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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_spring.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_spring.cpp')
-rw-r--r--game/shared/dod/weapon_spring.cpp156
1 files changed, 156 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_spring.cpp b/game/shared/dod/weapon_spring.cpp
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+++ b/game/shared/dod/weapon_spring.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_dodsniper.h"
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponSpring C_WeaponSpring
+
+#endif
+
+
+class CWeaponSpring : public CDODSniperWeapon
+{
+public:
+ DECLARE_CLASS( CWeaponSpring, CDODSniperWeapon );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_ACTTABLE();
+
+ CWeaponSpring() {}
+
+ virtual void Spawn( void );
+
+ virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_SPRING; }
+
+ // weapon id for stats purposes
+ virtual DODWeaponID GetStatsWeaponID( void )
+ {
+ if ( IsFullyZoomed() )
+ return WEAPON_SPRING_ZOOMED;
+ else
+ return WEAPON_SPRING;
+ }
+
+ virtual bool ShouldAutoEjectBrass( void ) { return false; }
+ virtual bool ShouldDrawCrosshair( void ) { return false; }
+
+ virtual bool ShouldDrawViewModel( void )
+ {
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ Assert( pPlayer );
+
+ if ( !pPlayer )
+ return false;
+
+ if ( pPlayer->GetFOV() < 90 )
+ return false;
+
+ // handle case when we are spectating someone and don't know their fov
+ if ( IsFullyZoomed() )
+ return false;
+
+ return BaseClass::ShouldDrawViewModel();
+ }
+
+ virtual bool ShouldDrawMuzzleFlash( void )
+ {
+ return ShouldDrawViewModel();
+ }
+
+ virtual Activity GetPrimaryAttackActivity( void );
+
+ virtual float GetFireDelay( void );
+
+ virtual float GetRecoil( void ) { return 5.6f; }
+
+private:
+ CWeaponSpring( const CWeaponSpring & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponSpring, DT_WeaponSpring )
+
+BEGIN_NETWORK_TABLE( CWeaponSpring, DT_WeaponSpring )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponSpring )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_spring, CWeaponSpring );
+PRECACHE_WEAPON_REGISTER( weapon_spring );
+
+void CWeaponSpring::Spawn( void )
+{
+ m_iAltFireHint = HINT_USE_ZOOM;
+
+ BaseClass::Spawn();
+}
+
+acttable_t CWeaponSpring::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( CWeaponSpring );
+
+Activity CWeaponSpring::GetPrimaryAttackActivity( void )
+{
+ Activity actPrim;
+
+ if( m_iClip1 <= 0 )
+ actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
+ else
+ actPrim = ACT_VM_PRIMARYATTACK;
+
+ return actPrim;
+}
+
+float CWeaponSpring::GetFireDelay( void )
+{
+ if ( m_iClip1 <= 0 )
+ {
+ return SequenceDuration();
+ }
+
+ return BaseClass::GetFireDelay();
+}