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"
enum taurus_e {
TAURUS_IDLE1 = 0,
TAURUS_IDLE2,
TAURUS_IDLE3,
TAURUS_SHOOT,
TAURUS_SHOOT2,
TAURUS_SHOOT3,
TAURUS_SHOOT_EMPTY,
TAURUS_RELOAD,
TAURUS_RELOAD2,
TAURUS_DRAW,
TAURUS_DRAW2,
};
LINK_ENTITY_TO_CLASS(weapon_th_taurus, CTaurus);
void CTaurus::Spawn()
{
Precache();
m_iId = WEAPON_TAURUS;
SET_MODEL(ENT(pev), "models/w_taurus.mdl");
m_iDefaultAmmo = TAURUS_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CTaurus::Precache(void)
{
PRECACHE_MODEL("models/v_taurus.mdl");
PRECACHE_MODEL("models/w_taurus.mdl");
PRECACHE_MODEL("models/p_taurus.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/tau_back.wav");
PRECACHE_SOUND("weapons/tau_clipin.wav");
PRECACHE_SOUND("weapons/tau_clipout.wav");
PRECACHE_SOUND("weapons/tau_fire.wav");
PRECACHE_SOUND("weapons/tau_release.wav");
m_usFireTaurus = PRECACHE_EVENT(1, "events/taurus.sc");
}
int CTaurus::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "taurus";
p->iMaxAmmo1 = TAURUS_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = TAURUS_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_TAURUS;
p->iWeight = TAURUS_WEIGHT;
return 1;
}
BOOL CTaurus::Deploy()
{
return DefaultDeploy("models/v_taurus.mdl", "models/p_taurus.mdl", TAURUS_DRAW2, "taurus", 0);
}
void CTaurus::PrimaryAttack(void)
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.28);
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
// silenced
if (pev->body == 1)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
}
else
{
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
}
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_TAURUS, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireTaurus, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(0.28);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CTaurus::Reload(void)
{
if (m_pPlayer->ammo_taurus <= 0)
return;
int iResult = DefaultReload(TAURUS_MAX_CLIP, TAURUS_RELOAD2, 2.0);
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
}
void CTaurus::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// only idle if the slid isn't back
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0);
if (flRand <= 0.3 + 0 * 0.75)
{
iAnim = TAURUS_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 46.0 / 18.0;
}
else if (flRand <= 0.6 + 0 * 0.875)
{
iAnim = TAURUS_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 46.0 / 16.0;
}
else
{
iAnim = TAURUS_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 46.0 / 20.0;
}
SendWeaponAnim(iAnim, 1);
}
}
class CTaurusAmmo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_taurusclip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_taurusclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
if (pOther->GiveAmmo(AMMO_TAURUS_GIVE, "taurus", TAURUS_MAX_CARRY) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(ammo_th_taurus, CTaurusAmmo);