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 eagle_e {
EAGLE_IDLE1 = 0,
EAGLE_IDLE2,
EAGLE_IDLE3,
EAGLE_IDLE4,
EAGLE_IDLE5,
EAGLE_SHOOT,
EAGLE_SHOOT_EMPTY,
EAGLE_RELOAD,
EAGLE_RELOAD_NOT_EMPTY,
EAGLE_DRAW,
EAGLE_HOLSTER,
};
LINK_ENTITY_TO_CLASS(weapon_eagle, CEagle);
void CEagle::Spawn()
{
Precache();
m_iId = WEAPON_EAGLE;
SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
m_iDefaultAmmo = EAGLE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CEagle::Precache(void)
{
PRECACHE_MODEL("models/v_desert_eagle.mdl");
PRECACHE_MODEL("models/w_desert_eagle.mdl");
PRECACHE_MODEL("models/p_desert_eagle.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
PRECACHE_SOUND("weapons/desert_eagle_fire.wav");
PRECACHE_SOUND("weapons/desert_eagle_reload.wav");
PRECACHE_SOUND("weapons/desert_eagle_sight.wav");
PRECACHE_SOUND("weapons/desert_eagle_sight2.wav");
m_usFireEagle = PRECACHE_EVENT(1, "events/eagle.sc");
}
int CEagle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = _357_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = EAGLE_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_EAGLE;
p->iWeight = EAGLE_WEIGHT;
return 1;
}
BOOL CEagle::Deploy()
{
return DefaultDeploy("models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "eagle", UseDecrement());
}
void CEagle::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim(EAGLE_HOLSTER);
#ifndef CLIENT_DLL
if (m_pSpot)
{
m_pSpot->Killed(NULL, GIB_NEVER);
m_pSpot = NULL;
}
#endif
}
void CEagle::SecondaryAttack(void)
{
m_fSpotActive = !m_fSpotActive;
#ifndef CLIENT_DLL
if (!m_fSpotActive && m_pSpot)
{
m_pSpot->Killed(NULL, GIB_NORMAL);
m_pSpot = NULL;
}
#endif
if (m_fSpotActive)
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1, ATTN_NORM);
else
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1, ATTN_NORM);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
void CEagle::PrimaryAttack(void)
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
}
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);
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming;
const Vector& vecSpread = VECTOR_CONE_2DEGREES;
float flCycleTime;
if (!m_fSpotActive)
{
vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
flCycleTime = 0.25f;
}
else
{
vecAiming = gpGlobals->v_forward;
flCycleTime = 0.5f;
}
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, (m_fSpotActive) ? VECTOR_CONE_1DEGREES : VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip == 0) ? 1 : 0, 0);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
UpdateSpot();
}
void CEagle::Reload(void)
{
if (m_pPlayer->ammo_357 <= 0)
return;
if (m_fSpotActive)
{
SecondaryAttack();
}
int iResult;
if (m_iClip == 0)
iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD, 1.5);
else
iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD_NOT_EMPTY, 1.5);
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
}
void CEagle::WeaponIdle(void)
{
UpdateSpot();
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 <= 0.2)
{
iAnim = EAGLE_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
else if (flRand <= 0.4)
{
iAnim = EAGLE_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
else if (flRand <= 0.6)
{
iAnim = EAGLE_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6f;
}
else if (flRand <= 0.8)
{
iAnim = EAGLE_IDLE4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
else
{
iAnim = EAGLE_IDLE5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
}
SendWeaponAnim(iAnim, 1);
}
}
void CEagle::UpdateSpot(void)
{
#ifndef CLIENT_DLL
if (m_fSpotActive)
{
if (!m_pSpot)
{
m_pSpot = CLaserSpot::CreateSpot();
}
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = gpGlobals->v_forward;
TraceResult tr;
UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr);
UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos);
}
#endif
}