Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_dodbipodgun.h"
#if defined( CLIENT_DLL )
#include "c_dod_player.h"
#define CWeapon30cal C_Weapon30cal
#else
#include "dod_player.h"
#endif
class CWeapon30cal : public CDODBipodWeapon
{
public:
DECLARE_CLASS( CWeapon30cal, CDODBipodWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeapon30cal() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_30CAL; }
// weapon id for stats purposes
virtual DODWeaponID GetStatsWeaponID( void )
{
if ( !IsDeployed() )
return WEAPON_30CAL_UNDEPLOYED;
else
return WEAPON_30CAL;
}
virtual void PrimaryAttack( void );
virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
virtual bool Reload( void );
virtual Activity GetDrawActivity( void );
virtual Activity GetDeployActivity( void );
virtual Activity GetUndeployActivity( void );
virtual Activity GetIdleActivity( void );
virtual Activity GetPrimaryAttackActivity( void );
virtual float GetRecoil( void );
private:
CWeapon30cal( const CWeapon30cal & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( Weapon30cal, DT_Weapon30cal )
BEGIN_NETWORK_TABLE( CWeapon30cal, DT_Weapon30cal )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeapon30cal )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_30cal, CWeapon30cal );
PRECACHE_WEAPON_REGISTER( weapon_30cal );
acttable_t CWeapon30cal::m_acttable[] =
{
{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_30CAL, false },
{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_30CAL, false },
{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_30CAL, false },
{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_30CAL, false },
{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_30CAL, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_30CAL, false },
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_30CAL, false },
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_30CAL, false },
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_30CAL, false },
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_30CAL, false },
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_30CAL, false },
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_30CAL, false },
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_30CAL, false },
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_30CAL, false },
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_30CAL, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_30CAL, false },
{ ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_30CAL, false },
{ ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_30CAL, false },
{ ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, false },
{ ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL,false },
{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_30CAL, false },
{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, false },
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_30CAL, false },
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_30CAL, false },
};
IMPLEMENT_ACTTABLE( CWeapon30cal );
bool CWeapon30cal::Reload( void )
{
if( !IsDeployed() )
{
#ifdef CLIENT_DLL
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
if ( pPlayer )
pPlayer->HintMessage( HINT_MG_DEPLOY_TO_RELOAD );
#endif
return false;
}
return BaseClass::Reload();
}
void CWeapon30cal::PrimaryAttack( void )
{
if ( m_iClip1 <= 0 )
{
if (m_bFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
}
return;
}
#ifdef CLIENT_DLL
C_DODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
#else
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
#endif
Assert( pPlayer );
if( !IsDeployed() )
{
#ifdef CLIENT_DLL
pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED );
#endif
pPlayer->m_Shared.SetSlowedTime( 0.2 );
float flStamina = pPlayer->m_Shared.GetStamina();
pPlayer->m_Shared.SetStamina( flStamina - 15 );
}
BaseClass::PrimaryAttack();
}
Activity CWeapon30cal::GetDrawActivity( void )
{
