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