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 "util.h"
#include "weapon_tfc_nailgun.h"
#include "decals.h"
#include "in_buttons.h"
#include "nailgun_nail.h"
#if defined( CLIENT_DLL )
#include "c_tfc_player.h"
#else
#include "tfc_player.h"
#endif
// ----------------------------------------------------------------------------- //
// CTFCNailgun tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( TFCNailgun, DT_WeaponNailgun )
BEGIN_NETWORK_TABLE( CTFCNailgun, DT_WeaponNailgun )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCNailgun )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_nailgun, CTFCNailgun );
PRECACHE_WEAPON_REGISTER( weapon_nailgun );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCNailgun )
END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CTFCNailgun implementation.
// ----------------------------------------------------------------------------- //
CTFCNailgun::CTFCNailgun()
{
}
TFCWeaponID CTFCNailgun::GetWeaponID() const
{
return WEAPON_NAILGUN;
}
void CTFCNailgun::PrimaryAttack()
{
CTFCPlayer *pOwner = GetPlayerOwner();
if ( !pOwner )
return;
Assert( HasPrimaryAmmo() );
WeaponSound( SINGLE );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
// Fire the nail
#ifdef GAME_DLL
Vector vecSrc = pOwner->Weapon_ShootPosition();
CTFNailgunNail *pNail = CTFNailgunNail::CreateNail(
false,
vecSrc,
pOwner->EyeAngles(),
pOwner,
this,
true );
pNail=pNail; // avoid compiler warning..
#endif
pOwner->RemoveAmmo( 1, GetPrimaryAmmoType() );
// Setup fire delays
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
m_flTimeWeaponIdle = gpGlobals->curtime + 10;
}
void CTFCNailgun::SecondaryAttack()
{
return;
}
#ifdef CLIENT_DLL
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// CLIENT DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#else
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// GAME DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#endif