Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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"
#include "gamerules.h"
#define CHAINGUN_BULLETS_PER_SHOT 2
enum chaingun_e {
CHAINGUN_IDLE = 0,
CHAINGUN_IDLE2,
CHAINGUN_SPINUP,
CHAINGUN_SPINDOWN,
CHAINGUN_FIRE,
CHAINGUN_DRAW,
CHAINGUN_HOLSTER,
};
LINK_ENTITY_TO_CLASS(weapon_th_chaingun, CChaingun);
void CChaingun::Spawn()
{
Precache();
m_iId = WEAPON_CHAINGUN;
SET_MODEL(ENT(pev), "models/w_tfac.mdl");
m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE;
m_fInAttack = 0;
m_fInSpecialReload = 0;
FallInit();// get ready to fall down.
}
void CChaingun::Precache(void)
{
PRECACHE_MODEL("models/v_tfac.mdl");
PRECACHE_MODEL("models/w_tfac.mdl");
PRECACHE_MODEL("models/p_tfac.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/reload3.wav");
PRECACHE_SOUND("weapons/asscan1.wav");
PRECACHE_SOUND("weapons/asscan2.wav");
PRECACHE_SOUND("weapons/asscan3.wav");
PRECACHE_SOUND("weapons/asscan4.wav");
m_usFireChaingun1 = PRECACHE_EVENT(1, "events/chaingun1.sc");
m_usFireChaingun2 = PRECACHE_EVENT(1, "events/chaingun2.sc");
}
int CChaingun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = CHAINGUN_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_CHAINGUN;
p->iWeight = CHAINGUN_WEIGHT;
return 1;
}
BOOL CChaingun::Deploy()
{
// pev->body = 1;
return DefaultDeploy("models/v_tfac.mdl", "models/p_tfac.mdl", CHAINGUN_DRAW, "chaingun", UseDecrement());
}
void CChaingun::Holster(int skiplocal /*= 0*/)
{
m_fInReload = FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
SendWeaponAnim(CHAINGUN_HOLSTER);
// Stop chaingun sounds.
StopSounds();
m_fInAttack = 0;
m_fInSpecialReload = 0;
}
void CChaingun::PrimaryAttack(void)
{
// Don't fire while in reload.
if (m_fInSpecialReload != 0)
{
WeaponIdle();
return;
}
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
if (m_fInAttack != 0)
{
// spin down
SpinDown();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
}
else
{
PlayEmptySound();
}
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
return;
}
if (m_iClip <= 0)
{
Reload();
if (m_iClip == 0)
PlayEmptySound();
return;
}
if (m_fInAttack == 0)
{
// Spin up
SpinUp();
}
else if (m_fInAttack == 1)
{
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
// fire
SendWeaponAnim(CHAINGUN_FIRE);
m_fInAttack = 2;
}
}
else
{
// Spin
Spin();
}
m_fInSpecialReload = 0;
}
void CChaingun::SecondaryAttack(void)
{
WeaponIdle();
}
void CChaingun::Reload(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CHAINGUN_MAX_CLIP)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
if (m_fInAttack != 0)
return;
// Stop sounds.
StopSounds();
// Stop spin up or firing.
m_fInAttack = 0;
// Restore player speed.
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0);
// check to see if we're ready to reload
if (m_fInSpecialReload == 0)
{
SendWeaponAnim(CHAINGUN_HOLSTER);
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
m_flNextPrimaryAttack = GetNextAttackDelay(0.6);
m_flNextSecondaryAttack = GetNextAttackDelay(1.5);
return;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 0x1f));
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8;
}
else
{
if ( DefaultReload(SNIPER_MAX_CLIP, CHAINGUN_DRAW, 0.53 ))
{
m_fInSpecialReload = 3;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() - 0.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
}
}
void CChaingun::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_fInAttack != 0)
{
// Spin down
SpinDown();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
}
else
{
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != CHAINGUN_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else
{
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.0);
}
}
else
{
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.5)
{
iAnim = CHAINGUN_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (41.0 / 10.0);
}
else
{
iAnim = CHAINGUN_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (51.0 / 10.0);
}
SendWeaponAnim(iAnim);
}
}
}
BOOL CChaingun::ShouldWeaponIdle(void)
{
return m_iClip == 0 || m_fInSpecialReload != 0;
}
void CChaingun::SpinUp(void)
{
// spin up
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
SendWeaponAnim(CHAINGUN_SPINUP);
// Slowdown player.
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0);
m_fInAttack = 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
}
void CChaingun::SpinDown(void)
{
// Spin down
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
SendWeaponAnim(CHAINGUN_SPINDOWN);
// Restore player speed.
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan3.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
}
void CChaingun::Spin(void)
{
// out of ammo!
if (m_iClip <= 0)
{
// Spin down
SpinDown();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
return;
}
m_fInAttack = 2;
// Spin sound.
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/asscan4.wav", 0.8, ATTN_NORM);
#ifdef CLIENT_DLL
if (!bIsMultiplayer())
#else
if (!g_pGameRules->IsMultiplayer())
#endif
{
// single player spread
Fire(0.1, 0.1, FALSE);
}
else
{
// optimized multiplayer. Widened to make it easier to hit a moving player
Fire(0.2, 0.1, FALSE);
}
}
void CChaingun::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim)
{
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip -= CHAINGUN_BULLETS_PER_SHOT;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(CHAINGUN_BULLETS_PER_SHOT, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_CHAINGUN, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed);
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(flCycleTime);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
}
void CChaingun::StopSounds(void)
{
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan1.wav");
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan2.wav");
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan3.wav");
STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/asscan4.wav");
}