Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
enum sniper_e {
SNIPER_DRAW = 0,
SNIPER_SLOWIDLE,
SNIPER_FIRE,
SNIPER_FIRELASTROUND,
SNIPER_RELOAD1,
SNIPER_RELOAD2,
SNIPER_RELOAD3,
SNIPER_SLOWIDLE2,
SNIPER_HOLSTER,
};
LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CSniperrifle )
void CSniperrifle::Spawn( )
{
Precache( );
m_iId = WEAPON_SNIPERRIFLE;
SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CSniperrifle::Precache( void )
{
PRECACHE_MODEL("models/v_m40a1.mdl");
PRECACHE_MODEL("models/w_m40a1.mdl");
PRECACHE_MODEL("models/p_m40a1.mdl");
PRECACHE_SOUND ("weapons/sniper_bolt1.wav");
PRECACHE_SOUND ("weapons/sniper_bolt2.wav");
PRECACHE_SOUND ("weapons/sniper_fire.wav");
PRECACHE_SOUND ("weapons/sniper_reload_first_seq.wav");
PRECACHE_SOUND ("weapons/sniper_reload_second_seq.wav");
PRECACHE_SOUND ("weapons/sniper_reload3.wav");
PRECACHE_SOUND ("weapons/sniper_zoom.wav");
m_usSniper = PRECACHE_EVENT( 1, "events/sniper.sc" );
}
int CSniperrifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "762";
p->iMaxAmmo1 = _762_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = 5;
p->iSlot = 5;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SNIPERRIFLE;
p->iWeight = 10;
return 1;
}
BOOL CSniperrifle::Deploy( )
{
return DefaultDeploy( "models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "bow", 0 );
}
int CSniperrifle::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;
}
void CSniperrifle::Holster( int skiplocal )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
SendWeaponAnim( SNIPER_HOLSTER );
if ( m_fInZoom )
{
SecondaryAttack( );
}
}
void CSniperrifle::SecondaryAttack()
{
if ( m_pPlayer->pev->fov != 0 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
m_fInZoom = FALSE;
}
else if ( m_pPlayer->pev->fov != 15 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
m_fInZoom = TRUE;
}
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoom.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CSniperrifle::PrimaryAttack()
{
if ( m_fInSpecialReload )
return;
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
float flSpread = 0.001;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
vecAiming = gpGlobals->v_forward;
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = 1.75;
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, ( m_iClip == 0 ) ? 1 : 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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 68.0 / 38.0;
}
void CSniperrifle::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPERRIFLE_MAX_CLIP)
return;
int iResult;
if ( m_pPlayer->pev->fov != 0 )
{
SecondaryAttack();
}
if (m_iClip == 0)
{
iResult = DefaultReload( 5, SNIPER_RELOAD1, 80.0 / 34 );
m_fInSpecialReload = 1;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.25;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25;
}
else
{
iResult = DefaultReload( SNIPERRIFLE_MAX_CLIP, SNIPER_RELOAD3, 2.25 );
}
}
void CSniperrifle::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
if ( m_fInSpecialReload )
{
m_fInSpecialReload = 0;
SendWeaponAnim( SNIPER_RELOAD2 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 49.0 / 27.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 27.0;
}
else
{
int iAnim;
if (m_iClip <= 0)
{
iAnim = SNIPER_SLOWIDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0;
}
else
{
iAnim = SNIPER_SLOWIDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 67.5 / 16;
}
SendWeaponAnim( iAnim, 1 );
}
}
class CSniperAmmo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_m40a1clip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_m40a1clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
if (pOther->GiveAmmo(AMMO_762BOX_GIVE, "762", _762_MAX_CARRY) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo)
#endif