//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_sdkbase.h" #include "sdk_fx_shared.h" #if defined( CLIENT_DLL ) #define CWeaponMP5 C_WeaponMP5 #include "c_sdk_player.h" #else #include "sdk_player.h" #endif class CWeaponMP5 : public CWeaponSDKBase { public: DECLARE_CLASS( CWeaponMP5, CWeaponSDKBase ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CWeaponMP5(); virtual void PrimaryAttack(); virtual bool Deploy(); virtual bool Reload(); virtual void WeaponIdle(); virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_MP5; } private: CWeaponMP5( const CWeaponMP5 & ); void Fire( float flSpread ); }; IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 ) BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 ) END_NETWORK_TABLE() BEGIN_PREDICTION_DATA( CWeaponMP5 ) END_PREDICTION_DATA() LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 ); PRECACHE_WEAPON_REGISTER( weapon_mp5 ); CWeaponMP5::CWeaponMP5() { } bool CWeaponMP5::Deploy( ) { CSDKPlayer *pPlayer = GetPlayerOwner(); pPlayer->m_iShotsFired = 0; return BaseClass::Deploy(); } bool CWeaponMP5::Reload( ) { CSDKPlayer *pPlayer = GetPlayerOwner(); if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0) return false; int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); if ( !iResult ) return false; pPlayer->SetAnimation( PLAYER_RELOAD ); #ifndef CLIENT_DLL if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV())) { pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() ); } #endif pPlayer->m_iShotsFired = 0; return true; } void CWeaponMP5::PrimaryAttack( void ) { const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData(); CSDKPlayer *pPlayer = GetPlayerOwner(); float flCycleTime = pWeaponInfo.m_flCycleTime; bool bPrimaryMode = true; float flSpread = 0.01f; // more spread when jumping if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) ) flSpread = 0.05f; pPlayer->m_iShotsFired++; // Out of ammo? if ( m_iClip1 <= 0 ) { if (m_bFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; } } SendWeaponAnim( ACT_VM_PRIMARYATTACK ); m_iClip1--; // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); FX_FireBullets( pPlayer->entindex(), pPlayer->Weapon_ShootPosition(), pPlayer->EyeAngles() + pPlayer->GetPunchAngle(), GetWeaponID(), bPrimaryMode?Primary_Mode:Secondary_Mode, CBaseEntity::GetPredictionRandomSeed() & 255, flSpread ); pPlayer->DoMuzzleFlash(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime; if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0); } // start idle animation in 5 seconds SetWeaponIdleTime( gpGlobals->curtime + 5.0 ); } void CWeaponMP5::WeaponIdle() { if (m_flTimeWeaponIdle > gpGlobals->curtime) return; // only idle if the slid isn't back if ( m_iClip1 != 0 ) { SetWeaponIdleTime( gpGlobals->curtime + 5.0f ); SendWeaponAnim( ACT_VM_IDLE ); } }