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-rw-r--r--game/shared/dod/weapon_k98.cpp140
1 files changed, 140 insertions, 0 deletions
diff --git a/game/shared/dod/weapon_k98.cpp b/game/shared/dod/weapon_k98.cpp
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+++ b/game/shared/dod/weapon_k98.cpp
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+//========= 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();
+}
+