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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_k98.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_k98.cpp')
| -rw-r--r-- | game/shared/dod/weapon_k98.cpp | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_k98.cpp b/game/shared/dod/weapon_k98.cpp new file mode 100644 index 0000000..a279568 --- /dev/null +++ b/game/shared/dod/weapon_k98.cpp @@ -0,0 +1,140 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "weapon_dodsniper.h" + +#if defined( CLIENT_DLL ) + + #define CWeaponK98 C_WeaponK98 + +#endif + + +class CWeaponK98 : public CDODSniperWeapon +{ +public: + DECLARE_CLASS( CWeaponK98, CDODSniperWeapon ); + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + DECLARE_ACTTABLE(); + + CWeaponK98() {} + + virtual void Spawn( void ); + + virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_K98; } + + // weapon id for stats purposes + virtual DODWeaponID GetStatsWeaponID( void ) + { + if ( IsFullyZoomed() ) + return WEAPON_K98_ZOOMED; + else + return WEAPON_K98; + } + + virtual bool ShouldAutoEjectBrass( void ) { return false; } + + virtual float GetZoomedFOV( void ) { return 55; } + + virtual bool HideViewModelWhenZoomed( void ) { return false; } + + virtual bool ShouldRezoomAfterReload( void ) { return true; } + + virtual Activity GetPrimaryAttackActivity( void ); + + virtual float GetFireDelay( void ); + + virtual float GetRecoil( void ) { return 8.0f; } + +private: + CWeaponK98( const CWeaponK98 & ); +}; + +IMPLEMENT_NETWORKCLASS_ALIASED( WeaponK98, DT_WeaponK98 ) + +BEGIN_NETWORK_TABLE( CWeaponK98, DT_WeaponK98 ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CWeaponK98 ) +END_PREDICTION_DATA() + +LINK_ENTITY_TO_CLASS( weapon_k98, CWeaponK98 ); +PRECACHE_WEAPON_REGISTER( weapon_k98 ); + +void CWeaponK98::Spawn( void ) +{ + m_iAltFireHint = HINT_USE_IRON_SIGHTS; + + BaseClass::Spawn(); + + m_bShouldRezoomAfterShot = false; +} + +acttable_t CWeaponK98::m_acttable[] = +{ + { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BOLT, false }, + { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BOLT, false }, + { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BOLT, false }, + { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BOLT, false }, + { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BOLT, false }, + { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BOLT, false }, + { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BOLT, false }, + { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BOLT, false }, + { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BOLT, false }, + { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BOLT, false }, + { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BOLT, false }, + { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BOLT, false }, + { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BOLT, false }, + + // Zoomed Aim + { ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BOLT, false }, + { ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BOLT, false }, + { ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BOLT, false }, + { ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BOLT, false }, + { ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BOLT, false }, + { ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BOLT, false }, + + // Attack ( prone? ) + { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BOLT, false }, + { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BOLT, false }, + { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BOLT, false }, + + // Reload ( prone ? ) + { ACT_RELOAD, ACT_DOD_RELOAD_BOLT, false }, + { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BOLT, false }, + { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BOLT, 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( CWeaponK98 ); + +Activity CWeaponK98::GetPrimaryAttackActivity( void ) +{ + Activity actPrim; + + if( m_iClip1 <= 0 ) + actPrim = ACT_VM_PRIMARYATTACK_EMPTY; + else + actPrim = ACT_VM_PRIMARYATTACK; + + return actPrim; +} + +float CWeaponK98::GetFireDelay( void ) +{ + if ( m_iClip1 <= 0 ) + { + return SequenceDuration(); + } + + return BaseClass::GetFireDelay(); +} + |