You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
105 lines
3.2 KiB
105 lines
3.2 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_dodbaserpg.h"
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
#include "c_dod_player.h"
|
||
|
#define CWeaponBazooka C_WeaponBazooka
|
||
|
|
||
|
#else
|
||
|
|
||
|
#include "rocket_bazooka.h"
|
||
|
#include "dod_player.h"
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
class CWeaponBazooka : public CDODBaseRocketWeapon
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CWeaponBazooka, CDODBaseRocketWeapon );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
DECLARE_ACTTABLE();
|
||
|
|
||
|
CWeaponBazooka() {}
|
||
|
|
||
|
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAZOOKA; }
|
||
|
|
||
|
virtual void FireRocket( void );
|
||
|
|
||
|
private:
|
||
|
CWeaponBazooka( const CWeaponBazooka & );
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBazooka, DT_WeaponBazooka )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponBazooka, DT_WeaponBazooka )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponBazooka )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_bazooka, CWeaponBazooka );
|
||
|
PRECACHE_WEAPON_REGISTER( weapon_bazooka );
|
||
|
|
||
|
acttable_t CWeaponBazooka::m_acttable[] =
|
||
|
{
|
||
|
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAZOOKA, false },
|
||
|
{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAZOOKA, false },
|
||
|
{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAZOOKA, false },
|
||
|
{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAZOOKA, false },
|
||
|
{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAZOOKA, false },
|
||
|
{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAZOOKA, false },
|
||
|
{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAZOOKA, false },
|
||
|
{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAZOOKA, false },
|
||
|
|
||
|
// Zoomed Aim
|
||
|
{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BAZOOKA, false },
|
||
|
{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BAZOOKA, false },
|
||
|
{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA, false },
|
||
|
{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BAZOOKA, false },
|
||
|
{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BAZOOKA, false },
|
||
|
{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA, false },
|
||
|
|
||
|
// Attack ( must be zoomed )
|
||
|
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAZOOKA, false },
|
||
|
{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAZOOKA, false },
|
||
|
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA, false },
|
||
|
|
||
|
// Reload ( zoomed or not, prone or not )
|
||
|
{ ACT_RELOAD, ACT_DOD_RELOAD_BAZOOKA, false },
|
||
|
{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAZOOKA, false },
|
||
|
{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAZOOKA, false },
|
||
|
{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_ZOOMLOAD_BAZOOKA, false },
|
||
|
{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA, false },
|
||
|
|
||
|
// Hand Signals
|
||
|
{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_BAZOOKA, false },
|
||
|
{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_BAZOOKA, false },
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTTABLE( CWeaponBazooka );
|
||
|
|
||
|
void CWeaponBazooka::FireRocket( void )
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
|
||
|
CBasePlayer *pPlayer = GetPlayerOwner();
|
||
|
|
||
|
#ifdef DBGFLAG_ASSERT
|
||
|
CBazookaRocket *pRocket =
|
||
|
#endif //DEBUG
|
||
|
CBazookaRocket::Create( pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles(), pPlayer );
|
||
|
|
||
|
Assert( pRocket );
|
||
|
|
||
|
#endif
|
||
|
}
|