iShotsFired++;

	if (m_iShotsFired > 1)
		return;

	// 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 -= (0.35)*(0.4 - ( gpGlobals->curtime - m_flLastFire ) );

		if (m_flAccuracy > 0.9)
			m_flAccuracy = 0.9;
		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--;

	pPlayer->m_fEffects |= EF_MUZZLEFLASH;

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

	//pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
	//pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;

	Vector vecSrc = pPlayer->Weapon_ShootPosition();
	Vector vecDir = pPlayer->FireBullets3( 
		vecSrc, 
		pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), 
		flSpread, 
		4096, 
		2, 
		GetPrimaryAmmoType(), 
		54, 
		0.81, 
		pPlayer );

	WeaponSound( SINGLE );

	/*
	#if defined( CLIENT_WEAPONS )
		int flag = FEV_NOTHOST;
	#else
		int flag = 0;
	#endif
	
	PLAYBACK_EVENT_FULL( flag, m_pPlayer->edict(), m_usFireDeagle,
		0.0, (float *)&g_vecZero, (float *)&g_vecZero, 
		vecDir.x,
		vecDir.y,
		m_pPlayer->pev->punchangle.x * 100,
		m_pPlayer->pev->punchangle.y * 100, 
		m_iClip1 ? 0 : 1, 0 );
	*/

	m_flNextPrimaryAttack = gpGlobals->curtime + flCycleTime;

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

	m_flTimeWeaponIdle = gpGlobals->curtime + 1.8;

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

	//ResetPlayerShieldAnim();
}
void CWeaponUSP::USPFire( float flSpread, float flCycleTime, bool fUseSemi )
{
	CCSPlayer *pPlayer = GetPlayerOwner();

	flCycleTime -= 0.075;
	m_iShotsFired++;

	if (m_iShotsFired > 1)
		return;
	
	// 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 -= (0.275)*(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--;

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

	
	int damageAmt;
	if ( m_bSilencerOn )
	{
		WeaponSound( SPECIAL1 );
		damageAmt = 30;
	}
	else
	{
		WeaponSound( SINGLE );
		damageAmt = 34;
		pPlayer->m_fEffects |= EF_MUZZLEFLASH;
	}
	
	Vector vecDir = pPlayer->FireBullets3( 
		pPlayer->Weapon_ShootPosition(),
		pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
		flSpread, 
		4096, 
		1, 
		GetPrimaryAmmoType(), 
		damageAmt, 
		0.79, 
		pPlayer );


	/*
	pPlayer->m_iWeaponVolume = BIG_EXPLOSION_VOLUME;
	pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;

	int flag;
	#if defined( CLIENT_WEAPONS )
		flag = FEV_NOTHOST;
	#else
		flag = 0;
	#endif

	PLAYBACK_EVENT_FULL( flag, pPlayer->edict(), m_usFireUSP,
	0.0, (float *)&g_vecZero, (float *)&g_vecZero, 
	vecDir.x,
	vecDir.y,
	pPlayer->pev->punchangle.x * 100, 0, m_iClip1 ? 0 : 1, (m_iWeaponState & WPNSTATE_USP_SILENCER_ON) ? 1 : 0 );
	*/

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

	QAngle angle = pPlayer->GetPunchAngle();
	angle.x -= 2;
	pPlayer->SetPunchAngle( angle );
}
bool CWeaponCSBaseGun::CSBaseGunFire( float flSpread, float flCycleTime, bool bPrimaryMode )
{
	CCSPlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return false;

	const CCSWeaponInfo &pCSInfo = GetCSWpnData();

	m_bDelayFire = true;
	pPlayer->m_iShotsFired++;
	
	// These modifications feed back into flSpread eventually.
	if ( pCSInfo.m_flAccuracyDivisor != -1 )
	{
		int iShotsFired = pPlayer->m_iShotsFired;

		if ( pCSInfo.m_bAccuracyQuadratic )
			iShotsFired = iShotsFired * iShotsFired;
		else
			iShotsFired = iShotsFired * iShotsFired * iShotsFired;

		m_flAccuracy = ( iShotsFired / pCSInfo.m_flAccuracyDivisor) + pCSInfo.m_flAccuracyOffset;
		
		if (m_flAccuracy > pCSInfo.m_flMaxInaccuracy)
			m_flAccuracy = pCSInfo.m_flMaxInaccuracy;
	}

	// Out of ammo?
	if ( m_iClip1 <= 0 )
	{
		if (m_bFireOnEmpty)
		{
			PlayEmptySound();
			m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
		}

		return false;
	}

	SendWeaponAnim( ACT_VM_PRIMARYATTACK );

	m_iClip1--;

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

	FX_FireBullets(
		pPlayer->entindex(),
		pPlayer->Weapon_ShootPosition(),
		pPlayer->EyeAngles() + 2.0f * pPlayer->GetPunchAngle(),
		GetWeaponID(),
		bPrimaryMode?Primary_Mode:Secondary_Mode,
		CBaseEntity::GetPredictionRandomSeed() & 255,
		flSpread );

	DoFireEffects();

	m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + 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 + pCSInfo.m_flTimeToIdleAfterFire );
	return true;
}
示例#8
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 );
}