//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: 357 - hand gun // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "npcevent.h" #include "hl1mp_basecombatweapon_shared.h" #ifdef CLIENT_DLL #include "c_baseplayer.h" #else #include "player.h" #endif #include "gamerules.h" #include "in_buttons.h" #ifndef CLIENT_DLL #include "soundent.h" #include "game.h" #endif #include "vstdlib/random.h" #include "engine/IEngineSound.h" #ifdef CLIENT_DLL #define CWeapon357 C_Weapon357 #endif //----------------------------------------------------------------------------- // CWeapon357 //----------------------------------------------------------------------------- class CWeapon357 : public CBaseHL1MPCombatWeapon { DECLARE_CLASS( CWeapon357, CBaseHL1CombatWeapon ); public: DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeapon357( void ); void Precache( void ); bool Deploy( void ); void PrimaryAttack( void ); void SecondaryAttack( void ); bool Reload( void ); void WeaponIdle( void ); bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // DECLARE_SERVERCLASS(); // DECLARE_DATADESC(); private: void ToggleZoom( void ); private: CNetworkVar( float, m_fInZoom ); }; IMPLEMENT_NETWORKCLASS_ALIASED( Weapon357, DT_Weapon357 ); BEGIN_NETWORK_TABLE( CWeapon357, DT_Weapon357 ) #ifdef CLIENT_DLL RecvPropFloat( RECVINFO( m_fInZoom ) ), #else SendPropFloat( SENDINFO( m_fInZoom ) ), #endif END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeapon357 ) #ifdef CLIENT_DLL DEFINE_PRED_FIELD( m_fInZoom, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), #endif END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_357, CWeapon357 ); PRECACHE_WEAPON_REGISTER( weapon_357 ); //IMPLEMENT_SERVERCLASS_ST( CWeapon357, DT_Weapon357 ) //END_SEND_TABLE() //BEGIN_DATADESC( CWeapon357 ) //END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CWeapon357::CWeapon357( void ) { m_bReloadsSingly = false; m_bFiresUnderwater = false; m_fInZoom = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeapon357::Precache( void ) { BaseClass::Precache(); #ifndef CLIENT_DLL UTIL_PrecacheOther( "ammo_357" ); #endif } bool CWeapon357::Deploy( void ) { // Bodygroup stuff not currently working correctly // if ( g_pGameRules->IsMultiplayer() ) // { // enable laser sight geometry. // SetBodygroup( 4, 1 ); // } // else // { // SetBodygroup( 4, 0 ); // } return BaseClass::Deploy(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeapon357::PrimaryAttack( void ) { // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } if ( m_iClip1 <= 0 ) { if ( !m_bFireOnEmpty ) { Reload(); } else { WeaponSound( EMPTY ); m_flNextPrimaryAttack = 0.15; } return; } WeaponSound( SINGLE ); pPlayer->DoMuzzleFlash(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = gpGlobals->curtime + 0.75; m_flNextSecondaryAttack = gpGlobals->curtime + 0.75; m_iClip1--; Vector vecSrc = pPlayer->Weapon_ShootPosition(); Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); // pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0 ); FireBulletsInfo_t info( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, MAX_TRACE_LENGTH, m_iPrimaryAmmoType ); info.m_pAttacker = pPlayer; pPlayer->FireBullets( info ); #ifndef CLIENT_DLL pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 ); #endif pPlayer->ViewPunch( QAngle( -10, 0, 0 ) ); #ifndef CLIENT_DLL CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 600, 0.2 ); #endif if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CWeapon357::SecondaryAttack( void ) { // only in multiplayer if ( !g_pGameRules->IsMultiplayer() ) { #ifndef CLIENT_DLL // unless we have cheats on if ( !sv_cheats->GetBool() ) { return; } #endif } ToggleZoom(); m_flNextSecondaryAttack = gpGlobals->curtime + 0.5; } bool CWeapon357::Reload( void ) { bool fRet; fRet = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); if ( fRet ) { if ( m_fInZoom ) { ToggleZoom(); } } return fRet; } void CWeapon357::WeaponIdle( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer ) { pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } if ( !HasWeaponIdleTimeElapsed() ) return; if ( random->RandomFloat( 0, 1 ) <= 0.9 ) { SendWeaponAnim( ACT_VM_IDLE ); } else { SendWeaponAnim( ACT_VM_FIDGET ); } } bool CWeapon357::Holster( CBaseCombatWeapon *pSwitchingTo ) { if ( m_fInZoom ) { ToggleZoom(); } return BaseClass::Holster( pSwitchingTo ); } void CWeapon357::ToggleZoom( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( !pPlayer ) { return; } #ifndef CLIENT_DLL if ( m_fInZoom ) { if ( pPlayer->SetFOV( this, 0 ) ) { m_fInZoom = false; pPlayer->ShowViewModel( true ); } } else { if ( pPlayer->SetFOV( this, 40 ) ) { m_fInZoom = true; pPlayer->ShowViewModel( false ); } } #endif }