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-rw-r--r--game/shared/dod/weapon_garand.cpp203
1 files changed, 203 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_garand.cpp b/game/shared/dod/weapon_garand.cpp
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+++ b/game/shared/dod/weapon_garand.cpp
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+//========= 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();
+}
+