You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
297 lines
6.5 KiB
297 lines
6.5 KiB
6 years ago
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||
|
*
|
||
|
* This product contains software technology licensed from Id
|
||
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||
|
* All Rights Reserved.
|
||
|
*
|
||
|
* Use, distribution, and modification of this source code and/or resulting
|
||
|
* object code is restricted to non-commercial enhancements to products from
|
||
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
||
|
* without written permission from Valve LLC.
|
||
|
*
|
||
|
****/
|
||
|
|
||
|
#include "extdll.h"
|
||
|
#include "util.h"
|
||
|
#include "cbase.h"
|
||
|
#include "monsters.h"
|
||
|
#include "weapons.h"
|
||
|
#include "nodes.h"
|
||
|
#include "player.h"
|
||
|
|
||
|
class CDebugger: public CBasePlayerWeapon
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
int GetItemInfo(ItemInfo *p);
|
||
|
int AddToPlayer( CBasePlayer *pPlayer );
|
||
|
void EXPORT Commands( BOOL type );
|
||
|
void PrimaryAttack( void );
|
||
|
void SecondaryAttack( void );
|
||
|
BOOL Deploy( void );
|
||
|
void Holster( int skiplocal = 0 );
|
||
|
// void WeaponIdle( void );
|
||
|
void UpdateInfo (void);
|
||
|
int command;
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_debug, CDebugger );
|
||
|
|
||
|
|
||
|
void CDebugger::Spawn( )
|
||
|
{
|
||
|
Precache( );
|
||
|
m_iId = WEAPON_DEBUG;
|
||
|
SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl");
|
||
|
m_iClip = -1;
|
||
|
FallInit();// get ready to fall down.
|
||
|
}
|
||
|
|
||
|
int CDebugger::AddToPlayer( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
||
|
{
|
||
|
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
||
|
WRITE_BYTE( m_iId );
|
||
|
MESSAGE_END();
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
void CDebugger::Holster( int skiplocal )
|
||
|
{
|
||
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
|
||
|
SendWeaponAnim( 8 );
|
||
|
}
|
||
|
|
||
|
void CDebugger::Precache( void )
|
||
|
{
|
||
|
PRECACHE_MODEL("models/v_9mmhandgun.mdl");
|
||
|
PRECACHE_MODEL("models/w_9mmhandgun.mdl");
|
||
|
PRECACHE_MODEL("models/p_9mmhandgun.mdl");
|
||
|
PRECACHE_SOUND ("buttons/blip1.wav");
|
||
|
}
|
||
|
|
||
|
int CDebugger::GetItemInfo(ItemInfo *p)
|
||
|
{
|
||
|
p->pszName = STRING(pev->classname);
|
||
|
p->pszAmmo1 = NULL;
|
||
|
p->iMaxAmmo1 = -1;
|
||
|
p->pszAmmo2 = NULL;
|
||
|
p->iMaxAmmo2 = -1;
|
||
|
p->iMaxClip = WEAPON_NOCLIP;
|
||
|
p->iSlot = 0;
|
||
|
p->iPosition = 1;
|
||
|
p->iFlags = 0;
|
||
|
p->iId = WEAPON_DEBUG;
|
||
|
p->iWeight = -10;
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
BOOL CDebugger::Deploy( )
|
||
|
{
|
||
|
switch (command){
|
||
|
case 0:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> USE_TOGGLE\n");
|
||
|
}break;
|
||
|
case 1:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> USE_ON\n");
|
||
|
}break;
|
||
|
case 2:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> USE_OFF\n");
|
||
|
}break;
|
||
|
case 3:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Give all weapons etc\n");
|
||
|
}break;
|
||
|
case 4:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Get AI State\n");
|
||
|
}break;
|
||
|
case 5:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> List Globals\n");
|
||
|
}break;
|
||
|
case 6:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Player Silent On/Off\n");
|
||
|
}break;
|
||
|
case 7:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Entity Info\n");
|
||
|
}break;
|
||
|
case 8:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Show Texture Name\n" );
|
||
|
}break;
|
||
|
case 9:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_fly\n" );
|
||
|
}break;
|
||
|
case 10:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_human\n" );
|
||
|
}break;
|
||
|
case 11:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Show nearest node connections\n" );
|
||
|
}break;
|
||
|
case 12:{
|
||
|
ALERT(at_debug, "WEAPON_DEBUG -> Random Splatter\n" );
|
||
|
}break;
|
||
|
case 13:{
|
||
|
ALERT(at_debug, "WEAPON_DEBUG -> Remove Monster\n" );
|
||
|
}break;
|
||
|
case 14:{
|
