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203 lines
5.2 KiB
203 lines
5.2 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_dodsniper.h" |
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#include "dod_shareddefs.h" |
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#ifndef CLIENT_DLL |
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#include "te_effect_dispatch.h" |
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#include "effect_dispatch_data.h" |
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#endif |
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#if defined( CLIENT_DLL ) |
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#define CWeaponGarand C_WeaponGarand |
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#include "c_dod_player.h" |
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#endif |
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class CWeaponGarand : public CDODSniperWeapon |
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{ |
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public: |
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DECLARE_CLASS( CWeaponGarand, CDODSniperWeapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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DECLARE_ACTTABLE(); |
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CWeaponGarand() {} |
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virtual void Spawn( void ); |
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GARAND; } |
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// weapon id for stats purposes |
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virtual DODWeaponID GetStatsWeaponID( void ) |
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{ |
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if ( IsFullyZoomed() ) |
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return WEAPON_GARAND_ZOOMED; |
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else |
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return WEAPON_GARAND; |
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} |
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virtual Activity GetIdleActivity( void ); |
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virtual Activity GetPrimaryAttackActivity( void ); |
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virtual Activity GetDrawActivity( void ); |
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virtual void PrimaryAttack( void ); |
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virtual bool Reload( void ); |
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virtual float GetZoomedFOV( void ) { return 55; } |
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virtual bool HideViewModelWhenZoomed( void ) { return false; } |
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virtual bool ShouldZoomOutBetweenShots( void ) { return false; } |
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virtual bool ShouldRezoomAfterReload( void ) { return true; } |
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virtual float GetRecoil( void ) { return 4.0f; } |
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private: |
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CWeaponGarand( const CWeaponGarand & ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGarand, DT_WeaponGarand ) |
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BEGIN_NETWORK_TABLE( CWeaponGarand, DT_WeaponGarand ) |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponGarand ) |
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END_PREDICTION_DATA() |
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LINK_ENTITY_TO_CLASS( weapon_garand, CWeaponGarand ); |
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PRECACHE_WEAPON_REGISTER( weapon_garand ); |
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void CWeaponGarand::Spawn( void ) |
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{ |
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m_iAltFireHint = HINT_USE_IRON_SIGHTS; |
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BaseClass::Spawn(); |
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} |
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acttable_t CWeaponGarand::m_acttable[] = |
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{ |
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false }, |
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false }, |
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false }, |
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false }, |
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false }, |
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false }, |
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false }, |
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false }, |
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false }, |
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false }, |
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false }, |
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false }, |
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false }, |
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// Zoomed Aim |
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{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_RIFLE, false }, |
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{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_RIFLE, false }, |
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{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_RIFLE, false }, |
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{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_RIFLE, false }, |
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{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_RIFLE, false }, |
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{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, false }, |
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// Attack ( prone? deployed? ) |
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false }, |
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false }, |
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false }, |
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{ ACT_RELOAD, ACT_DOD_RELOAD_RIFLE, false }, |
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLE, false }, |
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLE, false }, |
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// Hand Signals |
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false }, |
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false }, |
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}; |
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IMPLEMENT_ACTTABLE( CWeaponGarand ); |
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Activity CWeaponGarand::GetIdleActivity( void ) |
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{ |
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Activity actIdle; |
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if( m_iClip1 <= 0 ) |
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actIdle = ACT_VM_IDLE_EMPTY; |
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else |
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actIdle = ACT_VM_IDLE; |
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return actIdle; |
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} |
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Activity CWeaponGarand::GetPrimaryAttackActivity( void ) |
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{ |
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Activity actPrim; |
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if ( IsFullyZoomed() ) |
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actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED; |
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else if( m_iClip1 <= 0 ) |
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actPrim = ACT_VM_PRIMARYATTACK_EMPTY; |
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else |
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actPrim = ACT_VM_PRIMARYATTACK; |
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return actPrim; |
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} |
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Activity CWeaponGarand::GetDrawActivity( void ) |
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{ |
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Activity actDraw; |
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if( m_iClip1 <= 0 ) |
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actDraw = ACT_VM_DRAW_EMPTY; |
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else |
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actDraw = ACT_VM_DRAW; |
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return actDraw; |
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} |
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void CWeaponGarand::PrimaryAttack( void ) |
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{ |
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int clip = m_iClip1; |
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BaseClass::PrimaryAttack(); |
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// If we just fired our last bullet |
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if( clip != m_iClip1 && m_iClip1 == 0 ) |
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{ |
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// clip "DING!" |
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WeaponSound( SPECIAL1 ); |
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#ifndef CLIENT_DLL |
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CEffectData data; |
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data.m_nHitBox = EJECTBRASS_GARANDCLIP; |
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GetPlayerOwner()->GetAttachment( 2, data.m_vOrigin, data.m_vAngles ); |
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// shoot it up in the air |
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data.m_vAngles.x = -90; |
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data.m_vAngles.y = 0; |
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data.m_vAngles.z = 0; |
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DispatchEffect( "DOD_EjectBrass", data ); |
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#endif |
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} |
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} |
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bool CWeaponGarand::Reload( void ) |
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{ |
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if( m_iClip1 > 0 ) |
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{ |
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#ifdef CLIENT_DLL |
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CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); |
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Assert( pPlayer ); |
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pPlayer->HintMessage( HINT_GARAND_RELOAD, true ); |
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#endif |
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return false; |
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} |
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return BaseClass::Reload(); |
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} |
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