//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodsniper.h" #if defined( CLIENT_DLL ) #define CWeaponK98 C_WeaponK98 #endif class CWeaponK98 : public CDODSniperWeapon { public: DECLARE_CLASS( CWeaponK98, CDODSniperWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponK98() {} virtual void Spawn( void ); virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_K98; } // weapon id for stats purposes virtual DODWeaponID GetStatsWeaponID( void ) { if ( IsFullyZoomed() ) return WEAPON_K98_ZOOMED; else return WEAPON_K98; } virtual bool ShouldAutoEjectBrass( void ) { return false; } virtual float GetZoomedFOV( void ) { return 55; } virtual bool HideViewModelWhenZoomed( void ) { return false; } virtual bool ShouldRezoomAfterReload( void ) { return true; } virtual Activity GetPrimaryAttackActivity( void ); virtual float GetFireDelay( void ); virtual float GetRecoil( void ) { return 8.0f; } private: CWeaponK98( const CWeaponK98 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponK98, DT_WeaponK98 ) BEGIN_NETWORK_TABLE( CWeaponK98, DT_WeaponK98 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponK98 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_k98, CWeaponK98 ); PRECACHE_WEAPON_REGISTER( weapon_k98 ); void CWeaponK98::Spawn( void ) { m_iAltFireHint = HINT_USE_IRON_SIGHTS; BaseClass::Spawn(); m_bShouldRezoomAfterShot = false; } acttable_t CWeaponK98::m_acttable[] = { { ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BOLT, false }, { ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BOLT, false }, { ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BOLT, false }, { ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BOLT, false }, { ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BOLT, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BOLT, false }, { ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BOLT, false }, { ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BOLT, false }, { ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BOLT, false }, { ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BOLT, false }, { ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BOLT, false }, { ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BOLT, false }, { ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BOLT, false }, // Zoomed Aim { ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BOLT, false }, { ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BOLT, false }, { ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BOLT, false }, { ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BOLT, false }, { ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BOLT, false }, { ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BOLT, false }, // Attack ( prone? ) { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BOLT, false }, { ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BOLT, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BOLT, false }, // Reload ( prone ? ) { ACT_RELOAD, ACT_DOD_RELOAD_BOLT, false }, { ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BOLT, false }, { ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BOLT, 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( CWeaponK98 ); Activity CWeaponK98::GetPrimaryAttackActivity( void ) { Activity actPrim; if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK; return actPrim; } float CWeaponK98::GetFireDelay( void ) { if ( m_iClip1 <= 0 ) { return SequenceDuration(); } return BaseClass::GetFireDelay(); }