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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/dod/weapon_bazooka.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/dod/weapon_bazooka.cpp')
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diff --git a/game/shared/dod/weapon_bazooka.cpp b/game/shared/dod/weapon_bazooka.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_dodbaserpg.h"
+
+#if defined( CLIENT_DLL )
+
+ #include "c_dod_player.h"
+ #define CWeaponBazooka C_WeaponBazooka
+
+#else
+
+ #include "rocket_bazooka.h"
+ #include "dod_player.h"
+
+#endif
+
+
+class CWeaponBazooka : public CDODBaseRocketWeapon
+{
+public:
+ DECLARE_CLASS( CWeaponBazooka, CDODBaseRocketWeapon );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_ACTTABLE();
+
+ CWeaponBazooka() {}
+
+ virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_BAZOOKA; }
+
+ virtual void FireRocket( void );
+
+private:
+ CWeaponBazooka( const CWeaponBazooka & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBazooka, DT_WeaponBazooka )
+
+BEGIN_NETWORK_TABLE( CWeaponBazooka, DT_WeaponBazooka )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponBazooka )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_bazooka, CWeaponBazooka );
+PRECACHE_WEAPON_REGISTER( weapon_bazooka );
+
+acttable_t CWeaponBazooka::m_acttable[] =
+{
+ { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BAZOOKA, false },
+ { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BAZOOKA, false },
+ { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BAZOOKA, false },
+ { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BAZOOKA, false },
+ { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BAZOOKA, false },
+ { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BAZOOKA, false },
+ { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BAZOOKA, false },
+ { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BAZOOKA, false },
+
+ // Zoomed Aim
+ { ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BAZOOKA, false },
+ { ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BAZOOKA, false },
+ { ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA, false },
+ { ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BAZOOKA, false },
+ { ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BAZOOKA, false },
+ { ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA, false },
+
+ // Attack ( must be zoomed )
+ { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BAZOOKA, false },
+ { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BAZOOKA, false },
+ { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA, false },
+
+ // Reload ( zoomed or not, prone or not )
+ { ACT_RELOAD, ACT_DOD_RELOAD_BAZOOKA, false },
+ { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BAZOOKA, false },
+ { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BAZOOKA, false },
+ { ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_ZOOMLOAD_BAZOOKA, false },
+ { ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA, false },
+
+ // Hand Signals
+ { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_BAZOOKA, false },
+ { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_BAZOOKA, false },
+};
+
+IMPLEMENT_ACTTABLE( CWeaponBazooka );
+
+void CWeaponBazooka::FireRocket( void )
+{
+#ifndef CLIENT_DLL
+
+ CBasePlayer *pPlayer = GetPlayerOwner();
+
+#ifdef DBGFLAG_ASSERT
+ CBazookaRocket *pRocket =
+#endif //DEBUG
+ CBazookaRocket::Create( pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles(), pPlayer );
+
+ Assert( pRocket );
+
+#endif
+}