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553 lines
14 KiB
553 lines
14 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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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 "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 "shake.h"
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#include "gamerules.h"
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#include "xenspit.h"
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#define XS_PRIMARY_CHARGE_VOLUME 256 // how loud xen squasher is while charging
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#define XS_PRIMARY_FIRE_VOLUME 450 // how loud xen squasher is when discharged
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enum xensquasher_e {
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XS_IDLE = 0,
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XS_IDLE2,
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XS_FIDGET,
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XS_SPINUP,
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XS_SPIN,
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XS_FIRE,
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XS_FIRE2,
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XS_HOLSTER,
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XS_DRAW,
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XS_RELOAD,
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};
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LINK_ENTITY_TO_CLASS(weapon_xs, CXenSquasher);
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float CXenSquasher::GetFullChargeTime(void)
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{
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return 4;
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}
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#ifdef CLIENT_DLL
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extern int g_irunninggausspred;
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#endif
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void CXenSquasher::Spawn()
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{
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Precache();
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m_iId = WEAPON_XS;
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SET_MODEL(ENT(pev), "models/w_xs.mdl");
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m_iDefaultAmmo = XS_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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void CXenSquasher::Precache(void)
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{
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PRECACHE_MODEL("models/w_xs.mdl");
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PRECACHE_MODEL("models/v_xs.mdl");
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PRECACHE_MODEL("models/p_xs.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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PRECACHE_SOUND("weapons/xs_moan1.wav");
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PRECACHE_SOUND("weapons/xs_moan2.wav");
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PRECACHE_SOUND("weapons/xs_moan3.wav");
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PRECACHE_SOUND("weapons/xs_reload.wav");
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PRECACHE_SOUND("weapons/xs_shot.wav");
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PRECACHE_SOUND("weapons/xs_windup.wav");
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m_iGlow = PRECACHE_MODEL("sprites/hotglow.spr");
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m_iBalls = PRECACHE_MODEL("sprites/hotglow.spr");
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m_iBeam = PRECACHE_MODEL("sprites/smoke.spr");
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m_usXSFire = PRECACHE_EVENT(1, "events/xs.sc");
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m_usXSSpin = PRECACHE_EVENT(1, "events/xsspin.sc");
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m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
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PRECACHE_MODEL("sprites/glow02.spr");
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UTIL_PrecacheOther("xensmallspit");
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UTIL_PrecacheOther("xenlargespit");
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}
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int CXenSquasher::AddToPlayer(CBasePlayer *pPlayer)
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{
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if (CBasePlayerWeapon::AddToPlayer(pPlayer))
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
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WRITE_BYTE(m_iId);
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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int CXenSquasher::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "xencandy";
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p->iMaxAmmo1 = XENCANDY_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = XS_MAX_CLIP;
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p->iSlot = 3;
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p->iPosition = 0;
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p->iId = m_iId = WEAPON_XS;
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p->iFlags = 0;
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p->iWeight = XS_WEIGHT;
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return 1;
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}
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BOOL CXenSquasher::Deploy()
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{
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m_pPlayer->m_flPlayAftershock = 0.0;
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return DefaultDeploy("models/v_xs.mdl", "models/p_xs.mdl", XS_DRAW, "xensquasher");
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}
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void CXenSquasher::Holster(int skiplocal /* = 0 */)
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{
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m_fInReload = FALSE;
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PLAYBACK_EVENT_FULL(FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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SendWeaponAnim(XS_HOLSTER);
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m_fInAttack = 0;
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}
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void CXenSquasher::PrimaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound();
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15);
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return;
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}
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if (m_iClip <= 0)
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{
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PlayEmptySound();
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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return;
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}
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME;
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m_fPrimaryFire = TRUE;
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m_iClip--;
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StartFire();
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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// m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.45;
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}
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void CXenSquasher::SecondaryAttack()
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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if (m_fInAttack != 0)
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{
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
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SendWeaponAnim(XS_IDLE);
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m_fInAttack = 0;
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}
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else
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{
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PlayEmptySound();
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}
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
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return;
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}
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if (m_fInAttack == 0)
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{
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if (m_iClip <= 0)
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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return;
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}
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m_fPrimaryFire = FALSE;
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m_iClip--;// take one ammo just to start the spin
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase();
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// spin up
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME;
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SendWeaponAnim(XS_SPINUP);
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m_fInAttack = 1;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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m_pPlayer->m_flStartCharge = gpGlobals->time;
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime();
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0);
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m_iSoundState = SND_CHANGE_PITCH;
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}
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else if (m_fInAttack == 1)
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{
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
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{
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SendWeaponAnim(XS_SPIN);
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m_fInAttack = 2;
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}
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}
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else
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{
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// during the charging process, eat one bit of ammo every once in a while
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if (UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000)
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{
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m_iClip--;
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3;
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}
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if (m_iClip <= 0)
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{
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// out of ammo! force the gun to fire
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StartFire();
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1;
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return;
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}
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if (UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge)
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{
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// don't eat any more ammo after gun is fully charged.
