Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//========= Copyright (c) 2004-2008, Raven City Team, All rights reserved. ============//
// //
// Purpose: //
// //
// $NoKeywords: $ //
//===================================================================================//
//Modifided by Lost_Gamer_
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum deagle_e {
DEAGLE_IDLE1 = 0,
DEAGLE_IDLE2,
DEAGLE_IDLE3,
DEAGLE_IDLE4,
DEAGLE_IDLE5,
DEAGLE_SHOOT,
DEAGLE_SHOOT_EMPTY,
DEAGLE_RELOAD,
DEAGLE_RELOAD_NOT_EMPTY,
DEAGLE_DRAW,
DEAGLE_HOLSTER
};
LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle )
#ifndef CLIENT_DLL
LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot )
#endif
void CEagle::Spawn( void )
{
pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names
Precache( );
m_iId = WEAPON_EAGLE;
SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
m_iDefaultAmmo = EAGLE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CEagle::Precache( void )
{
UTIL_PrecacheOther( "eagle_laser" );
PRECACHE_MODEL("models/v_desert_eagle.mdl");
PRECACHE_MODEL("models/w_desert_eagle.mdl");
PRECACHE_MODEL("models/p_desert_eagle.mdl");
m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell
PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");
PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");
PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");
PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");
m_usEagle = PRECACHE_EVENT( 1, "events/eagle.sc" );
}
int CEagle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = _357_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = EAGLE_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_EAGLE;
p->iWeight = EAGLE_WEIGHT;
return 1;
}
BOOL CEagle::Deploy( )
{
return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", DEAGLE_DRAW, "onehanded", 0 );
}
void CEagle::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
SendWeaponAnim( DEAGLE_HOLSTER );
if (m_pEagleLaser)
{
m_pEagleLaser->Killed( NULL, GIB_NEVER );
m_pEagleLaser = NULL;
}
}
void CEagle::SecondaryAttack()
{
m_fEagleLaserActive = ! m_fEagleLaserActive;
if (!m_fEagleLaserActive && m_pEagleLaser)
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
m_pEagleLaser->Killed( NULL, GIB_NORMAL );
m_pEagleLaser = NULL;
}
else
{
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CEagle::PrimaryAttack()
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
UpdateSpot( );
PlayEmptySound( );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.15;
return;
}
UpdateSpot( );
float flSpread = 0.01;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
BOOL m_fLaserOn;
#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;
vecAiming = gpGlobals->v_forward;
Vector vecDir;
if (m_pEagleLaser)
{
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5;
#ifndef CLIENT_DLL
m_pEagleLaser->Suspend( 0.6 );
#endif
m_fLaserOn = TRUE;
}
else
{
flSpread = 0.1;
vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22;
m_fLaserOn = FALSE;
}
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, flSpread, flSpread, ( 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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CEagle::Reload( void )
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP)
return;
if ( m_pEagleLaser && m_fEagleLaserActive )
{
#ifndef CLIENT_DLL
m_pEagleLaser->Suspend( 1.6 );
#endif
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
}
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD, 1.5 );
else
iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD_NOT_EMPTY, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CEagle::UpdateSpot( void )
{
#ifndef CLIENT_DLL
if (m_fEagleLaserActive)
{
if (!m_pEagleLaser)
{
m_pEagleLaser = CLaserSpot::CreateSpot();
m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser");
m_pEagleLaser->pev->scale = 0.5;
}
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition( );;
Vector vecAiming = gpGlobals->v_forward;
TraceResult tr;
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos );
}
#endif
}
void CEagle::WeaponIdle( void )
{
UpdateSpot( );
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
// 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 (m_pEagleLaser)
{
if (flRand > 0.5 )
{
iAnim = DEAGLE_IDLE5;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
}
else
{
iAnim = DEAGLE_IDLE4;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
}
else
{
if (flRand <= 0.3 )
{
iAnim = DEAGLE_IDLE1;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
else if (flRand <= 0.6 )
{
iAnim = DEAGLE_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f;
}
else
{
iAnim = DEAGLE_IDLE3;//Done
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.63f;
}
}
SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );
}
}
}