Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/******************************************
* *
* Fichier fsniper, par Julien *
* *
* code du fusil de snipe *
* *
******************************************/
#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 fsniper_e
{
FSNIPER_LONGIDLE = 0,
FSNIPER_IDLE1,
FSNIPER_RELOAD,
FSNIPER_DEPLOY,
FSNIPER_FIRE1,
FSNIPER_FIDGET,
FSNIPER_ZOOM,
};
class CFSniper : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
BOOL Deploy( void );
int GetItemInfo(ItemInfo *p);
int iItemSlot( void ) { return 4; } //position de l'arme dans le hud
float m_flNextAnimTime;
int m_iShell;
private:
unsigned short m_usFSniper; //pour pr
};
LINK_ENTITY_TO_CLASS( weapon_fsniper, CFSniper );
//============================================
//
//============================================
void CFSniper::Spawn( )
{
pev->classname = MAKE_STRING("weapon_fsniper");
Precache();
SET_MODEL(ENT(pev), "models/w_fsniper.mdl");
m_iId = WEAPON_FSNIPER;
m_iDefaultAmmo = FSNIPER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CFSniper::Precache( void )
{
PRECACHE_MODEL("models/v_fsniper.mdl");
PRECACHE_MODEL("models/w_fsniper.mdl");
PRECACHE_MODEL("models/p_9mmAR.mdl");
m_iShell = PRECACHE_MODEL ("models/sniper_shell.mdl"); //model de la cartouche,
PRECACHE_MODEL("models/w_fsniperclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
PRECACHE_SOUND ("weapons/fsniper_shoot1.wav");
PRECACHE_SOUND ("weapons/fsniper_eject1.wav");
PRECACHE_SOUND ("weapons/fsniper_eject2.wav");
PRECACHE_SOUND ("weapons/fsniper_lens_open.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
m_usFSniper = PRECACHE_EVENT( 1, "events/fsniper.sc" ); //pr
}
int CFSniper::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "fsniper";
p->iMaxAmmo1 = FSNIPER_MAX_CARRY;
p->iMaxClip = FSNIPER_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 1;
p->iId = m_iId = WEAPON_FSNIPER;
p->iWeight = FSNIPER_WEIGHT;
p->iFlags = 0;
return 1;
}
int CFSniper::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
m_pPlayer->TextAmmo( TA_SNIPER );
return TRUE;
}
return FALSE;
}
BOOL CFSniper::Deploy( )
{
BOOL bResult = DefaultDeploy( "models/v_fsniper.mdl", "models/p_9mmAR.mdl", FSNIPER_DEPLOY, "fsniper" );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 36 / 16.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 36 / 16.0;
return bResult;
}
void CFSniper::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->time + 0.15;
return;
}
PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFSniper );
//avec un d
PLAYBACK_EVENT_FULL ( 0, m_pPlayer->edict(), m_usFSniper, 27 / 25.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, 1, 0 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->Gunflash ();
m_iClip--;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_8DEGREES );
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector ( 0, 0, 0 )/*VECTOR_CONE_1DEGREES*/, 8192, BULLET_PLAYER_SNIPER, 1 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = gpGlobals->time + 52 / 25.0;
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
}
void CFSniper::SecondaryAttack(void)
{
if ( m_pPlayer->pev->fov == 0 ) //This needed m_pPlayer->pev->fov instead of m_pPlayer->m_iFOV. modif de Roy
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 45 ; //This needed m_pPlayer->pev->fov to be added.
}
if ( m_flNextSecondaryAttack + 0.2 < gpGlobals->time )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; //And this.
pev->nextthink = UTIL_WeaponTimeBase() + 0.3f;
m_flNextSecondaryAttack = gpGlobals->time + 0.3f;
return;
}
else if ( m_pPlayer->pev->fov > 10)
m_pPlayer->pev->fov = m_pPlayer->m_iFOV -= 1.5; //And this.
pev->nextthink = UTIL_WeaponTimeBase() + 0.03f;
m_flNextSecondaryAttack = gpGlobals->time + 0.03f;
}
void CFSniper :: Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if ( m_pPlayer->pev->fov !=0 )
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;
}
void CFSniper::Reload( void )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; //champ de vision normal pendant le rechargement
DefaultReload( FSNIPER_MAX_CLIP, FSNIPER_RELOAD, 69 / 19.0 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 69 / 19.0;
}
void CFSniper::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if (m_flTimeWeaponIdle > gpGlobals->time)
return;
int iAnim;
switch ( RANDOM_LONG( 0, 5 ) )
{
case 0:
case 1:
case 2:
iAnim = FSNIPER_LONGIDLE;
m_flTimeWeaponIdle = gpGlobals->time + 25 / 4.0;
break;
default:
case 3:
case 4:
iAnim = FSNIPER_IDLE1;
m_flTimeWeaponIdle = gpGlobals->time + 24 / 9.0;
break;
case 5:
iAnim = FSNIPER_FIDGET;
m_flTimeWeaponIdle = gpGlobals->time + 50 / 13.0;
break;
}
SendWeaponAnim( iAnim );
// m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again.
}
class CFSniperAmmoClip : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_fsniperclip.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_fsniperclip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
int bResult = (pOther->GiveAmmo( AMMO_FSNIPERCLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS( ammo_fsniper, CFSniperAmmoClip );