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283 lines
6.1 KiB
283 lines
6.1 KiB
![]()
4 years ago
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//========= 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 "util.h"
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#include "weapon_tfc_minigun.h"
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#include "decals.h"
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#include "in_buttons.h"
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#if defined( CLIENT_DLL )
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#include "c_tfc_player.h"
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#else
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#include "tfc_player.h"
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCMinigun tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( TFCMinigun, DT_WeaponMinigun )
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BEGIN_NETWORK_TABLE( CTFCMinigun, DT_WeaponMinigun )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CTFCMinigun )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_minigun, CTFCMinigun );
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PRECACHE_WEAPON_REGISTER( weapon_minigun );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CTFCMinigun )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCMinigun implementation.
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// ----------------------------------------------------------------------------- //
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CTFCMinigun::CTFCMinigun()
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{
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m_iWeaponState = AC_STATE_IDLE;
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}
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bool CTFCMinigun::HasPrimaryAmmo()
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{
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return true;
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}
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bool CTFCMinigun::CanBeSelected()
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{
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return true;
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}
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void CTFCMinigun::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound( "Weapon_Minigun.Deploy" );
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}
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bool CTFCMinigun::Deploy()
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{
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CPASAttenuationFilter filter( this );
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filter.UsePredictionRules();
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EmitSound( filter, entindex(), "Weapon_Minigun.Deploy" );
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return BaseClass::Deploy();
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}
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TFCWeaponID CTFCMinigun::GetWeaponID( void ) const
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{
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return WEAPON_MINIGUN;
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}
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void CTFCMinigun::WindUp( )
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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if ( !(pOwner->m_nButtons & IN_ATTACK) )
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return;
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WeaponSound( SPECIAL1 ); // "special1" = wind up
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m_iWeaponState = AC_STATE_STARTFIRING;
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pOwner->m_Shared.AddStateFlags( TFSTATE_AIMING );
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// Play the "spin down" animation.
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SendWeaponAnim( ACT_VM_PULLBACK_HIGH );
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#ifdef GAME_DLL
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pOwner->TeamFortress_SetSpeed();
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#endif
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}
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void CTFCMinigun::WindDown( bool bFromHolster )
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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WeaponSound( SPECIAL2 );
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m_iWeaponState = AC_STATE_IDLE;
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pOwner->m_Shared.RemoveStateFlags( TFSTATE_AIMING );
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m_flTimeWeaponIdle = gpGlobals->curtime + 2.0;
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// Play the "spin down" animation.
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SendWeaponAnim( ACT_VM_PULLBACK_LOW );
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#ifdef GAME_DLL
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pOwner->TeamFortress_SetSpeed();
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#endif
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}
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void CTFCMinigun::Spin()
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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WeaponSound( SPECIAL3 ); // "special3" = spin
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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}
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void CTFCMinigun::Fire()
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{
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if ( m_flNextPrimaryAttack > gpGlobals->curtime )
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return;
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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BaseClass::PrimaryAttack(); // Use the base HL2 system to fire.
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}
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void CTFCMinigun::StartSpin()
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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WeaponSound( SPECIAL1 ); // "special1" = wind up
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// Rotate barrel without firing for fun
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m_iWeaponState = AC_STATE_SPINNING;
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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}
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void CTFCMinigun::PrimaryAttack()
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{
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CTFCPlayer *pOwner = GetPlayerOwner();
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if ( !pOwner )
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return;
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switch ( m_iWeaponState )
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{
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default:
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case AC_STATE_IDLE:
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// Removed the need for cells to powerup the AC
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WindUp();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.5;
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m_flTimeWeaponIdle = gpGlobals->curtime + 0.6;
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break;
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case AC_STATE_STARTFIRING:
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// Start playing the looping fire sound
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if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
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{
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WeaponSound( SINGLE ); // "single" = the looping fire sound
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m_iWeaponState = AC_STATE_FIRING;
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m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1;
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}
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break;
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case AC_STATE_FIRING:
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Fire();
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m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1;
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break;
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}
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}
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void CTFCMinigun::HandleFireOnEmpty()
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{
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if ( m_iWeaponState == AC_STATE_FIRING )
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{
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StartSpin();
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m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1;
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}
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else if ( m_iWeaponState == AC_STATE_SPINNING )
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{
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if ( HasPrimaryAmmo() )
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Spin();
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else
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m_iWeaponState = AC_STATE_STARTFIRING;
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m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1;
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}
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else
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{
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BaseClass::HandleFireOnEmpty();
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}
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}
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void CTFCMinigun::WeaponIdle()
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{
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//ResetEmptySound( );
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if ( gpGlobals->curtime < m_flTimeWeaponIdle )
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return;
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// Always wind down if we've hit here, because it only happens when the player has stopped firing/spinning
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if ( m_iWeaponState != AC_STATE_IDLE )// && !(m_pPlayer->pev->button & IN_ATTACK) )
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{
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WindDown( FALSE );
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return;
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}
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SendWeaponAnim( ACT_IDLE );
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m_flTimeWeaponIdle = gpGlobals->curtime + 12.5;// how long till we do this again.
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}
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bool CTFCMinigun::SendWeaponAnim( int iActivity )
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{
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if ( GetActivity() == ACT_VM_PRIMARYATTACK && iActivity == ACT_VM_PRIMARYATTACK )
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{
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// The minigun's fire animation loops, so we don't want it to reset each time
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// they fire a bullet.
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return true;
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}
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else
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{
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return BaseClass::SendWeaponAnim( iActivity );
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}
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}
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#ifdef CLIENT_DLL
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// CLIENT DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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#else
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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// GAME DLL SPECIFIC CODE
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// ------------------------------------------------------------------------------------------------ //
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// ------------------------------------------------------------------------------------------------ //
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#endif
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