mirror of
https://github.com/nillerusr/source-engine.git
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649 lines
16 KiB
C++
649 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Crossbow
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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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//#include "basecombatcharacter.h"
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//#include "AI_BaseNPC.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 "player.h"
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#include "gamerules.h"
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#include "in_buttons.h"
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#ifdef CLIENT_DLL
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#else
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#include "soundent.h"
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#include "entitylist.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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#include "IEffects.h"
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#ifdef CLIENT_DLL
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#include "c_te_effect_dispatch.h"
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#else
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#include "te_effect_dispatch.h"
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#endif
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#define BOLT_MODEL "models/crossbow_bolt.mdl"
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#define BOLT_AIR_VELOCITY 2000
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#define BOLT_WATER_VELOCITY 1000
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extern ConVar sk_plr_dmg_xbow_bolt_plr;
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extern ConVar sk_plr_dmg_xbow_bolt_npc;
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extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the fireball
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#if !defined(CLIENT_DLL)
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//-----------------------------------------------------------------------------
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// Crossbow Bolt
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//-----------------------------------------------------------------------------
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class CCrossbowBolt : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CCrossbowBolt, CBaseCombatCharacter );
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public:
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CCrossbowBolt()
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{
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m_bExplode = true;
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}
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Class_T Classify( void ) { return CLASS_NONE; }
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public:
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void Spawn( void );
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void Precache( void );
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void BubbleThink( void );
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void BoltTouch( CBaseEntity *pOther );
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void ExplodeThink( void );
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void SetExplode( bool bVal ) { m_bExplode = bVal; }
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bool CreateVPhysics( void );
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unsigned int PhysicsSolidMaskForEntity() const;
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static CCrossbowBolt *BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner = NULL );
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DECLARE_DATADESC();
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private:
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bool m_bExplode;
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};
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LINK_ENTITY_TO_CLASS( crossbow_bolt, CCrossbowBolt );
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BEGIN_DATADESC( CCrossbowBolt )
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// Function Pointers
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DEFINE_FUNCTION( BubbleThink ),
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DEFINE_FUNCTION( BoltTouch ),
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DEFINE_FUNCTION( ExplodeThink ),
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END_DATADESC()
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CCrossbowBolt *CCrossbowBolt::BoltCreate( const Vector &vecOrigin, const QAngle &angAngles, CBasePlayer *pentOwner )
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{
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// Create a new entity with CCrossbowBolt private data
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CCrossbowBolt *pBolt = (CCrossbowBolt *)CreateEntityByName( "crossbow_bolt" );
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UTIL_SetOrigin( pBolt, vecOrigin );
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pBolt->SetAbsAngles( angAngles );
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pBolt->Spawn();
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pBolt->SetOwnerEntity( pentOwner );
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return pBolt;
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}
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void CCrossbowBolt::Spawn( )
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{
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Precache( );
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SetModel( BOLT_MODEL );
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UTIL_SetSize( this, -Vector(1, 1, 1), Vector(1, 1, 1) );
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetGravity( UTIL_ScaleForGravity( 40 ) ); // use a really low gravity (40 in/s^2)
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SetTouch( &CCrossbowBolt::BoltTouch );
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SetThink( &CCrossbowBolt::BubbleThink );
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SetNextThink( gpGlobals->curtime + 0.2 );
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m_bExplode = true;
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}
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void CCrossbowBolt::Precache( )
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{
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PrecacheModel( BOLT_MODEL );
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PrecacheScriptSound( "BaseGrenade.Explode" );
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}
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void CCrossbowBolt::BoltTouch( CBaseEntity *pOther )
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{
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if ( !pOther->IsSolid() || pOther->IsSolidFlagSet(FSOLID_VOLUME_CONTENTS) )
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return;
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SetTouch( NULL );
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SetThink( NULL );
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if ( pOther->m_takedamage != DAMAGE_NO )
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{
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trace_t tr, tr2;
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tr = BaseClass::GetTouchTrace( );
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Vector vecNormalizedVel = GetAbsVelocity();
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ClearMultiDamage( );
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VectorNormalize( vecNormalizedVel );
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if ( pOther->IsPlayer() )
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{
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float m_fDamage = sk_plr_dmg_xbow_bolt_plr.GetFloat() * g_pGameRules->GetDamageMultiplier();
