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/***
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*AR2 Impulse Rifle from HALF-LIFE 2 , rewritten to hlsdk by Solexid.
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*Uses custom models and sounds
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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 "customentity.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "soundent.h"
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#include "gamerules.h"
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#include "game.h"
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#define AR2_BEAM_SPRITE "sprites/xbeam1.spr"
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#define WEAPON_AR2 19
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enum AR2_e
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{
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AR2_LONGIDLE = 0,
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AR2_IDLE1,
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AR2_LAUNCH,
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AR2_RELOAD,
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AR2_DEPLOY,
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AR2_FIRE1,
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AR2_FIRE2,
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AR2_FIRE3,
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};
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class CAR2 : public CBasePlayerWeapon
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{
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public:
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void Spawn(void);
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void Precache(void);
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int iItemSlot(void) { return 3; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer(CBasePlayer *pPlayer);
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CBeam* m_pBeam1;
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void PrimaryAttack(void);
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void Cleaner(void);
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void SecondaryAttack(void);
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int SecondaryAmmoIndex(void);
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BOOL Deploy(void);
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void Holster(int skiplocal);
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void MyAnim(int iAnim);
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void Reload(void);
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void WeaponIdle(void);
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float m_flNextAnimTime;
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int m_iShell;
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virtual BOOL UseDecrement(void)
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{
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return false;
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}
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};
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LINK_ENTITY_TO_CLASS(weapon_ar2, CAR2);
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class CAR2Ball: public CBaseEntity
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{
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public:
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static CAR2Ball *AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time);
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void AR2Touch(CBaseEntity *pOther);
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void Precache();
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void Spawn();
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void AR2Think();
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void Detonate();
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void Explode(TraceResult *tr, int);
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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pev->owner = attacker->edict();
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if( stage == 3 )
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pev->dmgtime = gpGlobals->time + 5 ;
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if( stage == 2 && gpGlobals->time - pev->dmgtime > 15 )
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pev->dmgtime = gpGlobals->time + 15 ;
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if( stage == 1 )
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pev->dmgtime = gpGlobals->time + 15 ;
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return 1600;
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}
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float m_flNextAttack;
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bool m_fRegisteredSound;
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int m_iShockWaveTexture;
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};
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LINK_ENTITY_TO_CLASS(ar2grenade, CAR2Ball);
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//=========================================================
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//=========================================================
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int CAR2Ball::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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Vector r = (pevInflictor->origin - pev->origin);
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pev->velocity = r * flDamage / -7;
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pev->avelocity.x = pev->avelocity.x*0.5 + RANDOM_FLOAT(100, -100);
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}
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void CAR2Ball::Precache()
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{
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m_iShockWaveTexture = PRECACHE_MODEL( "sprites/shockwave.spr" );
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PRECACHE_MODEL( "models/ar2grenade.mdl" );
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}
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void CAR2Ball::Spawn()
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{
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Precache();
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pev->movetype = MOVETYPE_BOUNCE;
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pev->solid = SOLID_SLIDEBOX;
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UTIL_SetOrigin(pev, pev->origin);
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SetTouch(&CAR2Ball::AR2Touch); // Bounce if touched
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SetThink(&CAR2Ball::AR2Think);
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pev->nextthink = gpGlobals->time + 0.1;
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pev->dmgtime = gpGlobals->time + 99999;
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pev->takedamage = DAMAGE_YES;
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pev->sequence = RANDOM_LONG(3, 6);
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pev->framerate = 1.0;
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pev->effects = EF_LIGHT;
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pev->rendermode = kRenderTransAdd;
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pev->renderfx = kRenderFxDistort;
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pev->renderamt = 256;
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pev->gravity = 0.0005;
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pev->friction = 0;
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl");
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pev->dmg = 60;
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m_fRegisteredSound = FALSE;
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UTIL_SetSize(pev, Vector(-16, -16, -16), Vector(16, 16, 16));
