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126 lines
2.5 KiB
126 lines
2.5 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "weapons.h"
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#include "monsters.h"
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#include "player.h"
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#include "gamerules.h"
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enum hkg36_e {
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HKG36_IDLE = 0,
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HKG36_RELOAD,
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HKG36_DRAW,
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HKG36_SHOOT1,
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};
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LINK_ENTITY_TO_CLASS(weapon_th_sniper, CHKG36);
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int CHKG36::GetPrimaryAttackActivity(void)
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{
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return HKG36_SHOOT1;
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}
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int CHKG36::GetZoomedAttackActivity(void)
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{
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return HKG36_SHOOT1;
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}
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int CHKG36::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "sniper";
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p->iMaxAmmo1 = SNIPER_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = SNIPER_MAX_CLIP;
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p->iFlags = 0;
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p->iSlot = 2;
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p->iPosition = 3;
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p->iId = m_iId = WEAPON_HKG36;
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p->iWeight = SNIPER_WEIGHT;
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return 1;
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}
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void CHKG36::Spawn()
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{
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Precache();
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m_iId = WEAPON_HKG36;
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SET_MODEL(ENT(pev), "models/w_hkg36.mdl");
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m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CHKG36::Precache(void)
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{
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PRECACHE_MODEL("models/v_hkg36.mdl");
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PRECACHE_MODEL("models/w_hkg36.mdl");
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PRECACHE_MODEL("models/p_hkg36.mdl");
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PRECACHE_MODEL("models/w_antidote.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/sniper.wav");
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PRECACHE_SOUND("weapons/ap9_bolt.wav");
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PRECACHE_SOUND("weapons/ap9_clipin.wav");
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PRECACHE_SOUND("weapons/ap9_clipout.wav");
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PRECACHE_SOUND("weapons/357_cock1.wav");
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m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc");
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}
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BOOL CHKG36::Deploy()
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{
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BOOL bResult = DefaultDeploy("models/v_hkg36.mdl", "models/p_hkg36.mdl", HKG36_DRAW, "hkg36", UseDecrement());
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if ( bResult )
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{
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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}
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return bResult;
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}
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void CHKG36::Reload(void)
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{
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if (m_pPlayer->ammo_sniper <= 0)
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return;
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int iResult = DefaultReload(SNIPER_MAX_CLIP, HKG36_RELOAD, 3.8);
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if (iResult)
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{
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CSniper::Reload();
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}
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}
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void CHKG36::WeaponIdle(void)
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{
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CSniper::WeaponIdle();
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
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return;
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m_flTimeWeaponIdle = 17.0 / 30.0;
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SendWeaponAnim(HKG36_IDLE, UseDecrement());
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}
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