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// If multiplayer sniper bolt, multiply damage by 4
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if ( g_pGameRules->IsMultiplayer() && !m_bExplode )
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m_fDamage *= 4;
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), m_fDamage,DMG_NEVERGIB );
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos );
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pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
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}
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else
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{
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_xbow_bolt_npc.GetFloat() * g_pGameRules->GetDamageMultiplier(), DMG_BULLET | DMG_NEVERGIB );
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CalculateMeleeDamageForce( &dmgInfo, vecNormalizedVel, tr.endpos );
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pOther->DispatchTraceAttack( dmgInfo, vecNormalizedVel, &tr );
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}
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ApplyMultiDamage();
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SetAbsVelocity( Vector( 0, 0, 0 ) );
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// play body "thwack" sound
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EmitSound( "Weapon_Crossbow.BoltHitBody" );
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Vector vForward;
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AngleVectors( GetAbsAngles(), &vForward );
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VectorNormalize ( vForward );
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UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + vForward * 128, MASK_OPAQUE, pOther, COLLISION_GROUP_NONE, &tr2 );
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if ( tr2.fraction != 1.0f )
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{
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// NDebugOverlay::Box( tr2.endpos, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 255, 0, 0, 10 );
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// NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, -16 ), Vector( 16, 16, 16 ), 0, 0, 255, 0, 10 );
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CEffectData data;
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data.m_vOrigin = tr2.endpos;
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data.m_vNormal = vForward;
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data.m_nEntIndex = tr2.fraction != 1.0f;
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DispatchEffect( "BoltImpact", data );
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}
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if ( !g_pGameRules->IsMultiplayer() || !m_bExplode )
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{
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UTIL_Remove( this );
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}
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}
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else
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{
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EmitSound( "Weapon_Crossbow.BoltHitWorld" );
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SetThink( &CCrossbowBolt::SUB_Remove );
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SetNextThink( gpGlobals->curtime );// this will get changed below if the bolt is allowed to stick in what it hit.
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if ( m_bExplode == false )
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{
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Vector vForward;
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AngleVectors( GetAbsAngles(), &vForward );
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VectorNormalize ( vForward );
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CEffectData data;
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data.m_vOrigin = GetAbsOrigin();
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data.m_vNormal = vForward;
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data.m_nEntIndex = 0;
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DispatchEffect( "BoltImpact", data );
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}
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if ( UTIL_PointContents( GetAbsOrigin() ) != CONTENTS_WATER)
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{
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g_pEffects->Sparks( GetAbsOrigin() );
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}
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}
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// Set up an explosion in one tenth of a second
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if ( g_pGameRules->IsMultiplayer() && m_bExplode )
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{
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SetThink( &CCrossbowBolt::ExplodeThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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}
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void CCrossbowBolt::ExplodeThink( void )
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{
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// int iContents = UTIL_PointContents( pev->origin );
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CTakeDamageInfo dmgInfo( this, GetOwnerEntity(), sk_plr_dmg_xbow_bolt_npc.GetFloat() * g_pGameRules->GetDamageMultiplier(), DMG_BLAST );
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::RadiusDamage( dmgInfo, GetAbsOrigin(), 128, CLASS_NONE, NULL );
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#if !defined( CLIENT_DLL )
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CPASFilter filter( GetAbsOrigin() );
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te->Explosion( filter, /* filter */
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0.0, /* delay */
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&GetAbsOrigin(), /* pos */
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g_sModelIndexFireball, /* modelindex */
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0.2, /* scale */
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25, /* framerate */
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TE_EXPLFLAG_NONE, /* flags */
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128, /* radius */
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64, /* magnitude */
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NULL, /* normal */
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'C' ); /* materialType */
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//CSoundEnt::InsertSound ( SOUND_COMBAT, GetAbsOrigin(), BASEGRENADE_EXPLOSION_VOLUME, 3.0 );
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EmitSound( "BaseGrenade.Explode" );
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#endif
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SetThink( &CCrossbowBolt::SUB_Remove );
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SetNextThink( gpGlobals->curtime );
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AddEffects( EF_NODRAW );
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}
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void CCrossbowBolt::BubbleThink( void )
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{
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QAngle angNewAngles;
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VectorAngles( GetAbsVelocity(), angNewAngles );
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SetAbsAngles( angNewAngles );
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SetNextThink( gpGlobals->curtime + 0.1f );
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if ( GetWaterLevel() == 0 )
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return;
