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205 lines
4.0 KiB
205 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Glock - hand gun |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "npcevent.h" |
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#include "hl1mp_basecombatweapon_shared.h" |
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//#include "basecombatcharacter.h" |
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//#include "AI_BaseNPC.h" |
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#ifdef CLIENT_DLL |
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#include "c_baseplayer.h" |
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#else |
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#include "player.h" |
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#endif |
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#include "gamerules.h" |
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#include "in_buttons.h" |
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#ifdef CLIENT_DLL |
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#else |
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#include "soundent.h" |
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#include "game.h" |
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#endif |
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#include "vstdlib/random.h" |
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#include "engine/IEngineSound.h" |
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#ifdef CLIENT_DLL |
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#define CWeaponGlock C_WeaponGlock |
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#endif |
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class CWeaponGlock : public CBaseHL1MPCombatWeapon |
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{ |
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DECLARE_CLASS( CWeaponGlock, CBaseHL1MPCombatWeapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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public: |
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CWeaponGlock(void); |
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void Precache( void ); |
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void PrimaryAttack( void ); |
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void SecondaryAttack( void ); |
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bool Reload( void ); |
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void WeaponIdle( void ); |
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void DryFire( void ); |
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private: |
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void GlockFire( float flSpread , float flCycleTime, bool fUseAutoAim ); |
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}; |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGlock, DT_WeaponGlock ); |
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BEGIN_NETWORK_TABLE( CWeaponGlock, DT_WeaponGlock ) |
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END_NETWORK_TABLE() |
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LINK_ENTITY_TO_CLASS( weapon_glock, CWeaponGlock ); |
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BEGIN_PREDICTION_DATA( CWeaponGlock ) |
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END_PREDICTION_DATA() |
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PRECACHE_WEAPON_REGISTER( weapon_glock ); |
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CWeaponGlock::CWeaponGlock( void ) |
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{ |
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m_bReloadsSingly = false; |
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m_bFiresUnderwater = true; |
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} |
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void CWeaponGlock::Precache( void ) |
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{ |
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BaseClass::Precache(); |
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} |
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void CWeaponGlock::DryFire( void ) |
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{ |
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WeaponSound( EMPTY ); |
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SendWeaponAnim( ACT_VM_DRYFIRE ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; |
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} |
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void CWeaponGlock::PrimaryAttack( void ) |
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{ |
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GlockFire( 0.01, 0.3, TRUE ); |
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} |
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void CWeaponGlock::SecondaryAttack( void ) |
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{ |
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GlockFire( 0.1, 0.2, FALSE ); |
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} |
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void CWeaponGlock::GlockFire( float flSpread , float flCycleTime, bool fUseAutoAim ) |
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{ |
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// Only the player fires this way so we can cast |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( !pPlayer ) |
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{ |
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return; |
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} |
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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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Reload(); |
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} |
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else |
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{ |
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DryFire(); |
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} |
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return; |
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} |
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WeaponSound( SINGLE ); |
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pPlayer->DoMuzzleFlash(); |
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m_iClip1--; |
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if ( m_iClip1 == 0 ) |
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SendWeaponAnim( ACT_GLOCK_SHOOTEMPTY ); |
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else |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + flCycleTime; |
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m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime; |
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Vector vecSrc = pPlayer->Weapon_ShootPosition(); |
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Vector vecAiming; |
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if ( fUseAutoAim ) |
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{ |
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vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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} |
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else |
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{ |
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vecAiming = pPlayer->GetAutoaimVector( 0 ); |
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} |
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// pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 ); |
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FireBulletsInfo_t info( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); |
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info.m_pAttacker = pPlayer; |
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pPlayer->FireBullets( info ); |
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EjectShell( pPlayer, 0 ); |
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pPlayer->ViewPunch( QAngle( -2, 0, 0 ) ); |
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#if !defined(CLIENT_DLL) |
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 400, 0.2 ); |
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#endif |
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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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SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) ); |
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} |
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bool CWeaponGlock::Reload( void ) |
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{ |
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bool iResult; |
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if ( m_iClip1 == 0 ) |
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_GLOCK_SHOOT_RELOAD ); |
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else |
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iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); |
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return iResult; |
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} |
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void CWeaponGlock::WeaponIdle( void ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); |
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if ( pPlayer ) |
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{ |
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pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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} |
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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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BaseClass::WeaponIdle(); |
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} |
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}
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