/* ===================== CBasePlayerWeapon :: CanDeploy ===================== */ bool CBasePlayerWeapon::CanDeploy() const { bool bHasAmmo = false; if ( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return true; } if ( pszAmmo1() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); } if ( pszAmmo2() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); } if (m_iClip > 0) { bHasAmmo |= 1; } if (!bHasAmmo) { return false; } return true; }
BOOL CBasePlayerWeapon :: CanDeploy( void ) { BOOL bHasAmmo = 0; if ( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return TRUE; } if ( pszAmmo1() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0); } if ( pszAmmo2() ) { bHasAmmo |= (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0); } if (m_iClip > 0) { bHasAmmo |= 1; } if (!bHasAmmo) { return FALSE; } return TRUE; }
//========================================================= // called by the new item with the existing item as parameter // // if we call ExtractAmmo(), it's because the player is picking up this type of weapon for // the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it. // if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in // the weapon clip comes along. //========================================================= int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { int iReturn; if ( pszAmmo1() != NULL ) { // blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero, // we only get the ammo in the weapon's clip, which is what we want. iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() ); m_iDefaultAmmo = 0; } if ( pszAmmo2() != NULL ) { iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); } return iReturn; }
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); pPlayer->pev->weapons |= (1<<m_iId); if ( !m_iPrimaryAmmoType ) { m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() ); m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() ); } if (bResult) return AddWeapon( ); return FALSE; }
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { if (!UTIL_IsMasterTriggered(m_sMaster, pPlayer)) // return FALSE; // AJH allows for locked weapons int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); pPlayer->pev->weapons |= (1<<m_iId); if ( !m_iPrimaryAmmoType ) { m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() ); m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() ); } if (bResult) { return AddWeapon( ); } return FALSE; }
void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) { // Pcjoe: Regular HL weapon if(!MMWeapon()) { // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; // Removed by Pcjoe /* m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_pPlayer->TabulateAmmo();*/ } // Pcjoe: Reload MM weapon else if(((CMMWeapon*)this)->RapidFireWeapon()) { CBaseRapidFireGun *pWeapon = (CBaseRapidFireGun*)this; // Reload ammo for non-power weapons if(!pWeapon->UsePowerPrimary()) { pWeapon->m_iPrimaryCur = pWeapon->MaxRounds(); pWeapon->m_iClip = pWeapon->MaxRounds(); } if(!pWeapon->UsePowerSecondary()) { pWeapon->m_iSecondaryCur = pWeapon->m_iSecondaryMax; } } m_fInReload = FALSE; } // Edited by Pcjoe // if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) if ((m_pPlayer->pev->button & IN_ATTACK2) && !m_pPlayer->m_fImpact && !m_pPlayer->m_fBoost && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } // Removed by Pcjoe // m_pPlayer->TabulateAmmo(); SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } // Edited by Pcjoe // else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) else if ((m_pPlayer->pev->button & IN_ATTACK) && !m_pPlayer->m_fImpact && !m_pPlayer->m_fBoost && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } // Removed by Pcjoe // m_pPlayer->TabulateAmmo(); PrimaryAttack(); } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down m_fFireOnEmpty = FALSE; if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { // weapon isn't useable, switch. if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) { m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { Reload(); // Pcjoe: Allow mm weapons to call idle if(!MMWeapon()) { return; } } } WeaponIdle( ); return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } }
void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) { // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_pPlayer->TabulateAmmo(); m_fInReload = FALSE; } if ( !(m_pPlayer->pev->button & IN_ATTACK ) ) { m_flLastFireTime = 0.0f; } if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } m_pPlayer->TabulateAmmo(); SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } m_pPlayer->TabulateAmmo(); PrimaryAttack(); } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down m_fFireOnEmpty = FALSE; if ( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { // weapon isn't useable, switch. if ( !(iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) { m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { Reload(); return; } } WeaponIdle( ); return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } }
/* ===================== CBasePlayerWeapon::ItemPostFrame Handles weapon firing, reloading, etc. ===================== */ void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0)) { #if 0 // FIXME, need ammo on client to make this work right // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; #else m_iClip += 10; #endif m_fInReload = FALSE; } if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0)) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0)) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } PrimaryAttack(); } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down m_fFireOnEmpty = FALSE; // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 ) { Reload(); return; } WeaponIdle( ); return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } }
