mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-08 01:39:36 +00:00
1
This commit is contained in:
@@ -0,0 +1,423 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "weapon_dodbipodgun.h"
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
|
||||
#include "c_dod_player.h"
|
||||
|
||||
#define CWeapon30cal C_Weapon30cal
|
||||
|
||||
#else
|
||||
|
||||
#include "dod_player.h"
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
class CWeapon30cal : public CDODBipodWeapon
|
||||
{
|
||||
public:
|
||||
DECLARE_CLASS( CWeapon30cal, CDODBipodWeapon );
|
||||
DECLARE_NETWORKCLASS();
|
||||
DECLARE_PREDICTABLE();
|
||||
DECLARE_ACTTABLE();
|
||||
|
||||
CWeapon30cal() {}
|
||||
|
||||
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_30CAL; }
|
||||
|
||||
// weapon id for stats purposes
|
||||
virtual DODWeaponID GetStatsWeaponID( void )
|
||||
{
|
||||
if ( !IsDeployed() )
|
||||
return WEAPON_30CAL_UNDEPLOYED;
|
||||
else
|
||||
return WEAPON_30CAL;
|
||||
}
|
||||
|
||||
virtual void PrimaryAttack( void );
|
||||
|
||||
virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
|
||||
|
||||
virtual bool Reload( void );
|
||||
|
||||
virtual Activity GetDrawActivity( void );
|
||||
virtual Activity GetDeployActivity( void );
|
||||
virtual Activity GetUndeployActivity( void );
|
||||
virtual Activity GetIdleActivity( void );
|
||||
virtual Activity GetPrimaryAttackActivity( void );
|
||||
|
||||
virtual float GetRecoil( void );
|
||||
|
||||
private:
|
||||
CWeapon30cal( const CWeapon30cal & );
|
||||
};
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED( Weapon30cal, DT_Weapon30cal )
|
||||
|
||||
BEGIN_NETWORK_TABLE( CWeapon30cal, DT_Weapon30cal )
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA( CWeapon30cal )
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_30cal, CWeapon30cal );
|
||||
PRECACHE_WEAPON_REGISTER( weapon_30cal );
|
||||
|
||||
acttable_t CWeapon30cal::m_acttable[] =
|
||||
{
|
||||
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_30CAL, false },
|
||||
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_30CAL, false },
|
||||
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_30CAL, false },
|
||||
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_30CAL, false },
|
||||
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_30CAL, false },
|
||||
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_30CAL, false },
|
||||
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_30CAL, false },
|
||||
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_30CAL, false },
|
||||
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_30CAL, false },
|
||||
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_30CAL, false },
|
||||
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_30CAL, false },
|
||||
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_30CAL, false },
|
||||
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_30CAL, false },
|
||||
|
||||
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_30CAL, false },
|
||||
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_30CAL, false },
|
||||
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_30CAL, false },
|
||||
{ ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_30CAL, false },
|
||||
{ ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_30CAL, false },
|
||||
{ ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, false },
|
||||
{ ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL,false },
|
||||
{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_30CAL, false },
|
||||
{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, false },
|
||||
|
||||
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_30CAL, false },
|
||||
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_30CAL, false },
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTTABLE( CWeapon30cal );
|
||||
|
||||
bool CWeapon30cal::Reload( void )
|
||||
{
|
||||
if( !IsDeployed() )
|
||||
{
|
||||
#ifdef CLIENT_DLL
|
||||
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
||||
|
||||
if ( pPlayer )
|
||||
pPlayer->HintMessage( HINT_MG_DEPLOY_TO_RELOAD );
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
return BaseClass::Reload();
|
||||
}
|
||||
|
||||
void CWeapon30cal::PrimaryAttack( void )
|
||||
{
|
||||
if ( m_iClip1 <= 0 )
|
||||
{
|
||||
if (m_bFireOnEmpty)
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
C_DODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
||||
#else
|
||||
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
||||
#endif
|
||||
|
||||
Assert( pPlayer );
|
||||
|
||||
if( !IsDeployed() )
|
||||
{
|
||||
#ifdef CLIENT_DLL
|
||||
pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED );
|
||||
#endif
|
||||
pPlayer->m_Shared.SetSlowedTime( 0.2 );
|
||||
|
||||
float flStamina = pPlayer->m_Shared.GetStamina();
|
||||
|
||||
pPlayer->m_Shared.SetStamina( flStamina - 15 );
|
||||
}
|
||||
|
||||
BaseClass::PrimaryAttack();
|
||||
}
|
||||
|
||||
Activity CWeapon30cal::GetDrawActivity( void )
|
||||
{
|
||||
Activity actDraw;
|
||||
|
||||
if( m_iClip1 <= 0 )
|
||||
actDraw = ACT_VM_DRAW_EMPTY;
|
||||
else
|
||||
actDraw = ACT_VM_DRAW;
|
||||
|
||||
return actDraw;
|
||||
}
|
||||
|
||||
Activity CWeapon30cal::GetDeployActivity( void )
|
||||
{
|
||||
Activity actDeploy;
|
||||
|
||||
switch ( m_iClip1 )
|
||||
{
|
||||
case 8:
|
||||
actDeploy = ACT_VM_DEPLOY_8;
|
||||
break;
|
||||
case 7:
|
||||
actDeploy = ACT_VM_DEPLOY_7;
|
||||
break;
|
||||
case 6:
|
||||
actDeploy = ACT_VM_DEPLOY_6;
