|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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"
|
|
|
|
#include "soundent.h"
|
|
|
|
#include "gamerules.h"
|
|
|
|
|
|
|
|
enum par21_e
|
|
|
|
{
|
|
|
|
PAR21_LONGIDLE = 0,
|
|
|
|
PAR21_IDLE1,
|
|
|
|
PAR21_LAUNCH,
|
|
|
|
PAR21_RELOAD,
|
|
|
|
PAR21_DEPLOY,
|
|
|
|
PAR21_FIRE1,
|
|
|
|
PAR21_FIRE2,
|
|
|
|
PAR21_FIRE3
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_par21, CPar21)
|
|
|
|
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
int CPar21::SecondaryAmmoIndex(void)
|
|
|
|
{
|
|
|
|
return m_iSecondaryAmmoType;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPar21::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL(ENT(pev), "models/w_par21.mdl");
|
|
|
|
m_iId = WEAPON_PAR21;
|
|
|
|
|
|
|
|
m_iDefaultAmmo = PAR21_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
FallInit();// get ready to fall down.
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CPar21::Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/v_par21.mdl");
|
|
|
|
PRECACHE_MODEL("models/w_par21.mdl");
|
|
|
|
PRECACHE_MODEL("models/p_par21.mdl");
|
|
|
|
|
|
|
|
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
|
|
|
|
|
|
|
|
PRECACHE_MODEL("models/grenade.mdl"); // grenade
|
|
|
|
|
|
|
|
PRECACHE_MODEL("models/w_par21_clip.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("items/clipinsert1.wav");
|
|
|
|
PRECACHE_SOUND("items/cliprelease1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/par21_1.wav");
|
|
|
|
PRECACHE_SOUND("weapons/par21_2.wav");
|
|
|
|
PRECACHE_SOUND("weapons/par21_3.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/glauncher.wav");
|
|
|
|
PRECACHE_SOUND("weapons/glauncher2.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/357_cock1.wav");
|
|
|
|
|
|
|
|
m_usPar21 = PRECACHE_EVENT(1, "events/par21.sc");
|
|
|
|
m_usM203 = PRECACHE_EVENT(1, "events/m203.sc");
|
|
|
|
}
|
|
|
|
|
|
|
|
int CPar21::GetItemInfo(ItemInfo *p)
|
|
|
|
{
|
|
|
|
p->pszName = STRING(pev->classname);
|
|
|
|
p->pszAmmo1 = "NATO";
|
|
|
|
p->iMaxAmmo1 = PAR21_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = "M203grenades";
|
|
|
|
p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY;
|
|
|
|
p->iMaxClip = PAR21_MAX_CLIP;
|
|
|
|
p->iSlot = 1;
|
|
|
|
p->iPosition = 2;
|
|
|
|
p->iFlags = 0;
|
|
|
|
p->iId = m_iId = WEAPON_PAR21;
|
|
|
|
p->iWeight = PAR21_WEIGHT;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CPar21::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;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CPar21::Deploy()
|
|
|
|
{
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f;
|
|
|
|
return DefaultDeploy("models/v_par21.mdl", "models/p_par21.mdl", PAR21_DEPLOY, "par21");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CPar21::PrimaryAttack()
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iClip <= 0)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
|
|
|
|
|
|
|
m_iClip--;
|
|
|
|
|
|
|
|
|
|
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
|
|
|
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition();
|
|
|
|
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
|
|
|
|
Vector vecDir;
|
|
|
|
|
|
|
|
// single player spread
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 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_usPar21, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
|
|
|
|
|
|
|
|
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CPar21::SecondaryAttack(void)
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
|
|
|
|
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
|
|
|
|
|
|
|
|
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER;
|
|
|
|
m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2;
|
|
|
|
|
|
|
|
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--;
|
|
|
|
|
|
|
|
// player "shoot" animation
|
|
|
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
|
|
|
|
|
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
|
|
|
|
|
|
|
|
// we don't add in player velocity anymore.
|
|
|
|
CGrenade::ShootContact(m_pPlayer->pev,
|
|
|
|
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
|
|
|
|
gpGlobals->v_forward * 800);
|
|
|
|
|
|
|
|
int flags;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
PLAYBACK_EVENT(0, m_pPlayer->edict(), m_usM203);
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.9f;
|
|
|
|
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.9f;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// idle pretty soon after shooting.
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPar21::Reload(void)
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PAR21_MAX_CLIP )
|
|
|
|
return;
|
|
|
|
|
|
|
|
DefaultReload( PAR21_MAX_CLIP, PAR21_RELOAD, 1.6 );
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CPar21::IsUseable()
|
|
|
|
{
|
|
|
|
//Can be used if the player has AR grenades. - Solokiller
|
|
|
|
return CBasePlayerWeapon::IsUseable() || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CPar21::WeaponIdle(void)
|
|
|
|
{
|
|
|
|
ResetEmptySound();
|
|
|
|
|
|
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
|
|
|
|
|
|
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
|
|
|
|
return;
|
|
|
|
|
|
|
|
int iAnim;
|
|
|
|
switch (RANDOM_LONG(0, 1))
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
iAnim = PAR21_LONGIDLE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
case 1:
|
|
|
|
iAnim = PAR21_IDLE1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SendWeaponAnim(iAnim);
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CPar21AmmoClip : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn(void)
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL(ENT(pev), "models/w_par21_clip.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn();
|
|
|
|
}
|
|
|
|
void Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/w_par21_clip.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo(CBaseEntity *pOther)
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo(AMMO_PAR21CLIP_GIVE, "NATO", PAR21_MAX_CARRY) != -1);
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(ammo_par21_clip, CPar21AmmoClip)
|
|
|
|
LINK_ENTITY_TO_CLASS(ammo_natoclip, CPar21AmmoClip)
|
|
|
|
|
|
|
|
class CM203GrenadeAmmo : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn(void)
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL(ENT(pev), "models/w_par21_grenades.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn();
|
|
|
|
}
|
|
|
|
void Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/w_par21_grenades.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo(CBaseEntity *pOther)
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo(AMMO_M203BOX_GIVE, "M203grenades", M203_GRENADE_MAX_CARRY) != -1);
|
|
|
|
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(ammo_par21_grenade, CM203GrenadeAmmo)
|
|
|
|
LINK_ENTITY_TO_CLASS(ammo_m203grenade, CM203GrenadeAmmo)
|