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 "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum taurus_e
{
TAURUS_IDLE1 = 0,
TAURUS_IDLE2,
TAURUS_IDLE3,
TAURUS_SHOOT,
TAURUS_SHOOT2,
TAURUS_SHOOT3,
TAURUS_SHOOT_EMPTY,
TAURUS_RELOAD,
TAURUS_RELOAD2,
TAURUS_DRAW,
TAURUS_DRAW2
};
LINK_ENTITY_TO_CLASS( weapon_th_taurus, CWeaponEinarTaurus )
int CWeaponEinarTaurus::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 CWeaponEinarTaurus::Spawn()
{
Precache();
m_iId = WEAPON_TAURUS;
SET_MODEL( ENT( pev ), "models/w_taurus.mdl" );
m_iDefaultAmmo = TAURUS_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CWeaponEinarTaurus::Precache()
{
PRECACHE_MODEL( "models/v_taurus.mdl" );
PRECACHE_MODEL( "models/w_taurus.mdl" );
PRECACHE_MODEL( "models/p_taurus.mdl" );
m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell
PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "weapons/tau_back.wav" );
PRECACHE_SOUND( "weapons/tau_clipin.wav" );
PRECACHE_SOUND( "weapons/tau_clipout.wav" );
PRECACHE_SOUND( "weapons/tau_fire.wav" );
PRECACHE_SOUND( "weapons/tau_release.wav" );
m_usFireTaurus = PRECACHE_EVENT( 1, "events/taurus.sc" );
}
int CWeaponEinarTaurus::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "taurus";
p->iMaxAmmo1 = TAURUS_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = TAURUS_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 3;
p->iFlags = 0;
p->iId = m_iId = WEAPON_TAURUS;
p->iWeight = TAURUS_WEIGHT;
return 1;
}
BOOL CWeaponEinarTaurus::Deploy()
{
return DefaultDeploy( "models/v_taurus.mdl", "models/p_taurus.mdl", TAURUS_DRAW2, "onehanded" );
}
void CWeaponEinarTaurus::PrimaryAttack()
{
TaurusFire( 0.04, 0.25, TRUE );
}
void CWeaponEinarTaurus::TaurusFire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
{
if( m_iClip <= 0 )
{
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f;
}
return;
}
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 = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = gpGlobals->v_forward;
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireTaurus, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
}
void CWeaponEinarTaurus::Reload()
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == TAURUS_MAX_CLIP )
return;
if( DefaultReload( TAURUS_MAX_CLIP, TAURUS_RELOAD2, 2.0 ) )
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
}
}
void CWeaponEinarTaurus::WeaponIdle()
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// only idle if the slid isn't back
if( m_iClip != 0 )
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if( flRand <= 0.3f )
{
iAnim = TAURUS_IDLE3;
}
else if( flRand <= 0.6f )
{
iAnim = TAURUS_IDLE1;
}
else
{
iAnim = TAURUS_IDLE2;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 15.0f;
SendWeaponAnim( iAnim, 1 );
}
}
class CTaurusAmmo : public CBasePlayerAmmo
{
void Spawn()
{
Precache();
SET_MODEL( ENT( pev ), "models/w_taurusclip.mdl" );
CBasePlayerAmmo::Spawn();
}
void Precache()
{
PRECACHE_MODEL( "models/w_taurusclip.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if( pOther->GiveAmmo( AMMO_TAURUS_GIVE, "taurus", TAURUS_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_taurus, CTaurusAmmo )