Activity actDraw;
if( m_iClip1 <= 0 )
actDraw = ACT_VM_DRAW_EMPTY;
else
actDraw = ACT_VM_DRAW;
return actDraw;
}
Activity CWeapon30cal::GetDeployActivity( void )
{
Activity actDeploy;
switch ( m_iClip1 )
{
case 8:
actDeploy = ACT_VM_DEPLOY_8;
break;
case 7:
actDeploy = ACT_VM_DEPLOY_7;
break;
case 6:
actDeploy = ACT_VM_DEPLOY_6;
break;
case 5:
actDeploy = ACT_VM_DEPLOY_5;
break;
case 4:
actDeploy = ACT_VM_DEPLOY_4;
break;
case 3:
actDeploy = ACT_VM_DEPLOY_3;
break;
case 2:
actDeploy = ACT_VM_DEPLOY_2;
break;
case 1:
actDeploy = ACT_VM_DEPLOY_1;
break;
case 0:
actDeploy = ACT_VM_DEPLOY_EMPTY;
break;
default:
actDeploy = ACT_VM_DEPLOY;
break;
}
return actDeploy;
}
Activity CWeapon30cal::GetUndeployActivity( void )
{
Activity actUndeploy;
switch ( m_iClip1 )
{
case 8:
actUndeploy = ACT_VM_UNDEPLOY_8;
break;
case 7:
actUndeploy = ACT_VM_UNDEPLOY_7;
break;
case 6:
actUndeploy = ACT_VM_UNDEPLOY_6;
break;
case 5:
actUndeploy = ACT_VM_UNDEPLOY_5;
break;
case 4:
actUndeploy = ACT_VM_UNDEPLOY_4;
break;
case 3:
actUndeploy = ACT_VM_UNDEPLOY_3;
break;
case 2:
actUndeploy = ACT_VM_UNDEPLOY_2;
break;
case 1:
actUndeploy = ACT_VM_UNDEPLOY_1;
break;
case 0:
actUndeploy = ACT_VM_UNDEPLOY_EMPTY;
break;
default:
actUndeploy = ACT_VM_UNDEPLOY;
break;
}
return actUndeploy;
}
Activity CWeapon30cal::GetIdleActivity( void )
{
Activity actIdle;
if( IsDeployed() )
{
switch ( m_iClip1 )
{
case 8:
actIdle = ACT_VM_IDLE_DEPLOYED_8;
break;
case 7:
actIdle = ACT_VM_IDLE_DEPLOYED_7;
break;
case 6:
actIdle = ACT_VM_IDLE_DEPLOYED_6;
break;
case 5:
actIdle = ACT_VM_IDLE_DEPLOYED_5;
break;
case 4:
actIdle = ACT_VM_IDLE_DEPLOYED_4;
break;
case 3:
actIdle = ACT_VM_IDLE_DEPLOYED_3;
break;
case 2:
actIdle = ACT_VM_IDLE_DEPLOYED_2;
break;
case 1:
actIdle = ACT_VM_IDLE_DEPLOYED_1;
break;
case 0:
actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY;
break;
default:
actIdle = ACT_VM_IDLE_DEPLOYED;
break;
}
}
else
{
switch ( m_iClip1 )
{
case 8:
actIdle = ACT_VM_IDLE_8;
break;
case 7:
actIdle = ACT_VM_IDLE_7;
break;
case 6:
actIdle = ACT_VM_IDLE_6;
break;
case 5:
actIdle = ACT_VM_IDLE_5;
break;
case 4:
actIdle = ACT_VM_IDLE_4;
break;
case 3:
actIdle = ACT_VM_IDLE_3;
break;
case 2:
actIdle = ACT_VM_IDLE_2;
break;
case 1:
actIdle = ACT_VM_IDLE_1;
break;
case 0:
actIdle = ACT_VM_IDLE_EMPTY;
break;
default:
actIdle = ACT_VM_IDLE;
break;
}
}
return actIdle;
}
Activity CWeapon30cal::GetPrimaryAttackActivity( void )
{
Activity actPrim;
int maxhax = m_iClip1 + 2;
if( IsDeployed() )
{
switch ( maxhax )
{
case 8:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_8;
break;
case 7:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_7;
break;
case 6:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_6;
break;
case 5:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_5;
break;
case 4:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_4;
break;
case 3:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_3;
break;
case 2:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_2;
break;
case 1:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_1;
break;
case 0:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY;
break;
default:
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
break;
}
}
else
{
switch ( maxhax )
{
case 8:
actPrim = ACT_VM_PRIMARYATTACK_8;
break;
case 7:
actPrim = ACT_VM_PRIMARYATTACK_7;
break;
case 6:
actPrim = ACT_VM_PRIMARYATTACK_6;
break;
case 5:
actPrim = ACT_VM_PRIMARYATTACK_5;
break;
case 4:
actPrim = ACT_VM_PRIMARYATTACK_4;
break;
case 3:
actPrim = ACT_VM_PRIMARYATTACK_3;
break;
case 2:
actPrim = ACT_VM_PRIMARYATTACK_2;
break;
case 1:
actPrim = ACT_VM_PRIMARYATTACK_1;
break;
case 0:
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
break;
default:
actPrim = ACT_VM_PRIMARYATTACK;
break;
}
}
return actPrim;
}
float CWeapon30cal::GetRecoil( void )
{
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if( p && p->m_Shared.IsInMGDeploy() )
{
return 0.0f;
}
return 20;
}