source-engine/game/client/swarm/c_asw_weapon_rifle.cpp
2023-10-03 17:23:56 +03:00

100 lines
2.3 KiB
C++

#include "cbase.h"
#include "c_asw_weapon_rifle.h"
#include "c_asw_marine.h"
#include "c_asw_player.h"
#include "asw_weapon_parse.h"
#define CASW_Marine C_ASW_Marine
#define CASW_Player C_ASW_Player
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_ASW_Weapon_Rifle, DT_ASW_Weapon_Rifle, CASW_Weapon_Rifle)
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_ASW_Weapon_Rifle )
END_PREDICTION_DATA()
// need this so weapon script gets the right class name clientside
LINK_ENTITY_TO_CLASS( asw_weapon_rifle, C_ASW_Weapon_Rifle );
C_ASW_Weapon_Rifle::C_ASW_Weapon_Rifle()
{
}
C_ASW_Weapon_Rifle::~C_ASW_Weapon_Rifle()
{
}
void C_ASW_Weapon_Rifle::SecondaryAttack( void )
{
CASW_Player *pPlayer = GetCommander();
if (!pPlayer)
return;
CASW_Marine *pMarine = GetMarine();
if (!pMarine)
return;
//Must have ammo
bool bUsesSecondary = UsesSecondaryAmmo();
bool bUsesClips = UsesClipsForAmmo2();
int iAmmoCount = pMarine->GetAmmoCount(m_iSecondaryAmmoType);
bool bInWater = ( pMarine->GetWaterLevel() == 3 );
if ( (bUsesSecondary &&
( ( bUsesClips && m_iClip1 <= 0) ||
( !bUsesClips && iAmmoCount<=0 )
) )
|| bInWater || m_bInReload )
//if ( ( pMarine->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 ) || ( pMarine->GetWaterLevel() == 3 ) )
{
SendWeaponAnim( ACT_VM_DRYFIRE );
BaseClass::WeaponSound( EMPTY );
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5f;
return;
}
BaseClass::WeaponSound( SPECIAL1 );
Vector vecSrc = pMarine->Weapon_ShootPosition();
Vector vecThrow;
vecThrow = pPlayer->GetAutoaimVectorForMarine(pMarine, GetAutoAimAmount(), GetVerticalAdjustOnlyAutoAimAmount()); // 45 degrees = 0.707106781187
VectorScale( vecThrow, 1000.0f, vecThrow );
SendWeaponAnim( ACT_VM_SECONDARYATTACK );
if ( bUsesClips )
{
m_iClip2 -= 1;
}
else
{
pMarine->RemoveAmmo( 1, m_iSecondaryAmmoType );
}
// Can shoot again immediately
m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;
// Can blow up after a short delay (so have time to release mouse button)
m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
}
bool C_ASW_Weapon_Rifle::SupportsBayonet()
{
return true;
}
float C_ASW_Weapon_Rifle::GetFireRate()
{
//float flRate = 0.07f;
float flRate = GetWeaponInfo()->m_flFireRate;
//CALL_ATTRIB_HOOK_FLOAT( flRate, mod_fire_rate );
return flRate;
}