//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_dodbipodgun.h" #if defined( CLIENT_DLL ) #define CWeaponMG34 C_WeaponMG34 #include "c_dod_player.h" #else #include "dod_player.h" #endif class CWeaponMG34 : public CDODBipodWeapon { public: DECLARE_CLASS( CWeaponMG34, CDODBipodWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); DECLARE_ACTTABLE(); CWeaponMG34() {} virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MG34; } virtual void PrimaryAttack( void ); virtual bool Reload( void ); Activity GetReloadActivity( void ); Activity GetDrawActivity( void ); Activity GetDeployActivity( void ); Activity GetUndeployActivity( void ); Activity GetIdleActivity( void ); Activity GetPrimaryAttackActivity( void ); virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); } private: CWeaponMG34( const CWeaponMG34 & ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMG34, DT_WeaponMG34 ) BEGIN_NETWORK_TABLE( CWeaponMG34, DT_WeaponMG34 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponMG34 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_mg34, CWeaponMG34 ); PRECACHE_WEAPON_REGISTER( weapon_mg34 ); acttable_t CWeaponMG34::m_acttable[] = { // Aim { ACT_IDLE, ACT_DOD_STAND_AIM_MG, false }, { ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_MG, false }, { ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_MG, false }, { ACT_WALK, ACT_DOD_WALK_AIM_MG, false }, { ACT_RUN, ACT_DOD_RUN_AIM_MG, false }, { ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_MG, false }, // Deployed Aim { ACT_DOD_DEPLOYED, ACT_DOD_DEPLOY_MG, false }, { ACT_DOD_PRONE_DEPLOYED, ACT_DOD_PRONE_DEPLOY_MG, false }, // Attack ( prone? deployed? ) { ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_MG, false }, { ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_MG, false }, { ACT_DOD_PRIMARYATTACK_DEPLOYED, ACT_DOD_PRIMARYATTACK_DEPLOYED_MG, false }, { ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED, ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG,false }, // Reload ( prone? deployed? ) { ACT_DOD_RELOAD_DEPLOYED, ACT_DOD_RELOAD_DEPLOYED_MG34, false }, { ACT_DOD_RELOAD_PRONE_DEPLOYED, ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34, false }, }; IMPLEMENT_ACTTABLE( CWeaponMG34 ); void CWeaponMG34::PrimaryAttack( void ) { #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(); } bool CWeaponMG34::Reload( void ) { if( !IsDeployed() ) { ClientPrint( GetPlayerOwner(), HUD_PRINTCENTER, "#Dod_mg_reload" ); return false; } return BaseClass::Reload(); } Activity CWeaponMG34::GetReloadActivity( void ) { return ACT_VM_RELOAD; } Activity CWeaponMG34::GetDrawActivity( void ) { Activity actDraw; if( m_iClip1 <= 0 ) actDraw = ACT_VM_DRAW_EMPTY; else actDraw = ACT_VM_DRAW; return actDraw; } Activity CWeaponMG34::GetDeployActivity( void ) { Activity actDeploy; if( m_iClip1 <= 0 ) actDeploy = ACT_VM_DEPLOY_EMPTY; else actDeploy = ACT_VM_DEPLOY; return actDeploy; } Activity CWeaponMG34::GetUndeployActivity( void ) { Activity actUndeploy; if( m_iClip1 <= 0 ) actUndeploy = ACT_VM_UNDEPLOY_EMPTY; else actUndeploy = ACT_VM_UNDEPLOY; return actUndeploy; } Activity CWeaponMG34::GetIdleActivity( void ) { Activity actIdle; if( IsDeployed() ) { if( m_iClip1 <= 0 ) actIdle = ACT_VM_IDLE_DEPLOYED_EMPTY; else actIdle = ACT_VM_IDLE_DEPLOYED; } else { if( m_iClip1 <= 0 ) actIdle = ACT_VM_IDLE_EMPTY; else actIdle = ACT_VM_IDLE; } return actIdle; } Activity CWeaponMG34::GetPrimaryAttackActivity( void ) { Activity actPrim; if( IsDeployed() ) { if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK_DEPLOYED; } else { if( m_iClip1 <= 0 ) actPrim = ACT_VM_PRIMARYATTACK_EMPTY; else actPrim = ACT_VM_PRIMARYATTACK; } return actPrim; }