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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== weapons.cpp ========================================================
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functions governing the selection/use of weapons for players
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "soundent.h"
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#include "decals.h"
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#include "gamerules.h"
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extern CGraph WorldGraph;
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extern int gEvilImpulse101;
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#define NOT_USED 255
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DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
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DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr";
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DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
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DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
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DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
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DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
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DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
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DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood
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DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood
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ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
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AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS];
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extern int gmsgCurWeapon;
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MULTIDAMAGE gMultiDamage;
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#define TRACER_FREQ 4 // Tracers fire every fourth bullet
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//=========================================================
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// MaxAmmoCarry - pass in a name and this function will tell
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// you the maximum amount of that type of ammunition that a
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// player can carry.
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//=========================================================
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int MaxAmmoCarry( int iszName )
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{
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for( int i = 0; i < MAX_WEAPONS; i++ )
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{
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if( CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp( STRING( iszName ), CBasePlayerItem::ItemInfoArray[i].pszAmmo1 ) )
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return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1;
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if( CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp( STRING( iszName ), CBasePlayerItem::ItemInfoArray[i].pszAmmo2 ) )
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return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2;
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}
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ALERT( at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING( iszName ) );
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return -1;
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}
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/*
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==============================================================================
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MULTI-DAMAGE
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Collects multiple small damages into a single damage
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==============================================================================
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*/
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//
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// ClearMultiDamage - resets the global multi damage accumulator
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//
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void ClearMultiDamage( void )
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{
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gMultiDamage.pEntity = NULL;
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gMultiDamage.amount = 0;
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gMultiDamage.type = 0;
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}
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//
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// ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity
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//
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// GLOBALS USED:
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// gMultiDamage
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void ApplyMultiDamage( entvars_t *pevInflictor, entvars_t *pevAttacker )
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{
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Vector vecSpot1;//where blood comes from
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Vector vecDir;//direction blood should go
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TraceResult tr;
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if( !gMultiDamage.pEntity )
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return;
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gMultiDamage.pEntity->TakeDamage( pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type );
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}
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// GLOBALS USED:
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// gMultiDamage
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void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType )
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{
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if( !pEntity )
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return;
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gMultiDamage.type |= bitsDamageType;
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if( pEntity != gMultiDamage.pEntity )
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{
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ApplyMultiDamage( pevInflictor,pevInflictor ); // UNDONE: wrong attacker!
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gMultiDamage.pEntity = pEntity;
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gMultiDamage.amount = 0;
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}
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gMultiDamage.amount += flDamage;
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}
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/*
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================
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SpawnBlood
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================
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*/
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void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage )
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{
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UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage );
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}
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int DamageDecal( CBaseEntity *pEntity, int bitsDamageType )
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{
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if( !pEntity )
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return ( DECAL_GUNSHOT1 + RANDOM_LONG( 0, 4 ) );
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return pEntity->DamageDecal( bitsDamageType );
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}
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void DecalGunshot( TraceResult *pTrace, int iBulletType )
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{
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// Is the entity valid
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if( !UTIL_IsValidEntity( pTrace->pHit ) )
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return;
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if( VARS( pTrace->pHit )->solid == SOLID_BSP || VARS( pTrace->pHit )->movetype == MOVETYPE_PUSHSTEP )
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{
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CBaseEntity *pEntity = NULL;
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// Decal the wall with a gunshot
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if( !FNullEnt( pTrace->pHit ) )
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pEntity = CBaseEntity::Instance( pTrace->pHit );
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switch( iBulletType )
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{
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case BULLET_PLAYER_9MM:
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case BULLET_MONSTER_9MM:
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case BULLET_PLAYER_MP5:
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case BULLET_MONSTER_MP5:
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case BULLET_PLAYER_BUCKSHOT:
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case BULLET_PLAYER_357:
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default:
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// smoke and decal
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UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
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break;
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case BULLET_MONSTER_12MM:
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// smoke and decal
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UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) );
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break;
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case BULLET_PLAYER_CROWBAR:
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// wall decal
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UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) );
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break;
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}
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}
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}
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//
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// EjectBrass - tosses a brass shell from passed origin at passed velocity
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//
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void EjectBrass( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype )
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{
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// FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see.
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
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WRITE_BYTE( TE_MODEL );
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WRITE_COORD( vecOrigin.x );
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WRITE_COORD( vecOrigin.y );
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WRITE_COORD( vecOrigin.z );
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WRITE_COORD( vecVelocity.x );
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WRITE_COORD( vecVelocity.y );
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WRITE_COORD( vecVelocity.z );
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WRITE_ANGLE( rotation );
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WRITE_SHORT( model );
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WRITE_BYTE( soundtype );
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WRITE_BYTE( 25 );// 2.5 seconds
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MESSAGE_END();
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}
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#if 0
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// UNDONE: This is no longer used?
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void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count )
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{
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin );
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WRITE_BYTE( TE_EXPLODEMODEL );
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WRITE_COORD( vecOrigin.x );
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WRITE_COORD( vecOrigin.y );
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WRITE_COORD( vecOrigin.z );
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WRITE_COORD( speed );
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WRITE_SHORT( model );
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WRITE_SHORT( count );
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WRITE_BYTE( 15 );// 1.5 seconds
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MESSAGE_END();
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}
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#endif
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int giAmmoIndex = 0;
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// Precaches the ammo and queues the ammo info for sending to clients
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void AddAmmoNameToAmmoRegistry( const char *szAmmoname )
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{
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// make sure it's not already in the registry
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for( int i = 0; i < MAX_AMMO_SLOTS; i++ )
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{
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if( !CBasePlayerItem::AmmoInfoArray[i].pszName)
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continue;
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if( stricmp( CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname ) == 0 )
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return; // ammo already in registry, just quite
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}
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giAmmoIndex++;
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ASSERT( giAmmoIndex < MAX_AMMO_SLOTS );
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if( giAmmoIndex >= MAX_AMMO_SLOTS )
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giAmmoIndex = 0;
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CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoname;
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CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant
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}
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// Precaches the weapon and queues the weapon info for sending to clients
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void UTIL_PrecacheOtherWeapon( const char *szClassname )
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{
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edict_t *pent;
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pent = CREATE_NAMED_ENTITY( MAKE_STRING( szClassname ) );
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if( FNullEnt( pent ) )
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{
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ALERT( at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n" );
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return;
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}
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CBaseEntity *pEntity = CBaseEntity::Instance( VARS( pent ) );
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if( pEntity )
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{
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ItemInfo II = {0};
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pEntity->Precache();
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if( ( (CBasePlayerItem*)pEntity )->GetItemInfo( &II ) )
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{
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CBasePlayerItem::ItemInfoArray[II.iId] = II;
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if( II.pszAmmo1 && *II.pszAmmo1 )
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{
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AddAmmoNameToAmmoRegistry( II.pszAmmo1 );
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}
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if( II.pszAmmo2 && *II.pszAmmo2 )
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{
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AddAmmoNameToAmmoRegistry( II.pszAmmo2 );
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}
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}
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}
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REMOVE_ENTITY( pent );
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}
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// called by worldspawn
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void W_Precache( void )
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{
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memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) );
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memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) );
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giAmmoIndex = 0;
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// custom items...
