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997 lines
26 KiB
997 lines
26 KiB
8 years ago
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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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===== quake_weapons.cpp ========================================================
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Quake weaponry
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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 "weapons.h"
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#include "gamerules.h"
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#include "quake_gun.h"
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char gszQ_DeathType[128];
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DLL_GLOBAL short g_sModelIndexNail;
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#ifdef CLIENT_DLL
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#include "cl_entity.h"
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struct cl_entity_s *GetViewEntity( void );
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extern float g_flLightTime;
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#endif
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// called by worldspawn
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void QuakeClassicPrecache( void )
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{
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// Weapon sounds
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PRECACHE_SOUND("weapons/ax1.wav");
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PRECACHE_SOUND("player/axhit2.wav");
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PRECACHE_SOUND("player/axhitbod.wav");
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PRECACHE_SOUND("weapons/r_exp3.wav"); // new rocket explosion
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PRECACHE_SOUND("weapons/rocket1i.wav");// spike gun
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PRECACHE_SOUND("weapons/sgun1.wav");
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PRECACHE_SOUND("weapons/lhit.wav");
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PRECACHE_SOUND("weapons/guncock.wav"); // player shotgun
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PRECACHE_SOUND("weapons/ric1.wav"); // ricochet (used in c code)
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PRECACHE_SOUND("weapons/ric2.wav"); // ricochet (used in c code)
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PRECACHE_SOUND("weapons/ric3.wav"); // ricochet (used in c code)
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PRECACHE_SOUND("weapons/spike2.wav"); // super spikes
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PRECACHE_SOUND("weapons/tink1.wav"); // spikes tink (used in c code)
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PRECACHE_SOUND("weapons/grenade.wav"); // grenade launcher
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PRECACHE_SOUND("weapons/bounce.wav"); // grenade bounce
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PRECACHE_SOUND("weapons/shotgn2.wav"); // super shotgun
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PRECACHE_SOUND("weapons/lstart.wav"); // lightning start
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// Weapon models
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PRECACHE_MODEL("models/v_crowbar.mdl");
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PRECACHE_MODEL("models/v_shot.mdl");
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PRECACHE_MODEL("models/v_shot2.mdl");
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PRECACHE_MODEL("models/v_nail.mdl");
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PRECACHE_MODEL("models/v_nail2.mdl");
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PRECACHE_MODEL("models/v_rock.mdl");
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PRECACHE_MODEL("models/v_rock2.mdl");
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PRECACHE_MODEL("models/v_light.mdl");
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// Weapon player models
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PRECACHE_MODEL("models/p_crowbar.mdl");
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PRECACHE_MODEL("models/p_rock2.mdl");
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PRECACHE_MODEL("models/p_rock.mdl");
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PRECACHE_MODEL("models/p_shot2.mdl");
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PRECACHE_MODEL("models/p_nail.mdl");
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PRECACHE_MODEL("models/p_nail2.mdl");
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PRECACHE_MODEL("models/p_light.mdl");
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PRECACHE_MODEL("models/p_shot.mdl");
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// Weapon effect models
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PRECACHE_MODEL("models/rocket.mdl"); // rocket
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PRECACHE_MODEL("models/grenade.mdl"); // grenade
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g_sModelIndexNail = PRECACHE_MODEL("models/spike.mdl");
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g_sModelIndexLaser = PRECACHE_MODEL("sprites/laserbeam.spr");
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PRECACHE_MODEL("sprites/smoke.spr");
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// Powerup models
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// Powerup sounds
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PRECACHE_SOUND("items/damage3.wav");
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PRECACHE_SOUND("items/sight1.wav");
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// Teleport sounds
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PRECACHE_SOUND("misc/r_tele1.wav");
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PRECACHE_SOUND("misc/r_tele2.wav");
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PRECACHE_SOUND("misc/r_tele3.wav");
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PRECACHE_SOUND("misc/r_tele4.wav");
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PRECACHE_SOUND("misc/r_tele5.wav");
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// Misc
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PRECACHE_SOUND("weapons/lock4.wav");
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PRECACHE_SOUND("weapons/pkup.wav");
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PRECACHE_SOUND("items/itembk2.wav");
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PRECACHE_MODEL("models/backpack.mdl");
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}
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//================================================================================================
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// WEAPON SELECTION
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//================================================================================================
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// Return the ID of the best weapon being carried by the player
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int CBasePlayer::W_BestWeapon()
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{
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if (pev->waterlevel <= 1 && m_iAmmoCells >= 1 && (m_iQuakeItems & IT_LIGHTNING) )
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return IT_LIGHTNING;
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else if(m_iAmmoNails >= 2 && (m_iQuakeItems & IT_SUPER_NAILGUN) )
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return IT_SUPER_NAILGUN;
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else if(m_iAmmoShells >= 2 && (m_iQuakeItems & IT_SUPER_SHOTGUN) )
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return IT_SUPER_SHOTGUN;
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else if(m_iAmmoNails >= 1 && (m_iQuakeItems & IT_NAILGUN) )
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return IT_NAILGUN;
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else if(m_iAmmoShells >= 1 && (m_iQuakeItems & IT_SHOTGUN) )
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return IT_SHOTGUN;
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return IT_AXE;
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}
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// Weapon setup after weapon switch
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void CBasePlayer::W_SetCurrentAmmo( int sendanim /* = 1 */ )
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{
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m_iQuakeItems &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
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int iszViewModel = 0;
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char *viewmodel = "";
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int iszWeaponModel = 0;
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char *szAnimExt;
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// Find out what weapon the player's using
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if (m_iQuakeWeapon == IT_AXE)
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{
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m_pCurrentAmmo = NULL;
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viewmodel = "models/v_crowbar.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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szAnimExt = "crowbar";
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iszWeaponModel = MAKE_STRING("models/p_crowbar.mdl");
