hl2_src-leak-2017/src/game/server/tf2/tf_basecombatweapon.cpp

138 lines
4.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base TF Combat weapon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "animation.h"
#include "tf_player.h"
#include "tf_basecombatweapon.h"
#include "soundent.h"
#include "weapon_twohandedcontainer.h"
#include "tf_gamerules.h"
#include "tf_obj.h"
//====================================================================================================
// BASE TF MACHINEGUN
//====================================================================================================
IMPLEMENT_SERVERCLASS_ST(CTFMachineGun, DT_TFMachineGun )
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMachineGun::PrimaryAttack( void )
{
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
return;
// Abort here to handle burst and auto fire modes
if ( (GetMaxClip1() != -1 && m_iClip1 == 0) || (GetMaxClip1() == -1 && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType) ) )
return;
pPlayer->DoMuzzleFlash();
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
if ( GetSequence() != SelectWeightedSequence( ACT_VM_PRIMARYATTACK ))
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
int iBulletsToFire = 0;
float fireRate = GetFireRate();
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE, m_flNextPrimaryAttack);
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
iBulletsToFire++;
}
// Make sure we don't fire more than the amount in the clip, if this weapon uses clips
if ( GetMaxClip1() != -1 )
{
if ( iBulletsToFire > m_iClip1 )
iBulletsToFire = m_iClip1;
m_iClip1 -= iBulletsToFire;
}
else
{
if ( iBulletsToFire > pPlayer->GetAmmoCount(m_iPrimaryAmmoType) )
iBulletsToFire = pPlayer->GetAmmoCount(m_iPrimaryAmmoType);
pPlayer->RemoveAmmo( iBulletsToFire, m_iPrimaryAmmoType );
}
// Not time to fire any bullets yet?
if ( !iBulletsToFire )
return;
// Fire the bullets
Vector vecSrc = pPlayer->Weapon_ShootPosition( );
Vector vecAiming = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// Factor in the view kick
AddViewKick();
float range = m_pRangeCVar ? m_pRangeCVar->GetFloat() : 1024.0f;
if ( !m_pRangeCVar )
{
Msg( "Weapon missing m_pRangeCVar!!!\n" );
}
FireBullets( this, iBulletsToFire, vecSrc, vecAiming, GetBulletSpread(), range, m_iPrimaryAmmoType, 2 );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
PlayAttackAnimation( GetPrimaryAttackActivity() );
// Register a muzzleflash for the AI
pPlayer->SetMuzzleFlashTime( gpGlobals->curtime + 0.5 );
CheckRemoveDisguise();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const Vector& CTFMachineGun::GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_3DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMachineGun::FireBullets( CBaseTFCombatWeapon *pWeapon, int cShots, const Vector &vecSrc, const Vector &vecDirShooting, const Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq)
{
if ( CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)GetOwner() )
{
float damage = m_pDamageCVar ? m_pDamageCVar->GetFloat() : 1;
if ( !m_pDamageCVar )
{
Msg( "Weapon missing m_pDamageCVar!!!!\n" );
}
TFGameRules()->FireBullets( CTakeDamageInfo( this, pPlayer, damage, DMG_BULLET ), cShots, vecSrc, vecDirShooting, vecSpread, flDistance, iBulletType, 4, entindex(), 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFMachineGun::GetFireRate( void )
{
return 1.0;
}