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/shared/sdk/weapon_mp5.cpp | 336 +++++++++++++++++----------------- 1 file changed, 168 insertions(+), 168 deletions(-) (limited to 'mp/src/game/shared/sdk/weapon_mp5.cpp') 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 ); + } +} + + -- cgit v1.2.3