|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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 "soundent.h"
|
|
|
|
#include "gamerules.h"
|
|
|
|
#include "shake.h"
|
|
|
|
|
|
|
|
enum minigun_e
|
|
|
|
{
|
|
|
|
MINIGUN_LONGIDLE = 0,
|
|
|
|
MINIGUN_IDLE1,
|
|
|
|
MINIGUN_RELOAD,
|
|
|
|
MINIGUN_DEPLOY,
|
|
|
|
MINIGUN_FIRE1,
|
|
|
|
MINIGUN_FIRE2,
|
|
|
|
MINIGUN_FIRE3
|
|
|
|
};
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weapon_minigun, CMinigun )
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
|
|
|
|
void CMinigun::Spawn( )
|
|
|
|
{
|
|
|
|
pev->classname = MAKE_STRING("weapon_minigun"); // hack to allow for old names
|
|
|
|
Precache( );
|
|
|
|
SET_MODEL(ENT(pev), "models/w_minigun.mdl");
|
|
|
|
m_iId = WEAPON_MINIGUN;
|
|
|
|
|
|
|
|
m_iDefaultAmmo = MINIGUN_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
FallInit();// get ready to fall down.
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CMinigun::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/v_minigun.mdl");
|
|
|
|
PRECACHE_MODEL("models/w_minigun.mdl");
|
|
|
|
PRECACHE_MODEL("models/p_minigun.mdl");
|
|
|
|
|
|
|
|
m_iShell = PRECACHE_MODEL ("models/12mm_shell.mdl");// brass shellTE_MODEL
|
|
|
|
|
|
|
|
PRECACHE_MODEL("models/w_minigunclip.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("items/clipinsert1.wav");
|
|
|
|
PRECACHE_SOUND("items/cliprelease1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND ("weapons/minigun1.wav");// H to the K
|
|
|
|
PRECACHE_SOUND ("weapons/minigun2.wav");// H to the K
|
|
|
|
PRECACHE_SOUND ("weapons/minigun3.wav");// H to the K
|
|
|
|
|
|
|
|
PRECACHE_SOUND ("weapons/minigun.wav");
|
|
|
|
|
|
|
|
m_usminigun = PRECACHE_EVENT( 1, "events/minigun.sc" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CMinigun::GetItemInfo(ItemInfo *p)
|
|
|
|
{
|
|
|
|
p->pszName = STRING(pev->classname);
|
|
|
|
p->pszAmmo1 = "12mm";
|
|
|
|
p->iMaxAmmo1 = _50CAL_MAX_CARRY;
|
|
|
|
p->iMaxClip = MINIGUN_MAX_CLIP;
|
|
|
|
p->iSlot = 5;
|
|
|
|
p->iPosition = 3;
|
|
|
|
p->iFlags = 0;
|
|
|
|
p->iId = m_iId = WEAPON_MINIGUN;
|
|
|
|
p->iWeight = MINIGUN_WEIGHT;
|
|
|
|
p->weaponName = "12mm Minigun";
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CMinigun::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 CMinigun::Deploy( )
|
|
|
|
{
|
|
|
|
return DefaultDeploy( "models/v_minigun.mdl", "models/p_minigun.mdl", MINIGUN_DEPLOY, "minigun" );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CMinigun::PrimaryAttack()
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
|
|
|
|
{
|
|
|
|
PlayEmptySound( );
|
|
|
|
m_flNextPrimaryAttack = 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iClip <= 0)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
|
|
|
|
|
|
|
m_iClip--;
|
|
|
|
|
|
|
|
|
|
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
|
|
|
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
Vector vecDir;
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
if ( !bIsMultiplayer() )
|
|
|
|
#else
|
|
|
|
if ( !g_pGameRules->IsMultiplayer() )
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
// optimized multiplayer. Widened to make it easier to hit a moving player
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// single player spread
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
|
|
|
}
|
|
|
|
|
|
|
|
int flags;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
|
|
|
|
|
|
|
|
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_flNextPrimaryAttack = GetNextAttackDelay( 0.05 );
|
|
|
|
|
|
|
|
if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() )
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05;
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMinigun::SecondaryAttack( void )
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD)
|
|
|
|
{
|
|
|
|
PlayEmptySound( );
|
|
|
|
m_flNextSecondaryAttack = 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iClip <= 0)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextSecondaryAttack = 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
|
|
|
|
|
|
|
m_iClip--;
|
|
|
|
|
|
|
|
|
|
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
|
|
|
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
|
|
|
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
Vector vecDir;
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef CLIENT_DLL
|
|
|
|
if ( !bIsMultiplayer() )
|
|
|
|
#else
|
|
|
|
if ( !g_pGameRules->IsMultiplayer() )
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
// optimized multiplayer. Widened to make it easier to hit a moving player
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// single player spread
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
|
|
|
}
|
|
|
|
|
|
|
|
int flags;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
|
|
|
|
|
|
|
|
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_flNextSecondaryAttack = GetNextAttackDelay( 0.01 );
|
|
|
|
|
|
|
|
if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() )
|
|
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01;
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMinigun::Reload( void )
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MINIGUN_MAX_CLIP )
|
|
|
|
return;
|
|
|
|
|
|
|
|
DefaultReload( MINIGUN_MAX_CLIP, MINIGUN_RELOAD, 2.5 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CMinigun::WeaponIdle( void )
|
|
|
|
{
|
|
|
|
ResetEmptySound( );
|
|
|
|
|
|
|
|
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
|
|
|
|
|
|
|
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
int iAnim;
|
|
|
|
switch ( RANDOM_LONG( 0, 1 ) )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
iAnim = MINIGUN_LONGIDLE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
case 1:
|
|
|
|
iAnim = MINIGUN_IDLE1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SendWeaponAnim( iAnim );
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CMinigunAmmoClip : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache( );
|
|
|
|
SET_MODEL(ENT(pev), "models/w_minigunclip.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn( );
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL ("models/w_minigunclip.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo( AMMO_MINIGUNCLIP_GIVE, "12mm", _50CAL_MAX_CARRY) != -1);
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_minigun, CMinigunAmmoClip )
|
|
|
|
|
|
|
|
class CMinigunChainammo : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn( void )
|
|
|
|
{
|
|
|
|
Precache( );
|
|
|
|
SET_MODEL(ENT(pev), "models/w_chainammo_minigun.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn( );
|
|
|
|
}
|
|
|
|
void Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL ("models/w_chainammo_minigun.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "12mm", _50CAL_MAX_CARRY) != -1);
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( ammo_minigunbox, CMinigunChainammo )
|
|
|
|
|