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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/hl2mp/weapon_357.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/hl2mp/weapon_357.cpp')
-rw-r--r--mp/src/game/shared/hl2mp/weapon_357.cpp308
1 files changed, 154 insertions, 154 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_357.cpp b/mp/src/game/shared/hl2mp/weapon_357.cpp
index f5d444d5..d943f278 100644
--- a/mp/src/game/shared/hl2mp/weapon_357.cpp
+++ b/mp/src/game/shared/hl2mp/weapon_357.cpp
@@ -1,154 +1,154 @@
-
-//========= 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 );
- }
-}
+
+//========= 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 );
+ }
+}