From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/hl2/weapon_357.cpp | 320 +++++++++++++++++----------------- 1 file changed, 160 insertions(+), 160 deletions(-) (limited to 'mp/src/game/server/hl2/weapon_357.cpp') diff --git a/mp/src/game/server/hl2/weapon_357.cpp b/mp/src/game/server/hl2/weapon_357.cpp index 2b1a389b..2b3a3a12 100644 --- a/mp/src/game/server/hl2/weapon_357.cpp +++ b/mp/src/game/server/hl2/weapon_357.cpp @@ -1,160 +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 ); - } -} +//========= 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 ); + } +} -- cgit v1.2.3