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game/shared/sdk/weapon_mp5.cpp
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168
game/shared/sdk/weapon_mp5.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_sdkbase.h"
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#include "sdk_fx_shared.h"
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#if defined( CLIENT_DLL )
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#define CWeaponMP5 C_WeaponMP5
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#include "c_sdk_player.h"
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#else
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#include "sdk_player.h"
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#endif
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class CWeaponMP5 : public CWeaponSDKBase
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{
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public:
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DECLARE_CLASS( CWeaponMP5, CWeaponSDKBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponMP5();
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virtual void PrimaryAttack();
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virtual bool Deploy();
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virtual bool Reload();
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virtual void WeaponIdle();
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virtual SDKWeaponID GetWeaponID( void ) const { return WEAPON_MP5; }
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private:
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CWeaponMP5( const CWeaponMP5 & );
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void Fire( float flSpread );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponMP5, DT_WeaponMP5 )
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BEGIN_NETWORK_TABLE( CWeaponMP5, DT_WeaponMP5 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponMP5 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_mp5, CWeaponMP5 );
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PRECACHE_WEAPON_REGISTER( weapon_mp5 );
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CWeaponMP5::CWeaponMP5()
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{
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}
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bool CWeaponMP5::Deploy( )
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{
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CSDKPlayer *pPlayer = GetPlayerOwner();
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pPlayer->m_iShotsFired = 0;
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return BaseClass::Deploy();
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}
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bool CWeaponMP5::Reload( )
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{
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CSDKPlayer *pPlayer = GetPlayerOwner();
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if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0)
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return false;
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int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
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if ( !iResult )
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return false;
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pPlayer->SetAnimation( PLAYER_RELOAD );
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#ifndef CLIENT_DLL
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if ((iResult) && (pPlayer->GetFOV() != pPlayer->GetDefaultFOV()))
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV() );
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}
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#endif
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pPlayer->m_iShotsFired = 0;
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return true;
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}
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void CWeaponMP5::PrimaryAttack( void )
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{
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const CSDKWeaponInfo &pWeaponInfo = GetSDKWpnData();
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CSDKPlayer *pPlayer = GetPlayerOwner();
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float flCycleTime = pWeaponInfo.m_flCycleTime;
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bool bPrimaryMode = true;
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float flSpread = 0.01f;
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// more spread when jumping
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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flSpread = 0.05f;
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pPlayer->m_iShotsFired++;
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// Out of ammo?
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if ( m_iClip1 <= 0 )
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{
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if (m_bFireOnEmpty)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
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}
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}
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SendWeaponAnim( ACT_VM_PRIMARYATTACK );
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m_iClip1--;
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// player "shoot" animation
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pPlayer->SetAnimation( PLAYER_ATTACK1 );
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FX_FireBullets(
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pPlayer->entindex(),
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pPlayer->Weapon_ShootPosition(),
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pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
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GetWeaponID(),
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bPrimaryMode?Primary_Mode:Secondary_Mode,
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CBaseEntity::GetPredictionRandomSeed() & 255,
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flSpread );
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pPlayer->DoMuzzleFlash();
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + flCycleTime;
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if (!m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0)
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{
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// HEV suit - indicate out of ammo condition
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pPlayer->SetSuitUpdate("!HEV_AMO0", false, 0);
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}
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// start idle animation in 5 seconds
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SetWeaponIdleTime( gpGlobals->curtime + 5.0 );
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}
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void CWeaponMP5::WeaponIdle()
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{
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if (m_flTimeWeaponIdle > gpGlobals->curtime)
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return;
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// only idle if the slid isn't back
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if ( m_iClip1 != 0 )
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{
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SetWeaponIdleTime( gpGlobals->curtime + 5.0f );
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SendWeaponAnim( ACT_VM_IDLE );
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}
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}
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