Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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 "gamerules.h"
enum eagel_e
{
EAGEL_IDLE1 = 0,
EAGEL_FIDGET1,
EAGEL_FIRE1,
EAGEL_RELOAD,
EAGEL_HOLSTER,
EAGEL_DRAW,
EAGEL_IDLE2,
EAGEL_IDLE3
};
LINK_ENTITY_TO_CLASS( weapon_eagel, CEagel )
void CEagel::Spawn( )
{
pev->classname = MAKE_STRING("weapon_eagel"); // hack to allow for old names
Precache( );
m_iId = WEAPON_EAGEL;
SET_MODEL(ENT(pev), "models/w_eagel.mdl");
m_iDefaultAmmo = EAGEL_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CEagel::Precache( void )
{
PRECACHE_MODEL("models/v_eagel.mdl");
PRECACHE_MODEL("models/w_eagel.mdl");
PRECACHE_MODEL("models/p_eagel.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/9mmclip2.wav");
PRECACHE_SOUND ("weapons/eagel_fire1.wav");//silenced handgun
PRECACHE_SOUND ("weapons/eagel_fire2.wav");//silenced handgun
PRECACHE_SOUND ("weapons/eagel_fire3.wav");//handgun
m_usFireEagel1 = PRECACHE_EVENT( 1, "events/eagel1.sc" );
m_usFireEagel2 = PRECACHE_EVENT( 1, "events/eagel2.sc" );
}
int CEagel::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = EAGEL_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_EAGEL;
p->iWeight = EAGEL_WEIGHT;
p->weaponName = "Desert Eagle";
return 1;
}
int CEagel::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 CEagel::Deploy( )
{
4 years ago
#if CLIENT_DLL
if ( bIsMultiplayer() )
#else
if ( g_pGameRules->IsMultiplayer() )
#endif
{
// enable laser sight geometry.
pev->body = 1;
}
else
{
pev->body = 0;
}
return DefaultDeploy( "models/v_eagel.mdl", "models/p_eagel.mdl", EAGEL_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
}
void CEagel::SecondaryAttack( void )
{
if ( m_pPlayer->pev->fov != 0 )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else if ( m_pPlayer->pev->fov != 40 )
{
m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f;
}
void CEagel::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if ( m_fInZoom )
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
SendWeaponAnim( EAGEL_HOLSTER );
}
void CEagel::PrimaryAttack( void )
{
EagelFire( 0.01, 0.4, TRUE );
}
void CEagel::EagelFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = GetNextAttackDelay( 0.2f );
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
4 years ago
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// silenced
if (pev->body == 1)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
}
else
{
// non-silenced
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
}
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagel1 : m_usFireEagel2, 0.0, g_vecZero, 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 );
}
void CEagel::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGEL_MAX_CLIP )
return;
if ( m_pPlayer->pev->fov != 0 )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
int bUseScope = FALSE;
int iResult = 0;
if (m_iClip == 0)
iResult = DefaultReload( EAGEL_MAX_CLIP, EAGEL_RELOAD, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CEagel::WeaponIdle( void )
{
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 <= 0.3f)
{
iAnim = EAGEL_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f;
}
else if (flRand <= 0.6f)
{
iAnim = EAGEL_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f;
}
else
{
iAnim = EAGEL_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f;
}
SendWeaponAnim( iAnim, 1 );
}
}
class CEagelAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_eagelclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_eagelclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_EAGELCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_eagelclip, CEagelAmmo )