|
|
|
//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;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CGOLDENGUN::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 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 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 );
|