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2026-05-23 20:50:12 -07:00

183 lines
2.8 KiB
C++

// weapon_fist.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
#define RIFLE_NUMPROJECTILES 1
// blend times
#define FISTS_IDLE_TO_LOWER 4
#define FISTS_IDLE_TO_PUNCH 0
#define FISTS_RAISE_TO_IDLE 4
#define FISTS_PUNCH_TO_IDLE 1
/*
================
rvmWeaponFist::Init
================
*/
void rvmWeaponFist::Init( idWeapon* weapon )
{
rvmWeaponObject::Init( weapon );
}
/*
================
rvmWeaponFist::Raise
================
*/
stateResult_t rvmWeaponFist::Raise( stateParms_t* parms )
{
enum RisingState
{
RISING_NOTSET = 0,
RISING_WAIT
};
switch( parms->stage )
{
case RISING_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "raise", false );
parms->stage = RISING_WAIT;
return SRESULT_WAIT;
case RISING_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, FISTS_RAISE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvmWeaponFist::Lower
================
*/
stateResult_t rvmWeaponFist::Lower( stateParms_t* parms )
{
enum LoweringState
{
LOWERING_NOTSET = 0,
LOWERING_WAIT
};
switch( parms->stage )
{
case LOWERING_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "putaway", false );
parms->stage = LOWERING_WAIT;
return SRESULT_WAIT;
case LOWERING_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
{
SetState( "Holstered" );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvmWeaponFist::Idle
================
*/
stateResult_t rvmWeaponFist::Idle( stateParms_t* parms )
{
enum IdleState
{
IDLE_NOTSET = 0,
IDLE_WAIT
};
switch( parms->stage )
{
case IDLE_NOTSET:
owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle" );
parms->stage = IDLE_WAIT;
return SRESULT_WAIT;
case IDLE_WAIT:
// Do nothing.
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
================
rvmWeaponFist::Fire
================
*/
stateResult_t rvmWeaponFist::Fire( stateParms_t* parms )
{
enum FIRE_State
{
FIRE_NOTSET = 0,
FIRE_MELEE,
FIRE_WAIT
};
switch( parms->stage )
{
case FIRE_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, GetFireAnim(), false );
parms->stage = FIRE_MELEE;
parms->Wait( 0.1f );
return SRESULT_WAIT;
case FIRE_MELEE:
owner->Event_Melee();
parms->stage = FIRE_WAIT;
return SRESULT_WAIT;
case FIRE_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
{
side = !side;
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
================
rvmWeaponFist::Reload
================
*/
stateResult_t rvmWeaponFist::Reload( stateParms_t* parms )
{
return SRESULT_DONE;
}
/*
================
rvmWeaponFist::GetFireAnim
================
*/
const char* rvmWeaponFist::GetFireAnim()
{
if( side )
{
return "punch_left";
}
else
{
return "punch_right";
}
}