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// common world objects
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UTIL_PrecacheOther( "item_suit" );
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UTIL_PrecacheOther( "item_healthkit" );
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UTIL_PrecacheOther( "item_armorvest" );
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UTIL_PrecacheOther( "item_helmet" );
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UTIL_PrecacheOther( "item_battery" );
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UTIL_PrecacheOther( "item_antidote" );
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UTIL_PrecacheOther( "item_security" );
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UTIL_PrecacheOther( "item_longjump" );
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// shotgun
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UTIL_PrecacheOtherWeapon( "weapon_shotgun" );
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UTIL_PrecacheOther( "ammo_buckshot" );
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// crowbar
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UTIL_PrecacheOtherWeapon( "weapon_crowbar" );
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// glock
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UTIL_PrecacheOtherWeapon( "weapon_9mmhandgun" );
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UTIL_PrecacheOther( "ammo_9mmclip" );
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// mp5
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UTIL_PrecacheOtherWeapon( "weapon_9mmAR" );
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UTIL_PrecacheOther( "ammo_9mmAR" );
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UTIL_PrecacheOther( "ammo_ARgrenades" );
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// 9mm ammo box
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UTIL_PrecacheOther( "ammo_9mmbox" );
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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// python
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UTIL_PrecacheOtherWeapon( "weapon_357" );
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UTIL_PrecacheOther( "ammo_357" );
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// gauss
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UTIL_PrecacheOtherWeapon( "weapon_gauss" );
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UTIL_PrecacheOther( "ammo_gaussclip" );
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// rpg
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UTIL_PrecacheOtherWeapon( "weapon_rpg" );
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UTIL_PrecacheOther( "ammo_rpgclip" );
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// crossbow
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UTIL_PrecacheOtherWeapon( "weapon_crossbow" );
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UTIL_PrecacheOther( "ammo_crossbow" );
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// egon
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UTIL_PrecacheOtherWeapon( "weapon_egon" );
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#endif
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// tripmine
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UTIL_PrecacheOtherWeapon( "weapon_tripmine" );
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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// satchel charge
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UTIL_PrecacheOtherWeapon( "weapon_satchel" );
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#endif
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// hand grenade
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UTIL_PrecacheOtherWeapon("weapon_handgrenade");
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
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// squeak grenade
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UTIL_PrecacheOtherWeapon( "weapon_snark" );
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// hornetgun
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UTIL_PrecacheOtherWeapon( "weapon_hornetgun" );
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if( g_pGameRules->IsDeathmatch() )
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{
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UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons
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}
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#endif
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g_sModelIndexFireball = PRECACHE_MODEL( "sprites/zerogxplode.spr" );// fireball
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|
|
g_sModelIndexWExplosion = PRECACHE_MODEL( "sprites/WXplo1.spr" );// underwater fireball
|
|
|
|
g_sModelIndexSmoke = PRECACHE_MODEL( "sprites/steam1.spr" );// smoke
|
|
|
|
g_sModelIndexBubbles = PRECACHE_MODEL( "sprites/bubble.spr" );//bubbles
|
|
|
|
g_sModelIndexBloodSpray = PRECACHE_MODEL( "sprites/bloodspray.spr" ); // initial blood
|
|
|
|
g_sModelIndexBloodDrop = PRECACHE_MODEL( "sprites/blood.spr" ); // splattered blood
|
|
|
|
|
|
|
|
g_sModelIndexLaser = PRECACHE_MODEL( g_pModelNameLaser );
|
|
|
|
g_sModelIndexLaserDot = PRECACHE_MODEL( "sprites/laserdot.spr" );
|
|
|
|
|
|
|
|
// used by explosions
|
|
|
|
PRECACHE_MODEL( "models/grenade.mdl" );
|
|
|
|
PRECACHE_MODEL( "sprites/explode1.spr" );
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "weapons/debris1.wav" );// explosion aftermaths
|
|
|
|
PRECACHE_SOUND( "weapons/debris2.wav" );// explosion aftermaths
|
|
|
|
PRECACHE_SOUND( "weapons/debris3.wav" );// explosion aftermaths
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "weapons/grenade_hit1.wav" );//grenade
|
|
|
|
PRECACHE_SOUND( "weapons/grenade_hit2.wav" );//grenade
|
|
|
|
PRECACHE_SOUND( "weapons/grenade_hit3.wav" );//grenade
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "weapons/bullet_hit1.wav" ); // hit by bullet
|
|
|
|
PRECACHE_SOUND( "weapons/bullet_hit2.wav" ); // hit by bullet
|
|
|
|
|
|
|
|
PRECACHE_SOUND( "items/weapondrop1.wav" );// weapon falls to the ground
|
|
|
|
}
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ),
|
|
|
|
DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ),
|
|
|
|
//DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load
|
|
|
|
DEFINE_FIELD( CBasePlayerItem, m_iId, FIELD_INTEGER ),
|
|
|
|
// DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ),
|
|
|
|
// DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] =
|
|
|
|
{
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_FLOAT ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_FLOAT ),
|
|
|
|
#else // CLIENT_WEAPONS
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ),
|
|
|
|
#endif // CLIENT_WEAPONS
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_iClip, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER ),
|
|
|
|
//DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly
|
|
|
|
//DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem )
|
|
|
|
|
|
|
|
void CBasePlayerItem::SetObjectCollisionBox( void )
|
|
|
|
{
|
|
|
|
pev->absmin = pev->origin + Vector( -24, -24, 0 );
|
|
|
|
pev->absmax = pev->origin + Vector( 24, 24, 16 );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Sets up movetype, size, solidtype for a new weapon.
