mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
290 lines
5.8 KiB
C++
290 lines
5.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: 357 - hand gun
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "npcevent.h"
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#include "hl1mp_basecombatweapon_shared.h"
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#ifdef CLIENT_DLL
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#include "c_baseplayer.h"
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#else
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#include "player.h"
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#endif
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#include "gamerules.h"
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#include "in_buttons.h"
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#ifndef CLIENT_DLL
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#include "soundent.h"
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#include "game.h"
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#endif
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#ifdef CLIENT_DLL
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#define CWeapon357 C_Weapon357
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#endif
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//-----------------------------------------------------------------------------
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// CWeapon357
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//-----------------------------------------------------------------------------
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class CWeapon357 : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeapon357, CBaseHL1CombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeapon357( void );
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void Precache( void );
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bool Deploy( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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bool Reload( void );
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void WeaponIdle( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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// DECLARE_SERVERCLASS();
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// DECLARE_DATADESC();
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private:
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void ToggleZoom( void );
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private:
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CNetworkVar( float, m_fInZoom );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 );
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BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 )
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#ifdef CLIENT_DLL
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RecvPropFloat( RECVINFO( m_fInZoom ) ),
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#else
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SendPropFloat( SENDINFO( m_fInZoom ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeapon357 )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_fInZoom, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
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PRECACHE_WEAPON_REGISTER( weapon_357 );
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//IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 )
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//END_SEND_TABLE()
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//BEGIN_DATADESC( CWeapon357 )
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//END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeapon357::CWeapon357( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = false;
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m_fInZoom = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::Precache( void )
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{
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BaseClass::Precache();
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "ammo_357" );
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#endif
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}
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bool CWeapon357::Deploy( void )
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{
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// Bodygroup stuff not currently working correctly
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// if ( g_pGameRules->IsMultiplayer() )
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// {
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// enable laser sight geometry.
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// SetBodygroup( 4, 1 );
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// }
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// else
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// {
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// SetBodygroup( 4, 0 );
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// }
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return BaseClass::Deploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::PrimaryAttack( void )
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{
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// Only the player fires this way so we can cast
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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if ( m_iClip1 <= 0 )
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{
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if ( !m_bFireOnEmpty )
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{
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Reload();
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}
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else
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{
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WeaponSound( EMPTY );
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m_flNextPrimaryAttack = 0.15;
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}
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return;
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}
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WeaponSound( SINGLE );
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pPlayer->DoMuzzleFlash();
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
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m_iClip1--;
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Vector vecSrc = pPlayer->Weapon_ShootPosition();
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
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info.m_pAttacker = pPlayer;
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pPlayer->FireBullets( info );
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#ifndef CLIENT_DLL
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
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#endif
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pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
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#ifndef CLIENT_DLL
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
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#endif
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if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeapon357::SecondaryAttack( void )
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{
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// only in multiplayer
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if ( !g_pGameRules->IsMultiplayer() )
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{
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#ifndef CLIENT_DLL
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// unless we have cheats on
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if ( !sv_cheats->GetBool() )
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{
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return;
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}
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#endif
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}
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ToggleZoom();
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
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}
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bool CWeapon357::Reload( void )
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{
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bool fRet;
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fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( fRet )
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{
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if ( m_fInZoom )
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{
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ToggleZoom();
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}
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}
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return fRet;
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}
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void CWeapon357::WeaponIdle( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( pPlayer )
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{
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pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
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}
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if ( !HasWeaponIdleTimeElapsed() )
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return;
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if ( random->RandomFloat( 0, 1 ) <= 0.9 )
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{
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SendWeaponAnim( ACT_VM_IDLE );
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}
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else
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{
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SendWeaponAnim( ACT_VM_FIDGET );
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}
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}
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bool CWeapon357::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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if ( m_fInZoom )
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{
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ToggleZoom();
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}
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return BaseClass::Holster( pSwitchingTo );
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}
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void CWeapon357::ToggleZoom( void )
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{
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
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if ( !pPlayer )
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{
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return;
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}
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#ifndef CLIENT_DLL
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if ( m_fInZoom )
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{
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if ( pPlayer->SetFOV( this, 0 ) )
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{
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m_fInZoom = false;
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pPlayer->ShowViewModel( true );
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}
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}
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else
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{
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if ( pPlayer->SetFOV( this, 40 ) )
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{
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m_fInZoom = true;
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pPlayer->ShowViewModel( false );
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}
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}
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#endif
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}
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