|
|
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
|
|
|
//
|
|
|
|
|
// Purpose:
|
|
|
|
|
//
|
|
|
|
|
// $NoKeywords: $
|
|
|
|
|
//
|
|
|
|
|
//=============================================================================//
|
|
|
|
|
//========= Copyright <EFBFBD> 1996-2003, Valve LLC, All rights reserved. ============
|
|
|
|
|
//
|
|
|
|
|
// Purpose: This is the incendiary rifle.
|
|
|
|
|
//
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#include "cbase.h"
|
|
|
|
|
#include "npcevent.h"
|
|
|
|
|
#include "basehlcombatweapon.h"
|
|
|
|
|
#include "basecombatcharacter.h"
|
|
|
|
|
#include "soundent.h"
|
|
|
|
|
#include "player.h"
|
|
|
|
|
#include "IEffects.h"
|
|
|
|
|
#include "vstdlib/random.h"
|
|
|
|
|
#include "engine/IEngineSound.h"
|
|
|
|
|
#include "weapon_flaregun.h"
|
|
|
|
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
|
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
|
|
|
|
//###########################################################################
|
|
|
|
|
// >> CWeaponIRifle
|
|
|
|
|
//###########################################################################
|
|
|
|
|
|
|
|
|
|
class CWeaponIRifle : public CBaseHLCombatWeapon
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
|
|
CWeaponIRifle();
|
|
|
|
|
|
|
|
|
|
DECLARE_SERVERCLASS();
|
|
|
|
|
DECLARE_CLASS( CWeaponIRifle, CBaseHLCombatWeapon );
|
|
|
|
|
|
|
|
|
|
void Precache( void );
|
|
|
|
|
bool Deploy( void );
|
|
|
|
|
|
|
|
|
|
void PrimaryAttack( void );
|
|
|
|
|
virtual float GetFireRate( void ) { return 1; };
|
|
|
|
|
|
|
|
|
|
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
|
|
|
|
|
|
|
|
|
|
virtual const Vector& GetBulletSpread( void )
|
|
|
|
|
{
|
|
|
|
|
static Vector cone = VECTOR_CONE_3DEGREES;
|
|
|
|
|
return cone;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DECLARE_ACTTABLE();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
IMPLEMENT_SERVERCLASS_ST(CWeaponIRifle, DT_WeaponIRifle)
|
|
|
|
|
END_SEND_TABLE()
|
|
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_irifle, CWeaponIRifle );
|
|
|
|
|
PRECACHE_WEAPON_REGISTER(weapon_irifle);
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
// Activity table
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
acttable_t CWeaponIRifle::m_acttable[] =
|
|
|
|
|
{
|
|
|
|
|
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_ML, true },
|
|
|
|
|
};
|
|
|
|
|
IMPLEMENT_ACTTABLE(CWeaponIRifle);
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
// Constructor
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
CWeaponIRifle::CWeaponIRifle()
|
|
|
|
|
{
|
|
|
|
|
m_bReloadsSingly = true;
|
|
|
|
|
|
|
|
|
|
m_fMinRange1 = 65;
|
|
|
|
|
m_fMinRange2 = 65;
|
|
|
|
|
m_fMaxRange1 = 200;
|
|
|
|
|
m_fMaxRange2 = 200;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
void CWeaponIRifle::Precache( void )
|
|
|
|
|
{
|
|
|
|
|
BaseClass::Precache();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
void CWeaponIRifle::PrimaryAttack( void )
|
|
|
|
|
{
|
|
|
|
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
|
|
|
|
|
|
|
|
|
if ( pOwner == NULL )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
m_iClip1 = m_iClip1 - 1;
|
|
|
|
|
|
|
|
|
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
|
|
|
|
pOwner->m_flNextAttack = gpGlobals->curtime + 1;
|
|
|
|
|
|
|
|
|
|
CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
|
|
|
|
|
|
|
|
|
|
if ( pFlare == NULL )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
Vector forward;
|
|
|
|
|
pOwner->EyeVectors( &forward );
|
|
|
|
|
|
|
|
|
|
pFlare->SetAbsVelocity( forward * 1500 );
|
|
|
|
|
|
|
|
|
|
WeaponSound( SINGLE );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
// BUGBUG - don't give ammo here.
|
|
|
|
|
//---------------------------------------------------------
|
|
|
|
|
bool CWeaponIRifle::Deploy( void )
|
|
|
|
|
{
|
|
|
|
|
CBaseCombatCharacter *pOwner = GetOwner();
|
|
|
|
|
if (pOwner)
|
|
|
|
|
{
|
|
|
|
|
pOwner->GiveAmmo( 90, m_iPrimaryAmmoType);
|
|
|
|
|
}
|
|
|
|
|
return BaseClass::Deploy();
|
|
|
|
|
}
|