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207 lines
4.7 KiB
207 lines
4.7 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "weapons.h"
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#include "monsters.h"
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#include "player.h"
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#include "gamerules.h"
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extern int gmsgZoom;
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int CSniper::AddToPlayer(CBasePlayer *pPlayer)
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{
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if (CBasePlayerWeapon::AddToPlayer(pPlayer))
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{
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
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WRITE_BYTE(m_iId);
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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void CSniper::Holster(int skiplocal /* = 0 */)
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{
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m_fInReload = FALSE;// cancel any reload in progress.
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if (m_fInZoom)
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{
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SecondaryAttack();
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}
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CSniper::SniperFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, int iActivity)
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{
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3)
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{
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PlayEmptySound();
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m_flNextPrimaryAttack = 0.15;
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return;
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}
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if (m_iClip <= 0)
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{
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if (!m_fFireOnEmpty)
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Reload();
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else
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
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m_flNextPrimaryAttack = 0.15;
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}
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return;
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}
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
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m_iClip--;
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1);
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
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Vector vecSrc = m_pPlayer->GetGunPosition();
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Vector vecAiming;
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if (fUseAutoAim)
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{
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vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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}
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else
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{
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vecAiming = gpGlobals->v_forward;
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}
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Vector vecDir;
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_SNIPER, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
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int flags;
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#if defined( CLIENT_WEAPONS )
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flags = FEV_NOTHOST;
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#else
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flags = 0;
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#endif
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, iActivity, 0, 0, 0);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase())
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
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}
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void CSniper::SecondaryAttack(void)
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{
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ToggleZoom();
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5);
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}
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void CSniper::PrimaryAttack()
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{
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BOOL fUseAutoAim;
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int iAnim;
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float flSpread;
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float flCycleTime;
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fUseAutoAim = TRUE;
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iAnim = m_fInZoom ? GetZoomedAttackActivity() : GetPrimaryAttackActivity();
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flSpread = m_fInZoom ? 0.01 : 0.03;
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flCycleTime = m_fInZoom ? 0.7 : 0.1;
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SniperFire(flSpread, flCycleTime, fUseAutoAim, iAnim);
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}
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void CSniper::Reload(void)
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return;
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if (m_fInZoom)
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{
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SetZoomState(FALSE);
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}
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}
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void CSniper::WeaponIdle(void)
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
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}
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void CSniper::SetZoomState(BOOL bState)
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{
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m_fInZoom = bState;
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = bState ? 40 : 0; // 0 means reset to default fov
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#ifndef CLIENT_DLL
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// Toggle Zoom HUD.
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MESSAGE_BEGIN(MSG_ONE, gmsgZoom, NULL, m_pPlayer->pev);
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WRITE_BYTE( bState );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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#endif
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}
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void CSniper::ToggleZoom(void)
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{
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SetZoomState(!m_fInZoom);
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}
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class CSniperAmmo : public CBasePlayerAmmo
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{
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void Spawn(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_antidote.mdl");
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CBasePlayerAmmo::Spawn();
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}
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void Precache(void)
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{
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PRECACHE_MODEL("models/w_antidote.mdl");
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PRECACHE_SOUND("items/9mmclip1.wav");
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}
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BOOL AddAmmo(CBaseEntity *pOther)
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{
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if (pOther->GiveAmmo(AMMO_SNIPER_GIVE, "sniper", SNIPER_MAX_CARRY) != -1)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS(ammo_th_sniper, CSniperAmmo);
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LINK_ENTITY_TO_CLASS(ammo_einar1, CSniperAmmo);
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