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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 357 - hand gun
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "ai_basenpc.h"
#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "te_effect_dispatch.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CWeapon357
//-----------------------------------------------------------------------------
class CWeapon357 : public CBaseHLCombatWeapon { DECLARE_CLASS( CWeapon357, CBaseHLCombatWeapon ); public:
CWeapon357( void );
void PrimaryAttack( void ); void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
float WeaponAutoAimScale() { return 0.6f; }
DECLARE_SERVERCLASS(); DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
PRECACHE_WEAPON_REGISTER( weapon_357 );
IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 ) END_SEND_TABLE()
BEGIN_DATADESC( CWeapon357 ) END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeapon357::CWeapon357( void ) { m_bReloadsSingly = false; m_bFiresUnderwater = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
switch( pEvent->event ) { case EVENT_WEAPON_RELOAD: { CEffectData data;
// Emit six spent shells
for ( int i = 0; i < 6; i++ ) { data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( -4, 4 ); data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 ); data.m_nEntIndex = entindex();
DispatchEffect( "ShellEject", data ); }
break; } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::PrimaryAttack( void ) { // Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer ) { return; }
if ( m_iClip1 <= 0 ) { if ( !m_bFireOnEmpty ) { Reload(); } else { WeaponSound( EMPTY ); m_flNextPrimaryAttack = 0.15; }
return; }
m_iPrimaryAttacks++; gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
WeaponSound( SINGLE ); pPlayer->DoMuzzleFlash();
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75; m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
m_iClip1--;
Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
//Disorient the player
QAngle angles = pPlayer->GetLocalAngles();
angles.x += random->RandomInt( -1, 1 ); angles.y += random->RandomInt( -1, 1 ); angles.z = 0;
pPlayer->SnapEyeAngles( angles );
pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() );
if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); } }
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