|
|
|
|
//=========================================================
|
|
|
|
void CBasePlayerItem::FallInit( void )
|
|
|
|
{
|
|
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
|
|
pev->solid = SOLID_BBOX;
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );//pointsize until it lands on the ground.
|
|
|
|
|
|
|
|
SetTouch( &CBasePlayerItem::DefaultTouch );
|
|
|
|
SetThink( &CBasePlayerItem::FallThink );
|
|
|
|
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// FallThink - Items that have just spawned run this think
|
|
|
|
// to catch them when they hit the ground. Once we're sure
|
|
|
|
// that the object is grounded, we change its solid type
|
|
|
|
// to trigger and set it in a large box that helps the
|
|
|
|
// player get it.
|
|
|
|
//=========================================================
|
|
|
|
void CBasePlayerItem::FallThink( void )
|
|
|
|
{
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
|
|
|
|
if( pev->flags & FL_ONGROUND )
|
|
|
|
{
|
|
|
|
// clatter if we have an owner (i.e., dropped by someone)
|
|
|
|
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
|
|
|
|
if( !FNullEnt( pev->owner ) )
|
|
|
|
{
|
|
|
|
int pitch = 95 + RANDOM_LONG( 0, 29 );
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch );
|
|
|
|
}
|
|
|
|
|
|
|
|
// lie flat
|
|
|
|
pev->angles.x = 0;
|
|
|
|
pev->angles.z = 0;
|
|
|
|
|
|
|
|
Materialize();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Materialize - make a CBasePlayerItem visible and tangible
|
|
|
|
//=========================================================
|
|
|
|
void CBasePlayerItem::Materialize( void )
|
|
|
|
{
|
|
|
|
if( pev->effects & EF_NODRAW )
|
|
|
|
{
|
|
|
|
// changing from invisible state to visible.
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
|
|
|
|
pev->effects &= ~EF_NODRAW;
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
}
|
|
|
|
|
|
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );// link into world.
|
|
|
|
SetTouch( &CBasePlayerItem::DefaultTouch );
|
|
|
|
SetThink( NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// AttemptToMaterialize - the item is trying to rematerialize,
|
|
|
|
// should it do so now or wait longer?
|
|
|
|
//=========================================================
|
|
|
|
void CBasePlayerItem::AttemptToMaterialize( void )
|
|
|
|
{
|
|
|
|
float time = g_pGameRules->FlWeaponTryRespawn( this );
|
|
|
|
|
|
|
|
if( time == 0 )
|
|
|
|
{
|
|
|
|
Materialize();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
pev->nextthink = gpGlobals->time + time;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CheckRespawn - a player is taking this weapon, should
|
|
|
|
// it respawn?
|
|
|
|
//=========================================================
|
|
|
|
void CBasePlayerItem::CheckRespawn( void )
|
|
|
|
{
|
|
|
|
switch( g_pGameRules->WeaponShouldRespawn( this ) )
|
|
|
|
{
|
|
|
|
case GR_WEAPON_RESPAWN_YES:
|
|
|
|
Respawn();
|
|
|
|
break;
|
|
|
|
case GR_WEAPON_RESPAWN_NO:
|
|
|
|
return;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// Respawn- this item is already in the world, but it is
|
|
|
|
// invisible and intangible. Make it visible and tangible.
|
|
|
|
//=========================================================
|
|
|
|
CBaseEntity* CBasePlayerItem::Respawn( void )
|
|
|
|
{
|
|
|
|
// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
|
|
|
|
// will decide when to make the weapon visible and touchable.
|
|
|
|
CBaseEntity *pNewWeapon = CBaseEntity::Create( STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner );
|
|
|
|
|
|
|
|
if( pNewWeapon )
|
|
|
|
{
|
|
|
|
pNewWeapon->pev->effects |= EF_NODRAW;// invisible for now
|
|
|
|
pNewWeapon->SetTouch( NULL );// no touch
|
|
|
|
pNewWeapon->SetThink( &CBasePlayerItem::AttemptToMaterialize );
|
|
|
|
|
|
|
|
DROP_TO_FLOOR( ENT( pev ) );
|
|
|
|
|
|
|
|
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
|
|
|
|
// but when it should respawn is based on conditions belonging to the weapon that was taken.
|
|
|
|
pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime( this );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT( at_console, "Respawn failed to create %s!\n", STRING( pev->classname ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
return pNewWeapon;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
// if it's not a player, ignore
|
|
|
|
if( !pOther->IsPlayer() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
|
|
|
|
|
|
|
|
// can I have this?
|
|
|
|
if( !g_pGameRules->CanHavePlayerItem( pPlayer, this ) )
|
|
|
|
{
|
|
|
|
if( gEvilImpulse101 )
|
|
|
|
{
|
|
|
|
UTIL_Remove( this );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pOther->AddPlayerItem( this ) )
|
|
|
|
{
|
|
|
|
AttachToPlayer( pPlayer );
|
|
|
|
EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
|
|
|
|
}
|
|
|
|
|
|
|
|
SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen?
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted )
|
|
|
|
{
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
if( !isPredicted )
|
|
|
|
#else
|
|
|
|
if( 1 )
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
return ( attack_time <= curtime ) ? TRUE : FALSE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return ( (static_cast<int>(::floor(attack_time * 1000.0f)) * 1000.0f) <= 0.0f) ? TRUE : FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerWeapon::ItemPostFrame( void )
|
|
|
|
{
|
|
|
|
WeaponTick();
|
|
|
|
|
|
|
|
if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) )
|
|
|
|
{
|
|
|
|
// complete the reload.
|
|
|
|
int j = Q_min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
|
|
|
|
|
|
|
|
// Add them to the clip
|
|
|
|
m_iClip += j;
|
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
|
|
|
|
|
|
|
|
m_pPlayer->TabulateAmmo();
|
|
|
|
|
|
|
|
m_fInReload = FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !(m_pPlayer->pev->button & IN_ATTACK ) )
|
|
|
|
{
|
|
|
|
m_flLastFireTime = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ( m_pPlayer->pev->button & IN_ATTACK2 ) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
|
|
|
|
{
|
|
|
|
if( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] )
|
|
|
|
{
|
|
|
|
m_fFireOnEmpty = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->TabulateAmmo();
|
|
|
|
SecondaryAttack();
|
|
|
|
m_pPlayer->pev->button &= ~IN_ATTACK2;
|
|
|
|
}
|
|
|
|
else if( ( m_pPlayer->pev->button & IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
|
|
|
|
{
|
|
|
|
if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) )
|
|
|
|
{
|
|
|
|
m_fFireOnEmpty = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
m_pPlayer->TabulateAmmo();
|
|
|
|
PrimaryAttack();
|
|
|
|
}
|
|
|
|
else if( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload )
|
|
|
|
{
|
|
|
|
// reload when reload is pressed, or if no buttons are down and weapon is empty.
