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