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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include <KeyValues.h>
#include "dod_weapon_parse.h"
#include "dod_shareddefs.h"
// criteria that we parse out of the file.
// tells us which player animation states
// should use the alternate wpn p model
static struct { const char *m_pCriteriaName; int m_iFlagValue; } g_AltWpnCritera[] = { { "ALTWPN_CRITERIA_FIRING", ALTWPN_CRITERIA_FIRING }, { "ALTWPN_CRITERIA_RELOADING", ALTWPN_CRITERIA_RELOADING }, { "ALTWPN_CRITERIA_DEPLOYED", ALTWPN_CRITERIA_DEPLOYED }, { "ALTWPN_CRITERIA_DEPLOYED_RELOAD", ALTWPN_CRITERIA_DEPLOYED_RELOAD }, { "ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD", ALTWPN_CRITERIA_PRONE_DEPLOYED_RELOAD } };
FileWeaponInfo_t* CreateWeaponInfo() { return new CDODWeaponInfo; }
CDODWeaponInfo::CDODWeaponInfo() { m_szReloadModel[0] = '\0'; m_szDeployedModel[0] = '\0'; m_szDeployedReloadModel[0] = '\0'; m_szProneDeployedReloadModel[0] = '\0'; }
void CDODWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) { BaseClass::Parse( pKeyValuesData, szWeaponName );
m_iCrosshairMinDistance = pKeyValuesData->GetInt( "CrosshairMinDistance", 4 ); m_iCrosshairDeltaDistance = pKeyValuesData->GetInt( "CrosshairDeltaDistance", 3 ); m_iMuzzleFlashType = pKeyValuesData->GetFloat( "MuzzleFlashType", 0 ); m_flMuzzleFlashScale = pKeyValuesData->GetFloat( "MuzzleFlashScale", 0.5 );
m_iDamage = pKeyValuesData->GetInt( "Damage", 1 ); m_flAccuracy = pKeyValuesData->GetFloat( "Accuracy", 1.0 ); m_flSecondaryAccuracy = pKeyValuesData->GetFloat( "SecondaryAccuracy", 1.0 ); m_flAccuracyMovePenalty = pKeyValuesData->GetFloat( "AccuracyMovePenalty", 0.1 ); m_flRecoil = pKeyValuesData->GetFloat( "Recoil", 99.0 ); m_flPenetration = pKeyValuesData->GetFloat( "Penetration", 1.0 ); m_flFireDelay = pKeyValuesData->GetFloat( "FireDelay", 0.1 ); m_flSecondaryFireDelay = pKeyValuesData->GetFloat( "SecondaryFireDelay", 0.1 ); m_flTimeToIdleAfterFire = pKeyValuesData->GetFloat( "IdleTimeAfterFire", 1.0 ); m_flIdleInterval = pKeyValuesData->GetFloat( "IdleInterval", 1.0 ); m_bCanDrop = ( pKeyValuesData->GetInt( "CanDrop", 1 ) > 0 ); m_iBulletsPerShot = pKeyValuesData->GetInt( "BulletsPerShot", 1 ); m_iHudClipHeight = pKeyValuesData->GetInt( "HudClipHeight", 0 ); m_iHudClipBaseHeight = pKeyValuesData->GetInt( "HudClipBaseHeight", 0 ); m_iHudClipBulletHeight = pKeyValuesData->GetInt( "HudClipBulletHeight", 0 );
m_iAmmoPickupClips = pKeyValuesData->GetInt( "AmmoPickupClips", 2 ); m_iDefaultAmmoClips = pKeyValuesData->GetInt( "DefaultAmmoClips", 0 );
m_flViewModelFOV = pKeyValuesData->GetFloat( "ViewModelFOV", 90.0f );
// const char *pAnimEx = pKeyValuesData->GetString( "PlayerAnimationExtension", "error" );
// Q_strncpy( m_szAnimExtension, pAnimEx, sizeof( m_szAnimExtension ) );
// if this key exists, use this for reload animations instead of anim_prefix
// Q_strncpy( m_szReloadAnimPrefix, pKeyValuesData->GetString( "reload_anim_prefix", "" ), MAX_WEAPON_PREFIX );
m_flBotAudibleRange = pKeyValuesData->GetFloat( "BotAudibleRange", 2000.0f ); m_iTracerType = pKeyValuesData->GetInt( "Tracer", 0 );
