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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "util.h"
#include "weapon_tfc_super_nailgun.h"
#include "decals.h"
#include "in_buttons.h"
#include "nailgun_nail.h"
#if defined( CLIENT_DLL )
#include "c_tfc_player.h"
#else
#include "tfc_player.h"
#endif
// ----------------------------------------------------------------------------- //
// CTFCSuperNailgun tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( TFCSuperNailgun, DT_WeaponSuperNailgun )
BEGIN_NETWORK_TABLE( CTFCSuperNailgun, DT_WeaponSuperNailgun )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFCSuperNailgun )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_super_nailgun, CTFCSuperNailgun );
PRECACHE_WEAPON_REGISTER( weapon_super_nailgun );
#ifndef CLIENT_DLL
BEGIN_DATADESC( CTFCSuperNailgun )
END_DATADESC()
#endif
// ----------------------------------------------------------------------------- //
// CTFCSuperNailgun implementation.
// ----------------------------------------------------------------------------- //
CTFCSuperNailgun::CTFCSuperNailgun()
{
}
TFCWeaponID CTFCSuperNailgun::GetWeaponID() const
{
return WEAPON_SUPER_NAILGUN;
}
void CTFCSuperNailgun::PrimaryAttack()
{
CTFCPlayer *pOwner = GetPlayerOwner();
if ( !pOwner )
return;
Assert( HasPrimaryAmmo() );
// Effects.
WeaponSound( SINGLE );
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
pOwner->DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
// Create the nail.
int iCurrentAmmoCount = pOwner->GetAmmoCount( GetPrimaryAmmoType() );
#ifdef GAME_DLL // TFCTODO: predict this
Vector vecSrc = pOwner->Weapon_ShootPosition();
CTFNailgunNail *pNail = NULL;
if ( iCurrentAmmoCount < 4 )
pNail = CTFNailgunNail::CreateNail( false, vecSrc, pOwner->EyeAngles(), pOwner, this, true );
else
pNail = CTFNailgunNail::CreateSuperNail( vecSrc, pOwner->EyeAngles(), pOwner, this );
#endif
// Uses 2 nails if it can
pOwner->RemoveAmmo( MIN( 2, iCurrentAmmoCount ), GetPrimaryAmmoType() );
// Setup fire delays
m_flNextPrimaryAttack = gpGlobals->curtime + 0.1;
m_flTimeWeaponIdle = gpGlobals->curtime + 10;
}
#ifdef CLIENT_DLL
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// CLIENT DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#else
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
// GAME DLL SPECIFIC CODE
// ------------------------------------------------------------------------------------------------ //
// ------------------------------------------------------------------------------------------------ //
#endif
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