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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbipodgun.h"
#if defined( CLIENT_DLL )
#define CWeaponMG34 C_WeaponMG34
#include "c_dod_player.h"
#else
#include "dod_player.h"
#endif
class CWeaponMG34 : public CDODBipodWeapon { public: DECLARE_CLASS( CWeaponMG34, CDODBipodWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponMG34() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MG34; }
virtual void PrimaryAttack( void ); virtual bool Reload( void );
Activity GetReloadActivity( void ); Activity GetDrawActivity( void ); Activity GetDeployActivity( void ); Activity GetUndeployActivity( void ); Activity GetIdleActivity( void ); Activity GetPrimaryAttackActivity( void );
virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
private: CWeaponMG34( const CWeaponMG34 & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMG34, DT_WeaponMG34 )
BEGIN_NETWORK_TABLE( CWeaponMG34, DT_WeaponMG34 ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponMG34 ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_mg34, CWeaponMG34 ); PRECACHE_WEAPON_REGISTER( weapon_mg34 );
acttable_t CWeaponMG34::m_acttable[] = { // Aim
{ ACT_IDLE, ACT_DOD_STAND_AIM_MG, false }, { ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_MG, false }, { ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_MG, false }, { ACT_WALK, ACT_DOD_WALK_AIM_MG, false }, { ACT_RUN, ACT_DOD_RUN_AIM_MG, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MG, false },
// Deployed Aim
{ ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_MG, false }, { ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_MG, false },
// Attack ( prone? deployed? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MG, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MG, false }, { ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_MG, false }, { ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG,false },
// Reload ( prone? deployed? )
{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_MG34, false }, { ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34, false }, };
IMPLEMENT_ACTTABLE( CWeaponMG34 );
void CWeaponMG34::PrimaryAttack( void ) { #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(); }
bool CWeaponMG34::Reload( void ) { if( !IsDeployed() ) { ClientPrint( GetPlayerOwner(), HUD_PRINTCENTER, "#Dod_mg_reload" ); return false; }
return BaseClass::Reload(); }
Activity CWeaponMG34::GetReloadActivity( void ) { return ACT_VM_RELOAD; }
Activity CWeaponMG34::GetDrawActivity( void ) { Activity actDraw;
if( m_iClip1 <= 0 ) actDraw = ACT_VM_DRAW_EMPTY; else actDraw = ACT_VM_DRAW;
return actDraw; }
Activity CWeaponMG34::GetDeployActivity( void ) { Activity actDeploy;
if( m_iClip1 <= 0 ) actDeploy = ACT_VM_DEPLOY_EMPTY; else actDeploy = ACT_VM_DEPLOY;
return actDeploy; }
Activity CWeaponMG34::GetUndeployActivity( void ) { Activity actUndeploy;
if( m_iClip1 <= 0 ) actUndeploy = ACT_VM_UNDEPLOY_EMPTY; else actUndeploy = ACT_VM_UNDEPLOY;
return actUndeploy; }
Activity CWeaponMG34::GetIdleActivity( void ) { Activity actIdle;
if( IsDeployed() ) { if( m_iClip1 <= 0 ) actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY; else actIdle = ACT_VM_IDLE_DEPLOYED; } else { if( m_iClip1 <= 0 ) actIdle = ACT_VM_IDLE_EMPTY; else actIdle = ACT_VM_IDLE; }
return actIdle; }
Activity CWeaponMG34::GetPrimaryAttackActivity( void ) { Activity actPrim;
if( IsDeployed() ) { if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED; } else { if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK; }
return actPrim; }
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