void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) { // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_fInReload = FALSE; } if ((m_pPlayer->pev->button & IN_ATTACK2) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } PrimaryAttack(); } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down if ( !m_bPlayedIdleAnim ) { m_bPlayedIdleAnim = TRUE; SendWeaponAnim( 0, 1 ); if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING ) { PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 ); if ( m_pPlayer->m_pActiveItem ) ((CQuakeGun*)m_pPlayer->m_pActiveItem)->DestroyEffect(); } } WeaponIdle( ); return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } }
void Cu2::BuySecondaryAmmo( void ) { BuyAmmo(2, (char*)pszAmmo2(), COST_ASSAULT_AMMO_SEC); }
/* ===================== CBasePlayerWeapon::ItemPostFrame Handles weapon firing, reloading, etc. ===================== */ void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0)) { #if 0 // FIXME, need ammo on client to make this work right // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; #else m_iClip += 10; #endif m_fInReload = FALSE; } if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0)) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0)) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } PrimaryAttack(); } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { // no fire buttons down m_fFireOnEmpty = FALSE; if ( !m_bPlayedIdleAnim ) { m_bPlayedIdleAnim = TRUE; if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING ) PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_pPlayer->m_usLightning, 0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 1, 0, 0 ); } WeaponIdle( ); return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } }
/* ===================== CBasePlayerWeapon::ItemPostFrame Handles weapon firing, reloading, etc. ===================== */ void CBasePlayerWeapon::ItemPostFrame( void ) { WeaponTick(); if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) { #ifdef SERVER_DLL // FIXME, need ammo on client to make this work right // complete the reload. int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] ); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] -= j; #else m_iClip += 10; #endif m_fInReload = false; } #ifdef SERVER_DLL if( !m_pPlayer->GetButtons().Any( IN_ATTACK ) ) { m_flLastFireTime = 0.0f; } #endif if( m_pPlayer->GetButtons().Any( IN_ATTACK2 ) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, IsPredicted() ) ) { if( pszAmmo2() && !m_pPlayer->m_rgAmmo[ SecondaryAmmoIndex() ] ) { m_bFireOnEmpty = true; } SecondaryAttack(); m_pPlayer->GetButtons().ClearFlags( IN_ATTACK2 ); } else if( m_pPlayer->GetButtons().Any( IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, IsPredicted() ) ) { if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] ) ) { m_bFireOnEmpty = true; } PrimaryAttack(); } else if( m_pPlayer->GetButtons().Any( IN_RELOAD ) && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if( !m_pPlayer->GetButtons().Any( IN_ATTACK | IN_ATTACK2 ) ) { // no fire buttons down m_bFireOnEmpty = false; //Only the server checks for weapon switching. - Solokiller #ifdef SERVER_DLL if( !IsUseable() && m_flNextPrimaryAttack < ( IsPredicted() ? 0.0 : gpGlobals->time ) ) { // weapon isn't useable, switch. if( !( iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY ) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) { m_flNextPrimaryAttack = ( IsPredicted() ? 0.0 : gpGlobals->time ) + 0.3; return; } } else #endif { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if( m_iClip == 0 && !( iFlags() & ITEM_FLAG_NOAUTORELOAD ) && CanReload( m_flNextPrimaryAttack, gpGlobals->time, IsPredicted() ) ) { Reload(); return; } } WeaponIdle(); return; } // catch all if( ShouldWeaponIdle() ) { WeaponIdle(); } }
/* ===================== CBasePlayerWeapon::ItemPostFrame Handles weapon firing, reloading, etc. ===================== */ void CBasePlayerWeapon::ItemPostFrame( void ) { int button = m_pPlayer->pev->button; if (!HasSecondaryAttack()) button &= ~IN_ATTACK2; if (m_flGlock18Shoot != 0) { m_iClip--; if( m_iClip < 0 ) { m_iClip = m_iGlock18ShotsFired = 0; } FireRemaining(m_iGlock18ShotsFired, m_flGlock18Shoot, TRUE); } else if (gpGlobals->time > m_flFamasShoot && m_flFamasShoot != 0) { m_iClip--; if( m_iClip < 0 ) { m_iClip = m_iFamasShotsFired = 0; } FireRemaining(m_iFamasShotsFired, m_flFamasShoot, FALSE); } if (m_flNextPrimaryAttack <= 0.0f) { if (m_pPlayer->m_bResumeZoom) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = m_pPlayer->m_iLastZoom; if (m_pPlayer->m_iFOV == m_pPlayer->m_iLastZoom) m_pPlayer->m_bResumeZoom = false; } } if (!g_bHoldingShield) { if (m_fInReload && m_pPlayer->pev->button & IN_ATTACK2) { SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; m_fInReload = FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase(); } } if ((m_fInReload) && m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()) { int j = min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_fInReload = FALSE; } if ((button & IN_ATTACK2) && m_flNextSecondaryAttack <= UTIL_WeaponTimeBase()) { if (pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()]) m_fFireOnEmpty = TRUE; SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if ((m_pPlayer->pev->button & IN_ATTACK) && m_flNextPrimaryAttack <= UTIL_WeaponTimeBase()) { if ((!m_iClip && pszAmmo1()) || (iMaxClip() == WEAPON_NOCLIP && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()])) m_fFireOnEmpty = TRUE; if (m_pPlayer->m_bCanShoot == true) PrimaryAttack(); } else if (m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload) { if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0) { if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN)) Reload(); } } } else if (!