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"
#include "shake.h"
enum sniper_e
{
SNIPER_IDLE = 0,
SNIPER_RELOAD,
SNIPER_DRAW,
SNIPER_SHOOT1
};
LINK_ENTITY_TO_CLASS( weapon_th_sniper, CWeaponEinarSniper )
int CWeaponEinarSniper::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 CWeaponEinarSniper::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if( m_fInZoom )
SecondaryAttack();
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
}
int CWeaponEinarSniper::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "bullets";
p->iMaxAmmo1 = SNIPER_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPER_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 2;
p->iPosition = 3;
p->iId = m_iId = WEAPON_SNIPER;
p->iWeight = SNIPER_WEIGHT;
return 1;
}
void CWeaponEinarSniper::Spawn()
{
Precache();
m_iId = WEAPON_SNIPER;
SET_MODEL( ENT( pev ), "models/w_hkg36.mdl" );
m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CWeaponEinarSniper::Precache()
{
PRECACHE_MODEL( "models/v_hkg36.mdl" );
PRECACHE_MODEL( "models/w_hkg36.mdl" );
PRECACHE_MODEL( "models/p_hkg36.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "weapons/sniper.wav" );
PRECACHE_SOUND( "weapons/ap9_bolt.wav" );
PRECACHE_SOUND( "weapons/ap9_clipin.wav" );
PRECACHE_SOUND( "weapons/ap9_clipout.wav" );
m_usFireSniper = PRECACHE_EVENT( 1, "events/sniper.sc" );
}
BOOL CWeaponEinarSniper::Deploy()
{
return DefaultDeploy( "models/v_hkg36.mdl", "models/p_hkg36.mdl", SNIPER_DRAW, "bow" );
}
void CWeaponEinarSniper::SecondaryAttack()
{
int iFadeFlags = 0;
if( m_fInZoom )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;
m_fInZoom = 0;
SetBits( iFadeFlags, FFADE_IN );
}
else
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20;
m_fInZoom = 1;
SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT );
}
#ifndef CLIENT_DLL
UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
#endif
pev->nextthink = UTIL_WeaponTimeBase() + 0.11f;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f;
}
void CWeaponEinarSniper::PrimaryAttack()
{
float flSpread;
int iDmg;
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 )
{
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f;
}
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 );
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 = gpGlobals->v_forward;
#ifdef CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
#endif
{
if( m_fInZoom )
{
flSpread = 0.002f;
iDmg = 80;
}
else
{
flSpread = 0.07846f;
iDmg = 40;
}
}
else
{
if( m_fInZoom )
{
flSpread = 0.004f;
}
else
{
flSpread = 0.08716f;
}
iDmg = 0;
}
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 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, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, m_fInZoom, 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 );
if( m_fInZoom )
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f;
}
else
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f;
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f );
m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) );
}
}
void CWeaponEinarSniper::Reload()
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP )
return;
if( m_fInZoom )
SecondaryAttack();
int iResult = DefaultReload( SNIPER_MAX_CLIP, SNIPER_RELOAD, 3.3f );
}
void CWeaponEinarSniper::WeaponIdle()
{
ResetEmptySound();
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
}
class CSniperAmmo : public CBasePlayerAmmo
{
void Spawn()
{
Precache();
pev->classname = MAKE_STRING( "ammo_th_sniper" );
SET_MODEL( ENT( pev ), "models/w_antidote.mdl" );
CBasePlayerAmmo::Spawn();
}
void Precache()
{
PRECACHE_MODEL( "models/w_antidote.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if( pOther->GiveAmmo( AMMO_SNIPER_GIVE, "bullets", 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 )