//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFFlareGun::LaunchProjectile(void) { // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer(GetPlayerOwner()); if (!pPlayer) return; CalcIsAttackCritical(); SendWeaponAnim(ACT_VM_PRIMARYATTACK); pPlayer->SetAnimation(PLAYER_ATTACK1); pPlayer->DoAnimationEvent(PLAYERANIMEVENT_ATTACK_PRIMARY); FireProjectile(pPlayer); #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon(pPlayer, IsCurrentAttackACrit()); #endif // Set next attack times. m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData(m_iWeaponMode).m_flTimeFireDelay; SetWeaponIdleTime(gpGlobals->curtime + SequenceDuration()); // Check the reload mode and behave appropriately. if (m_bReloadsSingly) { m_iReloadMode.Set(TF_RELOAD_START); } }
// ---------------------------------------------------------------------------- - // Purpose: //----------------------------------------------------------------------------- void CTFCompoundBow::FireArrow( void ) { // Get the player owning the weapon. CTFPlayer *pPlayer = GetTFPlayerOwner(); if ( !pPlayer ) return; CalcIsAttackCritical(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); pPlayer->m_Shared.RemoveCond( TF_COND_AIMING ); pPlayer->TeamFortress_SetSpeed(); FireProjectile( pPlayer ); #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set next attack times. float flDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flDelay, mult_postfiredelay ); m_flNextPrimaryAttack = gpGlobals->curtime + flDelay; SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); m_flChargeBeginTime = 0.0f; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPipebombLauncher::LaunchGrenade( void ) { // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; StopSound("Weapon_StickyBombLauncher.ChargeUp"); CalcIsAttackCritical(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); CTFGrenadePipebombProjectile *pProjectile = static_cast<CTFGrenadePipebombProjectile*>( FireProjectile( pPlayer ) ); if ( pProjectile ) { // Save the charge time to scale the detonation timer. pProjectile->SetChargeTime( gpGlobals->curtime - m_flChargeBeginTime ); } #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set next attack times. m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; m_flLastDenySoundTime = gpGlobals->curtime; SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); // Check the reload mode and behave appropriately. if ( m_bReloadsSingly ) { m_iReloadMode.Set( TF_RELOAD_START ); } m_flChargeBeginTime = 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFPipebombLauncher::LaunchGrenade( void ) { // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; CalcIsAttackCritical(); SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY ); FireProjectile( pPlayer ); #if !defined( CLIENT_DLL ) pPlayer->SpeakWeaponFire(); CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set next attack times. float flDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flDelay, mult_postfiredelay ); m_flNextPrimaryAttack = gpGlobals->curtime + flDelay; m_flLastDenySoundTime = gpGlobals->curtime; SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); // Check the reload mode and behave appropriately. if ( m_bReloadsSingly ) { m_iReloadMode.Set( TF_RELOAD_START ); } m_flChargeBeginTime = 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGun::PrimaryAttack( void ) { // Check for ammunition. if ( m_iClip1 <= 0 && m_iClip1 != -1 ) return; // Are we capable of firing again? if ( m_flNextPrimaryAttack > gpGlobals->curtime ) return; // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; if ( !CanAttack() ) return; CalcIsAttackCritical(); #ifndef CLIENT_DLL pPlayer->RemoveInvisibility(); pPlayer->RemoveDisguise(); // Minigun has custom handling if ( GetWeaponID() != TF_WEAPON_MINIGUN ) { pPlayer->SpeakWeaponFire(); } CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set the weapon mode. m_iWeaponMode = TF_WEAPON_PRIMARY_MODE; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); FireProjectile( pPlayer ); m_flLastFireTime = gpGlobals->curtime; // Set next attack times. m_flNextPrimaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; // Don't push out secondary attack, because our secondary fire // systems are all separate from primary fire (sniper zooming, demoman pipebomb detonating, etc) //m_flNextSecondaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; // Set the idle animation times based on the sequence duration, so that we play full fire animations // that last longer than the refire rate may allow. if ( Clip1() > 0 ) { SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } else { SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); } // Check the reload mode and behave appropriately. if ( m_bReloadsSingly ) { m_iReloadMode.Set( TF_RELOAD_START ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFWeaponBaseGun::PrimaryAttack( void ) { // Check for ammunition. if ( m_iClip1 <= 0 && UsesClipsForAmmo1() ) return; // Get the player owning the weapon. CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return; if ( !CanAttack() ) return; if ( m_pWeaponInfo->GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nBurstSize > 0 && m_iBurstSize == 0 ) { // Start the burst. m_iBurstSize = m_pWeaponInfo->GetWeaponData( TF_WEAPON_PRIMARY_MODE ).m_nBurstSize; } if ( m_iBurstSize > 0 ) { m_iBurstSize--; } CalcIsAttackCritical(); #ifndef CLIENT_DLL pPlayer->RemoveInvisibility(); pPlayer->RemoveDisguise(); // Minigun has custom handling if ( GetWeaponID() != TF_WEAPON_MINIGUN ) { pPlayer->SpeakWeaponFire(); } CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() ); #endif // Set the weapon mode. m_iWeaponMode = TF_WEAPON_PRIMARY_MODE; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); pPlayer->SetAnimation( PLAYER_ATTACK1 ); FireProjectile( pPlayer ); m_flLastFireTime = gpGlobals->curtime; // Set next attack times. float flFireDelay = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; CALL_ATTRIB_HOOK_FLOAT( flFireDelay, mult_postfiredelay ); m_flNextPrimaryAttack = gpGlobals->curtime + flFireDelay; // Don't push out secondary attack, because our secondary fire // systems are all separate from primary fire (sniper zooming, demoman pipebomb detonating, etc) //m_flNextSecondaryAttack = gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay; // Set the idle animation times based on the sequence duration, so that we play full fire animations // that last longer than the refire rate may allow. SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); AbortReload(); }