aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/shared/hl2mp/weapon_357.cpp
blob: d943f2787306e1087a1f325dec6bf5a99c3865c2 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
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 ); 
	}
}