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_dodsniper.h"
#include "dod_shareddefs.h"
#ifndef CLIENT_DLL
#include "te_effect_dispatch.h"
#include "effect_dispatch_data.h"
#endif
#if defined( CLIENT_DLL )
#define CWeaponGarand C_WeaponGarand
#include "c_dod_player.h"
#endif
class CWeaponGarand : public CDODSniperWeapon
{
public:
DECLARE_CLASS( CWeaponGarand, CDODSniperWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponGarand() {}
virtual void Spawn( void );
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GARAND; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void )
{
if ( IsFullyZoomed() )
return WEAPON_GARAND_ZOOMED;
else
return WEAPON_GARAND;
}
virtual Activity GetIdleActivity( void );
virtual Activity GetPrimaryAttackActivity( void );
virtual Activity GetDrawActivity( void );
virtual void PrimaryAttack( void );
virtual bool Reload( void );
virtual float GetZoomedFOV( void ) { return 55; }
virtual bool HideViewModelWhenZoomed( void ) { return false; }
virtual bool ShouldZoomOutBetweenShots( void ) { return false; }
virtual bool ShouldRezoomAfterReload( void ) { return true; }
virtual float GetRecoil( void ) { return 4.0f; }
private:
CWeaponGarand( const CWeaponGarand & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGarand, DT_WeaponGarand )
BEGIN_NETWORK_TABLE( CWeaponGarand, DT_WeaponGarand )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponGarand )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_garand, CWeaponGarand );
PRECACHE_WEAPON_REGISTER( weapon_garand );
void CWeaponGarand::Spawn( void )
{
m_iAltFireHint = HINT_USE_IRON_SIGHTS;
BaseClass::Spawn();
}
acttable_t CWeaponGarand::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false },
// Zoomed Aim
{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_RIFLE, false },
{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_RIFLE, false },
{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_RIFLE, false },
{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_RIFLE, false },
{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_RIFLE, false },
{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, false },
// Attack ( prone? deployed? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false },
{ ACT_RELOAD, ACT_DOD_RELOAD_RIFLE, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLE, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLE, false },
// Hand Signals
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false },
};
IMPLEMENT_ACTTABLE( CWeaponGarand );
Activity CWeaponGarand::GetIdleActivity( void )
{
Activity actIdle;
if( m_iClip1 <= 0 )
actIdle = ACT_VM_IDLE_EMPTY;
else
actIdle = ACT_VM_IDLE;
return actIdle;
}
Activity CWeaponGarand::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if ( IsFullyZoomed() )
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
else if( m_iClip1 <= 0 )
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
else
actPrim = ACT_VM_PRIMARYATTACK;
return actPrim;
}
Activity CWeaponGarand::GetDrawActivity( void )
{
Activity actDraw;
if( m_iClip1 <= 0 )
actDraw = ACT_VM_DRAW_EMPTY;
else
actDraw = ACT_VM_DRAW;
return actDraw;
}
void CWeaponGarand::PrimaryAttack( void )
{
int clip = m_iClip1;
BaseClass::PrimaryAttack();
// If we just fired our last bullet
if( clip != m_iClip1 && m_iClip1 == 0 )
{
// clip "DING!"
WeaponSound( SPECIAL1 );
#ifndef CLIENT_DLL
CEffectData data;
data.m_nHitBox = EJECTBRASS_GARANDCLIP;
GetPlayerOwner()->GetAttachment( 2, data.m_vOrigin, data.m_vAngles );
// shoot it up in the air
data.m_vAngles.x = -90;
data.m_vAngles.y = 0;
data.m_vAngles.z = 0;
DispatchEffect( "DOD_EjectBrass", data );
#endif
}
}
bool CWeaponGarand::Reload( void )
{
if( m_iClip1 > 0 )
{
#ifdef CLIENT_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
Assert( pPlayer );
pPlayer->HintMessage( HINT_GARAND_RELOAD, true );
#endif
return false;
}
return BaseClass::Reload();
}