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m_pPlayer->m_flNextAmmoBurn = 1000;
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}
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int pitch = (gpGlobals->time - m_pPlayer->m_flStartCharge) * (150 / GetFullChargeTime()) + 100;
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if (pitch > 250)
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pitch = 250;
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
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if (m_iSoundState == 0)
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ALERT(at_console, "sound state %d\n", m_iSoundState);
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0);
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME;
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
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if (m_pPlayer->m_flStartCharge < gpGlobals->time - 10)
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{
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// Player charged up too long. Zap him.
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f));
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 0x3f));
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m_fInAttack = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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#ifndef CLIENT_DLL
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m_pPlayer->TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_POISON);
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UTIL_ScreenFade(m_pPlayer, Vector(161, 188, 0), 2, 0.5, 128, FFADE_IN);
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#endif
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SendWeaponAnim(XS_IDLE);
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// Player may have been killed and this weapon dropped, don't execute any more code after this!
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return;
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}
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}
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}
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//=========================================================
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// StartFire- since all of this code has to run and then
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// call Fire(), it was easier at this point to rip it out
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// of weaponidle() and make its own function then to try to
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// merge this into Fire(), which has some identical variable names
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//=========================================================
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void CXenSquasher::StartFire(void)
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{
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float flDamage;
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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Vector vecAiming = gpGlobals->v_forward;
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Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16;
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if (gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime())
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{
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flDamage = 200;
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}
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else
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{
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flDamage = 200 * ((gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime());
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}
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if (m_fPrimaryFire)
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{
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// fixed damage on primary attack
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#ifdef CLIENT_DLL
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flDamage = 20;
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#else
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flDamage = gSkillData.plrDmgGauss;
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#endif
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}
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if (m_fInAttack != 3)
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{
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//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
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#ifndef CLIENT_DLL
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float flZVel = m_pPlayer->pev->velocity.z;
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if (!m_fPrimaryFire)
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{
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
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}
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if (!g_pGameRules->IsMultiplayer())
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{
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// in deathmatch, gauss can pop you up into the air. Not in single play.
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m_pPlayer->pev->velocity.z = flZVel;
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}
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#endif
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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}
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// time until aftershock 'static discharge' sound
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m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.3, 0.8);
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Fire(vecSrc, vecAiming, flDamage);
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}
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void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage)
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{
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME;
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Vector vecSrc = vecOrigSrc;
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Vector vecDest = vecSrc + vecDir * 8192;
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edict_t *pentIgnore;
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TraceResult tr, beam_tr;
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float flMaxFrac = 1.0;
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int nTotal = 0;
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int fHasPunched = 0;
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int fFirstBeam = 1;
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int nMaxHits = 10;
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pentIgnore = ENT(m_pPlayer->pev);
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#ifdef CLIENT_DLL
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if (m_fPrimaryFire == false)
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g_irunninggausspred = true;
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#endif
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// The main firing event is sent unreliably so it won't be delayed.
