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-rw-r--r--mp/src/game/server/hl2/weapon_irifle.cpp264
1 files changed, 132 insertions, 132 deletions
diff --git a/mp/src/game/server/hl2/weapon_irifle.cpp b/mp/src/game/server/hl2/weapon_irifle.cpp
index 4b2c2c22..471534cf 100644
--- a/mp/src/game/server/hl2/weapon_irifle.cpp
+++ b/mp/src/game/server/hl2/weapon_irifle.cpp
@@ -1,132 +1,132 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-//========= Copyright � 1996-2003, Valve LLC, All rights reserved. ============
-//
-// Purpose: This is the incendiary rifle.
-//
-//=============================================================================
-
-
-#include "cbase.h"
-#include "npcevent.h"
-#include "basehlcombatweapon.h"
-#include "basecombatcharacter.h"
-#include "soundent.h"
-#include "player.h"
-#include "IEffects.h"
-#include "vstdlib/random.h"
-#include "engine/IEngineSound.h"
-#include "weapon_flaregun.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//###########################################################################
-// >> CWeaponIRifle
-//###########################################################################
-
-class CWeaponIRifle : public CBaseHLCombatWeapon
-{
-public:
-
- CWeaponIRifle();
-
- DECLARE_SERVERCLASS();
- DECLARE_CLASS( CWeaponIRifle, CBaseHLCombatWeapon );
-
- void Precache( void );
- bool Deploy( void );
-
- void PrimaryAttack( void );
- virtual float GetFireRate( void ) { return 1; };
-
- int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
-
- virtual const Vector& GetBulletSpread( void )
- {
- static Vector cone = VECTOR_CONE_3DEGREES;
- return cone;
- }
-
- DECLARE_ACTTABLE();
-};
-
-IMPLEMENT_SERVERCLASS_ST(CWeaponIRifle, DT_WeaponIRifle)
-END_SEND_TABLE()
-
-LINK_ENTITY_TO_CLASS( weapon_irifle, CWeaponIRifle );
-PRECACHE_WEAPON_REGISTER(weapon_irifle);
-
-//---------------------------------------------------------
-// Activity table
-//---------------------------------------------------------
-acttable_t CWeaponIRifle::m_acttable[] =
-{
- { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_ML, true },
-};
-IMPLEMENT_ACTTABLE(CWeaponIRifle);
-
-//---------------------------------------------------------
-// Constructor
-//---------------------------------------------------------
-CWeaponIRifle::CWeaponIRifle()
-{
- m_bReloadsSingly = true;
-
- m_fMinRange1 = 65;
- m_fMinRange2 = 65;
- m_fMaxRange1 = 200;
- m_fMaxRange2 = 200;
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CWeaponIRifle::Precache( void )
-{
- BaseClass::Precache();
-}
-
-//---------------------------------------------------------
-//---------------------------------------------------------
-void CWeaponIRifle::PrimaryAttack( void )
-{
- CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
-
- if ( pOwner == NULL )
- return;
-
- m_iClip1 = m_iClip1 - 1;
-
- SendWeaponAnim( ACT_VM_PRIMARYATTACK );
- pOwner->m_flNextAttack = gpGlobals->curtime + 1;
-
- CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
-
- if ( pFlare == NULL )
- return;
-
- Vector forward;
- pOwner->EyeVectors( &forward );
-
- pFlare->SetAbsVelocity( forward * 1500 );
-
- WeaponSound( SINGLE );
-}
-
-//---------------------------------------------------------
-// BUGBUG - don't give ammo here.
-//---------------------------------------------------------
-bool CWeaponIRifle::Deploy( void )
-{
- CBaseCombatCharacter *pOwner = GetOwner();
- if (pOwner)
- {
- pOwner->GiveAmmo( 90, m_iPrimaryAmmoType);
- }
- return BaseClass::Deploy();
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+//========= Copyright � 1996-2003, Valve LLC, All rights reserved. ============
+//
+// Purpose: This is the incendiary rifle.
+//
+//=============================================================================
+
+
+#include "cbase.h"
+#include "npcevent.h"
+#include "basehlcombatweapon.h"
+#include "basecombatcharacter.h"
+#include "soundent.h"
+#include "player.h"
+#include "IEffects.h"
+#include "vstdlib/random.h"
+#include "engine/IEngineSound.h"
+#include "weapon_flaregun.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//###########################################################################
+// >> CWeaponIRifle
+//###########################################################################
+
+class CWeaponIRifle : public CBaseHLCombatWeapon
+{
+public:
+
+ CWeaponIRifle();
+
+ DECLARE_SERVERCLASS();
+ DECLARE_CLASS( CWeaponIRifle, CBaseHLCombatWeapon );
+
+ void Precache( void );
+ bool Deploy( void );
+
+ void PrimaryAttack( void );
+ virtual float GetFireRate( void ) { return 1; };
+
+ int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
+
+ virtual const Vector& GetBulletSpread( void )
+ {
+ static Vector cone = VECTOR_CONE_3DEGREES;
+ return cone;
+ }
+
+ DECLARE_ACTTABLE();
+};
+
+IMPLEMENT_SERVERCLASS_ST(CWeaponIRifle, DT_WeaponIRifle)
+END_SEND_TABLE()
+
+LINK_ENTITY_TO_CLASS( weapon_irifle, CWeaponIRifle );
+PRECACHE_WEAPON_REGISTER(weapon_irifle);
+
+//---------------------------------------------------------
+// Activity table
+//---------------------------------------------------------
+acttable_t CWeaponIRifle::m_acttable[] =
+{
+ { ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_ML, true },
+};
+IMPLEMENT_ACTTABLE(CWeaponIRifle);
+
+//---------------------------------------------------------
+// Constructor
+//---------------------------------------------------------
+CWeaponIRifle::CWeaponIRifle()
+{
+ m_bReloadsSingly = true;
+
+ m_fMinRange1 = 65;
+ m_fMinRange2 = 65;
+ m_fMaxRange1 = 200;
+ m_fMaxRange2 = 200;
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CWeaponIRifle::Precache( void )
+{
+ BaseClass::Precache();
+}
+
+//---------------------------------------------------------
+//---------------------------------------------------------
+void CWeaponIRifle::PrimaryAttack( void )
+{
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ m_iClip1 = m_iClip1 - 1;
+
+ SendWeaponAnim( ACT_VM_PRIMARYATTACK );
+ pOwner->m_flNextAttack = gpGlobals->curtime + 1;
+
+ CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
+
+ if ( pFlare == NULL )
+ return;
+
+ Vector forward;
+ pOwner->EyeVectors( &forward );
+
+ pFlare->SetAbsVelocity( forward * 1500 );
+
+ WeaponSound( SINGLE );
+}
+
+//---------------------------------------------------------
+// BUGBUG - don't give ammo here.
+//---------------------------------------------------------
+bool CWeaponIRifle::Deploy( void )
+{
+ CBaseCombatCharacter *pOwner = GetOwner();
+ if (pOwner)
+ {
+ pOwner->GiveAmmo( 90, m_iPrimaryAmmoType);
+ }
+ return BaseClass::Deploy();
+}