|
||||
break;
|
||||
case 5:
|
||||
actDeploy = ACT_VM_DEPLOY_5;
|
||||
break;
|
||||
case 4:
|
||||
actDeploy = ACT_VM_DEPLOY_4;
|
||||
break;
|
||||
case 3:
|
||||
actDeploy = ACT_VM_DEPLOY_3;
|
||||
break;
|
||||
case 2:
|
||||
actDeploy = ACT_VM_DEPLOY_2;
|
||||
break;
|
||||
case 1:
|
||||
actDeploy = ACT_VM_DEPLOY_1;
|
||||
break;
|
||||
case 0:
|
||||
actDeploy = ACT_VM_DEPLOY_EMPTY;
|
||||
break;
|
||||
default:
|
||||
actDeploy = ACT_VM_DEPLOY;
|
||||
break;
|
||||
}
|
||||
|
||||
return actDeploy;
|
||||
}
|
||||
|
||||
Activity CWeapon30cal::GetUndeployActivity( void )
|
||||
{
|
||||
Activity actUndeploy;
|
||||
|
||||
switch ( m_iClip1 )
|
||||
{
|
||||
case 8:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_8;
|
||||
break;
|
||||
case 7:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_7;
|
||||
break;
|
||||
case 6:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_6;
|
||||
break;
|
||||
case 5:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_5;
|
||||
break;
|
||||
case 4:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_4;
|
||||
break;
|
||||
case 3:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_3;
|
||||
break;
|
||||
case 2:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_2;
|
||||
break;
|
||||
case 1:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_1;
|
||||
break;
|
||||
case 0:
|
||||
actUndeploy = ACT_VM_UNDEPLOY_EMPTY;
|
||||
break;
|
||||
default:
|
||||
actUndeploy = ACT_VM_UNDEPLOY;
|
||||
break;
|
||||
}
|
||||
|
||||
return actUndeploy;
|
||||
}
|
||||
|
||||
Activity CWeapon30cal::GetIdleActivity( void )
|
||||
{
|
||||
Activity actIdle;
|
||||
|
||||
if( IsDeployed() )
|
||||
{
|
||||
switch ( m_iClip1 )
|
||||
{
|
||||
case 8:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_8;
|
||||
break;
|
||||
case 7:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_7;
|
||||
break;
|
||||
case 6:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_6;
|
||||
break;
|
||||
case 5:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_5;
|
||||
break;
|
||||
case 4:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_4;
|
||||
break;
|
||||
case 3:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_3;
|
||||
break;
|
||||
case 2:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_2;
|
||||
break;
|
||||
case 1:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_1;
|
||||
break;
|
||||
case 0:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY;
|
||||
break;
|
||||
default:
|
||||
actIdle = ACT_VM_IDLE_DEPLOYED;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch ( m_iClip1 )
|
||||
{
|
||||
case 8:
|
||||
actIdle = ACT_VM_IDLE_8;
|
||||
break;
|
||||
case 7:
|
||||
actIdle = ACT_VM_IDLE_7;
|
||||
break;
|
||||
case 6:
|
||||
actIdle = ACT_VM_IDLE_6;
|
||||
break;
|
||||
case 5:
|
||||
actIdle = ACT_VM_IDLE_5;
|
||||
break;
|
||||
case 4:
|
||||
actIdle = ACT_VM_IDLE_4;
|
||||
break;
|
||||
case 3:
|
||||
actIdle = ACT_VM_IDLE_3;
|
||||
break;
|
||||
case 2:
|
||||
actIdle = ACT_VM_IDLE_2;
|
||||
break;
|
||||
case 1:
|
||||
actIdle = ACT_VM_IDLE_1;
|
||||
break;
|
||||
case 0:
|
||||
actIdle = ACT_VM_IDLE_EMPTY;
|
||||
break;
|
||||
default:
|
||||
actIdle = ACT_VM_IDLE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return actIdle;
|
||||
}
|
||||
|
||||
Activity CWeapon30cal::GetPrimaryAttackActivity( void )
|
||||
{
|
||||
Activity actPrim;
|
||||
|
||||
int maxhax = m_iClip1 + 2;
|
||||
|
||||
if( IsDeployed() )
|
||||
{
|
||||
switch ( maxhax )
|
||||
{
|
||||
case 8:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_8;
|
||||
break;
|
||||
case 7:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_7;
|
||||
break;
|
||||
case 6:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_6;
|
||||
break;
|
||||
case 5:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_5;
|
||||
break;
|
||||
case 4:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_4;
|
||||
break;
|
||||
case 3:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_3;
|
||||
break;
|
||||
case 2:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_2;
|
||||
break;
|
||||
case 1:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_1;
|
||||
break;
|
||||
case 0:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY;
|
||||
break;
|
||||
default:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch ( maxhax )
|
||||
{
|
||||
case 8:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_8;
|
||||
break;
|
||||
case 7:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_7;
|
||||
break;
|
||||
case 6:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_6;
|
||||
break;
|
||||
case 5:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_5;
|
||||
break;
|
||||
case 4:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_4;
|
||||
break;
|
||||
case 3:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_3;
|
||||
break;
|
||||
case 2:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_2;
|
||||
break;
|
||||
case 1:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_1;
|
||||
break;
|
||||
case 0:
|
||||
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
|
||||
break;
|
||||
default:
|
||||
actPrim = ACT_VM_PRIMARYATTACK;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return actPrim;
|
||||
}
|
||||
|
||||
float CWeapon30cal::GetRecoil( void )
|
||||
{
|
||||
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
|
||||
|
||||
if( p && p->m_Shared.IsInMGDeploy() )
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return 20;
|
||||
}
|
||||
Reference in New Issue
Block a user