Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//goldengun.cpp
//created with Gott`s weapon creator by Cid Highwind www.warineuropemod.com
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum GOLDENGUN_e
{
GOLDENGUN_LONGIDLE = 0,
GOLDENGUN_IDLE1,
GOLDENGUN_IDLE2,
GOLDENGUN_FIRE1,
GOLDENGUN_FIRE2,
GOLDENGUN_RELOAD,
GOLDENGUN_RELOAD2,
GOLDENGUN_DEPLOY,
GOLDENGUN_LAUNCH,
};
LINK_ENTITY_TO_CLASS( weapon_goldengun, CGOLDENGUN );
void CGOLDENGUN::Spawn( )
{
pev->classname = MAKE_STRING("weapon_goldengun");
Precache( );
m_iId = WEAPON_GOLDENGUN;
SET_MODEL(ENT(pev), "models/w_goldengun.mdl");
m_iDefaultAmmo = GOLDENGUN_MAX_DEFAULT_GIVE;
FallInit();
}
void CGOLDENGUN::Precache( void )
{
PRECACHE_MODEL("models/v_goldengun.mdl");
PRECACHE_MODEL("models/w_goldengun.mdl");
PRECACHE_MODEL("models/p_goldengun.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");
//PRECACHE_SOUND("items/goldengunclip.wav");
PRECACHE_SOUND("weapons/ggun_fire.wav");
m_usFireGOLDENGUN = PRECACHE_EVENT( 1, "events/goldengun.sc" );
}
int CGOLDENGUN::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "gold";
p->iMaxAmmo1 = GOLDENGUN_MAX_CARRY;
// p->pszAmmo2 = "Nothing";
// p->iMaxAmmo2 = 0;
p->iMaxClip = GOLDENGUN_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 1;
p->iFlags = 0;
p->iId = m_iId = WEAPON_GOLDENGUN;
p->iWeight = GOLDENGUN_WEIGHT;
return 1;
}
BOOL CGOLDENGUN::Deploy( )
{
return DefaultDeploy( "models/v_goldengun.mdl", "models/p_goldengun.mdl", GOLDENGUN_DEPLOY, "goldengun", 0 );
}
void CGOLDENGUN::SecondaryAttack( void )
{
//spaceholder
}
void CGOLDENGUN::PrimaryAttack( void )
{
if (!(m_pPlayer->m_afButtonPressed & IN_ATTACK))
return;
GOLDENGUNFire( 0.085,(60/600) , FALSE );
}
void CGOLDENGUN::GOLDENGUNFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
}
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
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_GOLDENGUN, 2 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
if(m_pPlayer->pev->flags & FL_DUCKING)
{
switch (RANDOM_LONG(0,1))
{
case 0: m_pPlayer->pev->punchangle.y -= 3; break;
case 1: m_pPlayer->pev->punchangle.y += 3; break;
}
}
else if (m_pPlayer->pev->velocity.Length() > 0.01f)
{
switch (RANDOM_LONG(0,1))
{
case 0: m_pPlayer->pev->punchangle.y -= 3; break;
case 1: m_pPlayer->pev->punchangle.y += 3; break;
}
}
else
{
switch (RANDOM_LONG(0,1))
{
case 0: m_pPlayer->pev->punchangle.y -= 3; break;
case 1: m_pPlayer->pev->punchangle.y += 3; break;
}
}
}
void CGOLDENGUN::Reload( void )
{
int iResult;
if (m_iClip == GOLDENGUN_MAX_CLIP)
return;
if (m_iClip == 0)
{
iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD2, 2.7, 0 );
}
else
{
iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD2, 2.7, 0 );
}
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CGOLDENGUN::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (flRand <= 0.3f)
{
iAnim = GOLDENGUN_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16;
}
else if (flRand <= 0.6f)
{
iAnim = GOLDENGUN_LONGIDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16;
}
else
{
iAnim = GOLDENGUN_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16;
}
SendWeaponAnim( iAnim, 1 );
}
}
class CGOLDENGUNAmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_goldengunclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_goldengunclip.mdl");
//PRECACHE_SOUND("items/goldengunclip.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_GOLDENGUNCLIP_GIVE, "gold", GOLDENGUN_MAX_CARRY) != -1);
if(bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip2.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_goldengun, CGOLDENGUNAmmoClip );