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 "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
enum hkg36_e {
HKG36_IDLE = 0,
HKG36_RELOAD,
HKG36_DRAW,
HKG36_SHOOT1,
};
LINK_ENTITY_TO_CLASS(weapon_th_sniper, CHKG36);
int CHKG36::GetPrimaryAttackActivity(void)
{
return HKG36_SHOOT1;
}
int CHKG36::GetZoomedAttackActivity(void)
{
return HKG36_SHOOT1;
}
int CHKG36::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "sniper";
p->iMaxAmmo1 = SNIPER_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPER_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 2;
p->iPosition = 3;
p->iId = m_iId = WEAPON_HKG36;
p->iWeight = SNIPER_WEIGHT;
return 1;
}
void CHKG36::Spawn()
{
Precache();
m_iId = WEAPON_HKG36;
SET_MODEL(ENT(pev), "models/w_hkg36.mdl");
m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CHKG36::Precache(void)
{
PRECACHE_MODEL("models/v_hkg36.mdl");
PRECACHE_MODEL("models/w_hkg36.mdl");
PRECACHE_MODEL("models/p_hkg36.mdl");
PRECACHE_MODEL("models/w_antidote.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/sniper.wav");
PRECACHE_SOUND("weapons/ap9_bolt.wav");
PRECACHE_SOUND("weapons/ap9_clipin.wav");
PRECACHE_SOUND("weapons/ap9_clipout.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc");
}
BOOL CHKG36::Deploy()
{
BOOL bResult = DefaultDeploy("models/v_hkg36.mdl", "models/p_hkg36.mdl", HKG36_DRAW, "hkg36", UseDecrement());
if ( bResult )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
}
return bResult;
}
void CHKG36::Reload(void)
{
if (m_pPlayer->ammo_sniper <= 0)
return;
int iResult = DefaultReload(SNIPER_MAX_CLIP, HKG36_RELOAD, 3.8);
if (iResult)
{
CSniper::Reload();
}
}
void CHKG36::WeaponIdle(void)
{
CSniper::WeaponIdle();
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
m_flTimeWeaponIdle = 17.0 / 30.0;
SendWeaponAnim(HKG36_IDLE, UseDecrement());
}