You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
154 lines
3.6 KiB
154 lines
3.6 KiB
|
|
//========= 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 ); |
|
} |
|
}
|
|
|