(button & (IN_ATTACK | IN_ATTACK2))) { if (m_bDelayFire == true) { m_bDelayFire = false; if (m_iShotsFired > 15) m_iShotsFired = 15; m_flDecreaseShotsFired = gpGlobals->time + 0.4; } m_fFireOnEmpty = FALSE; if (m_iId != WEAPON_USP && m_iId != WEAPON_GLOCK18 && m_iId != WEAPON_P228 && m_iId != WEAPON_DEAGLE && m_iId != WEAPON_ELITE && m_iId != WEAPON_FIVESEVEN) { if (m_iShotsFired > 0) { if (gpGlobals->time > m_flDecreaseShotsFired) { m_iShotsFired--; m_flDecreaseShotsFired = gpGlobals->time + 0.0225; } } } else m_iShotsFired = 0; if (!(m_iWeaponState & WPNSTATE_SHIELD_DRAWN)) { if (m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) { if (m_flFamasShoot == 0 && m_flGlock18Shoot == 0) { Reload(); return; } } } WeaponIdle(); return; } }
bool AvHBasePlayerWeapon::ProcessValidAttack(void) { bool theAttackIsValid = false; //#ifdef AVH_CLIENT // char sz[ 128 ]; // sprintf(sz, "during check valid, clip is %d\n", this->m_iClip); // gEngfuncs.pfnCenterPrint( sz ); // // //gEngfuncs.Con_Printf("during idle, clip is %d\n", sz); //#endif //#ifdef AVH_CLIENT // if(gHUD.GetInTopDownMode()) // { // return false; // } //#endif // //#ifdef AVH_SERVER // AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(this->m_pPlayer); // if(thePlayer->GetIsInTopDownMode()) // { // return false; // } //#endif // Only shoot if deployed and enabled (iuser3 is 0 when disabled, 1 when enabled <from m_fireState>) // puzl: 497 call GetEnabledState instead of testing directly int enabledState=this->GetEnabledState(); if(this->m_pPlayer->pev->viewmodel && ( enabledState == 1)) { // don't fire underwater if((this->m_pPlayer->pev->waterlevel == 3) && !this->GetFiresUnderwater()) { this->PlayEmptySound(); //this->m_flNextPrimaryAttack = gpGlobals->time + this->mROF; this->m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + this->ComputeAttackInterval(); } else if(this->UsesAmmo()) { ASSERT(this->m_iPrimaryAmmoType >= 0); if(this->m_iClip > 0) { if(this->m_flNextPrimaryAttack <= 0) { if(!this->GetMustPressTriggerForEachShot() || (!this->mAttackButtonDownLastFrame)) { theAttackIsValid = true; } } else { // Does this ever happen? int a = 0; } } else { // Definitely not firing this pull of the trigger theAttackIsValid = false; BOOL theHasAmmo = 0; if ( pszAmmo1() ) { theHasAmmo |= (this->m_pPlayer->m_rgAmmo[this->m_iPrimaryAmmoType] != 0); } if ( pszAmmo2() ) { theHasAmmo |= (this->m_pPlayer->m_rgAmmo[this->m_iSecondaryAmmoType] != 0); } if (this->m_iClip > 0) { theHasAmmo |= 1; } if(theHasAmmo) { // Trigger reload this->Reload(); } else { this->PlayEmptySound(); this->SendWeaponAnim(this->GetEmptyShootAnimation()); //this->m_pPlayer->SetAnimation(PLAYER_ATTACK1); } } } else { theAttackIsValid = true; } } else { //ALERT(at_console, "Can't attack %d\n", enabledState); int a = 0; } return theAttackIsValid; }
/* ===================== CBasePlayerWeapon::ItemPostFrame Handles weapon firing, reloading, etc. ===================== */ void CBasePlayerWeapon::ItemPostFrame( void ) { if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= 0.0)) { /////////////////////////////////////////////////////////////////////////////////////////////////////// // Put code in here to predict reloads (ie, have the ammo on screen update before we get a response) // /////////////////////////////////////////////////////////////////////////////////////////////////////// //#if 0 // FIXME, need ammo on client to make this work right // // complete the reload. // int j = min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // // // Add them to the clip // m_iClip += j; // m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; //#else // m_iClip += 10; //#endif m_fInReload = FALSE; } if ((m_pPlayer->pev->button & IN_ATTACK2) && (m_flNextSecondaryAttack <= 0.0)) { if (GetCanUseWeapon()) { if ( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } } else if ( (m_pPlayer->pev->button & IN_ATTACK) && (m_flNextPrimaryAttack <= 0.0) ) { if (GetCanUseWeapon()) { if ( (m_iClip == 0 && pszAmmo1()) || (iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } //#ifdef AVH_CLIENT //if((m_iClip == 0) && ? //#endif PrimaryAttack(); } } else if ( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { if (GetCanUseWeapon()) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } } else if ( !(m_pPlayer->pev->button & (IN_ATTACK|IN_ATTACK2) ) ) { if (GetCanUseWeapon()) { // no fire buttons down m_fFireOnEmpty = FALSE; // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD) && m_flNextPrimaryAttack < 0.0 ) { // << CGC >> Only reload if we have more ammo to reload with if(m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0) { Reload(); return; } } WeaponIdle( ); } return; } // catch all if ( ShouldWeaponIdle() ) { WeaponIdle(); } }