Esempio n. 1
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFMinigun::WindDown( void )
{
	// Get the player owning the weapon.
	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
	if ( !pPlayer )
		return;

	SendWeaponAnim( ACT_MP_ATTACK_STAND_POSTFIRE );

	// Set the appropriate firing state.
	m_iWeaponState = AC_STATE_IDLE;
	pPlayer->m_Shared.RemoveCond( TF_COND_AIMING );
#ifdef CLIENT_DLL
	WeaponSoundUpdate();
#else
	pPlayer->ClearWeaponFireScene();
#endif

	// Time to weapon idle.
	m_flTimeWeaponIdle = gpGlobals->curtime + 2.0;

	// Update player's speed
	pPlayer->TeamFortress_SetSpeed();

#ifdef CLIENT_DLL
	m_flBarrelTargetVelocity = 0;
#endif
}
Esempio n. 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFMinigun::SharedAttack()
{
	CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
	if ( !pPlayer )
		return;

	if ( !CanAttack() )
	{
		WeaponIdle();
		return;
	}


	if ( pPlayer->m_nButtons & IN_ATTACK )
	{
		m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
	}
	else if ( pPlayer->m_nButtons & IN_ATTACK2 )
	{
		m_iWeaponMode = TF_WEAPON_SECONDARY_MODE;
	}

	switch ( m_iWeaponState )
	{
	default:
	case AC_STATE_IDLE:
		{
			// Removed the need for cells to powerup the AC
			WindUp();
			m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
			m_flNextSecondaryAttack = gpGlobals->curtime + 1.0;
			m_flTimeWeaponIdle = gpGlobals->curtime + 1.0;
			m_flStartedFiringAt = -1;
			pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRE );
			break;
		}
	case AC_STATE_STARTFIRING:
		{
			// Start playing the looping fire sound
			if ( m_flNextPrimaryAttack <= gpGlobals->curtime )
			{
				if ( m_iWeaponMode == TF_WEAPON_SECONDARY_MODE )
				{
					m_iWeaponState = AC_STATE_SPINNING;
#ifdef GAME_DLL
					pPlayer->SpeakWeaponFire( MP_CONCEPT_WINDMINIGUN );
#endif
				}
				else
				{
					m_iWeaponState = AC_STATE_FIRING;
#ifdef GAME_DLL
					pPlayer->SpeakWeaponFire( MP_CONCEPT_FIREMINIGUN );
#endif
				}

				m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1;
			}
			break;
		}
	case AC_STATE_FIRING:
		{
			if ( m_iWeaponMode == TF_WEAPON_SECONDARY_MODE )
			{
#ifdef GAME_DLL
				pPlayer->ClearWeaponFireScene();
				pPlayer->SpeakWeaponFire( MP_CONCEPT_WINDMINIGUN );
#endif
				m_iWeaponState = AC_STATE_SPINNING;

				m_flNextSecondaryAttack = m_flNextPrimaryAttack = m_flTimeWeaponIdle = gpGlobals->curtime + 0.1;
			}
			else if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
			{
				m_iWeaponState = AC_STATE_DRYFIRE;
			}
			else
			{
				if ( m_flStartedFiringAt < 0 )
				{
					m_flStartedFiringAt = gpGlobals->curtime;
				}

#ifdef GAME_DLL
				if ( m_flNextFiringSpeech < gpGlobals->curtime )
				{
					m_flNextFiringSpeech = gpGlobals->curtime + 5.0;
					pPlayer->SpeakConceptIfAllowed( MP_CONCEPT_MINIGUN_FIREWEAPON );
				}
#endif


				// Only fire if we're actually shooting
				BaseClass::PrimaryAttack();		// fire and do timers
				CalcIsAttackCritical();
				m_bCritShot = IsCurrentAttackACrit();
				pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
				m_flTimeWeaponIdle = gpGlobals->curtime + 0.2;
			}
			break;
		}
	case AC_STATE_DRYFIRE:
		{
			m_flStartedFiringAt = -1;
			if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) > 0 )
			{
				m_iWeaponState = AC_STATE_FIRING;
			}
			else if ( m_iWeaponMode == TF_WEAPON_SECONDARY_MODE )
			{
				m_iWeaponState = AC_STATE_SPINNING;
			}
			SendWeaponAnim( ACT_VM_SECONDARYATTACK );
			break;
		}
	case AC_STATE_SPINNING:
		{
			m_flStartedFiringAt = -1;
			if ( m_iWeaponMode == TF_WEAPON_PRIMARY_MODE )
			{
				if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) > 0 )
				{
#ifdef GAME_DLL
					pPlayer->ClearWeaponFireScene();
					pPlayer->SpeakWeaponFire( MP_CONCEPT_FIREMINIGUN );
#endif
					m_iWeaponState = AC_STATE_FIRING;
				}
				else
				{
					m_iWeaponState = AC_STATE_DRYFIRE;
				}
			}

			SendWeaponAnim( ACT_VM_SECONDARYATTACK );
			break;
		}
	}
}