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UTIL_BubbleTrail( GetAbsOrigin() - GetAbsVelocity() * 0.1, GetAbsOrigin(), 1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CCrossbowBolt::CreateVPhysics( void )
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{
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// Create the object in the physics system
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VPhysicsInitNormal( SOLID_BBOX, FSOLID_NOT_STANDABLE, false );
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return true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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unsigned int CCrossbowBolt::PhysicsSolidMaskForEntity() const
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{
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return ( BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_HITBOX ) & ~CONTENTS_GRATE;
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}
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#endif // crossbowbolt
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//-----------------------------------------------------------------------------
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// CWeaponCrossbow
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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#define CWeaponCrossbow C_WeaponCrossbow
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#endif
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class CWeaponCrossbow : public CBaseHL1MPCombatWeapon
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{
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DECLARE_CLASS( CWeaponCrossbow, CBaseHL1MPCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponCrossbow( void );
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void Precache( 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 Deploy( 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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#ifndef CLIENT_DLL
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// DECLARE_ACTTABLE();
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#endif
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private:
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void FireBolt( void );
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void ToggleZoom( void );
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private:
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// bool m_fInZoom;
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CNetworkVar( bool, m_fInZoom );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCrossbow, DT_WeaponCrossbow );
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BEGIN_NETWORK_TABLE( CWeaponCrossbow, DT_WeaponCrossbow )
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#ifdef CLIENT_DLL
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RecvPropBool( RECVINFO( m_fInZoom ) ),
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#else
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SendPropBool( SENDINFO( m_fInZoom ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCrossbow )
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#ifdef CLIENT_DLL
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DEFINE_PRED_FIELD( m_fInZoom, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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#endif
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_crossbow, CWeaponCrossbow );
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PRECACHE_WEAPON_REGISTER( weapon_crossbow );
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//IMPLEMENT_SERVERCLASS_ST( CWeaponCrossbow, DT_WeaponCrossbow )
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//END_SEND_TABLE()
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BEGIN_DATADESC( CWeaponCrossbow )
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END_DATADESC()
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#if 0
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#ifndef CLIENT_DLL
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acttable_t CWeaponCrossbow::m_acttable[] =
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{
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{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_CROSSBOW, false },
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// { ACT_HL2MP_RUN, ACT_HL2MP_RUN_CROSSBOW, false },
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// { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_CROSSBOW, false },
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// { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_CROSSBOW, false },
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// { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW, false },
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// { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_CROSSBOW, false },
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// { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_CROSSBOW, false },
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};
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IMPLEMENT_ACTTABLE(CWeaponCrossbow);
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#endif
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CWeaponCrossbow::CWeaponCrossbow( void )
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{
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m_bReloadsSingly = false;
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m_bFiresUnderwater = true;
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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 CWeaponCrossbow::Precache( void )
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{
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#ifndef CLIENT_DLL
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UTIL_PrecacheOther( "crossbow_bolt" );
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#endif
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PrecacheScriptSound( "Weapon_Crossbow.BoltHitBody" );
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PrecacheScriptSound( "Weapon_Crossbow.BoltHitWorld" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCrossbow::PrimaryAttack( void )
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{
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if ( m_fInZoom && g_pGameRules->IsMultiplayer() )
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{
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// FireSniperBolt();
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FireBolt();
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}
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else
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{
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FireBolt();
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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 CWeaponCrossbow::SecondaryAttack( void )
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{
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ToggleZoom();
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m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
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}
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void CWeaponCrossbow::FireBolt( void )
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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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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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Vector vecAiming = pOwner->GetAutoaimVector( AUTOAIM_2DEGREES );
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Vector vecSrc = pOwner->Weapon_ShootPosition();
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QAngle angAiming;
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VectorAngles( vecAiming, angAiming );
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#ifndef CLIENT_DLL
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CCrossbowBolt *pBolt = CCrossbowBolt::BoltCreate( vecSrc, angAiming, pOwner );
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// In multiplayer, secondary fire is instantaneous.
