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160 lines
4.0 KiB
160 lines
4.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: 357 - 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 "basehlcombatweapon.h" |
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#include "basecombatcharacter.h" |
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#include "ai_basenpc.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#include "in_buttons.h" |
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#include "soundent.h" |
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#include "game.h" |
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#include "vstdlib/random.h" |
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#include "engine/IEngineSound.h" |
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#include "te_effect_dispatch.h" |
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#include "gamestats.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// CWeapon357 |
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//----------------------------------------------------------------------------- |
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class CWeapon357 : public CBaseHLCombatWeapon |
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{ |
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DECLARE_CLASS( CWeapon357, CBaseHLCombatWeapon ); |
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public: |
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CWeapon357( void ); |
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void PrimaryAttack( void ); |
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); |
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float WeaponAutoAimScale() { return 0.6f; } |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 ); |
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PRECACHE_WEAPON_REGISTER( weapon_357 ); |
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IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 ) |
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END_SEND_TABLE() |
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BEGIN_DATADESC( CWeapon357 ) |
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END_DATADESC() |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CWeapon357::CWeapon357( void ) |
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{ |
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m_bReloadsSingly = false; |
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m_bFiresUnderwater = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeapon357::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ) |
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{ |
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); |
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switch( pEvent->event ) |
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{ |
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case EVENT_WEAPON_RELOAD: |
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{ |
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CEffectData data; |
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// Emit six spent shells |
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for ( int i = 0; i < 6; i++ ) |
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{ |
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data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( -4, 4 ); |
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data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 ); |
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data.m_nEntIndex = entindex(); |
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DispatchEffect( "ShellEject", data ); |
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} |
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break; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeapon357::PrimaryAttack( void ) |
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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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WeaponSound( EMPTY ); |
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m_flNextPrimaryAttack = 0.15; |
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} |
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return; |
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} |
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m_iPrimaryAttacks++; |
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gamestats->Event_WeaponFired( pPlayer, true, GetClassname() ); |
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WeaponSound( SINGLE ); |
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pPlayer->DoMuzzleFlash(); |
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SendWeaponAnim( ACT_VM_PRIMARYATTACK ); |
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pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.75; |
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.75; |
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m_iClip1--; |
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Vector vecSrc = pPlayer->Weapon_ShootPosition(); |
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Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); |
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pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 ); |
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pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); |
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//Disorient the player |
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QAngle angles = pPlayer->GetLocalAngles(); |
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angles.x += random->RandomInt( -1, 1 ); |
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angles.y += random->RandomInt( -1, 1 ); |
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angles.z = 0; |
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pPlayer->SnapEyeAngles( angles ); |
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pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) ); |
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CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() ); |
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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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}
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