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UTIL_SetOrigin(pev, pev->origin);
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pev->avelocity.x = RANDOM_LONG(-1000, 1000);
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pev->avelocity.y = RANDOM_LONG(-1000, 1000);
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}
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CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time)
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{
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CAR2Ball *pGrenade = (CAR2Ball *)CBaseEntity::Create( "ar2grenade", vecStart, vecVelocity, ENT(pevOwner) );
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pGrenade->Spawn();
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UTIL_SetOrigin(pGrenade->pev, vecStart);
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pGrenade->pev->velocity = vecVelocity;
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity);
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pGrenade->pev->owner = ENT(pevOwner);
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pGrenade->pev->dmgtime = gpGlobals->time + time;
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if (time < 0.1)
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{
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pGrenade->pev->nextthink = gpGlobals->time;
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pGrenade->pev->velocity = Vector(0, 0, 0);
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}
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return pGrenade;
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}
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void CAR2Ball::AR2Touch(CBaseEntity *pOther)
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{
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// don't hit the guy that launched this sphere
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if (pOther->edict() == pev->owner)
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return;
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if( ( pev->velocity.Length() >= 500 ) && (pev->dmgtime - gpGlobals->time > 5 ) )
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{
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ALERT( at_console, "Slow detonate\n");
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pev->dmgtime = gpGlobals->time + 5 ;
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}
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if( pev->velocity.Length() >= 100 )
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{
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ALERT( at_console, "Decreasing dmgtime %f\n", pev->dmg - gpGlobals->time );
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pev->dmgtime -= pev->velocity.Length() / 5000;
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}
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// only do damage if we're moving fairly fast
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if (m_flNextAttack < gpGlobals->time )
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{
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entvars_t *pevOwner = VARS(pev->owner);
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if( !pevOwner )
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pevOwner = pev;
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TraceResult tr = UTIL_GetGlobalTrace();
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ClearMultiDamage();
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pOther->TraceAttack(pevOwner, 250, gpGlobals->v_forward, &tr, DMG_CLUB);
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if( pOther->IsPlayer() || pOther->IsMoving() )
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pev->velocity = gpGlobals->v_forward.Normalize() * 1600;
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ApplyMultiDamage(pev, pevOwner);
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m_flNextAttack = gpGlobals->time + 0.03; // debounce
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}
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if( !pev->velocity.Length() )
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pev->velocity.z += 100;
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Vector vecTestVelocity;
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vecTestVelocity = pev->velocity;
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if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60)
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{
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3);
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m_fRegisteredSound = TRUE;
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}
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{
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// play bounce sound
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switch (RANDOM_LONG(0, 2))
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit1.wav", 0.25, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit2.wav", 0.25, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/grenade_hit3.wav", 0.25, ATTN_NORM); break;
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}
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}
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pev->framerate = pev->velocity.Length() / 200.0;
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if( pev->framerate > 0.8 )
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pev->framerate = 0.8;
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if( pev->framerate < 0.1 )
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pev->framerate = 0.1;
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pev->effects |= EF_BRIGHTLIGHT;
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pev->velocity = pev->velocity + pOther->pev->velocity;
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}
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void CAR2Ball::AR2Think()
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{
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if (!IsInWorld())
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{
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UTIL_Remove( this );
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return;
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}
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pev->nextthink = gpGlobals->time + 0.1;
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if (pev->dmgtime - 1 < gpGlobals->time)
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{
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 );
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}
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if (pev->dmgtime <= gpGlobals->time)
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{
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pev->renderfx = kRenderFxExplode;
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SetThink( &CAR2Ball::Detonate );
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}
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if (pev->waterlevel != 0)
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{
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SetThink( &CAR2Ball::Detonate );
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}
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pev->effects &= ~EF_BRIGHTLIGHT;
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}
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void CAR2Ball::Detonate( void )
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{
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TraceResult tr;
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Vector vecSpot;// trace starts here!
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vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
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Explode( &tr, DMG_SHOCK );
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}
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution.
