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#719427 ·published 2007-09-29 08:29 UTC
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#include "cbase.h"
#include "npcevent.h"
#include "in_buttons.h"

#ifdef CLIENT_DLL
	#include "c_hl2mp_player.h"
	#include "beamdraw.h"
#else
	#include "hl2mp_player.h"
	#include "util.h"

#endif

#include "weapon_hl2mpbasehlmpcombatweapon.h"

#ifdef CLIENT_DLL
#define CWeaponHealthGun C_WeaponHealthGun
#endif

//-----------------------------------------------------------------------------
// CWeaponHealthGun
//-----------------------------------------------------------------------------

class CWeaponHealthGun : public CBaseHL2MPCombatWeapon
{
	DECLARE_CLASS( CWeaponHealthGun, CBaseHL2MPCombatWeapon );
public:

	CWeaponHealthGun( void );

	void	PrimaryAttack( void );
	void	SecondaryAttack( void );
	void	DrawBeam();
	DECLARE_NETWORKCLASS(); 
	DECLARE_PREDICTABLE();

#ifndef CLIENT_DLL
	DECLARE_ACTTABLE();
#endif

private:
	
	CWeaponHealthGun( const CWeaponHealthGun & );
};

IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHealthGun, DT_WeaponHealthGun )

BEGIN_NETWORK_TABLE( CWeaponHealthGun, DT_WeaponHealthGun )
END_NETWORK_TABLE()

BEGIN_PREDICTION_DATA( CWeaponHealthGun )
END_PREDICTION_DATA()

LINK_ENTITY_TO_CLASS( weapon_healthgun, CWeaponHealthGun );
PRECACHE_WEAPON_REGISTER( weapon_healthgun );


#ifndef CLIENT_DLL
acttable_t CWeaponHealthGun::m_acttable[] = 
{
	{ ACT_HL2MP_IDLE,					ACT_HL2MP_IDLE_PISTOL,					false },
	{ ACT_HL2MP_RUN,					ACT_HL2MP_RUN_PISTOL,					false },
	{ ACT_HL2MP_IDLE_CROUCH,			ACT_HL2MP_IDLE_CROUCH_PISTOL,			false },
	{ ACT_HL2MP_WALK_CROUCH,			ACT_HL2MP_WALK_CROUCH_PISTOL,			false },
	{ ACT_HL2MP_GESTURE_RANGE_ATTACK,	ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL,	false },
	{ ACT_HL2MP_GESTURE_RELOAD,			ACT_HL2MP_GESTURE_RELOAD_PISTOL,		false },
	{ ACT_HL2MP_JUMP,					ACT_HL2MP_JUMP_PISTOL,					false },
	{ ACT_RANGE_ATTACK1,				ACT_RANGE_ATTACK_PISTOL,				false },
};



IMPLEMENT_ACTTABLE( CWeaponHealthGun );

#endif

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CWeaponHealthGun::CWeaponHealthGun( void )
{
	m_bReloadsSingly	= false;
	m_bFiresUnderwater	= false;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CWeaponHealthGun::PrimaryAttack( void )
{
	// Only the player fires this way so we can cast
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );

	if ( !pPlayer )
	{
		return;
	}

	if ( m_iClip1 <= 0 )
	{
		if ( !m_bFireOnEmpty )
		{
			WeaponSound( EMPTY );
			m_flNextPrimaryAttack = 0.15;
		}

		return;
	}

	WeaponSound( SINGLE );
	
	SendWeaponAnim( ACT_VM_PRIMARYATTACK );
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	m_flNextPrimaryAttack = gpGlobals->curtime + 0.75;
	m_flNextSecondaryAttack = gpGlobals->curtime + 0.75;

	
	Vector vecSrc		= pPlayer->Weapon_ShootPosition();
	Vector vecAiming	= pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
	Vector vecEnd		= vecSrc + vecAiming * MAX_TRACE_LENGTH;
	trace_t		trace;
	
	UTIL_TraceLine( vecSrc, vecEnd, MASK_ALL, pPlayer, COLLISION_GROUP_NPC, &trace );

	if (trace.m_pEnt->IsPlayer())
	{
		CBaseEntity *pHealy = trace.m_pEnt;
		pHealy->SetHealth(23);
	}

	if ( !m_iClip1 && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 )
	{
		// HEV suit - indicate out of ammo condition
		pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); 
	}
}
//------------------------------------------------------------
//Purpose:secondary fire
//------------------------------------------------------------
void CWeaponHealthGun::SecondaryAttack(void)
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	//drop the healthkit
#ifndef CLIENT_DLL

	CBaseEntity *pHealth = CBaseEntity::Create( "item_healthkit", pPlayer->Weapon_ShootPosition(), pPlayer->GetAbsAngles(), pPlayer );


if(pHealth)
{
	Vector vForward;
	pPlayer->EyeVectors( &vForward, NULL, NULL );

	pHealth->SetAbsVelocity(vForward * 100);

}
#endif 

	SendWeaponAnim( ACT_VM_SECONDARYATTACK );

	// player "shoot" animation
	pPlayer->SetAnimation( PLAYER_ATTACK1 );

	// Decrease ammo
	pPlayer->RemoveAmmo( 1, m_iSecondaryAmmoType );

	// Can shoot again immediately
	m_flNextPrimaryAttack = gpGlobals->curtime + 0.5f;

	// Can blow up after a short delay (so have time to release mouse button)
	m_flNextSecondaryAttack = gpGlobals->curtime + 1.0f;
}