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}
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else if (m_iQuakeWeapon == IT_SHOTGUN)
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{
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m_pCurrentAmmo = &m_iAmmoShells;
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viewmodel = "models/v_shot.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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iszWeaponModel = MAKE_STRING("models/p_shot.mdl");
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m_iQuakeItems |= IT_SHELLS;
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szAnimExt = "shotgun";
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}
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else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
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{
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m_pCurrentAmmo = &m_iAmmoShells;
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viewmodel = "models/v_shot2.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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iszWeaponModel = MAKE_STRING("models/p_shot2.mdl");
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m_iQuakeItems |= IT_SHELLS;
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szAnimExt = "shotgun";
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}
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else if (m_iQuakeWeapon == IT_NAILGUN)
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{
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m_pCurrentAmmo = &m_iAmmoNails;
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viewmodel = "models/v_nail.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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iszWeaponModel = MAKE_STRING("models/p_nail.mdl");
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m_iQuakeItems |= IT_NAILS;
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szAnimExt = "mp5";
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}
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else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
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{
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m_pCurrentAmmo = &m_iAmmoNails;
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viewmodel = "models/v_nail2.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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iszWeaponModel = MAKE_STRING("models/p_nail2.mdl");
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m_iQuakeItems |= IT_NAILS;
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szAnimExt = "mp5";
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}
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else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
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{
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m_pCurrentAmmo = &m_iAmmoRockets;
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viewmodel = "models/v_rock.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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m_iQuakeItems |= IT_ROCKETS;
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iszWeaponModel = MAKE_STRING("models/p_rock.mdl");
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szAnimExt = "gauss";
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}
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else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
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{
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m_pCurrentAmmo = &m_iAmmoRockets;
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viewmodel = "models/v_rock2.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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m_iQuakeItems |= IT_ROCKETS;
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iszWeaponModel = MAKE_STRING("models/p_rock2.mdl");
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szAnimExt = "gauss";
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}
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else if (m_iQuakeWeapon == IT_LIGHTNING)
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{
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m_pCurrentAmmo = &m_iAmmoCells;
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viewmodel = "models/v_light.mdl";
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iszViewModel = MAKE_STRING(viewmodel);
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iszWeaponModel = MAKE_STRING("models/p_light.mdl");
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m_iQuakeItems |= IT_CELLS;
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szAnimExt = "gauss";
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}
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else
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{
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m_pCurrentAmmo = NULL;
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}
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#if !defined( CLIENT_DLL )
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pev->viewmodel = iszViewModel;
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pev->weaponmodel = iszWeaponModel;
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strcpy( m_szAnimExtention, szAnimExt );
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#else
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{
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int HUD_GetModelIndex( char *modelname );
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pev->viewmodel = HUD_GetModelIndex( viewmodel );
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cl_entity_t *view;
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view = GetViewEntity();
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//Adrian - The actual "magic" is done in the
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//Studio drawing code.
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if ( m_iQuakeItems & IT_INVISIBILITY )
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{
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if( view )
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{
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view->curstate.renderfx = kRenderFxGlowShell;
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view->curstate.renderamt = 5;
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view->curstate.rendercolor.r = 125;
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view->curstate.rendercolor.g = 125;
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view->curstate.rendercolor.b = 125;
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}
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}
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else
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{
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if ( m_iQuakeItems & IT_INVULNERABILITY )
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{
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if( view )
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{
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view->curstate.renderfx = kRenderFxGlowShell;
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view->curstate.renderamt = 15;
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view->curstate.rendercolor.r = 255;
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view->curstate.rendercolor.g = 125;
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view->curstate.rendercolor.b = 125;
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}
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}
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else if ( m_iQuakeItems & IT_QUAD )
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{
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if( view )
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{
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view->curstate.renderfx = kRenderFxGlowShell;
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view->curstate.renderamt = 15;
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view->curstate.rendercolor.r = 125;
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view->curstate.rendercolor.g = 125;
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view->curstate.rendercolor.b = 255;
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}
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}
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else if ( m_iQuakeItems & ( IT_INVULNERABILITY | IT_QUAD ) )
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{
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if( view )
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{
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view->curstate.renderfx = kRenderFxGlowShell;
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view->curstate.renderamt = 15;
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view->curstate.rendercolor.r = 255;
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view->curstate.rendercolor.g = 125;
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view->curstate.rendercolor.b = 255;
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}
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}
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else
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view->curstate.renderfx = kRenderFxNone; // Clear it.