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void CAR2Ball::Explode( TraceResult *pTrace, int bitsDamageType )
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{
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float flRndSound;// sound randomizer
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pev->model = iStringNull;//invisible
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pev->solid = SOLID_NOT;// intangible
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pev->takedamage = DAMAGE_NO;
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// Pull out of the wall a bit
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if ( pTrace->flFraction != 1.0 )
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{
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pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6);
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}
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int iContents = UTIL_PointContents ( pev->origin );
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// blast circles
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_BEAMCYLINDER );
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WRITE_COORD( pev->origin.x);
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WRITE_COORD( pev->origin.y);
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WRITE_COORD( pev->origin.z + 16);
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WRITE_COORD( pev->origin.x);
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WRITE_COORD( pev->origin.y);
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WRITE_COORD( pev->origin.z + 16 + 384 / .2); // reach damage radius over .3 seconds
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WRITE_SHORT( m_iShockWaveTexture );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 2 ); // life
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WRITE_BYTE( 16 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( 255 );
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WRITE_BYTE( 255 );
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WRITE_BYTE( 255 );
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WRITE_BYTE( 255 ); //brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_BEAMCYLINDER );
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WRITE_COORD( pev->origin.x);
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WRITE_COORD( pev->origin.y);
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WRITE_COORD( pev->origin.z + 16);
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WRITE_COORD( pev->origin.x);
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WRITE_COORD( pev->origin.y);
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WRITE_COORD( pev->origin.z + 16 + ( 384/ 2 ) / .2); // reach damage radius over .3 seconds
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WRITE_SHORT( m_iShockWaveTexture );
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WRITE_BYTE( 0 ); // startframe
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WRITE_BYTE( 0 ); // framerate
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WRITE_BYTE( 2 ); // life
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WRITE_BYTE( 16 ); // width
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WRITE_BYTE( 0 ); // noise
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WRITE_BYTE( 255 );
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WRITE_BYTE( 255 );
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WRITE_BYTE( 255 );
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WRITE_BYTE( 255 ); //brightness
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WRITE_BYTE( 0 ); // speed
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MESSAGE_END();
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 );
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entvars_t *pevOwner;
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if ( pev->owner )
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pevOwner = VARS( pev->owner );
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else
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pevOwner = NULL;
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pev->owner = NULL; // can't traceline attack owner if this is set
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RadiusDamage ( pev->origin, pev, pevOwner, 30, 200, CLASS_NONE, bitsDamageType );
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RadiusDamage ( pev->origin, pev, pevOwner, 200, 30, CLASS_NONE, bitsDamageType );
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flRndSound = RANDOM_FLOAT( 0 , 1 );
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switch ( RANDOM_LONG( 0, 2 ) )
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{
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris1.wav", 0.55, ATTN_NORM); break;
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris2.wav", 0.55, ATTN_NORM); break;
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case 2: EMIT_SOUND(ENT(pev), CHAN_VOICE, "weapons/debris3.wav", 0.55, ATTN_NORM); break;
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}
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pev->effects |= EF_NODRAW;
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SetThink( &CAR2Ball::SUB_Remove );
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pev->velocity = g_vecZero;
|
|
|
|
pev->nextthink = gpGlobals->time + 0.3;
|
|
|
|
/*
|
|
|
|
if (iContents != CONTENTS_WATER)
|
|
|
|
{
|
|
|
|
int sparkCount = RANDOM_LONG(0,3);
|
|
|
|
for ( int i = 0; i < sparkCount; i++ )
|
|
|
|
Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL );
|
|
|
|
}*/
|
|
|
|
}
|
|
|
|
|
|
|
|
int CAR2::SecondaryAmmoIndex(void)
|
|
|
|
{
|
|
|
|
return m_iSecondaryAmmoType;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CAR2::Spawn()
|
|
|
|
{
|
|
|
|
pev->classname = MAKE_STRING("weapon_ar2");
|
|
|
|
Precache();
|
|
|
|
SET_MODEL(ENT(pev), "models/w_ar2.mdl");
|
|
|
|
m_iId = WEAPON_AR2;
|
|
|
|
|
|
|
|
m_iDefaultAmmo = 30;
|
|
|
|
|
|
|
|
FallInit();// get ready to fall down.
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CAR2::Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/v_ar2.mdl");
|
|
|
|
PRECACHE_MODEL("models/w_ar2.mdl");
|
|
|
|
PRECACHE_MODEL("models/p_ar2.mdl");
|
|
|
|
|
|
|
|
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
|
|
|
|
|
|
|
|
PRECACHE_MODEL("models/ar2grenade.mdl"); // grenade
|
|
|
|
|
|
|
|
PRECACHE_MODEL("models/w_9mmARclip.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("items/clipinsert1.wav");
|
|
|
|
PRECACHE_SOUND("items/cliprelease1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("ar2s1.wav");// H to the K
|
|
|
|
|
|
|
|
PRECACHE_SOUND("ar2launch.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/357_cock1.wav");
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
int CAR2::GetItemInfo(ItemInfo *p)
|
|
|
|
{
|
|
|
|
p->pszName = STRING(pev->classname);
|
|
|
|
if( !cvar_ar2_mp5.value )
|
|
|
|
{
|
|
|
|
p->pszAmmo1 = "AR2";
|
|
|
|
p->iMaxAmmo1 = 120;
|
|
|
|
p->pszAmmo2 = "AR2grenades";
|
|
|
|
p->iMaxAmmo2 = 3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
p->pszAmmo1 = "9mm";
|
|
|
|
p->iMaxAmmo1 = _9MM_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = "ARgrenades";
|
|
|
|
p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
|
|
|
|
}
|
|
|
|
p->iMaxClip = 30;
|
|
|
|
p->iSlot = 2;
|
|
|
|
p->iPosition = 3;
|
|
|
|
p->iFlags = 0;
|
|
|
|
p->iId = m_iId = WEAPON_AR2;
|
|
|
|
p->iWeight = 25;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CAR2::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 CAR2::Deploy()
|
|
|
|
{
|
|
|
|
Cleaner();
|
|
|
|
return DefaultDeploy("models/v_ar2.mdl", "models/p_ar2.mdl", AR2_DEPLOY, "MP5");
|
|
|
|
}
|
|
|
|
void CAR2::Holster(int skiplocal /* = 0 */)
|
|
|
|
{
|
|
|
|
Cleaner();
|
|
|
|
MyAnim(AR2_DEPLOY);
|
|
|
|
}
|
|
|
|
void CAR2::MyAnim(int iAnim)
|
|
|
|
{
|
|
|
|
|
|
|
|
m_pPlayer->pev->weaponanim = iAnim;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
|
|
|
|
WRITE_BYTE(iAnim); // sequence number
|
|
|
|
WRITE_BYTE(pev->body); // weaponmodel bodygroup.
