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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/dod/weapon_garand.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/dod/weapon_garand.cpp')
| -rw-r--r-- | game/shared/dod/weapon_garand.cpp | 203 |
1 files changed, 203 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_garand.cpp b/game/shared/dod/weapon_garand.cpp new file mode 100644 index 0000000..7fb6ec0 --- /dev/null +++ b/game/shared/dod/weapon_garand.cpp @@ -0,0 +1,203 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_dodsniper.h" +#include "dod_shareddefs.h" + +#ifndef CLIENT_DLL + #include "te_effect_dispatch.h" + #include "effect_dispatch_data.h" +#endif + +#if defined( CLIENT_DLL ) + #define CWeaponGarand C_WeaponGarand + + #include "c_dod_player.h" +#endif + + +class CWeaponGarand : public CDODSniperWeapon +{ +public: + DECLARE_CLASS( CWeaponGarand, CDODSniperWeapon ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + DECLARE_ACTTABLE(); + + CWeaponGarand() {} + + virtual void Spawn( void ); + + virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GARAND; } + + // weapon id for stats purposes + virtual DODWeaponID GetStatsWeaponID( void ) + { + if ( IsFullyZoomed() ) + return WEAPON_GARAND_ZOOMED; + else + return WEAPON_GARAND; + } + + virtual Activity GetIdleActivity( void ); + virtual Activity GetPrimaryAttackActivity( void ); + virtual Activity GetDrawActivity( void ); + + virtual void PrimaryAttack( void ); + virtual bool Reload( void ); + + virtual float GetZoomedFOV( void ) { return 55; } + + virtual bool HideViewModelWhenZoomed( void ) { return false; } + + virtual bool ShouldZoomOutBetweenShots( void ) { return false; } + virtual bool ShouldRezoomAfterReload( void ) { return true; } + + virtual float GetRecoil( void ) { return 4.0f; } + +private: + CWeaponGarand( const CWeaponGarand & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGarand, DT_WeaponGarand ) + +BEGIN_NETWORK_TABLE( CWeaponGarand, DT_WeaponGarand ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponGarand ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_garand, CWeaponGarand ); +PRECACHE_WEAPON_REGISTER( weapon_garand ); + +void CWeaponGarand::Spawn( void ) +{ + m_iAltFireHint = HINT_USE_IRON_SIGHTS; + + BaseClass::Spawn(); +} + +acttable_t CWeaponGarand::m_acttable[] = +{ + { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false }, + { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false }, + { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false }, + { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false }, + { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false }, + { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false }, + { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false }, + { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false }, + { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false }, + { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false }, + { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false }, + { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false }, + { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false }, + + // Zoomed Aim + { ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_RIFLE, false }, + { ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_RIFLE, false }, + { ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_RIFLE, false }, + { ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_RIFLE, false }, + { ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_RIFLE, false }, + { ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, false }, + + // Attack ( prone? deployed? ) + { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false }, + { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false }, + { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false }, + + { ACT_RELOAD, ACT_DOD_RELOAD_RIFLE, false }, + { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLE, false }, + { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLE, false }, + + // Hand Signals + { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false }, + { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false }, +}; + +IMPLEMENT_ACTTABLE( CWeaponGarand ); + +Activity CWeaponGarand::GetIdleActivity( void ) +{ + Activity actIdle; + + if( m_iClip1 <= 0 ) + actIdle = ACT_VM_IDLE_EMPTY; + else + actIdle = ACT_VM_IDLE; + + return actIdle; +} + +Activity CWeaponGarand::GetPrimaryAttackActivity( void ) +{ + Activity actPrim; + + if ( IsFullyZoomed() ) + actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED; + else if( m_iClip1 <= 0 ) + actPrim = ACT_VM_PRIMARYATTACK_EMPTY; + else + actPrim = ACT_VM_PRIMARYATTACK; + + return actPrim; +} + +Activity CWeaponGarand::GetDrawActivity( void ) +{ + Activity actDraw; + + if( m_iClip1 <= 0 ) + actDraw = ACT_VM_DRAW_EMPTY; + else + actDraw = ACT_VM_DRAW; + + return actDraw; +} + +void CWeaponGarand::PrimaryAttack( void ) +{ + int clip = m_iClip1; + + BaseClass::PrimaryAttack(); + + // If we just fired our last bullet + if( clip != m_iClip1 && m_iClip1 == 0 ) + { + // clip "DING!" + WeaponSound( SPECIAL1 ); + +#ifndef CLIENT_DLL + CEffectData data; + data.m_nHitBox = EJECTBRASS_GARANDCLIP; + GetPlayerOwner()->GetAttachment( 2, data.m_vOrigin, data.m_vAngles ); + + // shoot it up in the air + data.m_vAngles.x = -90; + data.m_vAngles.y = 0; + data.m_vAngles.z = 0; + + DispatchEffect( "DOD_EjectBrass", data ); +#endif + } +} + +bool CWeaponGarand::Reload( void ) +{ + if( m_iClip1 > 0 ) + { +#ifdef CLIENT_DLL + CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); + Assert( pPlayer ); + pPlayer->HintMessage( HINT_GARAND_RELOAD, true ); +#endif + return false; + } + + return BaseClass::Reload(); +} + |