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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbipodgun.h"
#if defined( CLIENT_DLL )
#include "c_dod_player.h"
#define CWeapon30cal C_Weapon30cal
#else
#include "dod_player.h"
#endif
class CWeapon30cal : public CDODBipodWeapon { public: DECLARE_CLASS( CWeapon30cal, CDODBipodWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeapon30cal() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_30CAL; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void ) { if ( !IsDeployed() ) return WEAPON_30CAL_UNDEPLOYED; else return WEAPON_30CAL; }
virtual void PrimaryAttack( void );
virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
virtual bool Reload( void );
virtual Activity GetDrawActivity( void ); virtual Activity GetDeployActivity( void ); virtual Activity GetUndeployActivity( void ); virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void );
virtual float GetRecoil( void );
private: CWeapon30cal( const CWeapon30cal & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( Weapon30cal, DT_Weapon30cal )
BEGIN_NETWORK_TABLE( CWeapon30cal, DT_Weapon30cal ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeapon30cal ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_30cal, CWeapon30cal ); PRECACHE_WEAPON_REGISTER( weapon_30cal );
acttable_t CWeapon30cal::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_30CAL, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_30CAL, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_30CAL, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_30CAL, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_30CAL, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_30CAL, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_30CAL, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_30CAL, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_30CAL, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_30CAL, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_30CAL, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_30CAL, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_30CAL, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_30CAL, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_30CAL, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_30CAL, false }, { ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_30CAL, false }, { ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_30CAL, false }, { ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, false }, { ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL,false }, { ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_30CAL, false }, { ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, false },
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_30CAL, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_30CAL, false }, };
IMPLEMENT_ACTTABLE( CWeapon30cal );
bool CWeapon30cal::Reload( void ) { if( !IsDeployed() ) { #ifdef CLIENT_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer ) pPlayer->HintMessage( HINT_MG_DEPLOY_TO_RELOAD ); #endif
return false; }
return BaseClass::Reload(); }
void CWeapon30cal::PrimaryAttack( void ) { if ( m_iClip1 <= 0 ) { if (m_bFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; }
return; }
#ifdef CLIENT_DLL
C_DODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); #else
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); #endif
Assert( pPlayer );
if( !IsDeployed() ) { #ifdef CLIENT_DLL
pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED ); #endif
pPlayer->m_Shared.SetSlowedTime( 0.2 );
float flStamina = pPlayer->m_Shared.GetStamina();
pPlayer->m_Shared.SetStamina( flStamina - 15 ); }
BaseClass::PrimaryAttack(); }
Activity CWeapon30cal::GetDrawActivity( void ) { Activity actDraw;
if( m_iClip1 <= 0 ) actDraw = ACT_VM_DRAW_EMPTY; else actDraw = ACT_VM_DRAW;
return actDraw; }
Activity CWeapon30cal::GetDeployActivity( void ) { Activity actDeploy;
switch ( m_iClip1 ) { case 8: actDeploy = ACT_VM_DEPLOY_8; break; case 7: actDeploy = ACT_VM_DEPLOY_7; break; case 6: actDeploy = ACT_VM_DEPLOY_6; break; case 5: actDeploy = ACT_VM_DEPLOY_5; break; case 4: actDeploy = ACT_VM_DEPLOY_4; break; case 3: actDeploy = ACT_VM_DEPLOY_3; break; case 2: actDeploy = ACT_VM_DEPLOY_2; break; case 1: actDeploy = ACT_VM_DEPLOY_1; break; case 0: actDeploy = ACT_VM_DEPLOY_EMPTY; break; default: actDeploy = ACT_VM_DEPLOY; break; }
return actDeploy; }
Activity CWeapon30cal::GetUndeployActivity( void ) { Activity actUndeploy;
switch ( m_iClip1 ) { case 8: actUndeploy = ACT_VM_UNDEPLOY_8; break; case 7: actUndeploy = ACT_VM_UNDEPLOY_7; break; case 6: actUndeploy = ACT_VM_UNDEPLOY_6; break; case 5: actUndeploy = ACT_VM_UNDEPLOY_5; break; case 4: actUndeploy = ACT_VM_UNDEPLOY_4; break; case 3: actUndeploy = ACT_VM_UNDEPLOY_3; break; case 2: actUndeploy = ACT_VM_UNDEPLOY_2; break; case 1: actUndeploy = ACT_VM_UNDEPLOY_1; break; case 0: actUndeploy = ACT_VM_UNDEPLOY_EMPTY; break; default: actUndeploy = ACT_VM_UNDEPLOY; break; }
return actUndeploy; }
Activity CWeapon30cal::GetIdleActivity( void ) { Activity actIdle;
if( IsDeployed() ) { switch ( m_iClip1 ) { case 8: actIdle = ACT_VM_IDLE_DEPLOYED_8; break; case 7: actIdle = ACT_VM_IDLE_DEPLOYED_7; break; case 6: actIdle = ACT_VM_IDLE_DEPLOYED_6; break; case 5: actIdle = ACT_VM_IDLE_DEPLOYED_5; break; case 4: actIdle = ACT_VM_IDLE_DEPLOYED_4; break; case 3: actIdle = ACT_VM_IDLE_DEPLOYED_3; break; case 2: actIdle = ACT_VM_IDLE_DEPLOYED_2; break; case 1: actIdle = ACT_VM_IDLE_DEPLOYED_1; break; case 0: actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY; break; default: actIdle = ACT_VM_IDLE_DEPLOYED; break; } } else { switch ( m_iClip1 ) { case 8: actIdle = ACT_VM_IDLE_8; break; case 7: actIdle = ACT_VM_IDLE_7; break; case 6: actIdle = ACT_VM_IDLE_6; break; case 5: actIdle = ACT_VM_IDLE_5; break; case 4: actIdle = ACT_VM_IDLE_4; break; case 3: actIdle = ACT_VM_IDLE_3; break; case 2: actIdle = ACT_VM_IDLE_2; break; case 1: actIdle = ACT_VM_IDLE_1; break; case 0: actIdle = ACT_VM_IDLE_EMPTY; break; default: actIdle = ACT_VM_IDLE; break; } }
return actIdle; }
Activity CWeapon30cal::GetPrimaryAttackActivity( void ) { Activity actPrim;
int maxhax = m_iClip1 + 2;
if( IsDeployed() ) { switch ( maxhax ) { case 8: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_8; break; case 7: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_7; break; case 6: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_6; break; case 5: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_5; break; case 4: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_4; break; case 3: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_3; break; case 2: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_2; break; case 1: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_1; break; case 0: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY; break; default: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED; break; } } else { switch ( maxhax ) { case 8: actPrim = ACT_VM_PRIMARYATTACK_8; break; case 7: actPrim = ACT_VM_PRIMARYATTACK_7; break; case 6: actPrim = ACT_VM_PRIMARYATTACK_6; break; case 5: actPrim = ACT_VM_PRIMARYATTACK_5; break; case 4: actPrim = ACT_VM_PRIMARYATTACK_4; break; case 3: actPrim = ACT_VM_PRIMARYATTACK_3; break; case 2: actPrim = ACT_VM_PRIMARYATTACK_2; break; case 1: actPrim = ACT_VM_PRIMARYATTACK_1; break; case 0: actPrim = ACT_VM_PRIMARYATTACK_EMPTY; break; default: actPrim = ACT_VM_PRIMARYATTACK; break; } }
return actPrim; }
float CWeapon30cal::GetRecoil( void ) { CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if( p && p->m_Shared.IsInMGDeploy() ) { return 0.0f; }
return 20; }
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