|
|
|
|
MESSAGE_END();
|
|
|
|
}
|
|
|
|
void CAR2::PrimaryAttack()
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack =gpGlobals->time+0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iClip <= 0)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 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_10DEGREES);
|
|
|
|
Vector vecDir;
|
|
|
|
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer(5, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 3, m_pPlayer->pev, m_pPlayer->random_seed);
|
|
|
|
|
|
|
|
int iAnim;
|
|
|
|
switch (RANDOM_LONG(0, 2))
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
iAnim = AR2_FIRE1;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
case 1:
|
|
|
|
iAnim = AR2_FIRE2;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
iAnim = AR2_FIRE3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
MyAnim(iAnim);
|
|
|
|
if( !m_pBeam1 )
|
|
|
|
{
|
|
|
|
|
|
|
|
m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40);
|
|
|
|
m_pBeam1->PointEntInit(pev->origin, m_pPlayer->entindex());
|
|
|
|
m_pBeam1->SetFlags(BEAM_FSINE);
|
|
|
|
m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY;
|
|
|
|
m_pBeam1->pev->owner = m_pPlayer->edict();
|
|
|
|
m_pBeam1->SetEndAttachment(1);
|
|
|
|
m_pBeam1->SetStartPos( gpGlobals->trace_endpos );
|
|
|
|
//meam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30);
|
|
|
|
m_pBeam1->SetWidth(15);
|
|
|
|
m_pBeam1->SetBrightness(255);
|
|
|
|
|
|
|
|
SetThink(&CAR2::Cleaner);
|
|
|
|
pev->nextthink = gpGlobals->time + 0.05;
|
|
|
|
}
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2s1.wav", 1, ATTN_NORM);
|
|
|
|
|
|
|
|
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
|
|
|
// HEV suit - indicate out of ammo condition
|
|
|
|
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
|
|
|
SetThink(&CAR2::Cleaner);
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.1;
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CAR2::Cleaner(void) {
|
|
|
|
|
|
|
|
if( m_pBeam1 )
|
|
|
|
UTIL_Remove(m_pBeam1);
|
|
|
|
m_pBeam1 = NULL;
|
|
|
|
SetThink( NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CAR2::SecondaryAttack(void)
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 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 = gpGlobals->time + 0.7;
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
CAR2Ball::AR2Shoot(m_pPlayer->pev,
|
|
|
|
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
|
|
|
|
gpGlobals->v_forward * 1600,5);
|
|
|
|
|
|
|
|
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM);
|
|
|
|
MyAnim(AR2_LAUNCH);
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 1;
|
|
|
|
m_flNextSecondaryAttack = gpGlobals->time + 2;
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + + 5;// idle pretty soon after shooting.
|
|
|
|
|
|
|
|
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType])
|
|
|
|
// HEV suit - indicate out of ammo condition
|
|
|
|
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CAR2::Reload(void)
|
|
|
|
{
|
|
|
|
;
|
|
|
|
|
|
|
|
if (m_pPlayer->ammo_9mm <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
DefaultReload(30, AR2_RELOAD, 1.0);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CAR2::WeaponIdle(void)
|
|
|
|
{
|
|
|
|
ResetEmptySound();
|
|
|
|
|
|
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
|
|
|
|
|
|
|
|
if (m_flTimeWeaponIdle >gpGlobals->time)
|
|
|
|
return;
|
|
|
|
|
|
|
|
int iAnim;
|
|
|
|
switch (RANDOM_LONG(0, 1))
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
iAnim = AR2_LONGIDLE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
case 1:
|
|
|
|
iAnim = AR2_IDLE1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
MyAnim(iAnim);
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CAR2Ammo : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache( );
|
|
|
|
SET_MODEL(ENT(pev), "models/w_chainammo.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn( );
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL ("models/w_chainammo.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo( 30, "AR2", 120) != -1);
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_ar2, CAR2Ammo );
|
|
|
|
|
|
|
|
|
|
|
|
class CAR2AmmoGrenade : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache( );
|
|
|
|
SET_MODEL(ENT(pev), "models/w_ARgrenade.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn( );
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL ("models/w_ARgrenade.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo( 1, "AR2grenades", 3 ) != -1);
|
|
|
|
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_ar2_altfire, CAR2AmmoGrenade );
|