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2026-05-29 19:41:58 -07:00

204 lines
3.7 KiB
C++

// Weapon_machinegun.cpp
//
#pragma hdrstop
#include "precompiled.h"
#include "../Game_local.h"
#define MACHINEGUN_FIRERATE 0.1 // ~10 per second
#define MACHINEGUN_LOWAMMO 10
#define MACHINEGUN_NUMPROJECTILES 1
// blend times
#define MACHINEGUN_IDLE_TO_LOWER 4
#define MACHINEGUN_IDLE_TO_FIRE 0
#define MACHINEGUN_IDLE_TO_RELOAD 4
#define MACHINEGUN_RAISE_TO_IDLE 4
#define MACHINEGUN_FIRE_TO_IDLE 0
#define MACHINEGUN_RELOAD_TO_IDLE 4
/*
===============
rvmWeaponMachineGun::Init
===============
*/
void rvmWeaponMachineGun::Init( idWeapon* weapon )
{
rvmWeaponObject::Init( weapon );
next_attack = 0;
spread = weapon->GetFloat( "spread" );
snd_lowammo = FindSound( "snd_lowammo" );
}
/*
===============
rvmWeaponMachineGun::Raise
===============
*/
stateResult_t rvmWeaponMachineGun::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, MACHINEGUN_RAISE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponMachineGun::Lower
===============
*/
stateResult_t rvmWeaponMachineGun::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;
}
/*
===============
rvmWeaponMachineGun::Idle
===============
*/
stateResult_t rvmWeaponMachineGun::Idle( stateParms_t* parms )
{
enum IdleState
{
IDLE_NOTSET = 0,
IDLE_WAIT
};
switch( parms->stage )
{
case IDLE_NOTSET:
owner->Event_WeaponReady();
owner->Event_PlayCycle( ANIMCHANNEL_ALL, "idle" );
parms->stage = IDLE_WAIT;
return SRESULT_WAIT;
case IDLE_WAIT:
// Do nothing.
return SRESULT_DONE;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponMachineGun::Fire
===============
*/
stateResult_t rvmWeaponMachineGun::Fire( stateParms_t* parms )
{
int ammoClip = owner->AmmoInClip();
enum FIRE_State
{
FIRE_NOTSET = 0,
FIRE_WAIT
};
if( ammoClip == 0 && owner->AmmoAvailable() && owner->AutoReload() && parms->stage == 0 )
{
//owner->WeaponState( WP_RELOAD, PISTOL_IDLE_TO_RELOAD );
owner->Reload();
return SRESULT_DONE;
}
switch( parms->stage )
{
case FIRE_NOTSET:
next_attack = gameLocal.realClientTime + SEC2MS( MACHINEGUN_FIRERATE );
owner->Event_LaunchProjectiles( MACHINEGUN_NUMPROJECTILES, spread, 0, 1, 1 );
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "fire", false );
parms->stage = FIRE_WAIT;
return SRESULT_WAIT;
case FIRE_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, MACHINEGUN_FIRE_TO_IDLE ) )
{
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}
/*
===============
rvmWeaponMachineGun::Reload
===============
*/
stateResult_t rvmWeaponMachineGun::Reload( stateParms_t* parms )
{
enum RELOAD_State
{
RELOAD_NOTSET = 0,
RELOAD_WAIT
};
switch( parms->stage )
{
case RELOAD_NOTSET:
owner->Event_PlayAnim( ANIMCHANNEL_ALL, "reload", false );
parms->stage = RELOAD_WAIT;
return SRESULT_WAIT;
case RELOAD_WAIT:
if( owner->Event_AnimDone( ANIMCHANNEL_ALL, 0 ) )
{
owner->Event_AddToClip( owner->ClipSize() );
return SRESULT_DONE;
}
return SRESULT_WAIT;
}
return SRESULT_ERROR;
}