Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "effects.h"
#include "customentity.h"
#include "animation.h"
#include "gamerules.h"
#include "shock.h"
#include "shake.h"
enum shockrifle_e
{
SHOCK_IDLE1 = 0,
SHOCK_FIRE,
SHOCK_DRAW,
SHOCK_HOLSTER,
SHOCK_IDLE3
};
LINK_ENTITY_TO_CLASS( weapon_shockrifle, CShockRifle );
BOOL CShockRifle::IsUseable( void )
{
return TRUE;
}
void CShockRifle::Spawn( )
{
Precache( );
m_iId = WEAPON_SHOCKRIFLE;
SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl");
pev->sequence = 0;
pev->animtime = gpGlobals->time + 0.1f;
pev->framerate = 1.0;
m_iDefaultAmmo = SHOCK_DEFAULT_GIVE;
m_iFirePhase = 0;
FallInit();// get ready to fall down.
}
void CShockRifle::Precache( void )
{
PRECACHE_MODEL("models/v_shock.mdl");
PRECACHE_MODEL("models/w_shock_rifle.mdl");
PRECACHE_MODEL("models/p_shock.mdl");
PRECACHE_SOUND("weapons/shock_draw.wav");
PRECACHE_SOUND("weapons/shock_fire.wav");
PRECACHE_SOUND("weapons/shock_impact.wav");
PRECACHE_SOUND("weapons/shock_recharge.wav");
PRECACHE_SOUND("weapons/shock_discharge.wav");
m_iBeam = PRECACHE_MODEL( "sprites/plasma.spr" );
m_usShockFire = PRECACHE_EVENT ( 1, "events/shock.sc" );
UTIL_PrecacheOther("shock");
}
int CShockRifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "shock";
p->iMaxAmmo1 = SHOCK_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 3;
p->iId = m_iId = WEAPON_SHOCKRIFLE;
p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
p->iWeight = SHOCKRIFLE_WEIGHT;
p->weaponName = "Unknown Alien Weapon";
return 1;
}
int CShockRifle::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
4 years ago
#if !CLIENT_DLL
if ( g_pGameRules->IsMultiplayer() )
{
// in multiplayer, all shockroaches come full.
pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = SHOCK_MAX_CARRY;
}
#endif
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
BOOL CShockRifle::Deploy( )
{
return DefaultDeploy( "models/v_shock.mdl", "models/p_shock.mdl", SHOCK_DRAW, "hive" );
}
void CShockRifle::Holster( int skiplocal /* = 0 */ )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( SHOCK_HOLSTER );
//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either.
if ( !m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] )
{
m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] = 1;
}
}
void CShockRifle::PrimaryAttack()
{
Reload( );
// Kill if fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
TraceResult tr;
4 years ago
#if !CLIENT_DLL
m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 255, DMG_SHOCK );
UTIL_ScreenFade( m_pPlayer, Vector(201,236,255), 2, 0.5, 128, FFADE_IN );
#endif
return;
}
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
return;
}
int flags;
4 years ago
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
// SendWeaponAnim( SHOCK_FIRE );
//shock event
flags = 0;
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usShockFire, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, m_iBeam, 0, 0);
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shock_fire.wav", RANDOM_FLOAT(0.95, 1.0), ATTN_NORM, 0, 93 + RANDOM_LONG(0,0xF));
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors( anglesAim );
anglesAim.x = -anglesAim.x;
Vector vecSrc = m_pPlayer->GetGunPosition( )+ gpGlobals->v_forward * 16 + gpGlobals->v_right * 16 + gpGlobals->v_up * -12;
4 years ago
#if !CLIENT_DLL
CBaseEntity *pShock = CBaseEntity::Create( "shock", vecSrc, anglesAim, m_pPlayer->edict() );
pShock->pev->velocity = gpGlobals->v_forward * 1500;
m_flRechargeTime = gpGlobals->time + 0.5f;
#endif
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f;
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f;
}
void CShockRifle::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= SHOCK_MAX_CARRY)
return;
while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < SHOCK_MAX_CARRY && m_flRechargeTime < gpGlobals->time)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/shock_recharge.wav", 1.0, ATTN_NORM, 0, 100);
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
m_flRechargeTime += 0.7f;
}
}
void CShockRifle::WeaponIdle( void )
{
Reload( );
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if (flRand <= 0.75f)
{
iAnim = SHOCK_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;
}
else
{
iAnim = SHOCK_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4;
}
SendWeaponAnim( iAnim, 1 );
}