|
|
|
|
Reload();
|
|
|
|
}
|
|
|
|
else if( !( m_pPlayer->pev->button & ( IN_ATTACK | IN_ATTACK2 ) ) )
|
|
|
|
{
|
|
|
|
// no fire buttons down
|
|
|
|
m_fFireOnEmpty = FALSE;
|
|
|
|
|
|
|
|
if( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0f : gpGlobals->time ) )
|
|
|
|
{
|
|
|
|
// weapon isn't useable, switch.
|
|
|
|
if( !( iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY ) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) )
|
|
|
|
{
|
|
|
|
m_flNextPrimaryAttack = ( UseDecrement() ? 0.0f : gpGlobals->time ) + 0.3f;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
|
|
|
|
if( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0f : gpGlobals->time ) )
|
|
|
|
{
|
|
|
|
Reload();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
WeaponIdle();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// catch all
|
|
|
|
if( ShouldWeaponIdle() )
|
|
|
|
{
|
|
|
|
WeaponIdle();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerItem::DestroyItem( void )
|
|
|
|
{
|
|
|
|
if( m_pPlayer )
|
|
|
|
{
|
|
|
|
// if attached to a player, remove.
|
|
|
|
m_pPlayer->RemovePlayerItem( this, false );
|
|
|
|
}
|
|
|
|
|
|
|
|
Kill();
|
|
|
|
}
|
|
|
|
|
|
|
|
int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
m_pPlayer = pPlayer;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerItem::Drop( void )
|
|
|
|
{
|
|
|
|
SetTouch( NULL );
|
|
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerItem::Kill( void )
|
|
|
|
{
|
|
|
|
SetTouch( NULL );
|
|
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerItem::Holster( int skiplocal /* = 0 */ )
|
|
|
|
{
|
|
|
|
m_pPlayer->pev->viewmodel = 0;
|
|
|
|
m_pPlayer->pev->weaponmodel = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerItem::AttachToPlayer( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
pev->movetype = MOVETYPE_FOLLOW;
|
|
|
|
pev->solid = SOLID_NOT;
|
|
|
|
pev->aiment = pPlayer->edict();
|
|
|
|
pev->effects = EF_NODRAW; // ??
|
|
|
|
pev->modelindex = 0;// server won't send down to clients if modelindex == 0
|
|
|
|
pev->model = iStringNull;
|
|
|
|
pev->owner = pPlayer->edict();
|
|
|
|
pev->nextthink = 0;// Remove think - prevents futher attempts to materialize
|
|
|
|
SetTouch( NULL );
|
|
|
|
SetThink( NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
// CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal
|
|
|
|
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal )
|
|
|
|
{
|
|
|
|
if( m_iDefaultAmmo )
|
|
|
|
{
|
|
|
|
return ExtractAmmo( (CBasePlayerWeapon *)pOriginal );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// a dead player dropped this.
|
|
|
|
return ExtractClipAmmo( (CBasePlayerWeapon *)pOriginal );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
int bResult = CBasePlayerItem::AddToPlayer( pPlayer );
|
|
|
|
|
|
|
|
pPlayer->pev->weapons |= ( 1 << m_iId );
|
|
|
|
|
|
|
|
if( !m_iPrimaryAmmoType )
|
|
|
|
{
|
|
|
|
m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() );
|
|
|
|
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( bResult )
|
|
|
|
return AddWeapon();
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer )
|
|
|
|
{
|
|
|
|
BOOL bSend = FALSE;
|
|
|
|
int state = 0;
|
|
|
|
if( pPlayer->m_pActiveItem == this )
|
|
|
|
{
|
|
|
|
if( pPlayer->m_fOnTarget )
|
|
|
|
state = WEAPON_IS_ONTARGET;
|
|
|
|
else
|
|
|
|
state = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Forcing send of all data!
|
|
|
|
if( !pPlayer->m_fWeapon )
|
|
|
|
{
|
|
|
|
bSend = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This is the current or last weapon, so the state will need to be updated
|
|
|
|
if( this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem )
|
|
|
|
{
|
|
|
|
if( pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem )
|
|
|
|
{
|
|
|
|
bSend = TRUE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// If the ammo, state, or fov has changed, update the weapon
|
|
|
|
if( m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV )
|
|
|
|
{
|
|
|
|
bSend = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( bSend )
|
|
|
|
{
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev );
|
|
|
|
WRITE_BYTE( state );
|
|
|
|
WRITE_BYTE( m_iId );
|
|
|
|
WRITE_BYTE( m_iClip );
|
|
|
|
MESSAGE_END();
|
|
|
|
|
|
|
|
m_iClientClip = m_iClip;
|
|
|
|
m_iClientWeaponState = state;
|
|
|
|
pPlayer->m_fWeapon = TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( m_pNext )
|
|
|
|
m_pNext->UpdateClientData( pPlayer );
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body )
|
|
|
|
{
|
|
|
|
if( UseDecrement() )
|
|
|
|
skiplocal = 1;
|
|
|
|
else
|
|
|
|
skiplocal = 0;
|
|
|
|
|
|
|
|
m_pPlayer->pev->weaponanim = iAnim;
|
|
|
|
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
if( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) )
|
|
|
|
return;
|
|
|
|
#endif
|
|
|
|
MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev );
|
|
|
|
WRITE_BYTE( iAnim ); // sequence number
|
|
|
|
WRITE_BYTE( pev->body ); // weaponmodel bodygroup.
|
|
|
|
MESSAGE_END();
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBasePlayerWeapon::AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry )
|
|
|
|
{
|
|
|
|
int iIdAmmo;
|
|
|
|
|
|
|
|
if( iMaxClip < 1 )
|
|
|
|
{
|
|
|
|
m_iClip = -1;
|
|
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry );
|
|
|
|
}
|
|
|
|
else if( m_iClip == 0 )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
i = Q_min( m_iClip + iCount, iMaxClip ) - m_iClip;
|
|
|
|
m_iClip += i;
|
|
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount - i, szName, iMaxCarry );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry );
|
|
|
|
}
|
|
|
|
|
|
|
|
// m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing
|
|
|
|
|
|
|
|
if( iIdAmmo > 0 )
|
|
|
|
{
|
|
|
|
m_iPrimaryAmmoType = iIdAmmo;
|
|
|
|
if( m_pPlayer->HasPlayerItem( this ) )
|
|
|
|
{
|
|
|
|
// play the "got ammo" sound only if we gave some ammo to a player that already had this gun.
|
|
|
|
// if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us.
