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"
extern int gmsgZoom;
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::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
if (m_fInZoom)
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CSniper::SniperFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, int iActivity)
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload();
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = 0.15;
}
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;
if (fUseAutoAim)
{
vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
}
else
{
vecAiming = gpGlobals->v_forward;
}
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 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, iActivity, 0, 0, 0);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase())
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CSniper::SecondaryAttack(void)
{
ToggleZoom();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5);
}
void CSniper::PrimaryAttack()
{
BOOL fUseAutoAim;
int iAnim;
float flSpread;
float flCycleTime;
fUseAutoAim = TRUE;
iAnim = m_fInZoom ? GetZoomedAttackActivity() : GetPrimaryAttackActivity();
flSpread = m_fInZoom ? 0.01 : 0.03;
flCycleTime = m_fInZoom ? 0.7 : 0.1;
SniperFire(flSpread, flCycleTime, fUseAutoAim, iAnim);
}
void CSniper::Reload(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return;
if (m_fInZoom)
{
SetZoomState(FALSE);
}
}
void CSniper::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
}
void CSniper::SetZoomState(BOOL bState)
{
m_fInZoom = bState;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = bState ? 40 : 0; // 0 means reset to default fov
#ifndef CLIENT_DLL
// Toggle Zoom HUD.
MESSAGE_BEGIN(MSG_ONE, gmsgZoom, NULL, m_pPlayer->pev);
WRITE_BYTE( bState );
WRITE_BYTE( m_iId );
MESSAGE_END();
#endif
}
void CSniper::ToggleZoom(void)
{
SetZoomState(!m_fInZoom);
}
class CSniperAmmo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_antidote.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_antidote.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
if (pOther->GiveAmmo(AMMO_SNIPER_GIVE, "sniper", SNIPER_MAX_CARRY) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(ammo_th_sniper, CSniperAmmo);
LINK_ENTITY_TO_CLASS(ammo_einar1, CSniperAmmo);