//Weapon Type
const char *pTypeString = pKeyValuesData->GetString( "WeaponType", NULL ); m_WeaponType = WPN_TYPE_UNKNOWN; if ( !pTypeString ) { Assert( false ); } else if ( Q_stricmp( pTypeString, "Melee" ) == 0 ) { m_WeaponType = WPN_TYPE_MELEE; } else if ( Q_stricmp( pTypeString, "Camera" ) == 0 ) { m_WeaponType = WPN_TYPE_CAMERA; } else if ( Q_stricmp( pTypeString, "Grenade" ) == 0 ) { m_WeaponType = WPN_TYPE_GRENADE; } else if ( Q_stricmp( pTypeString, "Pistol" ) == 0 ) { m_WeaponType = WPN_TYPE_PISTOL; } else if ( Q_stricmp( pTypeString, "Rifle" ) == 0 ) { m_WeaponType = WPN_TYPE_RIFLE; } else if ( Q_stricmp( pTypeString, "Sniper" ) == 0 ) { m_WeaponType = WPN_TYPE_SNIPER; } else if ( Q_stricmp( pTypeString, "SubMG" ) == 0 ) { m_WeaponType = WPN_TYPE_SUBMG; } else if ( Q_stricmp( pTypeString, "MG" ) == 0 ) { m_WeaponType = WPN_TYPE_MG; } else if ( Q_stricmp( pTypeString, "Bazooka" ) == 0 ) { m_WeaponType = WPN_TYPE_BAZOOKA; } else if ( Q_stricmp( pTypeString, "Bandage" ) == 0 ) { m_WeaponType = WPN_TYPE_BANDAGE; } else if ( Q_stricmp( pTypeString, "Sidearm" ) == 0 ) { m_WeaponType = WPN_TYPE_SIDEARM; } else if ( Q_stricmp( pTypeString, "RifleGrenade" ) == 0 ) { m_WeaponType = WPN_TYPE_RIFLEGRENADE; } else if ( Q_stricmp( pTypeString, "Bomb" ) == 0 ) { m_WeaponType = WPN_TYPE_BOMB; } else { Assert( false ); }
Q_strncpy( m_szReloadModel, pKeyValuesData->GetString( "reloadmodel" ), sizeof( m_szReloadModel ) ); Q_strncpy( m_szDeployedModel, pKeyValuesData->GetString( "deployedmodel" ), sizeof( m_szDeployedModel ) ); Q_strncpy( m_szDeployedReloadModel, pKeyValuesData->GetString( "deployedreloadmodel" ), sizeof( m_szDeployedReloadModel ) ); Q_strncpy( m_szProneDeployedReloadModel, pKeyValuesData->GetString( "pronedeployedreloadmodel" ), sizeof( m_szProneDeployedReloadModel ) );
m_iAltWpnCriteria = ALTWPN_CRITERIA_NONE;
for ( int i=0; i < ARRAYSIZE( g_AltWpnCritera ); i++ ) { int iVal = pKeyValuesData->GetInt( g_AltWpnCritera[i].m_pCriteriaName, 0 ); if ( iVal == 1 ) { m_iAltWpnCriteria |= g_AltWpnCritera[i].m_iFlagValue; } }
const char *szNormalOffset = pKeyValuesData->GetString( "vm_normal_offset", "0 0 0" ); const char *szProneOffset = pKeyValuesData->GetString( "vm_prone_offset", "0 0 0" ); const char *szIronSightOffset = pKeyValuesData->GetString( "vm_ironsight_offset", "0 0 0" );
sscanf( szNormalOffset, "%f %f %f", &m_vecViewNormalOffset[0], &m_vecViewNormalOffset[1], &m_vecViewNormalOffset[2]); sscanf( szProneOffset, "%f %f %f", &m_vecViewProneOffset[0], &m_vecViewProneOffset[1], &m_vecViewProneOffset[2]); sscanf( szIronSightOffset, "%f %f %f", &m_vecIronSightOffset[0], &m_vecIronSightOffset[1], &m_vecIronSightOffset[2]);
m_iDefaultTeam = TEAM_ALLIES;
const char *pDefaultTeam = pKeyValuesData->GetString( "default_team", NULL );
if ( pDefaultTeam ) { if ( FStrEq( pDefaultTeam, "Axis" ) ) { m_iDefaultTeam = TEAM_AXIS; } else if ( FStrEq( pDefaultTeam, "Allies" ) ) { m_iDefaultTeam = TEAM_ALLIES; } else { Assert( !"invalid param to \"default_team\" in weapon scripts\n" ); } } }
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