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"
#if defined( CLIENT_DLL )
#define CWeaponK98 C_WeaponK98
#endif
class CWeaponK98 : public CDODSniperWeapon
{
public:
DECLARE_CLASS( CWeaponK98, CDODSniperWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponK98() {}
virtual void Spawn( void );
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_K98; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void )
{
if ( IsFullyZoomed() )
return WEAPON_K98_ZOOMED;
else
return WEAPON_K98;
}
virtual bool ShouldAutoEjectBrass( void ) { return false; }
virtual float GetZoomedFOV( void ) { return 55; }
virtual bool HideViewModelWhenZoomed( void ) { return false; }
virtual bool ShouldRezoomAfterReload( void ) { return true; }
virtual Activity GetPrimaryAttackActivity( void );
virtual float GetFireDelay( void );
virtual float GetRecoil( void ) { return 8.0f; }
private:
CWeaponK98( const CWeaponK98 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponK98, DT_WeaponK98 )
BEGIN_NETWORK_TABLE( CWeaponK98, DT_WeaponK98 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponK98 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_k98, CWeaponK98 );
PRECACHE_WEAPON_REGISTER( weapon_k98 );
void CWeaponK98::Spawn( void )
{
m_iAltFireHint = HINT_USE_IRON_SIGHTS;
BaseClass::Spawn();
m_bShouldRezoomAfterShot = false;
}
acttable_t CWeaponK98::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BOLT, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BOLT, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BOLT, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BOLT, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BOLT, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BOLT, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BOLT, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BOLT, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BOLT, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BOLT, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BOLT, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BOLT, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BOLT, false },
// Zoomed Aim
{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BOLT, false },
{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BOLT, false },
{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BOLT, false },
{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BOLT, false },
{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BOLT, false },
{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BOLT, false },
// Attack ( prone? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BOLT, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BOLT, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BOLT, false },
// Reload ( prone ? )
{ ACT_RELOAD, ACT_DOD_RELOAD_BOLT, false },
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BOLT, false },
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BOLT, 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( CWeaponK98 );
Activity CWeaponK98::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if( m_iClip1 <= 0 )
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
else
actPrim = ACT_VM_PRIMARYATTACK;
return actPrim;
}
float CWeaponK98::GetFireDelay( void )
{
if ( m_iClip1 <= 0 )
{
return SequenceDuration();
}
return BaseClass::GetFireDelay();
}