Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//=========================================================
// Opposing Forces Weapon Desert eagle (use Python ammo)
//
// Made by Demiurge
//
//FGD weapon_deserteagle
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum desert_e
{
EAGLE_IDLE1,
EAGLE_IDLE2,
EAGLE_IDLE3,
EAGLE_IDLE4,
EAGLE_IDLE5,
EAGLE_FIRE,
EAGLE_FIRE_EMPTY,
EAGLE_RELOAD,
EAGLE_RELOAD_EMPTY,
EAGLE_HOLSTER,
EAGLE_DRAW,
};
LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle );
//-----------------------------\// SPAWN FUNCTION OF EAGLE
void CEagle::Spawn( )
{
pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names
Precache( );
m_iId = WEAPON_EAGLE;
SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl");
m_iDefaultAmmo = EAGLE_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
//-------------------------------\// DESERT
void CEagle::Precache( void )
{
PRECACHE_MODEL("models/v_desert_eagle.mdl");
PRECACHE_MODEL("models/w_desert_eagle.mdl");
PRECACHE_MODEL("models/p_desert_eagle.mdl");
PRECACHE_MODEL("sprites/laserdot_e.spr");
PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");//silenced handgun
PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");//silenced handgun
PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");//handgun
PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");//handgun
m_usFireEagle = PRECACHE_EVENT( 1, "events/eagle.sc" );
}
int CEagle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = _EAGLE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = EAGLE_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_EAGLE;
p->iWeight = EAGLE_WEIGHT;
return 1;
}
BOOL CEagle::Deploy( )
{
pev->body = 1;
return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "357" );
}
int CEagle::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;
}
void CEagle::SecondaryAttack( void )
{
m_fDotActive = ! m_fDotActive;
#ifndef CLIENT_DLL
if (!m_fDotActive && m_pDot)
{
m_pDot->Killed( NULL, GIB_NORMAL );
m_pDot = NULL;
}
#endif
if (!m_fDotActive)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
}
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
}
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
void CEagle::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
#ifndef CLIENT_DLL
if (m_pDot)
{
m_pDot->Killed( NULL, GIB_NEVER );
m_pDot = NULL;
}
#endif
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 );
SendWeaponAnim( EAGLE_HOLSTER );
}
void CEagle::PrimaryAttack( void )
{
if (!m_fDotActive)
{
EagleFire( 0.3, TRUE );
}
else
{
EagleFire( 0.4, FALSE );
}
}
void CEagle::EagleFire( float flCycleTime, BOOL fUseAutoAim )
{
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
#if defined ( OLD_WEAPONS )
if (m_iClip != 0)
SendWeaponAnim( EAGLE_FIRE );
else
SendWeaponAnim( EAGLE_FIRE_EMPTY );
#endif
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#if defined ( OLD_WEAPONS )
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
UTIL_Ricochet( ptr->vecStartPos, 1.0 );
UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE
+ gpGlobals->v_right * RANDOM_FLOAT(9999,100)
Vector vecShellVelocity = m_pPlayer->pev->velocity
+ gpGlobals->v_right * RANDOM_FLOAT(999,300)
+ gpGlobals->v_up * RANDOM_FLOAT(450,150)
+ gpGlobals->v_forward * 9999;
#endif
if (pev->body == 0)
{
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH;
#if defined ( OLD_WEAPONS )
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
#endif
}
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
if (!m_fDotActive)
{
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_15DEGREES, 8192, BULLET_PLAYER_357, 0 );
}
else
{
m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0 );
}
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
UpdateDot( );
#if defined ( OLD_WEAPONS )
m_pPlayer->pev->punchangle.x -= 2;
#endif
}
void CEagle::Reload( void )
{
int iResult;
if (m_iClip == 0)
iResult = DefaultReload( 17, EAGLE_RELOAD_EMPTY, 1.5 );
else
iResult = DefaultReload( 18, EAGLE_RELOAD, 1.5 );
if (iResult)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
}
void CEagle::WeaponIdle( void )
{
UpdateDot( );
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// only idle if the slid isn''t back
if (m_iClip != 0)
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (flRand <= 0.3 + 0 * 0.75)
{
}
else
switch (RANDOM_LONG (0, 4))
{
case 0:
iAnim = EAGLE_IDLE1 ;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
SendWeaponAnim( iAnim, 1 );
break;
case 1:
iAnim = EAGLE_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
SendWeaponAnim( iAnim, 1 );
break;
case 2:
iAnim = EAGLE_IDLE3;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
SendWeaponAnim( iAnim, 1 );
break;
case 3:
iAnim = EAGLE_IDLE4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
SendWeaponAnim( iAnim, 1 );
break;
case 4:
iAnim = EAGLE_IDLE5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
SendWeaponAnim( iAnim, 1 );
break;
}
}
}
void CEagle::UpdateDot( void )
{
#ifndef CLIENT_DLL
if (m_fDotActive)
{
if (!m_pDot)
{
m_pDot = CLaserDot::CreateDot();
}
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
Vector vecSrc = m_pPlayer->GetGunPosition( );;
Vector vecAiming = gpGlobals->v_forward;
TraceResult tr;
UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr );
UTIL_SetOrigin( m_pDot->pev, tr.vecEndPos );
}
#endif
}
LINK_ENTITY_TO_CLASS( laser_dot, CLaserDot );
//=========================================================
//=========================================================
CLaserDot *CLaserDot::CreateDot( void )
{
CLaserDot *pDot = GetClassPtr( (CLaserDot *)NULL );
pDot->Spawn();
pDot->pev->classname = MAKE_STRING("laser_dot");
return pDot;
}
//=========================================================
//=========================================================
void CLaserDot::Spawn( void )
{
Precache( );
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;
pev->rendermode = kRenderGlow;
pev->renderfx = kRenderFxNoDissipation;
pev->renderamt = 255;
SET_MODEL(ENT(pev), "sprites/laserdot_e.spr");
UTIL_SetOrigin( pev, pev->origin );
};
//=========================================================
// Suspend- make the laser sight invisible.
//=========================================================
void CLaserDot::Suspend( float flSuspendTime )
{
pev->effects |= EF_NODRAW;
SetThink( Revive );
pev->nextthink = gpGlobals->time + flSuspendTime;
}
//=========================================================
// Revive - bring a suspended laser sight back.
//=========================================================
void CLaserDot::Revive( void )
{
pev->effects &= ~EF_NODRAW;
SetThink( NULL );
}
void CLaserDot::Precache( void )
{
PRECACHE_MODEL("sprites/laserdot_e.spr");
};