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168 lines
3.2 KiB
168 lines
3.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "weapon_sdkbase.h" |
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#include "sdk_fx_shared.h" |
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#if defined( CLIENT_DLL ) |
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#define CWeaponMP5 C_WeaponMP5 |
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#include "c_sdk_player.h" |
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#else |
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#include "sdk_player.h" |
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#endif |
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class CWeaponMP5 : public CWeaponSDKBase |
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{ |
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public: |
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DECLARE_CLASS( CWeaponMP5, CWeaponSDKBase ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CWeaponMP5(); |
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virtual void PrimaryAttack(); |
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virtual bool Deploy(); |
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virtual bool Reload(); |
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virtual void WeaponIdle(); |
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virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_MP5; } |
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private: |
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CWeaponMP5( const CWeaponMP5 & ); |
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void Fire( float flSpread ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 ) |
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BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponMP5 ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 ); |
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PRECACHE_WEAPON_REGISTER( weapon_mp5 ); |
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CWeaponMP5::CWeaponMP5() |
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{ |
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} |
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bool CWeaponMP5::Deploy( ) |
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{ |
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CSDKPlayer *pPlayer = GetPlayerOwner(); |
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pPlayer->m_iShotsFired = 0; |
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return BaseClass::Deploy(); |
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} |
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bool CWeaponMP5::Reload( ) |
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{ |
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CSDKPlayer *pPlayer = GetPlayerOwner(); |
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if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) |
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return false; |
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int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); |
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if ( !iResult ) |
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return false; |
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pPlayer->SetAnimation( PLAYER_RELOAD ); |
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#ifndef CLIENT_DLL |
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if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())) |
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{ |
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); |
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} |
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#endif |
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pPlayer->m_iShotsFired = 0; |
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return true; |
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} |
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void CWeaponMP5::PrimaryAttack( void ) |
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{ |
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const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData(); |
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CSDKPlayer *pPlayer = GetPlayerOwner(); |
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float flCycleTime = pWeaponInfo.m_flCycleTime; |
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bool bPrimaryMode = true; |
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float flSpread = 0.01f; |
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// more spread when jumping |
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) |
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flSpread = 0.05f; |
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pPlayer->m_iShotsFired++; |
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// Out of ammo? |
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if ( m_iClip1 <= 0 ) |
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{ |
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if (m_bFireOnEmpty) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; |
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} |
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} |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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m_iClip1--; |
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// player "shoot" animation |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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FX_FireBullets( |
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pPlayer->entindex(), |
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pPlayer->Weapon_ShootPosition(), |
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pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), |
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GetWeaponID(), |
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bPrimaryMode?Primary_Mode:Secondary_Mode, |
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CBaseEntity::GetPredictionRandomSeed() & 255, |
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flSpread ); |
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pPlayer->DoMuzzleFlash(); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime; |
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if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) |
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{ |
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// HEV suit - indicate out of ammo condition |
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pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); |
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} |
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// start idle animation in 5 seconds |
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SetWeaponIdleTime( gpGlobals->curtime + 5.0 ); |
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} |
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void CWeaponMP5::WeaponIdle() |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->curtime) |
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return; |
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// only idle if the slid isn't back |
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if ( m_iClip1 != 0 ) |
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{ |
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SetWeaponIdleTime( gpGlobals->curtime + 5.0f ); |
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SendWeaponAnim( ACT_VM_IDLE ); |
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} |
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} |
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