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