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.
*
****/
#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_IDLE1 = 0,
SNIPER_SHOOT1,
SNIPER_SHOOT2,
SNIPER_RELOAD,
SNIPER_DRAW,
};
LINK_ENTITY_TO_CLASS(weapon_sniper, CSniper);
int CSniper::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = _357_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPER_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 3;
p->iPosition = 1;
p->iId = m_iId = WEAPON_SNIPER;
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p->iWeight = SNIPER_WEIGHT;
return 1;
}
int CSniper::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 CSniper::Spawn()
{
Precache();
m_iId = WEAPON_SNIPER;
SET_MODEL(ENT(pev), "models/w_sniper.mdl");
m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CSniper::Precache(void)
{
PRECACHE_MODEL("models/v_sniper.mdl");
PRECACHE_MODEL("models/w_sniper.mdl");
PRECACHE_MODEL("models/p_sniper.mdl");
PRECACHE_MODEL("models/w_sniperclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/sniper_fire1.wav");
PRECACHE_SOUND("weapons/sniper_fire2.wav");
PRECACHE_SOUND("weapons/sniper_reload1.wav");
PRECACHE_SOUND("weapons/zoom.wav");
PRECACHE_SOUND("weapons/scout_bolt.wav");
PRECACHE_SOUND("weapons/scout_clipin.wav");
PRECACHE_SOUND("weapons/scout_clipout.wav");
m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc");
}
BOOL CSniper::Deploy()
{
return DefaultDeploy("models/v_sniper.mdl", "models/p_sniper.mdl", SNIPER_DRAW, "sniper", UseDecrement());
}
void CSniper::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
if (m_fInZoom)
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CSniper::SecondaryAttack(void)
{
if (m_pPlayer->pev->fov != 0)
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else if (m_pPlayer->pev->fov != 40)
{
m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40;
}
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m_flNextSecondaryAttack = 0.75;
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_STATIC, "weapons/zoom.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) );
}
void CSniper::PrimaryAttack()
{
if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) )
return;
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = 0.2;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_SNIPER, 0, 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_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 || m_iClip > 0 )
m_flNextPrimaryAttack = 1.5;
else
{
m_flNextPrimaryAttack = 2.75;
m_flNextSecondaryAttack = 0.75;
}
if( m_iClip > 0 )
m_flTimeWeaponIdle = 2.5;
else
m_flTimeWeaponIdle = 1.75;
}
void CSniper::Reload(void)
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP )
return;
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int iResult = DefaultReload(SNIPER_MAX_CLIP, SNIPER_RELOAD, 2.25);
if (iResult)
{
if( m_fInZoom )
SecondaryAttack();
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_reload1.wav", RANDOM_FLOAT( 0.9, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 15 ) );
}
}
void CSniper::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0);
}
class CSniperAmmoClip : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_sniperclip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_sniperclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_357BOX_GIVE, "357", _357_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_sniper, CSniperAmmoClip);