Files
HL2Overcharged/game/server/overcharged/weapon_adrenaline.cpp
2025-05-21 21:20:08 +03:00

131 lines
3.8 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Adrenaline - heal weapon
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "NPCEvent.h"
#include "basehlcombatweapon.h"
#include "basecombatcharacter.h"
#include "AI_BaseNPC.h"
#include "player.h"
#include "gamerules.h"
#include "in_buttons.h"
#include "soundent.h"
#include "game.h"
#include "vstdlib/random.h"
#include "gamestats.h"
#include "particle_parse.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//ConVar sk_plr_dmg_adrenaline( "sk_plr_dmg_adrenaline", "-35" );
//-----------------------------------------------------------------------------
// CWeaponAdrenaline
//-----------------------------------------------------------------------------
class CWeaponAdrenaline : public CBaseHLCombatWeapon
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CWeaponAdrenaline, CBaseHLCombatWeapon );
CWeaponAdrenaline(void);
DECLARE_SERVERCLASS();
void Precache( void );
//void ItemPostFrame( void );
void PrimaryAttack( void );
//void SecondaryAttack( void );
//bool Reload( void );
//bool HealPlayer( void );
DECLARE_ACTTABLE();
};
IMPLEMENT_SERVERCLASS_ST(CWeaponAdrenaline, DT_WeaponAdrenaline)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( weapon_adrenaline, CWeaponAdrenaline );
PRECACHE_WEAPON_REGISTER( weapon_adrenaline );
BEGIN_DATADESC( CWeaponAdrenaline )
END_DATADESC()
acttable_t CWeaponAdrenaline::m_acttable[] =
{
{ ACT_HL2MP_IDLE, ACT_HL2MP_IDLE_GRENADE, false }, // Light Kill : MP animstate for singleplayer
{ ACT_HL2MP_RUN, ACT_HL2MP_RUN_GRENADE, false },
{ ACT_HL2MP_IDLE_CROUCH, ACT_HL2MP_IDLE_CROUCH_GRENADE, false },
{ ACT_HL2MP_WALK_CROUCH, ACT_HL2MP_WALK_CROUCH_GRENADE, false },
{ ACT_HL2MP_GESTURE_RANGE_ATTACK, ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE, false },
{ ACT_HL2MP_GESTURE_RELOAD, ACT_GESTURE_RELOAD_SMG1, false },
{ ACT_HL2MP_JUMP, ACT_HL2MP_JUMP_SLAM, false },
{ ACT_RANGE_ATTACK1, ACT_RANGE_ATTACK_THROW, true },
{ ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, true },
{ ACT_IDLE, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_ANGRY, ACT_IDLE_ANGRY_MELEE, false },
{ ACT_IDLE_RELAXED, ACT_IDLE, false }, // L1ght 15 : Anims update
{ ACT_RUN_RELAXED, ACT_RUN, false },
{ ACT_WALK_RELAXED, ACT_WALK, false },
};
IMPLEMENT_ACTTABLE(CWeaponAdrenaline);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponAdrenaline::CWeaponAdrenaline( void )
{
}
void CWeaponAdrenaline::Precache( void )
{
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CWeaponAdrenaline::PrimaryAttack( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
SendWeaponAnim(GetPrimaryAttackActivity());
m_iClip1 = m_iClip1 - 1;
WeaponSound( SINGLE );
pOwner->SetAnimation( PLAYER_ATTACK1 ); // Light Kill : Forgotten anim ?
if ( pOwner->IsAlive() && pOwner->GetHealth() < pOwner->GetMaxHealth())
{
pOwner->TakeHealth( 20, DMG_GENERIC );
}
else
{
pOwner->TakeHealth( -35, DMG_GENERIC ); // Light Kill : else overdose :p
}
color32 ShockEffect = { 255,255,255,255 };
UTIL_ScreenFade( pOwner, ShockEffect, 0.2f, 0.0f, FFADE_IN );
pOwner->ViewPunch( QAngle( -8, random->RandomFloat( -2, 2 ), 0 ) );
m_flNextPrimaryAttack = gpGlobals->curtime + GetViewModelSequenceDuration();
}