//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodsniper.h" #include "dod_shareddefs.h" #ifndef CLIENT_DLL #include "te_effect_dispatch.h" #include "effect_dispatch_data.h" #endif #if defined( CLIENT_DLL ) #define CWeaponGarand C_WeaponGarand #include "c_dod_player.h" #endif class CWeaponGarand : public CDODSniperWeapon { public: DECLARE_CLASS( CWeaponGarand, CDODSniperWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponGarand() {} virtual void Spawn( void ); virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GARAND; } // weapon id for stats purposes virtual DODWeaponID GetStatsWeaponID( void ) { if ( IsFullyZoomed() ) return WEAPON_GARAND_ZOOMED; else return WEAPON_GARAND; } virtual Activity GetIdleActivity( void ); virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetDrawActivity( void ); virtual void PrimaryAttack( void ); virtual bool Reload( void ); virtual float GetZoomedFOV( void ) { return 55; } virtual bool HideViewModelWhenZoomed( void ) { return false; } virtual bool ShouldZoomOutBetweenShots( void ) { return false; } virtual bool ShouldRezoomAfterReload( void ) { return true; } virtual float GetRecoil( void ) { return 4.0f; } private: CWeaponGarand( const CWeaponGarand & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGarand, DT_WeaponGarand ) BEGIN_NETWORK_TABLE( CWeaponGarand, DT_WeaponGarand ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponGarand ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_garand, CWeaponGarand ); PRECACHE_WEAPON_REGISTER( weapon_garand ); void CWeaponGarand::Spawn( void ) { m_iAltFireHint = HINT_USE_IRON_SIGHTS; BaseClass::Spawn(); } acttable_t CWeaponGarand::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_RIFLE, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_RIFLE, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_RIFLE, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_RIFLE, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_RIFLE, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_RIFLE, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_RIFLE, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_RIFLE, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_RIFLE, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_RIFLE, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_RIFLE, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_RIFLE, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_RIFLE, false }, // Zoomed Aim { ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_RIFLE, false }, { ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_RIFLE, false }, { ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_RIFLE, false }, { ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_RIFLE, false }, { ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_RIFLE, false }, { ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE, false }, // Attack ( prone? deployed? ) { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_RIFLE, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_RIFLE, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_RIFLE, false }, { ACT_RELOAD, ACT_DOD_RELOAD_RIFLE, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_RIFLE, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_RIFLE, false }, // Hand Signals { ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false }, { ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false }, }; IMPLEMENT_ACTTABLE( CWeaponGarand ); Activity CWeaponGarand::GetIdleActivity( void ) { Activity actIdle; if( m_iClip1 <= 0 ) actIdle = ACT_VM_IDLE_EMPTY; else actIdle = ACT_VM_IDLE; return actIdle; } Activity CWeaponGarand::GetPrimaryAttackActivity( void ) { Activity actPrim; if ( IsFullyZoomed() ) actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED; else if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK; return actPrim; } Activity CWeaponGarand::GetDrawActivity( void ) { Activity actDraw; if( m_iClip1 <= 0 ) actDraw = ACT_VM_DRAW_EMPTY; else actDraw = ACT_VM_DRAW; return actDraw; } void CWeaponGarand::PrimaryAttack( void ) { int clip = m_iClip1; BaseClass::PrimaryAttack(); // If we just fired our last bullet if( clip != m_iClip1 && m_iClip1 == 0 ) { // clip "DING!" WeaponSound( SPECIAL1 ); #ifndef CLIENT_DLL CEffectData data; data.m_nHitBox = EJECTBRASS_GARANDCLIP; GetPlayerOwner()->GetAttachment( 2, data.m_vOrigin, data.m_vAngles ); // shoot it up in the air data.m_vAngles.x = -90; data.m_vAngles.y = 0; data.m_vAngles.z = 0; DispatchEffect( "DOD_EjectBrass", data ); #endif } } bool CWeaponGarand::Reload( void ) { if( m_iClip1 > 0 ) { #ifdef CLIENT_DLL CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() ); Assert( pPlayer ); pPlayer->HintMessage( HINT_GARAND_RELOAD, true ); #endif return false; } return BaseClass::Reload(); }