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return iIdAmmo > 0 ? TRUE : FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBasePlayerWeapon::AddSecondaryAmmo( int iCount, char *szName, int iMax )
|
|
|
|
{
|
|
|
|
int iIdAmmo;
|
|
|
|
|
|
|
|
iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMax );
|
|
|
|
|
|
|
|
//m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing
|
|
|
|
|
|
|
|
if( iIdAmmo > 0 )
|
|
|
|
{
|
|
|
|
m_iSecondaryAmmoType = iIdAmmo;
|
|
|
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
|
|
|
|
}
|
|
|
|
return iIdAmmo > 0 ? TRUE : FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// IsUseable - this function determines whether or not a
|
|
|
|
// weapon is useable by the player in its current state.
|
|
|
|
// (does it have ammo loaded? do I have any ammo for the
|
|
|
|
// weapon?, etc)
|
|
|
|
//=========================================================
|
|
|
|
BOOL CBasePlayerWeapon::IsUseable( void )
|
|
|
|
{
|
|
|
|
if( m_iClip <= 0 )
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1 )
|
|
|
|
{
|
|
|
|
// clip is empty (or nonexistant) and the player has no more ammo of this type.
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBasePlayerWeapon::CanDeploy( void )
|
|
|
|
{
|
|
|
|
BOOL bHasAmmo = 0;
|
|
|
|
|
|
|
|
if( !pszAmmo1() )
|
|
|
|
{
|
|
|
|
// this weapon doesn't use ammo, can always deploy.
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pszAmmo1() )
|
|
|
|
{
|
|
|
|
bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0 );
|
|
|
|
}
|
|
|
|
if( pszAmmo2() )
|
|
|
|
{
|
|
|
|
bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0 );
|
|
|
|
}
|
|
|
|
if( m_iClip > 0 )
|
|
|
|
{
|
|
|
|
bHasAmmo |= 1;
|
|
|
|
}
|
|
|
|
if( !bHasAmmo )
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBasePlayerWeapon::DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal /* = 0 */, int body )
|
|
|
|
{
|
|
|
|
if( !CanDeploy() )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
m_pPlayer->TabulateAmmo();
|
|
|
|
m_pPlayer->pev->viewmodel = MAKE_STRING( szViewModel );
|
|
|
|
m_pPlayer->pev->weaponmodel = MAKE_STRING( szWeaponModel );
|
|
|
|
strcpy( m_pPlayer->m_szAnimExtention, szAnimExt );
|
|
|
|
SendWeaponAnim( iAnim, skiplocal, body );
|
|
|
|
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
|
|
|
|
m_flLastFireTime = 0.0f;
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
|
|
|
|
{
|
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
int j = Q_min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] );
|
|
|
|
|
|
|
|
if( j == 0 )
|
|
|
|
return FALSE;
|
|
|
|
|
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
|
|
|
|
|
|
|
|
//!!UNDONE -- reload sound goes here !!!
|
|
|
|
SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 );
|
|
|
|
|
|
|
|
m_fInReload = TRUE;
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f;
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
BOOL CBasePlayerWeapon::PlayEmptySound( void )
|
|
|
|
{
|
|
|
|
if( m_iPlayEmptySound )
|
|
|
|
{
|
|
|
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM );
|
|
|
|
m_iPlayEmptySound = 0;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerWeapon::ResetEmptySound( void )
|
|
|
|
{
|
|
|
|
m_iPlayEmptySound = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
int CBasePlayerWeapon::PrimaryAmmoIndex( void )
|
|
|
|
{
|
|
|
|
return m_iPrimaryAmmoType;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
int CBasePlayerWeapon::SecondaryAmmoIndex( void )
|
|
|
|
{
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ )
|
|
|
|
{
|
|
|
|
m_fInReload = FALSE; // cancel any reload in progress.
|
|
|
|
m_pPlayer->pev->viewmodel = 0;
|
|
|
|
m_pPlayer->pev->weaponmodel = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerAmmo::Spawn( void )
|
|
|
|
{
|
|
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) );
|
|
|
|
UTIL_SetOrigin( pev, pev->origin );
|
|
|
|
|
|
|
|
SetTouch( &CBasePlayerAmmo::DefaultTouch );
|
|
|
|
}
|
|
|
|
|
|
|
|
CBaseEntity* CBasePlayerAmmo::Respawn( void )
|
|
|
|
{
|
|
|
|
pev->effects |= EF_NODRAW;
|
|
|
|
SetTouch( NULL );
|
|
|
|
|
|
|
|
UTIL_SetOrigin( pev, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn.
|
|
|
|
|
|
|
|
SetThink( &CBasePlayerAmmo::Materialize );
|
|
|
|
pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this );
|
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerAmmo::Materialize( void )
|
|
|
|
{
|
|
|
|
if( pev->effects & EF_NODRAW )
|
|
|
|
{
|
|
|
|
// changing from invisible state to visible.
|
|
|
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
|
|
|
|
pev->effects &= ~EF_NODRAW;
|
|
|
|
pev->effects |= EF_MUZZLEFLASH;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetTouch( &CBasePlayerAmmo::DefaultTouch );
|
|
|
|
SetThink( NULL );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if( !pOther->IsPlayer() )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( AddAmmo( pOther ) )
|
|
|
|
{
|
|
|
|
if( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES )
|
|
|
|
{
|
|
|
|
Respawn();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
SetTouch( NULL );
|
|
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if( gEvilImpulse101 )
|
|
|
|
{
|
|
|
|
// evil impulse 101 hack, kill always
|
|
|
|
SetTouch( NULL );
|
|
|
|
SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// called by the new item with the existing item as parameter
|
|
|
|
//
|
|
|
|
// if we call ExtractAmmo(), it's because the player is picking up this type of weapon for
|
|
|
|
// the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it.
|
|
|
|
// if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in
|
|
|
|
// the weapon clip comes along.
|
|
|
|
//=========================================================
|
|
|
|
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon )
|
|
|
|
{
|
|
|
|
int iReturn = 0;
|
|
|
|
|
|
|
|
if( pszAmmo1() != NULL )
|
|
|
|
{
|
|
|
|
// blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero,
|
|
|
|
// we only get the ammo in the weapon's clip, which is what we want.
