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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/weapon_357.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/weapon_357.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/weapon_357.cpp | 160 |
1 files changed, 160 insertions, 0 deletions
diff --git a/mp/src/game/server/hl2/weapon_357.cpp b/mp/src/game/server/hl2/weapon_357.cpp new file mode 100644 index 00000000..2b1a389b --- /dev/null +++ b/mp/src/game/server/hl2/weapon_357.cpp @@ -0,0 +1,160 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: 357 - hand gun
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "basehlcombatweapon.h"
+#include "basecombatcharacter.h"
+#include "ai_basenpc.h"
+#include "player.h"
+#include "gamerules.h"
+#include "in_buttons.h"
+#include "soundent.h"
+#include "game.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "te_effect_dispatch.h"
+#include "gamestats.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// CWeapon357
+//-----------------------------------------------------------------------------
+
+class CWeapon357 : public CBaseHLCombatWeapon
+{
+ DECLARE_CLASS( CWeapon357, CBaseHLCombatWeapon );
+public:
+
+ CWeapon357( void );
+
+ void PrimaryAttack( void );
+ void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
+
+ float WeaponAutoAimScale() { return 0.6f; }
+
+ DECLARE_SERVERCLASS();
+ DECLARE_DATADESC();
+};
+
+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;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CWeapon357::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ switch( pEvent->event )
+ {
+ case EVENT_WEAPON_RELOAD:
+ {
+ CEffectData data;
+
+ // Emit six spent shells
+ for ( int i = 0; i < 6; i++ )
+ {
+ data.m_vOrigin = pOwner->WorldSpaceCenter() + RandomVector( -4, 4 );
+ data.m_vAngles = QAngle( 90, random->RandomInt( 0, 360 ), 0 );
+ data.m_nEntIndex = entindex();
+
+ DispatchEffect( "ShellEject", data );
+ }
+
+ break;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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;
+ }
+
+ m_iPrimaryAttacks++;
+ gamestats->Event_WeaponFired( pPlayer, true, GetClassname() );
+
+ 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_SCALE_DEFAULT );
+
+ pPlayer->FireBullets( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 );
+
+ pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
+
+ //Disorient the player
+ QAngle angles = pPlayer->GetLocalAngles();
+
+ angles.x += random->RandomInt( -1, 1 );
+ angles.y += random->RandomInt( -1, 1 );
+ angles.z = 0;
+
+ pPlayer->SnapEyeAngles( angles );
+
+ pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
+
+ CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2, GetOwner() );
+
+ if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
+ }
+}
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