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//========= 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(); }
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