|
|
|
|
iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() );
|
|
|
|
m_iDefaultAmmo = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pszAmmo2() != NULL )
|
|
|
|
{
|
|
|
|
iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() );
|
|
|
|
}
|
|
|
|
|
|
|
|
return iReturn;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// called by the new item's class with the existing item as parameter
|
|
|
|
//=========================================================
|
|
|
|
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon )
|
|
|
|
{
|
|
|
|
int iAmmo;
|
|
|
|
|
|
|
|
if( m_iClip == WEAPON_NOCLIP )
|
|
|
|
{
|
|
|
|
iAmmo = 0;// guns with no clips always come empty if they are second-hand
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
iAmmo = m_iClip;
|
|
|
|
}
|
|
|
|
|
|
|
|
return pWeapon->m_pPlayer->GiveAmmo( iAmmo, (char *)pszAmmo1(), iMaxAmmo1() ); // , &m_iPrimaryAmmoType
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// RetireWeapon - no more ammo for this gun, put it away.
|
|
|
|
//=========================================================
|
|
|
|
void CBasePlayerWeapon::RetireWeapon( void )
|
|
|
|
{
|
|
|
|
// first, no viewmodel at all.
|
|
|
|
m_pPlayer->pev->viewmodel = iStringNull;
|
|
|
|
m_pPlayer->pev->weaponmodel = iStringNull;
|
|
|
|
//m_pPlayer->pev->viewmodelindex = NULL;
|
|
|
|
|
|
|
|
if( !g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) )
|
|
|
|
{
|
|
|
|
// Another weapon wasn't selected. Get rid of current one
|
|
|
|
if( m_pPlayer->m_pActiveItem == this )
|
|
|
|
{
|
|
|
|
m_pPlayer->ResetAutoaim();
|
|
|
|
m_pPlayer->m_pActiveItem->Holster();
|
|
|
|
m_pPlayer->m_pLastItem = NULL;
|
|
|
|
m_pPlayer->m_pActiveItem = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
// GetNextAttackDelay - An accurate way of calcualting the next attack time.
|
|
|
|
//=========================================================================
|
|
|
|
float CBasePlayerWeapon::GetNextAttackDelay( float delay )
|
|
|
|
{
|
|
|
|
if( m_flLastFireTime == 0 || m_flNextPrimaryAttack == -1.0f )
|
|
|
|
{
|
|
|
|
// At this point, we are assuming that the client has stopped firing
|
|
|
|
// and we are going to reset our book keeping variables.
|
|
|
|
m_flLastFireTime = gpGlobals->time;
|
|
|
|
m_flPrevPrimaryAttack = delay;
|
|
|
|
}
|
|
|
|
// calculate the time between this shot and the previous
|
|
|
|
float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime;
|
|
|
|
float flCreep = 0.0f;
|
|
|
|
if( flTimeBetweenFires > 0 )
|
|
|
|
flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack; // postive or negative
|
|
|
|
|
|
|
|
// save the last fire time
|
|
|
|
m_flLastFireTime = gpGlobals->time;
|
|
|
|
|
|
|
|
float flNextAttack = UTIL_WeaponTimeBase() + delay - flCreep;
|
|
|
|
// we need to remember what the m_flNextPrimaryAttack time is set to for each shot,
|
|
|
|
// store it as m_flPrevPrimaryAttack.
|
|
|
|
m_flPrevPrimaryAttack = flNextAttack - UTIL_WeaponTimeBase();
|
|
|
|
//char szMsg[256];
|
|
|
|
//_snprintf( szMsg, sizeof(szMsg), "next attack time: %0.4f\n", gpGlobals->time + flNextAttack );
|
|
|
|
//OutputDebugString( szMsg );
|
|
|
|
return flNextAttack;
|
|
|
|
}
|
|
|
|
//*********************************************************
|
|
|
|
// weaponbox code:
|
|
|
|
//*********************************************************
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS( weaponbox, CWeaponBox )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CWeaponBox::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_ARRAY( CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ),
|
|
|
|
DEFINE_ARRAY( CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS ),
|
|
|
|
DEFINE_ARRAY( CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ),
|
|
|
|
DEFINE_FIELD( CWeaponBox, m_cAmmoTypes, FIELD_INTEGER ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CWeaponBox, CBaseEntity )
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//
|
|
|
|
//=========================================================
|
|
|
|
void CWeaponBox::Precache( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/w_weaponbox.mdl" );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
void CWeaponBox::KeyValue( KeyValueData *pkvd )
|
|
|
|
{
|
|
|
|
if( m_cAmmoTypes < MAX_AMMO_SLOTS )
|
|
|
|
{
|
|
|
|
PackAmmo( ALLOC_STRING( pkvd->szKeyName ), atoi( pkvd->szValue ) );
|
|
|
|
m_cAmmoTypes++;// count this new ammo type.
|
|
|
|
|
|
|
|
pkvd->fHandled = TRUE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ALERT( at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CWeaponBox - Spawn
|
|
|
|
//=========================================================
|
|
|
|
void CWeaponBox::Spawn( void )
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
|
|
|
|
pev->movetype = MOVETYPE_TOSS;
|
|
|
|
pev->solid = SOLID_TRIGGER;
|
|
|
|
|
|
|
|
UTIL_SetSize( pev, g_vecZero, g_vecZero );
|
|
|
|
|
|
|
|
SET_MODEL( ENT( pev ), "models/w_weaponbox.mdl" );
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CWeaponBox - Kill - the think function that removes the
|
|
|
|
// box from the world.
|
|
|
|
//=========================================================
|
|
|
|
void CWeaponBox::Kill( void )
|
|
|
|
{
|
|
|
|
CBasePlayerItem *pWeapon;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// destroy the weapons
|
|
|
|
for( i = 0; i < MAX_ITEM_TYPES; i++ )
|
|
|
|
{
|
|
|
|
pWeapon = m_rgpPlayerItems[i];
|
|
|
|
|
|
|
|
while( pWeapon )
|
|
|
|
{
|
|
|
|
pWeapon->SetThink( &CBaseEntity::SUB_Remove );
|
|
|
|
pWeapon->pev->nextthink = gpGlobals->time + 0.1f;
|
|
|
|
pWeapon = pWeapon->m_pNext;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// remove the box
|
|
|
|
UTIL_Remove( this );
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char* IsAmmoForExhaustibleWeapon(const char* ammoName, int& weaponId)
|
|
|
|
{
|
|
|
|
for (int i=0; i<MAX_WEAPONS; ++i) {
|
|
|
|
ItemInfo& II = CBasePlayerItem::ItemInfoArray[i];
|
|
|
|
if ((II.iFlags & ITEM_FLAG_EXHAUSTIBLE) && II.pszAmmo1 && FStrEq(ammoName, II.pszAmmo1)) {
|
|
|
|
weaponId = II.iId;
|
|
|
|
return II.pszName;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CWeaponBox - Touch: try to add my contents to the toucher
|
|
|
|
// if the toucher is a player.
