//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbipodgun.h" #if defined( CLIENT_DLL ) #include "c_dod_player.h" #define CWeapon30cal C_Weapon30cal #else #include "dod_player.h" #endif class CWeapon30cal : public CDODBipodWeapon { public: DECLARE_CLASS( CWeapon30cal, CDODBipodWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeapon30cal() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_30CAL; } // weapon id for stats purposes virtual DODWeaponID GetStatsWeaponID( void ) { if ( !IsDeployed() ) return WEAPON_30CAL_UNDEPLOYED; else return WEAPON_30CAL; } virtual void PrimaryAttack( void ); virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); } virtual bool Reload( void ); virtual Activity GetDrawActivity( void ); virtual Activity GetDeployActivity( void ); virtual Activity GetUndeployActivity( void ); virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual float GetRecoil( void ); private: CWeapon30cal( const CWeapon30cal & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( Weapon30cal, DT_Weapon30cal ) BEGIN_NETWORK_TABLE( CWeapon30cal, DT_Weapon30cal ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeapon30cal ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_30cal, CWeapon30cal ); PRECACHE_WEAPON_REGISTER( weapon_30cal ); acttable_t CWeapon30cal::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_30CAL, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_30CAL, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_30CAL, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_30CAL, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_30CAL, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_30CAL, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_30CAL, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_30CAL, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_30CAL, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_30CAL, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_30CAL, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_30CAL, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_30CAL, false }, { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_30CAL, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_30CAL, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_30CAL, false }, { ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_30CAL, false }, { ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_30CAL, false }, { ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL, false }, { ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL,false }, { ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_30CAL, false }, { ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL, false }, { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_30CAL, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_30CAL, false }, }; IMPLEMENT_ACTTABLE( CWeapon30cal ); bool CWeapon30cal::Reload( void ) { if( !IsDeployed() ) { #ifdef CLIENT_DLL CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); if ( pPlayer ) pPlayer->HintMessage( HINT_MG_DEPLOY_TO_RELOAD ); #endif return false; } return BaseClass::Reload(); } void CWeapon30cal::PrimaryAttack( void ) { if ( m_iClip1 <= 0 ) { if (m_bFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; } return; } #ifdef CLIENT_DLL C_DODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); #else CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); #endif Assert( pPlayer ); if( !IsDeployed() ) { #ifdef CLIENT_DLL pPlayer->HintMessage( HINT_MG_FIRE_UNDEPLOYED ); #endif pPlayer->m_Shared.SetSlowedTime( 0.2 ); float flStamina = pPlayer->m_Shared.GetStamina(); pPlayer->m_Shared.SetStamina( flStamina - 15 ); } BaseClass::PrimaryAttack(); } Activity CWeapon30cal::GetDrawActivity( void ) { Activity actDraw; if( m_iClip1 <= 0 ) actDraw = ACT_VM_DRAW_EMPTY; else actDraw = ACT_VM_DRAW; return actDraw; } Activity CWeapon30cal::GetDeployActivity( void ) { Activity actDeploy; switch ( m_iClip1 ) { case 8: actDeploy = ACT_VM_DEPLOY_8; break; case 7: actDeploy = ACT_VM_DEPLOY_7; break; case 6: actDeploy = ACT_VM_DEPLOY_6; break; case 5: actDeploy = ACT_VM_DEPLOY_5; break; case 4: actDeploy = ACT_VM_DEPLOY_4; break; case 3: actDeploy = ACT_VM_DEPLOY_3; break; case 2: actDeploy = ACT_VM_DEPLOY_2; break; case 1: actDeploy = ACT_VM_DEPLOY_1; break; case 0: actDeploy = ACT_VM_DEPLOY_EMPTY; break; default: actDeploy = ACT_VM_DEPLOY; break; } return actDeploy; } Activity CWeapon30cal::GetUndeployActivity( void ) { Activity actUndeploy; switch ( m_iClip1 ) { case 8: actUndeploy = ACT_VM_UNDEPLOY_8; break; case 7: actUndeploy = ACT_VM_UNDEPLOY_7; break; case 6: actUndeploy = ACT_VM_UNDEPLOY_6; break; case 5: actUndeploy = ACT_VM_UNDEPLOY_5; break; case 4: actUndeploy = ACT_VM_UNDEPLOY_4; break; case 3: actUndeploy = ACT_VM_UNDEPLOY_3; break; case 2: actUndeploy = ACT_VM_UNDEPLOY_2; break; case 1: actUndeploy = ACT_VM_UNDEPLOY_1; break; case 0: actUndeploy = ACT_VM_UNDEPLOY_EMPTY; break; default: actUndeploy = ACT_VM_UNDEPLOY; break; } return actUndeploy; } Activity CWeapon30cal::GetIdleActivity( void ) { Activity actIdle; if( IsDeployed() ) { switch ( m_iClip1 ) { case 8: actIdle = ACT_VM_IDLE_DEPLOYED_8; break; case 7: actIdle = ACT_VM_IDLE_DEPLOYED_7; break; case 6: actIdle = ACT_VM_IDLE_DEPLOYED_6; break; case 5: actIdle = ACT_VM_IDLE_DEPLOYED_5; break; case 4: actIdle = ACT_VM_IDLE_DEPLOYED_4; break; case 3: actIdle = ACT_VM_IDLE_DEPLOYED_3; break; case 2: actIdle = ACT_VM_IDLE_DEPLOYED_2; break; case 1: actIdle = ACT_VM_IDLE_DEPLOYED_1; break; case 0: actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY; break; default: actIdle = ACT_VM_IDLE_DEPLOYED; break; } } else { switch ( m_iClip1 ) { case 8: actIdle = ACT_VM_IDLE_8; break; case 7: actIdle = ACT_VM_IDLE_7; break; case 6: actIdle = ACT_VM_IDLE_6; break; case 5: actIdle = ACT_VM_IDLE_5; break; case 4: actIdle = ACT_VM_IDLE_4; break; case 3: actIdle = ACT_VM_IDLE_3; break; case 2: actIdle = ACT_VM_IDLE_2; break; case 1: actIdle = ACT_VM_IDLE_1; break; case 0: actIdle = ACT_VM_IDLE_EMPTY; break; default: actIdle = ACT_VM_IDLE; break; } } return actIdle; } Activity CWeapon30cal::GetPrimaryAttackActivity( void ) { Activity actPrim; int maxhax = m_iClip1 + 2; if( IsDeployed() ) { switch ( maxhax ) { case 8: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_8; break; case 7: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_7; break; case 6: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_6; break; case 5: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_5; break; case 4: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_4; break; case 3: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_3; break; case 2: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_2; break; case 1: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_1; break; case 0: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY; break; default: actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED; break; } } else { switch ( maxhax ) { case 8: actPrim = ACT_VM_PRIMARYATTACK_8; break; case 7: actPrim = ACT_VM_PRIMARYATTACK_7; break; case 6: actPrim = ACT_VM_PRIMARYATTACK_6; break; case 5: actPrim = ACT_VM_PRIMARYATTACK_5; break; case 4: actPrim = ACT_VM_PRIMARYATTACK_4; break; case 3: actPrim = ACT_VM_PRIMARYATTACK_3; break; case 2: actPrim = ACT_VM_PRIMARYATTACK_2; break; case 1: actPrim = ACT_VM_PRIMARYATTACK_1; break; case 0: actPrim = ACT_VM_PRIMARYATTACK_EMPTY; break; default: actPrim = ACT_VM_PRIMARYATTACK; break; } } return actPrim; } float CWeapon30cal::GetRecoil( void ) { CDODPlayer *p = ToDODPlayer( GetPlayerOwner() ); if( p && p->m_Shared.IsInMGDeploy() ) { return 0.0f; } return 20; }