||
|
ALERT(at_debug, "WEAPON_DEBUG -> Spawn Grunt\n" );
|
||
|
}break;
|
||
|
}
|
||
|
return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", 7, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
|
||
|
}
|
||
|
|
||
|
void CDebugger::PrimaryAttack( void )
|
||
|
{
|
||
|
Commands (TRUE);
|
||
|
}
|
||
|
|
||
|
void CDebugger::SecondaryAttack( void )
|
||
|
{
|
||
|
Commands (FALSE);
|
||
|
}
|
||
|
|
||
|
void CDebugger::UpdateInfo (void)
|
||
|
{
|
||
|
SERVER_COMMAND( "impulse 106\n" );
|
||
|
}
|
||
|
|
||
|
void CDebugger::Commands( BOOL type )
|
||
|
{
|
||
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "buttons/blip1.wav", 0.5, ATTN_NORM);
|
||
|
if(type){
|
||
|
switch (command){
|
||
|
case 0:{
|
||
|
SERVER_COMMAND( "impulse 93\n" );
|
||
|
}break;
|
||
|
case 1:{
|
||
|
SERVER_COMMAND( "impulse 94\n" );
|
||
|
}break;
|
||
|
case 2:{
|
||
|
SERVER_COMMAND( "impulse 95\n" );
|
||
|
}break;
|
||
|
case 3:{
|
||
|
SERVER_COMMAND( "impulse 101\n" );
|
||
|
}break;
|
||
|
case 4:{
|
||
|
SERVER_COMMAND( "impulse 103\n" );
|
||
|
}break;
|
||
|
case 5:{
|
||
|
SERVER_COMMAND( "impulse 104\n" );
|
||
|
}break;
|
||
|
case 6:{
|
||
|
SERVER_COMMAND( "impulse 105\n" );
|
||
|
}break;
|
||
|
case 7:{
|
||
|
SERVER_COMMAND( "impulse 106\n" );
|
||
|
}break;
|
||
|
case 8:{
|
||
|
SERVER_COMMAND( "impulse 107\n" );
|
||
|
}break;
|
||
|
case 9:{
|
||
|
SERVER_COMMAND( "impulse 195\n" );
|
||
|
}break;
|
||
|
case 10:{
|
||
|
SERVER_COMMAND( "impulse 197\n" );
|
||
|
}break;
|
||
|
case 11:{
|
||
|
SERVER_COMMAND( "impulse 199\n" );
|
||
|
}break;
|
||
|
case 12:{
|
||
|
SERVER_COMMAND( "impulse 202\n" );
|
||
|
}break;
|
||
|
case 13:{
|
||
|
SERVER_COMMAND( "impulse 203\n" );
|
||
|
}break;
|
||
|
case 14:{
|
||
|
SERVER_COMMAND( "impulse 76\n" );
|
||
|
}break;
|
||
|
}
|
||
|
|
||
|
}else{
|
||
|
command++;
|
||
|
if (command == 15)command=0;
|
||
|
|
||
|
switch (command){
|
||
|
case 0:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> USE_TOGGLE\n");
|
||
|
}break;
|
||
|
case 1:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> USE_ON\n");
|
||
|
}break;
|
||
|
case 2:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> USE_OFF\n");
|
||
|
}break;
|
||
|
case 3:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Give all weapons etc\n");
|
||
|
}break;
|
||
|
case 4:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Get AI State\n");
|
||
|
}break;
|
||
|
case 5:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> List Globals\n");
|
||
|
}break;
|
||
|
case 6:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Player Silent On/Off\n");
|
||
|
}break;
|
||
|
case 7:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Entity Info\n");
|
||
|
}break;
|
||
|
case 8:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Show Texture Name\n" );
|
||
|
}break;
|
||
|
case 9:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_fly\n" );
|
||
|
}break;
|
||
|
case 10:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_human\n" );
|
||
|
}break;
|
||
|
case 11:{
|
||
|
ALERT(at_debug,"WEAPON_DEBUG -> Show nearest node connections\n" );
|
||
|
}break;
|
||
|
case 12:{
|
||
|
ALERT(at_debug, "WEAPON_DEBUG -> Random Splatter\n" );
|
||
|
}break;
|
||
|
case 13:{
|
||
|
ALERT(at_debug, "WEAPON_DEBUG -> Remove Monster\n" );
|
||
|
}break;
|
||
|
case 14:{
|
||
|
ALERT(at_debug, "WEAPON_DEBUG -> Spawn Grunt\n" );
|
||
|
}break;
|
||
|
}
|
||
|
}
|
||
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.3;
|
||
|
}
|
||
|
|
||
|
/*void CDebugger::WeaponIdle( void )
|
||
|
{
|
||
|
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
|
||
|
UpdateInfo ();
|
||
|
|
||
|
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
||
|
return;
|
||
|
|
||
|
int iAnim;
|
||
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
|
||
|
|
||
|
if (flRand <= 0.3 + 0 * 0.75)
|
||
|
{
|
||
|
iAnim = 2;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
|
||
|
}
|
||
|
else if (flRand <= 0.6 + 0 * 0.875)
|
||
|
{
|
||
|
iAnim = 0;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iAnim = 1;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
|
||
|
}
|
||
|
SendWeaponAnim( iAnim, 1 );
|
||
|
}*/
|