Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//========= Copyright � 1996-2003, Valve LLC, All rights reserved. ============
//
// Purpose: This is the incendiary rifle.
//
//=============================================================================
#include "cbase.h"
#include "npcevent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "soundent.h"
#include "player.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "weapon_flaregun.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//###########################################################################
// >> CWeaponIRifle
//###########################################################################
class CWeaponIRifle : public CBaseHLCombatWeapon { public:
CWeaponIRifle();
DECLARE_SERVERCLASS(); DECLARE_CLASS( CWeaponIRifle, CBaseHLCombatWeapon );
void Precache( void ); bool Deploy( void );
void PrimaryAttack( void ); virtual float GetFireRate( void ) { return 1; };
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual const Vector& GetBulletSpread( void ) { static Vector cone = VECTOR_CONE_3DEGREES; return cone; }
DECLARE_ACTTABLE(); };
IMPLEMENT_SERVERCLASS_ST(CWeaponIRifle, DT_WeaponIRifle) END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_irifle, CWeaponIRifle ); PRECACHE_WEAPON_REGISTER(weapon_irifle);
//---------------------------------------------------------
// Activity table
//---------------------------------------------------------
acttable_t CWeaponIRifle::m_acttable[] = { { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_ML, true }, }; IMPLEMENT_ACTTABLE(CWeaponIRifle);
//---------------------------------------------------------
// Constructor
//---------------------------------------------------------
CWeaponIRifle::CWeaponIRifle() { m_bReloadsSingly = true;
m_fMinRange1 = 65; m_fMinRange2 = 65; m_fMaxRange1 = 200; m_fMaxRange2 = 200; }
//---------------------------------------------------------
//---------------------------------------------------------
void CWeaponIRifle::Precache( void ) { BaseClass::Precache(); }
//---------------------------------------------------------
//---------------------------------------------------------
void CWeaponIRifle::PrimaryAttack( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return;
m_iClip1 = m_iClip1 - 1;
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pOwner->m_flNextAttack = gpGlobals->curtime + 1;
CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
if ( pFlare == NULL ) return;
Vector forward; pOwner->EyeVectors( &forward );
pFlare->SetAbsVelocity( forward * 1500 );
WeaponSound( SINGLE ); }
//---------------------------------------------------------
// BUGBUG - don't give ammo here.
//---------------------------------------------------------
bool CWeaponIRifle::Deploy( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (pOwner) { pOwner->GiveAmmo( 90, m_iPrimaryAmmoType); } return BaseClass::Deploy(); }
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