|
|
|
|
//=========================================================
|
|
|
|
void CWeaponBox::Touch( CBaseEntity *pOther )
|
|
|
|
{
|
|
|
|
if( !( pev->flags & FL_ONGROUND ) )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !pOther->IsPlayer() )
|
|
|
|
{
|
|
|
|
// only players may touch a weaponbox.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( !pOther->IsAlive() )
|
|
|
|
{
|
|
|
|
// no dead guys.
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// dole out ammo
|
|
|
|
for( i = 0; i < MAX_AMMO_SLOTS; i++ )
|
|
|
|
{
|
|
|
|
if( !FStringNull( m_rgiszAmmo[i] ) )
|
|
|
|
{
|
|
|
|
// horrific HACK to give player an exhaustible weapon as a real weapon, not just ammo
|
|
|
|
int exhaustibleWeaponId;
|
|
|
|
const char* weaponName = IsAmmoForExhaustibleWeapon(STRING(m_rgiszAmmo[i]), exhaustibleWeaponId);
|
|
|
|
if (weaponName) {
|
|
|
|
bool foundWeapon = false;
|
|
|
|
for( int j = 0; j < MAX_ITEM_TYPES && !foundWeapon; j++ )
|
|
|
|
{
|
|
|
|
CBasePlayerItem *pPlayerItem = pPlayer->m_rgpPlayerItems[j];
|
|
|
|
while( pPlayerItem )
|
|
|
|
{
|
|
|
|
if (pPlayerItem->m_iId == exhaustibleWeaponId) {
|
|
|
|
foundWeapon = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
pPlayerItem = pPlayerItem->m_pNext;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!foundWeapon) {
|
|
|
|
CBasePlayerWeapon* weapon = (CBasePlayerWeapon*)Create(weaponName, pev->origin, pev->angles);
|
|
|
|
if (weapon) {
|
|
|
|
weapon->pev->spawnflags |= SF_NORESPAWN;
|
|
|
|
weapon->m_iDefaultAmmo = 0;
|
|
|
|
if (pPlayer->AddPlayerItem(weapon)) {
|
|
|
|
weapon->AttachToPlayer(pPlayer);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// there's some ammo of this type.
|
|
|
|
pPlayer->GiveAmmo( m_rgAmmo[i], STRING( m_rgiszAmmo[i] ), MaxAmmoCarry( m_rgiszAmmo[i] ) );
|
|
|
|
|
|
|
|
//ALERT( at_console, "Gave %d rounds of %s\n", m_rgAmmo[i], STRING( m_rgiszAmmo[i] ) );
|
|
|
|
|
|
|
|
// now empty the ammo from the weaponbox since we just gave it to the player
|
|
|
|
m_rgiszAmmo[i] = iStringNull;
|
|
|
|
m_rgAmmo[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// go through my weapons and try to give the usable ones to the player.
|
|
|
|
// it's important the the player be given ammo first, so the weapons code doesn't refuse
|
|
|
|
// to deploy a better weapon that the player may pick up because he has no ammo for it.
|
|
|
|
for( i = 0; i < MAX_ITEM_TYPES; i++ )
|
|
|
|
{
|
|
|
|
if( m_rgpPlayerItems[i] )
|
|
|
|
{
|
|
|
|
CBasePlayerItem *pItem;
|
|
|
|
|
|
|
|
// have at least one weapon in this slot
|
|
|
|
while( m_rgpPlayerItems[i] )
|
|
|
|
{
|
|
|
|
//ALERT( at_console, "trying to give %s\n", STRING( m_rgpPlayerItems[i]->pev->classname ) );
|
|
|
|
|
|
|
|
pItem = m_rgpPlayerItems[i];
|
|
|
|
m_rgpPlayerItems[i] = m_rgpPlayerItems[i]->m_pNext;// unlink this weapon from the box
|
|
|
|
|
|
|
|
if( pPlayer->AddPlayerItem( pItem ) )
|
|
|
|
{
|
|
|
|
pItem->AttachToPlayer( pPlayer );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
EMIT_SOUND( pOther->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
|
|
|
|
SetTouch( NULL );
|
|
|
|
UTIL_Remove(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CWeaponBox - PackWeapon: Add this weapon to the box
|
|
|
|
//=========================================================
|
|
|
|
BOOL CWeaponBox::PackWeapon( CBasePlayerItem *pWeapon )
|
|
|
|
{
|
|
|
|
// is one of these weapons already packed in this box?
|
|
|
|
if( HasWeapon( pWeapon ) )
|
|
|
|
{
|
|
|
|
return FALSE;// box can only hold one of each weapon type
|
|
|
|
}
|
|
|
|
|
|
|
|
if( pWeapon->m_pPlayer )
|
|
|
|
{
|
|
|
|
if( !pWeapon->m_pPlayer->RemovePlayerItem( pWeapon, true ) )
|
|
|
|
{
|
|
|
|
// failed to unhook the weapon from the player!