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if ( g_pGameRules->IsMultiplayer() && m_fInZoom )
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{
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Vector vecEnd = vecSrc + ( vecAiming * MAX_TRACE_LENGTH );
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trace_t trace;
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UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT, GetOwner(), COLLISION_GROUP_NONE, &trace );
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pBolt->SetAbsOrigin( trace.endpos );
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// We hit someone
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if ( trace.m_pEnt && trace.m_pEnt->m_takedamage )
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{
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pBolt->SetExplode( false );
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pBolt->BoltTouch( trace.m_pEnt );
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return;
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}
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}
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else
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{
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if ( pOwner->GetWaterLevel() == 3 )
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{
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pBolt->SetAbsVelocity( vecAiming * BOLT_WATER_VELOCITY );
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}
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else
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{
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pBolt->SetAbsVelocity( vecAiming * BOLT_AIR_VELOCITY );
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}
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}
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pBolt->SetLocalAngularVelocity( QAngle( 0, 0, 10 ) );
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if ( m_fInZoom || !g_pGameRules->IsMultiplayer() )
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{
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pBolt->SetExplode( false );
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}
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#endif
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m_iClip1--;
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pOwner->ViewPunch( QAngle( -2, 0, 0 ) );
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WeaponSound( SINGLE );
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WeaponSound( RELOAD );
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#ifdef CLIENT_DLL
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#else
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 200, 0.2 );
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#endif
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if ( m_iClip1 > 0 )
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{
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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}
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else if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0 )
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{
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SendWeaponAnim( ACT_VM_SECONDARYATTACK );
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}
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if ( !m_iClip1 && pOwner->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
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{
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// HEV suit - indicate out of ammo condition
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pOwner->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
|
}
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
|
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
|
|
|
|
if ( m_iClip1 > 0 )
|
|
{
|
|
SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
|
|
}
|
|
else
|
|
{
|
|
SetWeaponIdleTime( gpGlobals->curtime + 0.75 );
|
|
}
|
|
}
|
|
|
|
|
|
bool CWeaponCrossbow::Reload( void )
|
|
{
|
|
bool fRet;
|
|
|
|
fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
|
|
if ( fRet )
|
|
{
|
|
if ( m_fInZoom )
|
|
{
|
|
ToggleZoom();
|
|
}
|
|
|
|
WeaponSound( RELOAD );
|
|
}
|
|
|
|
return fRet;
|
|
}
|
|
|
|
|
|
void CWeaponCrossbow::WeaponIdle( void )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
|
|
}
|
|
|
|
if ( !HasWeaponIdleTimeElapsed() )
|
|
return;
|
|
|
|
int iAnim;
|
|
float flRand = random->RandomFloat( 0, 1 );
|
|
if ( flRand <= 0.75 )
|
|
{
|
|
if ( m_iClip1 <= 0 )
|
|
iAnim = ACT_CROSSBOW_IDLE_UNLOADED;
|
|
else
|
|
iAnim = ACT_VM_IDLE;
|
|
}
|
|
else
|
|
{
|
|
if ( m_iClip1 <= 0 )
|
|
iAnim = ACT_CROSSBOW_FIDGET_UNLOADED;
|
|
else
|
|
iAnim = ACT_VM_FIDGET;
|
|
}
|
|
|
|
SendWeaponAnim( iAnim );
|
|
}
|
|
|
|
|
|
bool CWeaponCrossbow::Deploy( void )
|
|
{
|
|
if ( m_iClip1 <= 0 )
|
|
{
|
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_CROSSBOW_DRAW_UNLOADED, (char*)GetAnimPrefix() );
|
|
}
|
|
|
|
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), ACT_VM_DRAW, (char*)GetAnimPrefix() );
|
|
}
|
|
|
|
|
|
bool CWeaponCrossbow::Holster( CBaseCombatWeapon *pSwitchingTo )
|
|
{
|
|
if ( m_fInZoom )
|
|
{
|
|
ToggleZoom();
|
|
}
|
|
|
|
return BaseClass::Holster( pSwitchingTo );
|
|
}
|
|
|
|
|
|
void CWeaponCrossbow::ToggleZoom( void )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
|
if ( !pPlayer )
|
|
{
|
|
return;
|
|
}
|
|
|
|
#if !defined(CLIENT_DLL)
|
|
if ( m_fInZoom )
|
|
{
|
|
if ( pPlayer->SetFOV( this, 0 ) )
|
|
{
|
|
m_fInZoom = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( pPlayer->SetFOV( this, 20 ) )
|
|
{
|
|
m_fInZoom = true;
|
|
}
|
|
}
|
|
#endif
|
|
}
|