summaryrefslogtreecommitdiff
path: root/game/shared/hl1/hl1mp_weapon_357.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/shared/hl1/hl1mp_weapon_357.cpp')
-rw-r--r--game/shared/hl1/hl1mp_weapon_357.cpp289
1 files changed, 289 insertions, 0 deletions
diff --git a/game/shared/hl1/hl1mp_weapon_357.cpp b/game/shared/hl1/hl1mp_weapon_357.cpp
new file mode 100644
index 0000000..33d6757
--- /dev/null
+++ b/game/shared/hl1/hl1mp_weapon_357.cpp
@@ -0,0 +1,289 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: 357 - hand gun
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "hl1mp_basecombatweapon_shared.h"
+#ifdef CLIENT_DLL
+#include "c_baseplayer.h"
+#else
+#include "player.h"
+#endif
+#include "gamerules.h"
+#include "in_buttons.h"
+#ifndef CLIENT_DLL
+#include "soundent.h"
+#include "game.h"
+#endif
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+
+#ifdef CLIENT_DLL
+#define CWeapon357 C_Weapon357
+#endif
+
+//-----------------------------------------------------------------------------
+// CWeapon357
+//-----------------------------------------------------------------------------
+
+class CWeapon357 : public CBaseHL1MPCombatWeapon
+{
+ DECLARE_CLASS( CWeapon357, CBaseHL1CombatWeapon );
+public:
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeapon357( void );
+
+ void Precache( void );
+ bool Deploy( void );
+ void PrimaryAttack( void );
+ void SecondaryAttack( void );
+ bool Reload( void );
+ void WeaponIdle( void );
+ bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
+
+// DECLARE_SERVERCLASS();
+// DECLARE_DATADESC();
+
+private:
+ void ToggleZoom( void );
+
+private:
+ CNetworkVar( float, m_fInZoom );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 );
+
+BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 )
+#ifdef CLIENT_DLL
+ RecvPropFloat( RECVINFO( m_fInZoom ) ),
+#else
+ SendPropFloat( SENDINFO( m_fInZoom ) ),
+#endif
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeapon357 )
+#ifdef CLIENT_DLL
+ DEFINE_PRED_FIELD( m_fInZoom, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
+#endif
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
+
+PRECACHE_WEAPON_REGISTER( weapon_357 );
+
+//IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 )
+//END_SEND_TABLE()
+
+//BEGIN_DATADESC( CWeapon357 )
+//END_DATADESC()
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CWeapon357::CWeapon357( void )
+{
+ m_bReloadsSingly = false;
+ m_bFiresUnderwater = false;
+ m_fInZoom = false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeapon357::Precache( void )
+{
+ BaseClass::Precache();
+
+#ifndef CLIENT_DLL
+ UTIL_PrecacheOther( "ammo_357" );
+#endif
+}
+
+bool CWeapon357::Deploy( void )
+{
+// Bodygroup stuff not currently working correctly
+// if ( g_pGameRules->IsMultiplayer() )
+// {
+ // enable laser sight geometry.
+// SetBodygroup( 4, 1 );
+// }
+// else
+// {
+// SetBodygroup( 4, 0 );
+// }
+
+ return BaseClass::Deploy();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeapon357::PrimaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( !pPlayer )
+ {
+ return;
+ }
+
+ if ( m_iClip1 <= 0 )
+ {
+ if ( !m_bFireOnEmpty )
+ {
+ Reload();
+ }
+ else
+ {
+ WeaponSound( EMPTY );
+ m_flNextPrimaryAttack = 0.15;
+ }
+
+ return;
+ }
+
+ WeaponSound( SINGLE );
+ pPlayer->DoMuzzleFlash();
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;
+
+ m_iClip1--;
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
+
+// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
+
+ FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
+ info.m_pAttacker = pPlayer;
+
+ pPlayer->FireBullets( info );
+
+#ifndef CLIENT_DLL
+ pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+#endif
+
+ pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
+
+#ifndef CLIENT_DLL
+ CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
+#endif
+
+ if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeapon357::SecondaryAttack( void )
+{
+ // only in multiplayer
+ if ( !g_pGameRules->IsMultiplayer() )
+ {
+#ifndef CLIENT_DLL
+ // unless we have cheats on
+ if ( !sv_cheats->GetBool() )
+ {
+ return;
+ }
+#endif
+ }
+
+ ToggleZoom();
+
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.5;
+}
+
+
+bool CWeapon357::Reload( void )
+{
+ bool fRet;
+
+ fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
+ if ( fRet )
+ {
+ if ( m_fInZoom )
+ {
+ ToggleZoom();
+ }
+ }
+
+ return fRet;
+}
+
+
+void CWeapon357::WeaponIdle( void )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+ if ( pPlayer )
+ {
+ pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
+ }
+
+ if ( !HasWeaponIdleTimeElapsed() )
+ return;
+
+ if ( random->RandomFloat( 0, 1 ) <= 0.9 )
+ {
+ SendWeaponAnim( ACT_VM_IDLE );
+ }
+ else
+ {
+ SendWeaponAnim( ACT_VM_FIDGET );
+ }
+}
+
+
+bool CWeapon357::Holster( CBaseCombatWeapon *pSwitchingTo )
+{
+ if ( m_fInZoom )
+ {
+ ToggleZoom();
+ }
+
+ return BaseClass::Holster( pSwitchingTo );
+}
+
+
+void CWeapon357::ToggleZoom( void )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+ if ( !pPlayer )
+ {
+ return;
+ }
+
+#ifndef CLIENT_DLL
+ if ( m_fInZoom )
+ {
+ if ( pPlayer->SetFOV( this, 0 ) )
+ {
+ m_fInZoom = false;
+ pPlayer->ShowViewModel( true );
+ }
+ }
+ else
+ {
+ if ( pPlayer->SetFOV( this, 40 ) )
+ {
+ m_fInZoom = true;
+ pPlayer->ShowViewModel( false );
+ }
+ }
+#endif
+}