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int iWeaponSlot = pWeapon->iItemSlot();
|
|
|
|
|
|
|
|
if( m_rgpPlayerItems[iWeaponSlot] )
|
|
|
|
{
|
|
|
|
// there's already one weapon in this slot, so link this into the slot's column
|
|
|
|
pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot];
|
|
|
|
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// first weapon we have for this slot
|
|
|
|
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
|
|
|
|
pWeapon->m_pNext = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
pWeapon->pev->spawnflags |= SF_NORESPAWN;// never respawn
|
|
|
|
pWeapon->pev->movetype = MOVETYPE_NONE;
|
|
|
|
pWeapon->pev->solid = SOLID_NOT;
|
|
|
|
pWeapon->pev->effects = EF_NODRAW;
|
|
|
|
pWeapon->pev->modelindex = 0;
|
|
|
|
pWeapon->pev->model = iStringNull;
|
|
|
|
pWeapon->pev->owner = edict();
|
|
|
|
pWeapon->SetThink( NULL );// crowbar may be trying to swing again, etc.
|
|
|
|
pWeapon->SetTouch( NULL );
|
|
|
|
pWeapon->m_pPlayer = NULL;
|
|
|
|
|
|
|
|
//ALERT( at_console, "packed %s\n", STRING( pWeapon->pev->classname ) );
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CWeaponBox - PackAmmo
|
|
|
|
//=========================================================
|
|
|
|
BOOL CWeaponBox::PackAmmo( int iszName, int iCount )
|
|
|
|
{
|
|
|
|
int iMaxCarry;
|
|
|
|
|
|
|
|
if( FStringNull( iszName ) )
|
|
|
|
{
|
|
|
|
// error here
|
|
|
|
ALERT( at_console, "NULL String in PackAmmo!\n" );
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
iMaxCarry = MaxAmmoCarry( iszName );
|
|
|
|
|
|
|
|
if( iMaxCarry != -1 && iCount > 0 )
|
|
|
|
{
|
|
|
|
//ALERT( at_console, "Packed %d rounds of %s\n", iCount, STRING( iszName ) );
|
|
|
|
GiveAmmo( iCount, STRING( iszName ), iMaxCarry );
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CWeaponBox - GiveAmmo
|
|
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//=========================================================
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int CWeaponBox::GiveAmmo( int iCount, const char *szName, int iMax, int *pIndex/* = NULL*/ )
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|
{
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int i;
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for( i = 1; i < MAX_AMMO_SLOTS && !FStringNull( m_rgiszAmmo[i] ); i++ )
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{
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if( stricmp( szName, STRING( m_rgiszAmmo[i] ) ) == 0 )
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{
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if( pIndex )
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*pIndex = i;
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int iAdd = Q_min( iCount, iMax - m_rgAmmo[i] );
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if( iCount == 0 || iAdd > 0 )
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|
{
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m_rgAmmo[i] += iAdd;
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return i;
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}
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return -1;
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}
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}
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if( i < MAX_AMMO_SLOTS )
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|
{
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|
if( pIndex )
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|
*pIndex = i;
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m_rgiszAmmo[i] = MAKE_STRING( szName );
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m_rgAmmo[i] = iCount;
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return i;
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}
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ALERT( at_console, "out of named ammo slots\n" );
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|
return i;
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|
}
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|
//=========================================================
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// CWeaponBox::HasWeapon - is a weapon of this type already
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// packed in this box?
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|
//=========================================================
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|
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BOOL CWeaponBox::HasWeapon( CBasePlayerItem *pCheckItem )
|
|
|
|
{
|
|
|
|
CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
|
|
|
|
|
|
|
|
while( pItem )
|
|
|
|
{
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|
|
|
if( FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname ) ) )
|
|
|
|
{
|
|
|
|
return TRUE;
|
|
|
|
}
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|
|
pItem = pItem->m_pNext;
|
|
|
|
}
|
|
|
|
|
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|
|
return FALSE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
// CWeaponBox::IsEmpty - is there anything in this box?
|
|
|
|
//=========================================================
|
|
|
|
BOOL CWeaponBox::IsEmpty( void )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for( i = 0; i < MAX_ITEM_TYPES; i++ )
|
|
|
|
{
|
|
|
|
if( m_rgpPlayerItems[i] )
|
|
|
|
{
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for( i = 0; i < MAX_AMMO_SLOTS; i++ )
|
|
|
|
{
|
|
|
|
if( !FStringNull( m_rgiszAmmo[i] ) )
|
|
|
|
{
|
|
|
|
// still have a bit of this type of ammo
|
|
|
|
return FALSE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return TRUE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================
|
|
|
|
//=========================================================
|
|
|
|
void CWeaponBox::SetObjectCollisionBox( void )
|
|
|
|
{
|
|
|
|
pev->absmin = pev->origin + Vector( -16, -16, 0 );
|
|
|
|
pev->absmax = pev->origin + Vector( 16, 16, 16 );
|
|
|
|
}
|
|
|
|
|
|
|
|
void CBasePlayerWeapon::PrintState( void )
|
|
|
|
{
|
|
|
|
ALERT( at_console, "primary: %f\n", (double)m_flNextPrimaryAttack );
|
|
|
|
ALERT( at_console, "idle : %f\n", (double)m_flTimeWeaponIdle );
|
|
|
|
|
|
|
|
//ALERT( at_console, "nextrl : %f\n", m_flNextReload );
|
|
|
|
//ALERT( at_console, "nextpum: %f\n", m_flPumpTime );
|
|
|
|
|
|
|
|
//ALERT( at_console, "m_frt : %f\n", m_fReloadTime );
|
|
|
|
ALERT( at_console, "m_finre: %i\n", m_fInReload );
|
|
|
|
//ALERT( at_console, "m_finsr: %i\n", m_fInSpecialReload );
|
|
|
|
|
|
|
|
ALERT( at_console, "m_iclip: %i\n", m_iClip );
|
|
|
|
}
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CRpg::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CRpg, m_fSpotActive, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CRpg, m_cActiveRockets, FIELD_INTEGER ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CRpg, CBasePlayerWeapon )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CRpgRocket::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CRpgRocket, m_flIgniteTime, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CRpgRocket, m_hLauncher, FIELD_EHANDLE ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CShotgun::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CShotgun, m_fInSpecialReload, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ),
|
|
|
|
// DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CShotgun, m_flPumpTime, FIELD_TIME ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CShotgun, CBasePlayerWeapon )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CGauss::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CGauss, m_fInAttack, FIELD_INTEGER ),
|
|
|
|
//DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ),
|
|
|
|
//DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ),
|
|
|
|
//DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CGauss, m_fPrimaryFire, FIELD_BOOLEAN ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CGauss, CBasePlayerWeapon )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CEgon::m_SaveData[] =
|
|
|
|
{
|
|
|
|
//DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ),
|
|
|
|
//DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ),
|
|
|
|
//DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ),
|
|
|
|
DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ),
|
|
|
|
DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ),
|
|
|
|
DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CHgun::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CHgun, m_flRechargeTime, FIELD_TIME ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CHgun, CBasePlayerWeapon )
|
|
|
|
|
|
|
|
TYPEDESCRIPTION CSatchel::m_SaveData[] =
|
|
|
|
{
|
|
|
|
DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ),
|
|
|
|
};
|
|
|
|
|
|
|
|
IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon )
|