//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "npcevent.h" #include "in_buttons.h" #ifdef CLIENT_DLL #include "c_hl2mp_player.h" #else #include "hl2mp_player.h" #endif #include "weapon_hl2mpbasehlmpcombatweapon.h" #ifdef CLIENT_DLL #define CWeapon357 C_Weapon357 #endif //----------------------------------------------------------------------------- // CWeapon357 //----------------------------------------------------------------------------- class CWeapon357 : public CBaseHL2MPCombatWeapon { DECLARE_CLASS( CWeapon357, CBaseHL2MPCombatWeapon ); public: CWeapon357( void ); void PrimaryAttack( void ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #ifndef CLIENT_DLL DECLARE_ACTTABLE(); #endif private: CWeapon357( const CWeapon357 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 ) BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeapon357 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 ); PRECACHE_WEAPON_REGISTER( weapon_357 ); #ifndef CLIENT_DLL acttable_t CWeapon357::m_acttable[] = { { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false }, { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false }, { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false }, { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false }, { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false }, { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false }, { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false }, { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false }, }; IMPLEMENT_ACTTABLE( CWeapon357 ); #endif //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CWeapon357::CWeapon357( void ) { m_bReloadsSingly = false; m_bFiresUnderwater = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeapon357::PrimaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } if ( m_iClip1 <= 0 ) { if ( !m_bFireOnEmpty ) { Reload(); } else { WeaponSound( EMPTY ); m_flNextPrimaryAttack = 0.15; } return; } WeaponSound( SINGLE ); pPlayer->DoMuzzleFlash(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.75; m_flNextSecondaryAttack = gpGlobals->curtime + 0.75; m_iClip1--; Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); FireBulletsInfo_t info( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer; // Fire the bullets, and force the first shot to be perfectly accuracy pPlayer->FireBullets( info ); //Disorient the player QAngle angles = pPlayer->GetLocalAngles(); angles.x += random->RandomInt( -1, 1 ); angles.y += random->RandomInt( -1, 1 ); angles.z = 0; //#ifndef CLIENT_DLL // pPlayer->SnapEyeAngles( angles ); //#endif pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) ); if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); } }