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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/shared/hl2mp/weapon_357.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/shared/hl2mp/weapon_357.cpp')
-rw-r--r--mp/src/game/shared/hl2mp/weapon_357.cpp154
1 files changed, 154 insertions, 0 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_357.cpp b/mp/src/game/shared/hl2mp/weapon_357.cpp
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+++ b/mp/src/game/shared/hl2mp/weapon_357.cpp
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+
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "in_buttons.h"
+
+#ifdef CLIENT_DLL
+ #include "c_hl2mp_player.h"
+#else
+ #include "hl2mp_player.h"
+#endif
+
+#include "weapon_hl2mpbasehlmpcombatweapon.h"
+
+#ifdef CLIENT_DLL
+#define CWeapon357 C_Weapon357
+#endif
+
+//-----------------------------------------------------------------------------
+// CWeapon357
+//-----------------------------------------------------------------------------
+
+class CWeapon357 : public CBaseHL2MPCombatWeapon
+{
+ DECLARE_CLASS( CWeapon357, CBaseHL2MPCombatWeapon );
+public:
+
+ CWeapon357( void );
+
+ void PrimaryAttack( void );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+#ifndef CLIENT_DLL
+ DECLARE_ACTTABLE();
+#endif
+
+private:
+
+ CWeapon357( const CWeapon357 & );
+};
+
+IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 )
+
+BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 )
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeapon357 )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 );
+PRECACHE_WEAPON_REGISTER( weapon_357 );
+
+
+#ifndef CLIENT_DLL
+acttable_t CWeapon357::m_acttable[] =
+{
+ { ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_PISTOL, false },
+ { ACT_HL2MP_RUN, ACT_HL2MP_RUN_PISTOL, false },
+ { ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_PISTOL, false },
+ { ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_PISTOL, false },
+ { ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL, false },
+ { ACT_HL2MP_GESTURE_RELOAD, ACT_HL2MP_GESTURE_RELOAD_PISTOL, false },
+ { ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_PISTOL, false },
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_PISTOL, false },
+};
+
+
+
+IMPLEMENT_ACTTABLE( CWeapon357 );
+
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CWeapon357::CWeapon357( void )
+{
+ m_bReloadsSingly = false;
+ m_bFiresUnderwater = false;
+}
+
+//-----------------------------------------------------------------------------
+// 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 );
+
+ FireBulletsInfo_t info( 1, vecSrc, vecAiming, vec3_origin, MAX_TRACE_LENGTH, m_iPrimaryAmmoType );
+ info.m_pAttacker = pPlayer;
+
+ // Fire the bullets, and force the first shot to be perfectly accuracy
+ pPlayer->FireBullets( info );
+
+ //Disorient the player
+ QAngle angles = pPlayer->GetLocalAngles();
+
+ angles.x += random->RandomInt( -1, 1 );
+ angles.y += random->RandomInt( -1, 1 );
+ angles.z = 0;
+
+#ifndef CLIENT_DLL
+ pPlayer->SnapEyeAngles( angles );
+#endif
+
+ pPlayer->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
+
+ if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
+ }
+}