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 "weapon_dodbipodgun.h"
#if defined( CLIENT_DLL )
#define CWeaponMG34 C_WeaponMG34
#include "c_dod_player.h"
#else
#include "dod_player.h"
#endif
class CWeaponMG34 : public CDODBipodWeapon
{
public:
DECLARE_CLASS( CWeaponMG34, CDODBipodWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
DECLARE_ACTTABLE();
CWeaponMG34() {}
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MG34; }
virtual void PrimaryAttack( void );
virtual bool Reload( void );
Activity GetReloadActivity( void );
Activity GetDrawActivity( void );
Activity GetDeployActivity( void );
Activity GetUndeployActivity( void );
Activity GetIdleActivity( void );
Activity GetPrimaryAttackActivity( void );
virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
private:
CWeaponMG34( const CWeaponMG34 & );
};
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMG34, DT_WeaponMG34 )
BEGIN_NETWORK_TABLE( CWeaponMG34, DT_WeaponMG34 )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponMG34 )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_mg34, CWeaponMG34 );
PRECACHE_WEAPON_REGISTER( weapon_mg34 );
acttable_t CWeaponMG34::m_acttable[] =
{
// Aim
{ ACT_IDLE, ACT_DOD_STAND_AIM_MG, false },
{ ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_MG, false },
{ ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_MG, false },
{ ACT_WALK, ACT_DOD_WALK_AIM_MG, false },
{ ACT_RUN, ACT_DOD_RUN_AIM_MG, false },
{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MG, false },
// Deployed Aim
{ ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_MG, false },
{ ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_MG, false },
// Attack ( prone? deployed? )
{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MG, false },
{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MG, false },
{ ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_MG, false },
{ ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG,false },
// Reload ( prone? deployed? )
{ ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_MG34, false },
{ ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34, false },
};
IMPLEMENT_ACTTABLE( CWeaponMG34 );
void CWeaponMG34::PrimaryAttack( void )
{
#ifdef CLIENT_DLL
C_DODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
#else
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
#endif
Assert( pPlayer );
if( !IsDeployed() )
{
#ifdef CLIENT_DLL
pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED );
#endif
pPlayer->m_Shared.SetSlowedTime( 0.2 );
float flStamina = pPlayer->m_Shared.GetStamina();
pPlayer->m_Shared.SetStamina( flStamina - 15 );
}
BaseClass::PrimaryAttack();
}
bool CWeaponMG34::Reload( void )
{
if( !IsDeployed() )
{
ClientPrint( GetPlayerOwner(), HUD_PRINTCENTER, "#Dod_mg_reload" );
return false;
}
return BaseClass::Reload();
}
Activity CWeaponMG34::GetReloadActivity( void )
{
return ACT_VM_RELOAD;
}
Activity CWeaponMG34::GetDrawActivity( void )
{
Activity actDraw;
if( m_iClip1 <= 0 )
actDraw = ACT_VM_DRAW_EMPTY;
else
actDraw = ACT_VM_DRAW;
return actDraw;
}
Activity CWeaponMG34::GetDeployActivity( void )
{
Activity actDeploy;
if( m_iClip1 <= 0 )
actDeploy = ACT_VM_DEPLOY_EMPTY;
else
actDeploy = ACT_VM_DEPLOY;
return actDeploy;
}
Activity CWeaponMG34::GetUndeployActivity( void )
{
Activity actUndeploy;
if( m_iClip1 <= 0 )
actUndeploy = ACT_VM_UNDEPLOY_EMPTY;
else
actUndeploy = ACT_VM_UNDEPLOY;
return actUndeploy;
}
Activity CWeaponMG34::GetIdleActivity( void )
{
Activity actIdle;
if( IsDeployed() )
{
if( m_iClip1 <= 0 )
actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY;
else
actIdle = ACT_VM_IDLE_DEPLOYED;
}
else
{
if( m_iClip1 <= 0 )
actIdle = ACT_VM_IDLE_EMPTY;
else
actIdle = ACT_VM_IDLE;
}
return actIdle;
}
Activity CWeaponMG34::GetPrimaryAttackActivity( void )
{
Activity actPrim;
if( IsDeployed() )
{
if( m_iClip1 <= 0 )
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY;
else
actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED;
}
else
{
if( m_iClip1 <= 0 )
actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
else
actPrim = ACT_VM_PRIMARYATTACK;
}
return actPrim;
}