Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "dod_gamerules.h"
#include "weapon_dodbaserpg.h"
#ifdef CLIENT_DLL
#include "c_dod_player.h"
#include "prediction.h"
#else
#include "dod_player.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( DODBaseRocketWeapon, DT_BaseRocketWeapon )
BEGIN_NETWORK_TABLE( CDODBaseRocketWeapon, DT_BaseRocketWeapon )
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO(m_bDeployed) )
#else
SendPropBool( SENDINFO(m_bDeployed) )
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CDODBaseRocketWeapon )
END_PREDICTION_DATA()
#ifndef CLIENT_DLL
BEGIN_DATADESC( CDODBaseRocketWeapon )
END_DATADESC()
#endif
LINK_ENTITY_TO_CLASS( weapon_dodbaserpg, CDODBaseRocketWeapon );
CDODBaseRocketWeapon::CDODBaseRocketWeapon()
{
}
void CDODBaseRocketWeapon::Precache()
{
BaseClass::Precache();
}
bool CDODBaseRocketWeapon::Reload( void )
{
CDODPlayer *pPlayer = GetDODPlayerOwner();
if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
{
CDODPlayer *pDODPlayer = ToDODPlayer( pPlayer );
pDODPlayer->HintMessage( HINT_AMMO_EXHAUSTED );
return false;
}
Activity actReload;
if( IsDeployed() )
actReload = ACT_VM_RELOAD_DEPLOYED;
else
actReload = ACT_VM_RELOAD;
int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), actReload );
if ( !iResult )
return false;
pPlayer->SetAnimation( PLAYER_RELOAD );
// if we don't want the auto-rezoom, undeploy here
if ( !pPlayer->ShouldAutoRezoom() )
{
m_bDeployed = false;
pPlayer->SetBazookaDeployed( m_bDeployed );
}
return true;
}
bool CDODBaseRocketWeapon::ShouldPlayerBeSlow( void )
{
if( IsDeployed() && !m_bInReload )
{
return true;
}
else
return false;
}
void CDODBaseRocketWeapon::Spawn( )
{
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in weapon spawn" );
m_pWeaponInfo = pWeaponInfo;
BaseClass::Spawn();
}
void CDODBaseRocketWeapon::Drop( const Vector &vecVelocity )
{
SetDeployed( false );
BaseClass::Drop( vecVelocity );
}
bool CDODBaseRocketWeapon::Deploy( )
{
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
}
Activity CDODBaseRocketWeapon::GetDrawActivity( void )
{
return ACT_VM_DRAW;
}
bool CDODBaseRocketWeapon::CanHolster( void )
{
// can't holster if we are delpoyed and not reloading
if ( IsDeployed() && !m_bInReload )
return false;
return true;
}
bool CDODBaseRocketWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#ifndef CLIENT_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
pPlayer->SetBazookaDeployed( false );
#endif
SetDeployed( false );
return BaseClass::Holster(pSwitchingTo);
}
void CDODBaseRocketWeapon::PrimaryAttack()
{
Assert( m_pWeaponInfo );
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
// Out of ammo?
if ( m_iClip1 <= 0 )
{
if (m_bFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
}
return;
}
if( pPlayer->GetWaterLevel() > 2 )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
return;
}
if( IsDeployed() )
{
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
FireRocket();
DoFireEffects();
m_iClip1--;
#ifdef CLIENT_DLL
if ( prediction->IsFirstTimePredicted() )
pPlayer->DoRecoil( GetWeaponID(), GetRecoil() );
#endif
if ( m_iClip1 <= 0 && pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 )
{
Lower();
}
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration() + 0.5;
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration() + 0.5; //length of the fire anim!
#ifndef CLIENT_DLL
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
if ( event )
{
event->SetInt( "attacker", pPlayer->GetUserID() );
event->SetInt( "weapon", GetStatsWeaponID() );
gameeventmanager->FireEvent( event );
}
#endif //CLIENT_DLL
}
else
{
#ifdef CLIENT_DLL
pPlayer->HintMessage( HINT_SHOULDER_WEAPON, true );
#endif
m_flNextPrimaryAttack = gpGlobals->curtime + 2.0f;
}
}
void CDODBaseRocketWeapon::FireRocket( void )
{
Assert( !"Derived classes must implement this." );
}
void CDODBaseRocketWeapon::DoFireEffects()
{
CBasePlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
pPlayer->DoMuzzleFlash();
//smoke etc
}
void CDODBaseRocketWeapon::SecondaryAttack()
{
CBasePlayer *pPlayer = GetPlayerOwner();
//if we're underwater, lower it
if( pPlayer->GetWaterLevel() > 2 )
{
if( IsDeployed() )
Lower();
return;
}
if( IsDeployed() )
{
Lower();
}
else
{
if ( CanAttack() )
Raise();
}
}
void CDODBaseRocketWeapon::WeaponIdle()
{
if (m_flTimeWeaponIdle > gpGlobals->curtime)
return;
SendWeaponAnim( GetIdleActivity() );
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
}
Activity CDODBaseRocketWeapon::GetIdleActivity( void )
{
Activity actIdle;
if( IsDeployed() )
actIdle = ACT_VM_IDLE_DEPLOYED;
else
actIdle = ACT_VM_IDLE;
return actIdle;
}
/* Raise the Bazooka to your shoulder */
void CDODBaseRocketWeapon::Raise()
{
//raise to the shoulder
SendWeaponAnim( GetRaiseActivity() );
m_bDeployed = true;
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
}
/* Lower the bazooka to running position */
bool CDODBaseRocketWeapon::Lower()
{
SendWeaponAnim( GetLowerActivity() );
m_bDeployed = false;
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
pPlayer->SetBazookaDeployed( m_bDeployed );
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
return true;
}
Activity CDODBaseRocketWeapon::GetLowerActivity( void )
{
return ACT_VM_UNDEPLOY;
}
Activity CDODBaseRocketWeapon::GetRaiseActivity( void )
{
return ACT_VM_DEPLOY;
}
#ifdef CLIENT_DLL
ConVar deployed_bazooka_sensitivity( "deployed_bazooka_sensitivity", "0.6", FCVAR_CHEAT, "Mouse sensitivity while deploying a bazooka" );
void CDODBaseRocketWeapon::OverrideMouseInput( float *x, float *y )
{
if( m_bDeployed )
{
float flSensitivity = deployed_bazooka_sensitivity.GetFloat();
*x *= flSensitivity;
*y *= flSensitivity;
}
}
#endif