//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodsniper.h" #if defined( CLIENT_DLL ) #define CWeaponK98Scoped C_WeaponK98Scoped #endif class CWeaponK98Scoped : public CDODSniperWeapon { public: DECLARE_CLASS( CWeaponK98Scoped, CDODSniperWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponK98Scoped() {} virtual void Spawn( void ); virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_K98_SCOPED; } // weapon id for stats purposes virtual DODWeaponID GetStatsWeaponID( void ) { if ( IsFullyZoomed() ) return WEAPON_K98_SCOPED_ZOOMED; else return WEAPON_K98_SCOPED; } virtual bool ShouldAutoEjectBrass( void ) { return false; } virtual bool ShouldDrawCrosshair( void ) { return false; } virtual bool ShouldDrawViewModel( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); Assert( pPlayer ); if ( !pPlayer ) return false; if ( pPlayer->GetFOV() < 90 ) return false; // handle case when we are spectating someone and don't know their fov if ( IsFullyZoomed() ) return false; return BaseClass::ShouldDrawViewModel(); } virtual bool ShouldDrawMuzzleFlash( void ) { return ShouldDrawViewModel(); } virtual Activity GetPrimaryAttackActivity( void ); virtual float GetFireDelay( void ); virtual float GetRecoil( void ) { return 6.0f; } private: CWeaponK98Scoped( const CWeaponK98Scoped & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponK98Scoped, DT_WeaponK98Scoped ) BEGIN_NETWORK_TABLE( CWeaponK98Scoped, DT_WeaponK98Scoped ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponK98Scoped ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_k98_scoped, CWeaponK98Scoped ); PRECACHE_WEAPON_REGISTER( weapon_k98_scoped ); void CWeaponK98Scoped::Spawn( void ) { m_iAltFireHint = HINT_USE_ZOOM; BaseClass::Spawn(); } acttable_t CWeaponK98Scoped::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( CWeaponK98Scoped ); Activity CWeaponK98Scoped::GetPrimaryAttackActivity( void ) { Activity actPrim; if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK; return actPrim; } float CWeaponK98Scoped::GetFireDelay( void ) { if ( m_iClip1 <= 0 ) { return SequenceDuration(); } return BaseClass::GetFireDelay(); }