|
|
|
/***
|
|
|
|
*
|
|
|
|
* 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"
|
|
|
|
#include "nail.h"
|
|
|
|
|
|
|
|
enum nailgun_e
|
|
|
|
{
|
|
|
|
NAILGUN_LONGIDLE = 0,
|
|
|
|
NAILGUN_IDLE1,
|
|
|
|
NAILGUN_LAUNCH,
|
|
|
|
NAILGUN_RELOAD,
|
|
|
|
NAILGUN_DEPLOY,
|
|
|
|
NAILGUN_FIRE1,
|
|
|
|
NAILGUN_FIRE2,
|
|
|
|
NAILGUN_FIRE3,
|
|
|
|
NAILGUN_DEPLOY_EMPTY,
|
|
|
|
NAILGUN_LONGIDLE_EMPTY,
|
|
|
|
NAILGUN_IDLE1_EMPTY,
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
LINK_ENTITY_TO_CLASS(weapon_nailgun, CNailgun);
|
|
|
|
|
|
|
|
void CNailgun::Spawn()
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL(ENT(pev), "models/w_nailgun.mdl");
|
|
|
|
m_iId = WEAPON_NAILGUN;
|
|
|
|
|
|
|
|
m_iDefaultAmmo = NAILGUN_DEFAULT_GIVE;
|
|
|
|
|
|
|
|
FallInit();// get ready to fall down.
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CNailgun::Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/v_nailgun.mdl");
|
|
|
|
PRECACHE_MODEL("models/w_nailgun.mdl");
|
|
|
|
PRECACHE_MODEL("models/p_nailgun.mdl");
|
|
|
|
|
|
|
|
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
|
|
|
|
|
|
|
|
PRECACHE_MODEL("models/w_nailclip.mdl");
|
|
|
|
PRECACHE_MODEL("models/w_nailround.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("items/clipinsert1.wav");
|
|
|
|
PRECACHE_SOUND("items/cliprelease1.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/nailgun.wav");
|
|
|
|
|
|
|
|
PRECACHE_SOUND("weapons/357_cock1.wav");
|
|
|
|
|
|
|
|
m_usNailgun = PRECACHE_EVENT(1, "events/nailgun.sc");
|
|
|
|
m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
|
|
|
|
|
|
|
|
UTIL_PrecacheOther( "nail" );
|
|
|
|
}
|
|
|
|
|
|
|
|
int CNailgun::GetItemInfo(ItemInfo *p)
|
|
|
|
{
|
|
|
|
p->pszName = STRING(pev->classname);
|
|
|
|
p->pszAmmo1 = "nails";
|
|
|
|
p->iMaxAmmo1 = NAILS_MAX_CARRY;
|
|
|
|
p->pszAmmo2 = NULL;
|
|
|
|
p->iMaxAmmo2 = -1;
|
|
|
|
p->iMaxClip = NAILGUN_MAX_CLIP;
|
|
|
|
p->iSlot = 1;
|
|
|
|
p->iPosition = 1;
|
|
|
|
p->iFlags = 1;
|
|
|
|
p->iId = m_iId = WEAPON_NAILGUN;
|
|
|
|
p->iWeight = NAILGUN_WEIGHT;
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CNailgun::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 CNailgun::Deploy()
|
|
|
|
{
|
|
|
|
int iAnim;
|
|
|
|
if (m_iClip == 0)
|
|
|
|
iAnim = NAILGUN_DEPLOY_EMPTY;
|
|
|
|
else
|
|
|
|
iAnim = NAILGUN_DEPLOY;
|
|
|
|
|
|
|
|
return DefaultDeploy("models/v_nailgun.mdl", "models/p_nailgun.mdl", iAnim, "nailgun");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CNailgun::PrimaryAttack()
|
|
|
|
{
|
|
|
|
// don't fire underwater
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = 0.15;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (m_iClip <= 0)
|
|
|
|
{
|
|
|
|
PlayEmptySound();
|
|
|
|
m_flNextPrimaryAttack = 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 anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
|
|
|
|
UTIL_MakeVectors(anglesAim);
|
|
|
|
|
|
|
|
anglesAim.x = -anglesAim.x;
|
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 8 + gpGlobals->v_right * 4 + gpGlobals->v_up * -4;
|
|
|
|
Vector vecAiming = gpGlobals->v_forward;
|
|
|
|
|
|
|
|
Vector vecDir;
|
|
|
|
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_NAIL2, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
|
