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: 357 - hand gun
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "npcevent.h"
#include "hl1mp_basecombatweapon_shared.h"
#ifdef CLIENT_DLL
#include "c_baseplayer.h"
#else
#include "player.h"
#endif
#include "gamerules.h"
#include "in_buttons.h"
#ifndef CLIENT_DLL
#include "soundent.h"
#include "game.h"
#endif
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#ifdef CLIENT_DLL
#define CWeapon357 C_Weapon357
#endif
//-----------------------------------------------------------------------------
// CWeapon357
//-----------------------------------------------------------------------------
class CWeapon357 : public CBaseHL1MPCombatWeapon
{
DECLARE_CLASS( CWeapon357, CBaseHL1CombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeapon357( void );
void Precache( void );
bool Deploy( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
bool Reload( void );
void WeaponIdle( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
// DECLARE_SERVERCLASS();
// DECLARE_DATADESC();
private:
void ToggleZoom( void );
private:
CNetworkVar( float, m_fInZoom );
};
IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 );
BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 )
#ifdef CLIENT_DLL
RecvPropFloat( RECVINFO( m_fInZoom ) ),
#else
SendPropFloat( SENDINFO( m_fInZoom ) ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeapon357 )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_fInZoom, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
#endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
PRECACHE_WEAPON_REGISTER( weapon_357 );
//IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 )
//END_SEND_TABLE()
//BEGIN_DATADESC( CWeapon357 )
//END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeapon357::CWeapon357( void )
{
m_bReloadsSingly = false;
m_bFiresUnderwater = false;
m_fInZoom = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::Precache( void )
{
BaseClass::Precache();
#ifndef CLIENT_DLL
UTIL_PrecacheOther( "ammo_357" );
#endif
}
bool CWeapon357::Deploy( void )
{
// Bodygroup stuff not currently working correctly
// if ( g_pGameRules->IsMultiplayer() )
// {
// enable laser sight geometry.
// SetBodygroup( 4, 1 );
// }
// else
// {
// SetBodygroup( 4, 0 );
// }
return BaseClass::Deploy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
if ( m_iClip1 <= 0 )
{
if ( !m_bFireOnEmpty )
{
Reload();
}
else
{
WeaponSound( EMPTY );
m_flNextPrimaryAttack = 0.15;
}
return;
}
WeaponSound( SINGLE );
pPlayer->DoMuzzleFlash();
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
m_iClip1--;
Vector vecSrc = pPlayer->Weapon_ShootPosition();
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
info.m_pAttacker = pPlayer;
pPlayer->FireBullets( info );
#ifndef CLIENT_DLL
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
#endif
pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
#ifndef CLIENT_DLL
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
#endif
if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeapon357::SecondaryAttack( void )
{
// only in multiplayer
if ( !g_pGameRules->IsMultiplayer() )
{
#ifndef CLIENT_DLL
// unless we have cheats on
if ( !sv_cheats->GetBool() )
{
return;
}
#endif
}
ToggleZoom();
m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
}
bool CWeapon357::Reload( void )
{
bool fRet;
fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
if ( fRet )
{
if ( m_fInZoom )
{
ToggleZoom();
}
}
return fRet;
}
void CWeapon357::WeaponIdle( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer )
{
pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
if ( !HasWeaponIdleTimeElapsed() )
return;
if ( random->RandomFloat( 0, 1 ) <= 0.9 )
{
SendWeaponAnim( ACT_VM_IDLE );
}
else
{
SendWeaponAnim( ACT_VM_FIDGET );
}
}
bool CWeapon357::Holster( CBaseCombatWeapon *pSwitchingTo )
{
if ( m_fInZoom )
{
ToggleZoom();
}
return BaseClass::Holster( pSwitchingTo );
}
void CWeapon357::ToggleZoom( void )
{
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( !pPlayer )
{
return;
}
#ifndef CLIENT_DLL
if ( m_fInZoom )
{
if ( pPlayer->SetFOV( this, 0 ) )
{
m_fInZoom = false;
pPlayer->ShowViewModel( true );
}
}
else
{
if ( pPlayer->SetFOV( this, 40 ) )
{
m_fInZoom = true;
pPlayer->ShowViewModel( false );
}
}
#endif
}