Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

324 lines
7.2 KiB

/***
*
* 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 "soundent.h"
#include "gamerules.h"
enum par21_e
{
PAR21_LONGIDLE = 0,
PAR21_IDLE1,
PAR21_LAUNCH,
PAR21_RELOAD,
PAR21_DEPLOY,
PAR21_FIRE1,
PAR21_FIRE2,
PAR21_FIRE3,
};
LINK_ENTITY_TO_CLASS(weapon_par21, CPar21);
//=========================================================
//=========================================================
int CPar21::SecondaryAmmoIndex(void)
{
return m_iSecondaryAmmoType;
}
void CPar21::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_par21.mdl");
m_iId = WEAPON_PAR21;
m_iDefaultAmmo = PAR21_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CPar21::Precache(void)
{
PRECACHE_MODEL("models/v_par21.mdl");
PRECACHE_MODEL("models/w_par21.mdl");
PRECACHE_MODEL("models/p_par21.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/grenade.mdl"); // grenade
PRECACHE_MODEL("models/w_par21_clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
PRECACHE_SOUND("weapons/par21_1.wav");
PRECACHE_SOUND("weapons/par21_2.wav");
PRECACHE_SOUND("weapons/par21_3.wav");
PRECACHE_SOUND("weapons/glauncher.wav");
PRECACHE_SOUND("weapons/glauncher2.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
m_usPar21 = PRECACHE_EVENT(1, "events/par21.sc");
m_usM203 = PRECACHE_EVENT(1, "events/m203.sc");
}
int CPar21::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "par21";
p->iMaxAmmo1 = PAR21_MAX_CARRY;
p->pszAmmo2 = "M203grenades";
p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
p->iMaxClip = PAR21_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_PAR21;
p->iWeight = PAR21_WEIGHT;
return 1;
}
int CPar21::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CPar21::Deploy()
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
return DefaultDeploy("models/v_par21.mdl", "models/p_par21.mdl", PAR21_DEPLOY, "par21");
}
void CPar21::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
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;
// single player spread
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_PAR21, 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_usPar21, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(0.1);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CPar21::SecondaryAttack(void)
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
{
PlayEmptySound();
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
// we don't add in player velocity anymore.
CGrenade::ShootContact(m_pPlayer->pev,
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800);
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT(0, m_pPlayer->edict(), m_usM203);
m_flNextPrimaryAttack = GetNextAttackDelay(1);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting.
}
void CPar21::Reload(void)
{
if (m_pPlayer->ammo_par21 <= 0)
return;
int iAnim = PAR21_RELOAD;
int iResult = DefaultReload(PAR21_MAX_CLIP, iAnim, 1.5);
if ( iResult )
{
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0);
}
}
void CPar21::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
switch (RANDOM_LONG(0, 1))
{
case 0:
iAnim = PAR21_LONGIDLE;
break;
default:
case 1:
iAnim = PAR21_IDLE1;
break;
}
SendWeaponAnim(iAnim);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}
class CPar21AmmoClip : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_par21_clip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_par21_clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_PAR21CLIP_GIVE, "par21", PAR21_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_par21_clip, CPar21AmmoClip);
class CM203GrenadeAmmo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_par21_grenades.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_par21_grenades.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_M203BOX_GIVE, "M203grenades", M203_GRENADE_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_par21_grenade, CM203GrenadeAmmo);
LINK_ENTITY_TO_CLASS(ammo_m203grenade, CM203GrenadeAmmo);