| 441 | } |
| 442 | |
| 443 | void CCharacter::FireWeapon() |
| 444 | { |
| 445 | if(m_ReloadTimer != 0) |
| 446 | { |
| 447 | if(m_LatestInput.m_Fire & 1) |
| 448 | { |
| 449 | Antibot()->OnHammerFireReloading(m_pPlayer->GetCid()); |
| 450 | } |
| 451 | return; |
| 452 | } |
| 453 | |
| 454 | DoWeaponSwitch(); |
| 455 | vec2 MouseTarget = vec2(m_LatestInput.m_TargetX, m_LatestInput.m_TargetY); |
| 456 | vec2 Direction = normalize(MouseTarget); |
| 457 | |
| 458 | bool FullAuto = false; |
| 459 | if(m_Core.m_ActiveWeapon == WEAPON_GRENADE || m_Core.m_ActiveWeapon == WEAPON_SHOTGUN || m_Core.m_ActiveWeapon == WEAPON_LASER) |
| 460 | FullAuto = true; |
| 461 | if(m_Core.m_Jetpack && m_Core.m_ActiveWeapon == WEAPON_GUN) |
| 462 | FullAuto = true; |
| 463 | // allow firing directly after coming out of freeze or being unfrozen |
| 464 | // by something |
| 465 | if(m_FrozenLastTick) |
| 466 | FullAuto = true; |
| 467 | |
| 468 | // don't fire hammer when player is deep and sv_deepfly is disabled |
| 469 | if(!g_Config.m_SvDeepfly && m_Core.m_ActiveWeapon == WEAPON_HAMMER && m_Core.m_DeepFrozen) |
| 470 | return; |
| 471 | |
| 472 | // check if we gonna fire |
| 473 | bool WillFire = false; |
| 474 | if(CountInput(m_LatestPrevInput.m_Fire, m_LatestInput.m_Fire).m_Presses) |
| 475 | WillFire = true; |
| 476 | |
| 477 | if(FullAuto && (m_LatestInput.m_Fire & 1) && m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo) |
| 478 | WillFire = true; |
| 479 | |
| 480 | if(!WillFire) |
| 481 | return; |
| 482 | |
| 483 | if(m_FreezeTime) |
| 484 | { |
| 485 | // Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma |
| 486 | if(m_PainSoundTimer <= 0 && !(m_LatestPrevInput.m_Fire & 1)) |
| 487 | { |
| 488 | m_PainSoundTimer = 1 * Server()->TickSpeed(); |
| 489 | GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG, TeamMask()); // NOLINT(clang-analyzer-unix.Malloc) |
| 490 | } |
| 491 | return; |
| 492 | } |
| 493 | |
| 494 | // check for ammo |
| 495 | if(!m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo) |
| 496 | return; |
| 497 | |
| 498 | vec2 ProjStartPos = m_Pos + Direction * GetProximityRadius() * 0.75f; |
| 499 | |
| 500 | switch(m_Core.m_ActiveWeapon) |
nothing calls this directly
no test coverage detected