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path: root/game/shared/hl1/hl1mp_weapon_mp5.cpp
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Diffstat (limited to 'game/shared/hl1/hl1mp_weapon_mp5.cpp')
-rw-r--r--game/shared/hl1/hl1mp_weapon_mp5.cpp237
1 files changed, 237 insertions, 0 deletions
diff --git a/game/shared/hl1/hl1mp_weapon_mp5.cpp b/game/shared/hl1/hl1mp_weapon_mp5.cpp
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+++ b/game/shared/hl1/hl1mp_weapon_mp5.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+//#include "basecombatweapon.h"
+#include "hl1mp_basecombatweapon_shared.h"
+#include "npcevent.h"
+//#include "basecombatcharacter.h"
+//#include "AI_BaseNPC.h"
+#ifdef CLIENT_DLL
+#include "hl1/hl1_c_player.h"
+#else
+#include "player.h"
+#endif
+#include "hl1mp_weapon_mp5.h"
+//#include "hl1_weapon_mp5.h"
+#ifdef CLIENT_DLL
+#else
+#include "hl1_grenade_mp5.h"
+#endif
+#include "gamerules.h"
+#ifdef CLIENT_DLL
+#else
+#include "soundent.h"
+#include "game.h"
+#endif
+#include "in_buttons.h"
+#include "engine/IEngineSound.h"
+
+extern ConVar sk_plr_dmg_mp5_grenade;
+extern ConVar sk_max_mp5_grenade;
+extern ConVar sk_mp5_grenade_radius;
+
+//=========================================================
+//=========================================================
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 );
+
+BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponMP5 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 );
+
+PRECACHE_WEAPON_REGISTER(weapon_mp5);
+
+//IMPLEMENT_SERVERCLASS_ST( CWeaponMP5, DT_WeaponMP5 )
+//END_SEND_TABLE()
+
+BEGIN_DATADESC( CWeaponMP5 )
+END_DATADESC()
+
+CWeaponMP5::CWeaponMP5( )
+{
+ m_bReloadsSingly = false;
+ m_bFiresUnderwater = false;
+}
+
+void CWeaponMP5::Precache( void )
+{
+ BaseClass::Precache();
+
+#ifndef CLIENT_DLL
+ UTIL_PrecacheOther( "grenade_mp5" );
+#endif
+}
+
+
+void CWeaponMP5::PrimaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if ( !pPlayer )
+ {
+ return;
+ }
+
+ if ( m_iClip1 <= 0 )
+ {
+ DryFire();
+ return;
+ }
+
+ WeaponSound( SINGLE );
+
+ pPlayer->DoMuzzleFlash();
+
+ m_iClip1--;
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
+
+ if ( !g_pGameRules->IsMultiplayer() )
+ {
+ // optimized multiplayer. Widened to make it easier to hit a moving player
+// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
+ FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_6DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
+ info.m_pAttacker = pPlayer;
+ info.m_iTracerFreq = 2;
+
+ pPlayer->FireBullets( info );
+ }
+ else
+ {
+ // single player spread
+// pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2 );
+ FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
+ info.m_pAttacker = pPlayer;
+ info.m_iTracerFreq = 2;
+
+ pPlayer->FireBullets( info );
+ }
+
+ EjectShell( pPlayer, 0 );
+
+ pPlayer->ViewPunch( QAngle( random->RandomFloat( -2, 2 ), 0, 0 ) );
+#ifdef CLIENT_DLL
+ pPlayer->DoMuzzleFlash();
+#else
+ pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+#endif
+
+#ifdef CLIENT_DLL
+#else
+ 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);
+ }
+
+ SetWeaponIdleTime( gpGlobals->curtime + random->RandomFloat( 10, 15 ) );
+}
+
+
+void CWeaponMP5::SecondaryAttack( void )
+{
+ // Only the player fires this way so we can cast
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+
+ if (!pPlayer)
+ {
+ return;
+ }
+
+ if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 )
+ {
+ DryFire( );
+ return;
+ }
+
+ WeaponSound(WPN_DOUBLE);
+
+ pPlayer->DoMuzzleFlash();
+
+ Vector vecSrc = pPlayer->Weapon_ShootPosition();
+ Vector vecThrow = pPlayer->GetAutoaimVector( 0 ) * 800;
+ QAngle angGrenAngle;
+
+ VectorAngles( vecThrow, angGrenAngle );
+
+#ifdef CLIENT_DLL
+#else
+ CGrenadeMP5 * m_pMyGrenade = (CGrenadeMP5*)Create( "grenade_mp5", vecSrc, angGrenAngle, GetOwner() );
+ m_pMyGrenade->SetAbsVelocity( vecThrow );
+ m_pMyGrenade->SetLocalAngularVelocity( QAngle( random->RandomFloat( -100, -500 ), 0, 0 ) );
+ m_pMyGrenade->SetMoveType( MOVETYPE_FLYGRAVITY );
+ m_pMyGrenade->SetThrower( GetOwner() );
+ m_pMyGrenade->SetDamage( sk_plr_dmg_mp5_grenade.GetFloat() * g_pGameRules->GetDamageMultiplier() );
+#endif
+
+ SendWeaponAnim( ACT_VM_SECONDARYATTACK );
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ pPlayer->ViewPunch( QAngle( -10, 0, 0 ) );
+
+ // Register a muzzleflash for the AI.
+#if !defined(CLIENT_DLL)
+ pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+#endif
+
+#ifdef CLIENT_DLL
+#else
+ CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 );
+#endif
+
+ // Decrease ammo
+ pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );
+ if ( pPlayer->GetAmmoCount( m_iSecondaryAmmoType ) <= 0 )
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
+ }
+
+ m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
+ m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
+ SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
+}
+
+
+void CWeaponMP5::DryFire( void )
+{
+ WeaponSound( EMPTY );
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.15;
+ m_flNextSecondaryAttack = gpGlobals->curtime + 0.15;
+}
+
+
+void CWeaponMP5::WeaponIdle( void )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
+ if ( pPlayer )
+ {
+ pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
+ }
+
+ bool bElapsed = HasWeaponIdleTimeElapsed();
+
+ BaseClass::WeaponIdle();
+
+ if( bElapsed )
+ SetWeaponIdleTime( gpGlobals->curtime + random->RandomInt( 3, 5 ) );
+}