Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodfullauto_punch.h"
#include "in_buttons.h"
#include "dod_shareddefs.h"
#ifndef CLIENT_DLL
#include "dod_player.h"
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( DODFullAutoPunchWeapon, DT_FullAutoPunchWeapon )
BEGIN_NETWORK_TABLE( CDODFullAutoPunchWeapon, DT_FullAutoPunchWeapon )
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CDODFullAutoPunchWeapon )
END_PREDICTION_DATA()
#endif
void CDODFullAutoPunchWeapon::Spawn( void )
{
m_iAltFireHint = HINT_USE_MELEE;
BaseClass::Spawn();
}
void CDODFullAutoPunchWeapon::SecondaryAttack( void )
{
if ( m_bInReload )
{
m_bInReload = false;
GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime;
}
else if ( GetPlayerOwner()->m_flNextAttack > gpGlobals->curtime )
{
return;
}
Punch();
// start calling ItemPostFrame
GetPlayerOwner()->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = m_flNextSecondaryAttack;
#ifndef CLIENT_DLL
CDODPlayer *pPlayer = GetDODPlayerOwner();
if ( pPlayer )
{
pPlayer->RemoveHintTimer( m_iAltFireHint );
}
#endif
}
bool CDODFullAutoPunchWeapon::Reload( void )
{
bool bSuccess = BaseClass::Reload();
if ( bSuccess )
{
m_flNextSecondaryAttack = gpGlobals->curtime;
}
return bSuccess;
}
void CDODFullAutoPunchWeapon::ItemBusyFrame( void )
{
BaseClass::ItemBusyFrame();
CBasePlayer *pPlayer = GetPlayerOwner();
if ( pPlayer && (pPlayer->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
SecondaryAttack();
pPlayer->m_nButtons &= ~IN_ATTACK2;
}
}