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https://github.com/nillerusr/source-engine.git
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196 lines
6.3 KiB
C++
196 lines
6.3 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include <KeyValues.h>
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#include "dod_weapon_parse.h"
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#include "dod_shareddefs.h"
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// criteria that we parse out of the file.
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// tells us which player animation states
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// should use the alternate wpn p model
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static struct
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{
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const char *m_pCriteriaName;
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int m_iFlagValue;
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} g_AltWpnCritera[] =
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{
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{ "ALTWPN_CRITERIA_FIRING", ALTWPN_CRITERIA_FIRING },
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{ "ALTWPN_CRITERIA_RELOADING", ALTWPN_CRITERIA_RELOADING },
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{ "ALTWPN_CRITERIA_DEPLOYED", ALTWPN_CRITERIA_DEPLOYED },
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{ "ALTWPN_CRITERIA_DEPLOYED_RELOAD", ALTWPN_CRITERIA_DEPLOYED_RELOAD },
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{ "ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD", ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD }
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};
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FileWeaponInfo_t* CreateWeaponInfo()
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{
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return new CDODWeaponInfo;
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}
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CDODWeaponInfo::CDODWeaponInfo()
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{
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m_szReloadModel[0] = '\0';
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m_szDeployedModel[0] = '\0';
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m_szDeployedReloadModel[0] = '\0';
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m_szProneDeployedReloadModel[0] = '\0';
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}
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void CDODWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
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{
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BaseClass::Parse( pKeyValuesData, szWeaponName );
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m_iCrosshairMinDistance = pKeyValuesData->GetInt( "CrosshairMinDistance", 4 );
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m_iCrosshairDeltaDistance = pKeyValuesData->GetInt( "CrosshairDeltaDistance", 3 );
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m_iMuzzleFlashType = pKeyValuesData->GetFloat( "MuzzleFlashType", 0 );
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m_flMuzzleFlashScale = pKeyValuesData->GetFloat( "MuzzleFlashScale", 0.5 );
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m_iDamage = pKeyValuesData->GetInt( "Damage", 1 );
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m_flAccuracy = pKeyValuesData->GetFloat( "Accuracy", 1.0 );
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m_flSecondaryAccuracy = pKeyValuesData->GetFloat( "SecondaryAccuracy", 1.0 );
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m_flAccuracyMovePenalty = pKeyValuesData->GetFloat( "AccuracyMovePenalty", 0.1 );
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m_flRecoil = pKeyValuesData->GetFloat( "Recoil", 99.0 );
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m_flPenetration = pKeyValuesData->GetFloat( "Penetration", 1.0 );
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m_flFireDelay = pKeyValuesData->GetFloat( "FireDelay", 0.1 );
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m_flSecondaryFireDelay = pKeyValuesData->GetFloat( "SecondaryFireDelay", 0.1 );
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m_flTimeToIdleAfterFire = pKeyValuesData->GetFloat( "IdleTimeAfterFire", 1.0 );
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m_flIdleInterval = pKeyValuesData->GetFloat( "IdleInterval", 1.0 );
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m_bCanDrop = ( pKeyValuesData->GetInt( "CanDrop", 1 ) > 0 );
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m_iBulletsPerShot = pKeyValuesData->GetInt( "BulletsPerShot", 1 );
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m_iHudClipHeight = pKeyValuesData->GetInt( "HudClipHeight", 0 );
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m_iHudClipBaseHeight = pKeyValuesData->GetInt( "HudClipBaseHeight", 0 );
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m_iHudClipBulletHeight = pKeyValuesData->GetInt( "HudClipBulletHeight", 0 );
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m_iAmmoPickupClips = pKeyValuesData->GetInt( "AmmoPickupClips", 2 );
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m_iDefaultAmmoClips = pKeyValuesData->GetInt( "DefaultAmmoClips", 0 );
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m_flViewModelFOV = pKeyValuesData->GetFloat( "ViewModelFOV", 90.0f );
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// const char *pAnimEx = pKeyValuesData->GetString( "PlayerAnimationExtension", "error" );
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// Q_strncpy( m_szAnimExtension, pAnimEx, sizeof( m_szAnimExtension ) );
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// if this key exists, use this for reload animations instead of anim_prefix
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// Q_strncpy( m_szReloadAnimPrefix, pKeyValuesData->GetString( "reload_anim_prefix", "" ), MAX_WEAPON_PREFIX );
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m_flBotAudibleRange = pKeyValuesData->GetFloat( "BotAudibleRange", 2000.0f );
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m_iTracerType = pKeyValuesData->GetInt( "Tracer", 0 );
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//Weapon Type
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const char *pTypeString = pKeyValuesData->GetString( "WeaponType", NULL );
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m_WeaponType = WPN_TYPE_UNKNOWN;
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if ( !pTypeString )
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{
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Assert( false );
