Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

297 lines
6.1 KiB

/***
*
* Copyright (c) 1996-2001, 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.
*
****/
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#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 shockrifle_e {
SHOCK_IDLE1 = 0,
SHOCK_FIRE,
SHOCK_DRAW,
SHOCK_HOLSTER,
SHOCK_IDLE3,
};
LINK_ENTITY_TO_CLASS(weapon_shockrifle, CShockrifle);
void CShockrifle::Spawn()
{
Precache();
m_iId = WEAPON_SHOCKRIFLE;
SET_MODEL(ENT(pev), "models/w_shock.mdl");
m_iDefaultAmmo = SHOCKRIFLE_DEFAULT_GIVE;
m_iFirePhase = 0;
FallInit();// get ready to fall down.
m_fShouldUpdateEffects = FALSE;
m_flBeamLifeTime = 0.0f;
}
void CShockrifle::Precache(void)
{
PRECACHE_MODEL("models/v_shock.mdl");
PRECACHE_MODEL("models/w_shock.mdl");
PRECACHE_MODEL("models/p_shock.mdl");
PRECACHE_SOUND("weapons/shock_discharge.wav");
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_MODEL("sprites/lgtning.spr");
PRECACHE_MODEL("sprites/flare3.spr");
m_usShockFire = PRECACHE_EVENT(1, "events/shock.sc");
UTIL_PrecacheOther("shock_beam");
}
int CShockrifle::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
#ifndef CLIENT_DLL
if (g_pGameRules->IsMultiplayer())
{
// in multiplayer, all hivehands 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;
}
int CShockrifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Shocks";
p->iMaxAmmo1 = SHOCK_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 6;
p->iPosition = 1;
p->iId = m_iId = WEAPON_SHOCKRIFLE;
p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD;
p->iWeight = HORNETGUN_WEIGHT;
return 1;
}
BOOL CShockrifle::Deploy()
{
return DefaultDeploy("models/v_shock.mdl", "models/p_shock.mdl", SHOCK_DRAW, "shockrifle");
}
void CShockrifle::Holster(int skiplocal /* = 0 */)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
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();
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
{
return;
}
if (m_pPlayer->pev->waterlevel == 3)
{
#ifndef CLIENT_DLL
RadiusDamage(m_pPlayer->pev->origin, m_pPlayer->pev, m_pPlayer->pev, 300, 144, CLASS_NONE, DMG_SHOCK | DMG_ALWAYSGIB );
#endif
return;
}
#ifndef CLIENT_DLL
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
anglesAim.x = -anglesAim.x;
UTIL_MakeVectors(m_pPlayer->pev->v_angle);
Vector vecSrc;
vecSrc = m_pPlayer->GetGunPosition();
vecSrc = vecSrc + gpGlobals->v_forward * 8;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_up * -12;
CBaseEntity *pShock = CBaseEntity::Create("shock_beam", vecSrc, anglesAim, m_pPlayer->edict());
pShock->pev->velocity = gpGlobals->v_forward * 2000;
m_flRechargeTime = gpGlobals->time + 0.5;
#endif
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usShockFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0);
if (!m_fShouldUpdateEffects)
{
// Toggle need to show effects.
m_fShouldUpdateEffects = TRUE;
m_flBeamLifeTime = gpGlobals->time + 1.0f;
}
else
{
UpdateEffects();
m_flBeamLifeTime = gpGlobals->time + 0.5f;
}
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_flNextPrimaryAttack = GetNextAttackDelay(0.2);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CShockrifle::SecondaryAttack(void)
{
}
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(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shock_recharge.wav", 1, ATTN_NORM);
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
m_flRechargeTime += 0.5;
}
}
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 <= 0.5)
{
iAnim = SHOCK_IDLE1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.3f;
}
else
{
iAnim = SHOCK_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.4f;
}
SendWeaponAnim(iAnim);
}
void CShockrifle::UpdateEffects()
{
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usShockFire,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
0.0,
0.0,
TRUE,
0,
0,
0);
}
void CShockrifle::ItemPostFrame(void)
{
CBasePlayerWeapon::ItemPostFrame();
if (!m_pPlayer->pev->button & IN_ATTACK)
{
if (m_fShouldUpdateEffects)
{
if (gpGlobals->time <= m_flBeamLifeTime)
{
UpdateEffects();
}
else
{
m_fShouldUpdateEffects = FALSE;
m_flBeamLifeTime = 0.0f;
}
}
}
}
#endif