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PLAYBACK_EVENT_FULL(FEV_NOTHOST, m_pPlayer->edict(), m_usXSFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0);
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// This reliable event is used to stop the spinning sound
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
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// It's sent reliably anyway, which could lead to other delays
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PLAYBACK_EVENT_FULL(FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1);
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
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vecSrc.x, vecSrc.y, vecSrc.z,
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vecDest.x, vecDest.y, vecDest.z );*/
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// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
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#ifndef CLIENT_DLL
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if (m_fPrimaryFire)
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{
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||
|
CXenSmallSpit::ShootStraight(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, vecDir * 800);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
|
||
|
|
||
|
CXenLargeSpit* pLargeSpit = CXenLargeSpit::Shoot(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward);
|
||
|
pLargeSpit->pev->velocity = gpGlobals->v_forward * 800;
|
||
|
pLargeSpit->pev->scale = 0.2f;
|
||
|
|
||
|
int iNumProjectiles = max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200);
|
||
|
|
||
|
float cycle = 0;
|
||
|
float cycleGap = 1.0f / (float)iNumProjectiles;
|
||
|
|
||
|
cycle = cycleGap;
|
||
|
|
||
|
CXenSmallSpit* pSpit = NULL;
|
||
|
for (int i = 0; i < iNumProjectiles; i++)
|
||
|
{
|
||
|
pSpit = CXenSmallSpit::ShootCycle(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward, pLargeSpit, cycle);
|
||
|
pSpit->pev->velocity = g_vecZero;
|
||
|
pSpit->pev->scale = 0.25f;
|
||
|
pLargeSpit->m_pChildren[i] = pSpit;
|
||
|
pLargeSpit->m_iChildCount++;
|
||
|
|
||
|
cycle += cycleGap;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
// ALERT( at_console, "%d bytes\n", nTotal );
|
||
|
}
|
||
|
|
||
|
void CXenSquasher::Reload(void)
|
||
|
{
|
||
|
if (m_pPlayer->ammo_xencandy <= 0)
|
||
|
return;
|
||
|
|
||
|
int iAnim = XS_RELOAD;
|
||
|
int iResult = DefaultReload(XS_MAX_CLIP, iAnim, 4.0);
|
||
|
|
||
|
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);
|
||
|
|
||
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8, ATTN_NORM);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CXenSquasher::WeaponIdle(void)
|
||
|
{
|
||
|
ResetEmptySound();
|
||
|
|
||
|
// play aftershock static discharge
|
||
|
if (m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time)
|
||
|
{
|
||
|
switch (RANDOM_LONG(0, 3))
|
||
|
{
|
||
|
case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
|
||
|
case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
|
||
|
case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan3.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break;
|
||
|
case 3: break; // no sound
|
||
|
}
|
||
|
m_pPlayer->m_flPlayAftershock = 0.0;
|
||
|
}
|
||
|
|
||
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
|
||
|
return;
|
||
|
|
||
|
if (m_fInAttack != 0)
|
||
|
{
|
||
|
StartFire();
|
||
|
m_fInAttack = 0;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int iAnim;
|
||
|
float flRand = RANDOM_FLOAT(0, 1);
|
||
|
if (flRand <= 0.5)
|
||
|
{
|
||
|
iAnim = XS_IDLE;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (63.0f / 15.0f);
|
||
|
}
|
||
|
else if (flRand <= 0.75)
|
||
|
{
|
||
|
iAnim = XS_IDLE2;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (63.0f / 15.0f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
iAnim = XS_FIDGET;
|
||
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (93.0f / 30.0f);
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
SendWeaponAnim(iAnim);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
class CXenCandyAmmo : public CBasePlayerAmmo
|
||
|
{
|
||
|
void Spawn(void)
|
||
|
{
|
||
|
Precache();
|
||
|
SET_MODEL(ENT(pev), "models/w_xencandy.mdl");
|
||
|
CBasePlayerAmmo::Spawn();
|
||
|
|
||
|
SetThink(&CXenCandyAmmo::FallThink);
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
}
|
||
|
void Precache(void)
|
||
|
{
|
||
|
PRECACHE_MODEL("models/w_xencandy.mdl");
|
||
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
||
|
PRECACHE_SOUND("items/weapondrop1.wav");
|
||
|
}
|
||
|
BOOL AddAmmo(CBaseEntity *pOther)
|
||
|
{
|
||
|
if (pOther->GiveAmmo(AMMO_XENCANDY_GIVE, "xencandy", XENCANDY_MAX_CARRY) != -1)
|
||
|
{
|
||
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||
|
return TRUE;
|
||
|
}
|
||
|
return FALSE;
|
||
|
}
|
||
|
void EXPORT FallThink(void)
|
||
|
{
|
||
|
pev->nextthink = gpGlobals->time + 0.1;
|
||
|
|
||
|
if (pev->flags & FL_ONGROUND)
|
||
|
{
|
||
|
// clatter if we have an owner (i.e., dropped by someone)
|
||
|
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
|
||
|
if (!FNullEnt(pev->owner))
|
||
|
{
|
||
|
int pitch = 95 + RANDOM_LONG(0, 29);
|
||
|
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch);
|
||
|
}
|
||
|
|
||
|
// lie flat
|
||
|
pev->angles.x = 0;
|
||
|
pev->angles.z = 0;
|
||
|
|
||
|
UTIL_SetOrigin(pev, pev->origin);// link into world.
|
||
|
SetThink(NULL);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
LINK_ENTITY_TO_CLASS(ammo_xencandy, CXenCandyAmmo);
|