mirror of
https://github.com/nillerusr/source-engine.git
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208 lines
4.3 KiB
C++
208 lines
4.3 KiB
C++
//========= 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 "weapon_dodbipodgun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponMG34 C_WeaponMG34
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#include "c_dod_player.h"
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#else
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#include "dod_player.h"
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#endif
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class CWeaponMG34 : public CDODBipodWeapon
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{
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public:
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DECLARE_CLASS( CWeaponMG34, CDODBipodWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponMG34() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MG34; }
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virtual void PrimaryAttack( void );
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virtual bool Reload( void );
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Activity GetReloadActivity( void );
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Activity GetDrawActivity( void );
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Activity GetDeployActivity( void );
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Activity GetUndeployActivity( void );
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Activity GetIdleActivity( void );
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Activity GetPrimaryAttackActivity( void );
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virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
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private:
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CWeaponMG34( const CWeaponMG34 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMG34, DT_WeaponMG34 )
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BEGIN_NETWORK_TABLE( CWeaponMG34, DT_WeaponMG34 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponMG34 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_mg34, CWeaponMG34 );
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PRECACHE_WEAPON_REGISTER( weapon_mg34 );
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acttable_t CWeaponMG34::m_acttable[] =
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{
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// Aim
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{ ACT_IDLE, ACT_DOD_STAND_AIM_MG, false },
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{ ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_MG, false },
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{ ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_MG, false },
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{ ACT_WALK, ACT_DOD_WALK_AIM_MG, false },
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{ ACT_RUN, ACT_DOD_RUN_AIM_MG, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MG, false },
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// Deployed Aim
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{ ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_MG, false },
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{ ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_MG, false },
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// Attack ( prone? deployed? )
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MG, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MG, false },
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{ ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_MG, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG,false },
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// Reload ( prone? deployed? )
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{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_MG34, false },
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{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponMG34 );
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void CWeaponMG34::PrimaryAttack( void )
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{
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#ifdef CLIENT_DLL
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C_DODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#else
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
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#endif
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Assert( pPlayer );
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if( !IsDeployed() )
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{
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#ifdef CLIENT_DLL
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pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED );
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#endif
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pPlayer->m_Shared.SetSlowedTime( 0.2 );
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float flStamina = pPlayer->m_Shared.GetStamina();
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pPlayer->m_Shared.SetStamina( flStamina - 15 );
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}
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BaseClass::PrimaryAttack();
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}
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bool CWeaponMG34::Reload( void )
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{
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if( !IsDeployed() )
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{
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ClientPrint( GetPlayerOwner(), HUD_PRINTCENTER, "#Dod_mg_reload" );
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return false;
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}
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return BaseClass::Reload();
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}
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Activity CWeaponMG34::GetReloadActivity( void )
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{
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return ACT_VM_RELOAD;
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}
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Activity CWeaponMG34::GetDrawActivity( void )
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{
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Activity actDraw;
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if( m_iClip1 <= 0 )
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actDraw = ACT_VM_DRAW_EMPTY;
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else
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actDraw = ACT_VM_DRAW;
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return actDraw;
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}
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Activity CWeaponMG34::GetDeployActivity( void )
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{
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Activity actDeploy;
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if( m_iClip1 <= 0 )
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actDeploy = ACT_VM_DEPLOY_EMPTY;
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else
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actDeploy = ACT_VM_DEPLOY;
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return actDeploy;
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}
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Activity CWeaponMG34::GetUndeployActivity( void )
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{
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Activity actUndeploy;
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if( m_iClip1 <= 0 )
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actUndeploy = ACT_VM_UNDEPLOY_EMPTY;
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else
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actUndeploy = ACT_VM_UNDEPLOY;
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return actUndeploy;
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}
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Activity CWeaponMG34::GetIdleActivity( void )
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{
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Activity actIdle;
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if( IsDeployed() )
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{
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if( m_iClip1 <= 0 )
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actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY;
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else
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actIdle = ACT_VM_IDLE_DEPLOYED;
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}
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else
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{
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if( m_iClip1 <= 0 )
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actIdle = ACT_VM_IDLE_EMPTY;
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else
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actIdle = ACT_VM_IDLE;
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}
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return actIdle;
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}
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Activity CWeaponMG34::GetPrimaryAttackActivity( void )
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{
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Activity actPrim;
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if( IsDeployed() )
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{
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if( m_iClip1 <= 0 )
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY;
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else
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
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}
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else
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{
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if( m_iClip1 <= 0 )
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actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
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else
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actPrim = ACT_VM_PRIMARYATTACK;
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}
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return actPrim;
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}
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