Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= 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();
}