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}
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else if ( Q_stricmp( pTypeString, "Melee" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_MELEE;
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}
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else if ( Q_stricmp( pTypeString, "Camera" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_CAMERA;
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}
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else if ( Q_stricmp( pTypeString, "Grenade" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_GRENADE;
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}
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else if ( Q_stricmp( pTypeString, "Pistol" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_PISTOL;
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}
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else if ( Q_stricmp( pTypeString, "Rifle" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_RIFLE;
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}
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else if ( Q_stricmp( pTypeString, "Sniper" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_SNIPER;
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}
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else if ( Q_stricmp( pTypeString, "SubMG" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_SUBMG;
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}
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else if ( Q_stricmp( pTypeString, "MG" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_MG;
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}
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else if ( Q_stricmp( pTypeString, "Bazooka" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_BAZOOKA;
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}
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else if ( Q_stricmp( pTypeString, "Bandage" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_BANDAGE;
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}
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else if ( Q_stricmp( pTypeString, "Sidearm" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_SIDEARM;
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}
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else if ( Q_stricmp( pTypeString, "RifleGrenade" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_RIFLEGRENADE;
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}
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else if ( Q_stricmp( pTypeString, "Bomb" ) == 0 )
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{
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m_WeaponType = WPN_TYPE_BOMB;
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}
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else
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{
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Assert( false );
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}
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Q_strncpy( m_szReloadModel, pKeyValuesData->GetString( "reloadmodel" ), sizeof( m_szReloadModel ) );
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Q_strncpy( m_szDeployedModel, pKeyValuesData->GetString( "deployedmodel" ), sizeof( m_szDeployedModel ) );
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Q_strncpy( m_szDeployedReloadModel, pKeyValuesData->GetString( "deployedreloadmodel" ), sizeof( m_szDeployedReloadModel ) );
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Q_strncpy( m_szProneDeployedReloadModel, pKeyValuesData->GetString( "pronedeployedreloadmodel" ), sizeof( m_szProneDeployedReloadModel ) );
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m_iAltWpnCriteria = ALTWPN_CRITERIA_NONE;
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for ( int i=0; i < ARRAYSIZE( g_AltWpnCritera ); i++ )
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{
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int iVal = pKeyValuesData->GetInt( g_AltWpnCritera[i].m_pCriteriaName, 0 );
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if ( iVal == 1 )
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{
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m_iAltWpnCriteria |= g_AltWpnCritera[i].m_iFlagValue;
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}
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}
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const char *szNormalOffset = pKeyValuesData->GetString( "vm_normal_offset", "0 0 0" );
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const char *szProneOffset = pKeyValuesData->GetString( "vm_prone_offset", "0 0 0" );
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const char *szIronSightOffset = pKeyValuesData->GetString( "vm_ironsight_offset", "0 0 0" );
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sscanf( szNormalOffset, "%f %f %f", &m_vecViewNormalOffset[0], &m_vecViewNormalOffset[1], &m_vecViewNormalOffset[2]);
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sscanf( szProneOffset, "%f %f %f", &m_vecViewProneOffset[0], &m_vecViewProneOffset[1], &m_vecViewProneOffset[2]);
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sscanf( szIronSightOffset, "%f %f %f", &m_vecIronSightOffset[0], &m_vecIronSightOffset[1], &m_vecIronSightOffset[2]);
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m_iDefaultTeam = TEAM_ALLIES;
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const char *pDefaultTeam = pKeyValuesData->GetString( "default_team", NULL );
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if ( pDefaultTeam )
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{
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if ( FStrEq( pDefaultTeam, "Axis" ) )
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{
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m_iDefaultTeam = TEAM_AXIS;
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}
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else if ( FStrEq( pDefaultTeam, "Allies" ) )
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{
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m_iDefaultTeam = TEAM_ALLIES;
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}
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else
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{
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Assert( !"invalid param to \"default_team\" in weapon scripts\n" );
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}
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}
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}
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