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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_hl2mp_player.h"
#else
#include "hl2mp_player.h"
#endif
#include "weapon_hl2mpbasehlmpcombatweapon.h"
#ifdef CLIENT_DLL
#define CWeapon357 C_Weapon357
#endif
//-----------------------------------------------------------------------------
// CWeapon357
//-----------------------------------------------------------------------------
class CWeapon357 : public CBaseHL2MPCombatWeapon { DECLARE_CLASS( CWeapon357, CBaseHL2MPCombatWeapon ); public:
CWeapon357( void );
void PrimaryAttack( void ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_ACTTABLE(); #endif
private: CWeapon357( const CWeapon357 & ); };
IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 )
BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeapon357 ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 ); PRECACHE_WEAPON_REGISTER( weapon_357 );
#ifndef CLIENT_DLL
acttable_t CWeapon357::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, };
IMPLEMENT_ACTTABLE( CWeapon357 );
#endif
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeapon357::CWeapon357( void ) { m_bReloadsSingly = false; m_bFiresUnderwater = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::PrimaryAttack( void ) { // Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer ) { return; }
if ( m_iClip1 <= 0 ) { if ( !m_bFireOnEmpty ) { Reload(); } else { WeaponSound( EMPTY ); m_flNextPrimaryAttack = 0.15; }
return; }
WeaponSound( SINGLE ); pPlayer->DoMuzzleFlash();
SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75; m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
m_iClip1--;
Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
FireBulletsInfo_t info( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer;
// Fire the bullets, and force the first shot to be perfectly accuracy
pPlayer->FireBullets( info );
//Disorient the player
QAngle angles = pPlayer->GetLocalAngles();
angles.x += random->RandomInt( -1, 1 ); angles.y += random->RandomInt( -1, 1 ); angles.z = 0;
#ifndef CLIENT_DLL
pPlayer->SnapEyeAngles( angles ); #endif
pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); } }
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