mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
204 lines
5.2 KiB
C++
204 lines
5.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "weapon_dodsniper.h"
|
|
#include "dod_shareddefs.h"
|
|
|
|
#ifndef CLIENT_DLL
|
|
#include "te_effect_dispatch.h"
|
|
#include "effect_dispatch_data.h"
|
|
#endif
|
|
|
|
#if defined( CLIENT_DLL )
|
|
#define CWeaponGarand C_WeaponGarand
|
|
|
|
#include "c_dod_player.h"
|
|
#endif
|
|
|
|
|
|
class CWeaponGarand : public CDODSniperWeapon
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CWeaponGarand, CDODSniperWeapon );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
DECLARE_ACTTABLE();
|
|
|
|
CWeaponGarand() {}
|
|
|
|
virtual void Spawn( void );
|
|
|
|
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GARAND; }
|
|
|
|
// weapon id for stats purposes
|
|
virtual DODWeaponID GetStatsWeaponID( void )
|
|
{
|
|
if ( IsFullyZoomed() )
|
|
return WEAPON_GARAND_ZOOMED;
|
|
else
|
|
return WEAPON_GARAND;
|
|
}
|
|
|
|
virtual Activity GetIdleActivity( void );
|
|
virtual Activity GetPrimaryAttackActivity( void );
|
|
virtual Activity GetDrawActivity( void );
|
|
|
|
virtual void PrimaryAttack( void );
|
|
virtual bool Reload( void );
|
|
|
|
virtual float GetZoomedFOV( void ) { return 55; }
|
|
|
|
virtual bool HideViewModelWhenZoomed( void ) { return false; }
|
|
|
|
virtual bool ShouldZoomOutBetweenShots( void ) { return false; }
|
|
virtual bool ShouldRezoomAfterReload( void ) { return true; }
|
|
|
|
virtual float GetRecoil( void ) { return 4.0f; }
|
|
|
|
private:
|
|
CWeaponGarand( const CWeaponGarand & );
|
|
};
|
|
|
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGarand, DT_WeaponGarand )
|
|
|
|
BEGIN_NETWORK_TABLE( CWeaponGarand, DT_WeaponGarand )
|
|
END_NETWORK_TABLE()
|
|
|
|
BEGIN_PREDICTION_DATA( CWeaponGarand )
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_garand, CWeaponGarand );
|
|
PRECACHE_WEAPON_REGISTER( weapon_garand );
|
|
|
|
void CWeaponGarand::Spawn( void )
|
|
{
|
|
m_iAltFireHint = HINT_USE_IRON_SIGHTS;
|
|
|
|
BaseClass::Spawn();
|
|
}
|
|
|
|
acttable_t CWeaponGarand::m_acttable[] =
|
|
{
|
|
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false },
|
|
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false },
|
|
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false },
|
|
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false },
|
|
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false },
|
|
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false },
|
|
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false },
|
|
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false },
|
|
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false },
|
|
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false },
|
|
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false },
|
|
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false },
|
|
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false },
|
|
|
|
// Zoomed Aim
|
|
{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_RIFLE, false },
|
|
{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_RIFLE, false },
|
|
{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_RIFLE, false },
|
|
{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_RIFLE, false },
|
|
{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_RIFLE, false },
|
|
{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, false },
|
|
|
|
// Attack ( prone? deployed? )
|
|
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false },
|
|
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false },
|
|
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false },
|
|
|
|
{ ACT_RELOAD, ACT_DOD_RELOAD_RIFLE, false },
|
|
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLE, false },
|
|
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLE, false },
|
|
|
|
// Hand Signals
|
|
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false },
|
|
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false },
|
|
};
|
|
|
|
IMPLEMENT_ACTTABLE( CWeaponGarand );
|
|
|
|
Activity CWeaponGarand::GetIdleActivity( void )
|
|
{
|
|
Activity actIdle;
|
|
|
|
if( m_iClip1 <= 0 )
|
|
actIdle = ACT_VM_IDLE_EMPTY;
|
|
else
|
|
actIdle = ACT_VM_IDLE;
|
|
|
|
return actIdle;
|
|
}
|
|
|
|
Activity CWeaponGarand::GetPrimaryAttackActivity( void )
|
|
{
|
|
Activity actPrim;
|
|
|
|
if ( IsFullyZoomed() )
|
|
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
|
|
else if( m_iClip1 <= 0 )
|
|
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
|
|
else
|
|
actPrim = ACT_VM_PRIMARYATTACK;
|
|
|
|
return actPrim;
|
|
}
|
|
|
|
Activity CWeaponGarand::GetDrawActivity( void )
|
|
{
|
|
Activity actDraw;
|
|
|
|
if( m_iClip1 <= 0 )
|
|
actDraw = ACT_VM_DRAW_EMPTY;
|
|
else
|
|
actDraw = ACT_VM_DRAW;
|
|
|
|
return actDraw;
|
|
}
|
|
|
|
void CWeaponGarand::PrimaryAttack( void )
|
|
{
|
|
int clip = m_iClip1;
|
|
|
|
BaseClass::PrimaryAttack();
|
|
|
|
// If we just fired our last bullet
|
|
if( clip != m_iClip1 && m_iClip1 == 0 )
|
|
{
|
|
// clip "DING!"
|
|
WeaponSound( SPECIAL1 );
|
|
|
|
#ifndef CLIENT_DLL
|
|
CEffectData data;
|
|
data.m_nHitBox = EJECTBRASS_GARANDCLIP;
|
|
GetPlayerOwner()->GetAttachment( 2, data.m_vOrigin, data.m_vAngles );
|
|
|
|
// shoot it up in the air
|
|
data.m_vAngles.x = -90;
|
|
data.m_vAngles.y = 0;
|
|
data.m_vAngles.z = 0;
|
|
|
|
DispatchEffect( "DOD_EjectBrass", data );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
bool CWeaponGarand::Reload( void )
|
|
{
|
|
if( m_iClip1 > 0 )
|
|
{
|
|
#ifdef CLIENT_DLL
|
|
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
|
|
Assert( pPlayer );
|
|
pPlayer->HintMessage( HINT_GARAND_RELOAD, true );
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::Reload();
|
|
}
|
|
|