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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/sdk/weapon_mp5.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/sdk/weapon_mp5.cpp')
-rw-r--r--mp/src/game/shared/sdk/weapon_mp5.cpp336
1 files changed, 168 insertions, 168 deletions
diff --git a/mp/src/game/shared/sdk/weapon_mp5.cpp b/mp/src/game/shared/sdk/weapon_mp5.cpp
index 69a32f97..691f1a9c 100644
--- a/mp/src/game/shared/sdk/weapon_mp5.cpp
+++ b/mp/src/game/shared/sdk/weapon_mp5.cpp
@@ -1,168 +1,168 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "weapon_sdkbase.h"
-#include "sdk_fx_shared.h"
-
-
-#if defined( CLIENT_DLL )
-
- #define CWeaponMP5 C_WeaponMP5
- #include "c_sdk_player.h"
-
-#else
-
- #include "sdk_player.h"
-
-#endif
-
-
-class CWeaponMP5 : public CWeaponSDKBase
-{
-public:
- DECLARE_CLASS( CWeaponMP5, CWeaponSDKBase );
- DECLARE_NETWORKCLASS();
- DECLARE_PREDICTABLE();
-
- CWeaponMP5();
-
- virtual void PrimaryAttack();
- virtual bool Deploy();
- virtual bool Reload();
- virtual void WeaponIdle();
-
- virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_MP5; }
-
-
-private:
-
- CWeaponMP5( const CWeaponMP5 & );
-
- void Fire( float flSpread );
-};
-
-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 );
-
-
-
-CWeaponMP5::CWeaponMP5()
-{
-}
-
-bool CWeaponMP5::Deploy( )
-{
- CSDKPlayer *pPlayer = GetPlayerOwner();
- pPlayer->m_iShotsFired = 0;
-
- return BaseClass::Deploy();
-}
-
-bool CWeaponMP5::Reload( )
-{
- CSDKPlayer *pPlayer = GetPlayerOwner();
-
- if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
- return false;
-
- int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
- if ( !iResult )
- return false;
-
- pPlayer->SetAnimation( PLAYER_RELOAD );
-
-#ifndef CLIENT_DLL
- if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
- {
- pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
- }
-#endif
-
- pPlayer->m_iShotsFired = 0;
-
- return true;
-}
-
-void CWeaponMP5::PrimaryAttack( void )
-{
- const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
- CSDKPlayer *pPlayer = GetPlayerOwner();
-
- float flCycleTime = pWeaponInfo.m_flCycleTime;
-
- bool bPrimaryMode = true;
-
- float flSpread = 0.01f;
-
- // more spread when jumping
- if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
- flSpread = 0.05f;
-
- pPlayer->m_iShotsFired++;
-
- // Out of ammo?
- if ( m_iClip1 <= 0 )
- {
- if (m_bFireOnEmpty)
- {
- PlayEmptySound();
- m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
- }
- }
-
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
-
- m_iClip1--;
-
- // player "shoot" animation
- pPlayer->SetAnimation( PLAYER_ATTACK1 );
-
- FX_FireBullets(
- pPlayer->entindex(),
- pPlayer->Weapon_ShootPosition(),
- pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
- GetWeaponID(),
- bPrimaryMode?Primary_Mode:Secondary_Mode,
- CBaseEntity::GetPredictionRandomSeed() & 255,
- flSpread );
-
- pPlayer->DoMuzzleFlash();
-
- m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
-
- if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
- {
- // HEV suit - indicate out of ammo condition
- pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
- }
-
- // start idle animation in 5 seconds
- SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
-}
-
-void CWeaponMP5::WeaponIdle()
-{
- if (m_flTimeWeaponIdle > gpGlobals->curtime)
- return;
-
- // only idle if the slid isn't back
- if ( m_iClip1 != 0 )
- {
- SetWeaponIdleTime( gpGlobals->curtime + 5.0f );
- SendWeaponAnim( ACT_VM_IDLE );
- }
-}
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_sdkbase.h"
+#include "sdk_fx_shared.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CWeaponMP5 C_WeaponMP5
+ #include "c_sdk_player.h"
+
+#else
+
+ #include "sdk_player.h"
+
+#endif
+
+
+class CWeaponMP5 : public CWeaponSDKBase
+{
+public:
+ DECLARE_CLASS( CWeaponMP5, CWeaponSDKBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CWeaponMP5();
+
+ virtual void PrimaryAttack();
+ virtual bool Deploy();
+ virtual bool Reload();
+ virtual void WeaponIdle();
+
+ virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_MP5; }
+
+
+private:
+
+ CWeaponMP5( const CWeaponMP5 & );
+
+ void Fire( float flSpread );
+};
+
+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 );
+
+
+
+CWeaponMP5::CWeaponMP5()
+{
+}
+
+bool CWeaponMP5::Deploy( )
+{
+ CSDKPlayer *pPlayer = GetPlayerOwner();
+ pPlayer->m_iShotsFired = 0;
+
+ return BaseClass::Deploy();
+}
+
+bool CWeaponMP5::Reload( )
+{
+ CSDKPlayer *pPlayer = GetPlayerOwner();
+
+ if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
+ return false;
+
+ int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
+ if ( !iResult )
+ return false;
+
+ pPlayer->SetAnimation( PLAYER_RELOAD );
+
+#ifndef CLIENT_DLL
+ if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
+ {
+ pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
+ }
+#endif
+
+ pPlayer->m_iShotsFired = 0;
+
+ return true;
+}
+
+void CWeaponMP5::PrimaryAttack( void )
+{
+ const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
+ CSDKPlayer *pPlayer = GetPlayerOwner();
+
+ float flCycleTime = pWeaponInfo.m_flCycleTime;
+
+ bool bPrimaryMode = true;
+
+ float flSpread = 0.01f;
+
+ // more spread when jumping
+ if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
+ flSpread = 0.05f;
+
+ pPlayer->m_iShotsFired++;
+
+ // Out of ammo?
+ if ( m_iClip1 <= 0 )
+ {
+ if (m_bFireOnEmpty)
+ {
+ PlayEmptySound();
+ m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
+ }
+ }
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+
+ m_iClip1--;
+
+ // player "shoot" animation
+ pPlayer->SetAnimation( PLAYER_ATTACK1 );
+
+ FX_FireBullets(
+ pPlayer->entindex(),
+ pPlayer->Weapon_ShootPosition(),
+ pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
+ GetWeaponID(),
+ bPrimaryMode?Primary_Mode:Secondary_Mode,
+ CBaseEntity::GetPredictionRandomSeed() & 255,
+ flSpread );
+
+ pPlayer->DoMuzzleFlash();
+
+ m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
+
+ if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
+ {
+ // HEV suit - indicate out of ammo condition
+ pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
+ }
+
+ // start idle animation in 5 seconds
+ SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
+}
+
+void CWeaponMP5::WeaponIdle()
+{
+ if (m_flTimeWeaponIdle > gpGlobals->curtime)
+ return;
+
+ // only idle if the slid isn't back
+ if ( m_iClip1 != 0 )
+ {
+ SetWeaponIdleTime( gpGlobals->curtime + 5.0f );
+ SendWeaponAnim( ACT_VM_IDLE );
+ }
+}
+
+