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140
game/shared/dod/weapon_k98.cpp
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140
game/shared/dod/weapon_k98.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_dodsniper.h"
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#if defined( CLIENT_DLL )
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#define CWeaponK98 C_WeaponK98
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#endif
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class CWeaponK98 : public CDODSniperWeapon
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{
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public:
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DECLARE_CLASS( CWeaponK98, CDODSniperWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponK98() {}
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virtual void Spawn( void );
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_K98; }
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// weapon id for stats purposes
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virtual DODWeaponID GetStatsWeaponID( void )
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{
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if ( IsFullyZoomed() )
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return WEAPON_K98_ZOOMED;
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else
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return WEAPON_K98;
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}
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virtual bool ShouldAutoEjectBrass( void ) { return false; }
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virtual float GetZoomedFOV( void ) { return 55; }
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virtual bool HideViewModelWhenZoomed( void ) { return false; }
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virtual bool ShouldRezoomAfterReload( void ) { return true; }
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virtual Activity GetPrimaryAttackActivity( void );
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virtual float GetFireDelay( void );
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virtual float GetRecoil( void ) { return 8.0f; }
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private:
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CWeaponK98( const CWeaponK98 & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponK98, DT_WeaponK98 )
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BEGIN_NETWORK_TABLE( CWeaponK98, DT_WeaponK98 )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponK98 )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_k98, CWeaponK98 );
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PRECACHE_WEAPON_REGISTER( weapon_k98 );
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void CWeaponK98::Spawn( void )
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{
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m_iAltFireHint = HINT_USE_IRON_SIGHTS;
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BaseClass::Spawn();
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m_bShouldRezoomAfterShot = false;
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}
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acttable_t CWeaponK98::m_acttable[] =
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{
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{ ACT_DOD_STAND_AIM, ACT_DOD_STAND_AIM_BOLT, false },
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{ ACT_DOD_CROUCH_AIM, ACT_DOD_CROUCH_AIM_BOLT, false },
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{ ACT_DOD_CROUCHWALK_AIM, ACT_DOD_CROUCHWALK_AIM_BOLT, false },
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{ ACT_DOD_WALK_AIM, ACT_DOD_WALK_AIM_BOLT, false },
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{ ACT_DOD_RUN_AIM, ACT_DOD_RUN_AIM_BOLT, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_BOLT, false },
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{ ACT_PRONE_FORWARD, ACT_DOD_PRONEWALK_IDLE_BOLT, false },
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{ ACT_DOD_STAND_IDLE, ACT_DOD_STAND_IDLE_BOLT, false },
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{ ACT_DOD_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_BOLT, false },
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{ ACT_DOD_CROUCHWALK_IDLE, ACT_DOD_CROUCHWALK_IDLE_BOLT, false },
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{ ACT_DOD_WALK_IDLE, ACT_DOD_WALK_IDLE_BOLT, false },
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{ ACT_DOD_RUN_IDLE, ACT_DOD_RUN_IDLE_BOLT, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_BOLT, false },
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// Zoomed Aim
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{ ACT_DOD_IDLE_ZOOMED, ACT_DOD_STAND_ZOOM_BOLT, false },
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{ ACT_DOD_CROUCH_ZOOMED, ACT_DOD_CROUCH_ZOOM_BOLT, false },
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{ ACT_DOD_CROUCHWALK_ZOOMED, ACT_DOD_CROUCHWALK_ZOOM_BOLT, false },
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{ ACT_DOD_WALK_ZOOMED, ACT_DOD_WALK_ZOOM_BOLT, false },
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{ ACT_DOD_PRONE_ZOOMED, ACT_DOD_PRONE_ZOOM_BOLT, false },
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{ ACT_DOD_PRONE_FORWARD_ZOOMED, ACT_DOD_PRONE_ZOOM_FORWARD_BOLT, false },
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// Attack ( prone? )
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_BOLT, false },
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{ ACT_DOD_PRIMARYATTACK_CROUCH, ACT_DOD_PRIMARYATTACK_BOLT, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_BOLT, false },
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// Reload ( prone ? )
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{ ACT_RELOAD, ACT_DOD_RELOAD_BOLT, false },
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{ ACT_DOD_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_BOLT, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_BOLT, false },
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// Hand Signals
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{ ACT_DOD_HS_IDLE, ACT_DOD_HS_IDLE_K98, false },
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{ ACT_DOD_HS_CROUCH, ACT_DOD_HS_CROUCH_K98, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponK98 );
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Activity CWeaponK98::GetPrimaryAttackActivity( void )
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{
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Activity actPrim;
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if( m_iClip1 <= 0 )
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actPrim = ACT_VM_PRIMARYATTACK_EMPTY;
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else
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actPrim = ACT_VM_PRIMARYATTACK;
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return actPrim;
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}
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float CWeaponK98::GetFireDelay( void )
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{
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if ( m_iClip1 <= 0 )
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{
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return SequenceDuration();
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}
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return BaseClass::GetFireDelay();
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}
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