|
|
|
|
|
|
|
int flags;
|
|
|
|
#if defined( CLIENT_WEAPONS )
|
|
|
|
flags = FEV_NOTHOST;
|
|
|
|
#else
|
|
|
|
flags = 0;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usNailgun, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
|
|
|
|
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
CNail *pNail = CNail::NailCreate();
|
|
|
|
pNail->pev->origin = vecSrc;
|
|
|
|
pNail->pev->angles = anglesAim;
|
|
|
|
pNail->pev->owner = m_pPlayer->edict();
|
|
|
|
|
|
|
|
if (m_pPlayer->pev->waterlevel == 3)
|
|
|
|
{
|
|
|
|
pNail->pev->velocity = vecAiming * NAIL_WATER_VELOCITY;
|
|
|
|
pNail->pev->speed = NAIL_WATER_VELOCITY;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pNail->pev->velocity = vecAiming * NAIL_AIR_VELOCITY;
|
|
|
|
pNail->pev->speed = NAIL_AIR_VELOCITY;
|
|
|
|
}
|
|
|
|
pNail->pev->avelocity.z = 10;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay(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 CNailgun::Reload(void)
|
|
|
|
{
|
|
|
|
if (m_pPlayer->ammo_nails <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
int iAnim = NAILGUN_RELOAD;
|
|
|
|
int iResult = DefaultReload(NAILGUN_MAX_CLIP, iAnim, 1.6);
|
|
|
|
|
|
|
|
if (iResult)
|
|
|
|
{
|
|
|
|
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CNailgun::WeaponIdle(void)
|
|
|
|
{
|
|
|
|
ResetEmptySound();
|
|
|
|
|
|
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
|
|
|
|
|
|
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
|
|
|
|
return;
|
|
|
|
|
|
|
|
int iAnim;
|
|
|
|
switch (RANDOM_LONG(0, 1))
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
iAnim = (m_iClip == 0) ? NAILGUN_LONGIDLE_EMPTY : NAILGUN_LONGIDLE;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
case 1:
|
|
|
|
iAnim = (m_iClip == 0) ? NAILGUN_IDLE1_EMPTY : NAILGUN_IDLE1;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
SendWeaponAnim(iAnim);
|
|
|
|
|
|
|
|
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CNailAmmoClip : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn(void)
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL(ENT(pev), "models/w_nailclip.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn();
|
|
|
|
}
|
|
|
|
void Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/w_nailclip.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo(CBaseEntity *pOther)
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo(AMMO_NAILCLIP_GIVE, "nails", NAILS_MAX_CARRY) != -1);
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(ammo_nailclip, CNailAmmoClip);
|
|
|
|
|
|
|
|
|
|
|
|
class CNailAmmoRound : public CBasePlayerAmmo
|
|
|
|
{
|
|
|
|
void Spawn(void)
|
|
|
|
{
|
|
|
|
Precache();
|
|
|
|
SET_MODEL(ENT(pev), "models/w_nailround.mdl");
|
|
|
|
CBasePlayerAmmo::Spawn();
|
|
|
|
}
|
|
|
|
void Precache(void)
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL("models/w_nailround.mdl");
|
|
|
|
PRECACHE_SOUND("items/9mmclip1.wav");
|
|
|
|
}
|
|
|
|
BOOL AddAmmo(CBaseEntity *pOther)
|
|
|
|
{
|
|
|
|
int bResult = (pOther->GiveAmmo(AMMO_NAILROUND_GIVE, "nails", NAILS_MAX_CARRY) != -1);
|
|
|
|
if (bResult)
|
|
|
|
{
|
|
|
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
|
|
|
}
|
|
|
|
return bResult;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS(ammo_nailround, CNailAmmoRound);
|