Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#include "cbase.h"
#include "asw_weapon_stim_shared.h"
#include "in_buttons.h"
#ifdef CLIENT_DLL
#include "c_asw_player.h"
#include "c_asw_weapon.h"
#include "c_asw_marine.h"
#else
#include "asw_marine.h"
#include "asw_player.h"
#include "asw_weapon.h"
#include "npcevent.h"
#endif
#include "asw_gamerules.h"
#include "asw_marine_skills.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( ASW_Weapon_Stim, DT_ASW_Weapon_Stim )
BEGIN_NETWORK_TABLE( CASW_Weapon_Stim, DT_ASW_Weapon_Stim )
#ifdef CLIENT_DLL
// recvprops
#else
// sendprops
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CASW_Weapon_Stim )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( asw_weapon_stim, CASW_Weapon_Stim );
PRECACHE_WEAPON_REGISTER(asw_weapon_stim);
#ifndef CLIENT_DLL
ConVar asw_stim_duration("asw_stim_duration", "6.0f", FCVAR_CHEAT, "Default duration of the stimpack slomo (medics with skills will override this number)");
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CASW_Weapon_Stim )
END_DATADESC()
#endif /* not client */
CASW_Weapon_Stim::CASW_Weapon_Stim()
{
m_fMinRange1 = 0;
m_fMaxRange1 = 2048;
m_fMinRange2 = 256;
m_fMaxRange2 = 1024;
}
CASW_Weapon_Stim::~CASW_Weapon_Stim()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Activity
//-----------------------------------------------------------------------------
Activity CASW_Weapon_Stim::GetPrimaryAttackActivity( void )
{
return ACT_VM_PRIMARYATTACK;
}
bool CASW_Weapon_Stim::OffhandActivate()
{
if (!GetMarine() || GetMarine()->GetFlags() & FL_FROZEN) // don't allow this if the marine is frozen
return false;
if (m_flNextPrimaryAttack < gpGlobals->curtime)
PrimaryAttack();
return true;
}
void CASW_Weapon_Stim::PrimaryAttack( void )
{
if (!ASWGameRules())
return;
float fStimEndTime = ASWGameRules()->GetStimEndTime();
if ( fStimEndTime <= gpGlobals->curtime + 1.0f )
{
InjectStim();
}
}
void CASW_Weapon_Stim::InjectStim()
{
CASW_Marine *pMarine = GetMarine();
if (pMarine) // firing from a marine
{
//make the proper weapon sound
WeaponSound(SINGLE);
#ifndef CLIENT_DLL
bool bThisActive = (pMarine->GetActiveASWWeapon() == this);
#endif
// sets the animation on the weapon model iteself
SendWeaponAnim( GetPrimaryAttackActivity() );
// sets the animation on the marine holding this weapon
//pMarine->SetAnimation( PLAYER_ATTACK1 );
#ifndef CLIENT_DLL
// make it cause the slow time
float fDuration = MarineSkills()->GetBestSkillValue( ASW_MARINE_SKILL_DRUGS );
if (fDuration < 0)
fDuration = asw_stim_duration.GetFloat();
//CALL_ATTRIB_HOOK_FLOAT( fDuration, mod_duration );
ASWGameRules()->StartStim( fDuration, pMarine->GetCommander() );
pMarine->OnWeaponFired( this, 1 );
#endif
// decrement ammo
m_iClip1 -= 1;
m_flNextPrimaryAttack = gpGlobals->curtime + 4.0f;
if (!m_iClip1 && pMarine->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// stim weapon is lost when all stims are gone
#ifndef CLIENT_DLL
if (pMarine)
{
pMarine->Weapon_Detach(this);
if (bThisActive)
pMarine->SwitchToNextBestWeapon(NULL);
}
Kill();
#endif
}
}
}
void CASW_Weapon_Stim::Precache()
{
BaseClass::Precache();
}
int CASW_Weapon_Stim::ASW_SelectWeaponActivity(int idealActivity)
{
// we just use the normal 'no weapon' anims for this
return idealActivity;
}