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}
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}
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#endif
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}
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// Return TRUE if the weapon still has ammo
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BOOL CBasePlayer::W_CheckNoAmmo()
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{
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if ( m_pCurrentAmmo && *m_pCurrentAmmo > 0 )
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return TRUE;
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if ( m_iQuakeWeapon == IT_AXE )
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return TRUE;
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if ( m_iQuakeWeapon == IT_LIGHTNING )
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{
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
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if ( m_pActiveItem )
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((CQuakeGun*)m_pActiveItem)->DestroyEffect();
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}
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m_iQuakeWeapon = W_BestWeapon();
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W_SetCurrentAmmo();
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return FALSE;
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}
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// Change to the specified weapon
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void CBasePlayer::W_ChangeWeapon( int iWeaponNumber )
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{
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if ( m_iQuakeWeapon == IT_LIGHTNING )
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{
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
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if ( m_pActiveItem )
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((CQuakeGun*)m_pActiveItem)->DestroyEffect();
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}
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int iWeapon = 0;
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BOOL bHaveAmmo = TRUE;
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if (iWeaponNumber == 1)
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{
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iWeapon = IT_AXE;
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}
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else if (iWeaponNumber == 2)
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{
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iWeapon = IT_SHOTGUN;
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if (m_iAmmoShells < 1)
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bHaveAmmo = FALSE;
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}
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else if (iWeaponNumber == 3)
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{
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iWeapon = IT_SUPER_SHOTGUN;
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if (m_iAmmoShells < 2)
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bHaveAmmo = FALSE;
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}
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else if (iWeaponNumber == 4)
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{
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iWeapon = IT_NAILGUN;
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if (m_iAmmoNails < 1)
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bHaveAmmo = FALSE;
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}
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else if (iWeaponNumber == 5)
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{
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iWeapon = IT_SUPER_NAILGUN;
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if (m_iAmmoNails < 2)
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bHaveAmmo = FALSE;
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}
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else if (iWeaponNumber == 6)
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{
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iWeapon = IT_GRENADE_LAUNCHER;
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if (m_iAmmoRockets < 1)
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bHaveAmmo = FALSE;
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}
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else if (iWeaponNumber == 7)
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{
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iWeapon = IT_ROCKET_LAUNCHER;
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if (m_iAmmoRockets < 1)
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bHaveAmmo = FALSE;
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}
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else if (iWeaponNumber == 8)
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{
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iWeapon = IT_LIGHTNING;
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if (m_iAmmoCells < 1)
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bHaveAmmo = FALSE;
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}
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// Have the weapon?
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if ( !(m_iQuakeItems & iWeapon) )
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{
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ClientPrint( pev, HUD_PRINTCONSOLE, "#No_Weapon" );
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return;
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}
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// Have ammo for it?
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if ( !bHaveAmmo )
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{
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ClientPrint( pev, HUD_PRINTCONSOLE, "#No_Ammo" );
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return;
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}
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// Set weapon, update ammo
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m_iQuakeWeapon = iWeapon;
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W_SetCurrentAmmo();
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#ifdef CLIENT_DLL
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g_flLightTime = 0.0;
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#endif
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}
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// Go to the next weapon with ammo
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void CBasePlayer::W_CycleWeaponCommand( void )
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||
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{
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while (1)
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{
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BOOL bHaveAmmo = TRUE;
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if (m_iQuakeWeapon == IT_LIGHTNING)
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{
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m_iQuakeWeapon = IT_EXTRA_WEAPON;
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}
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else if (m_iQuakeWeapon == IT_EXTRA_WEAPON)
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{
|
||
|
m_iQuakeWeapon = IT_AXE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_AXE)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_SHOTGUN;
|
||
|
if (m_iAmmoShells < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SHOTGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_SUPER_SHOTGUN;
|
||
|
if (m_iAmmoShells < 2)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_NAILGUN;
|
||
|
if (m_iAmmoNails < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_NAILGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_SUPER_NAILGUN;
|
||
|
if (m_iAmmoNails < 2)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_GRENADE_LAUNCHER;
|
||
|
if (m_iAmmoRockets < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_ROCKET_LAUNCHER;
|
||
|
if (m_iAmmoRockets < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_LIGHTNING;
|
||
|
if (m_iAmmoCells < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
|
||
|
if ( (m_iQuakeItems & m_iQuakeWeapon) && bHaveAmmo )
|
||
|
{
|
||
|
W_SetCurrentAmmo();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Go to the prev weapon with ammo
|
||
|
void CBasePlayer::W_CycleWeaponReverseCommand()
|
||
|
{
|
||
|
while (1)
|
||
|
{
|
||
|
BOOL bHaveAmmo = TRUE;
|
||
|
|
||
|
if (m_iQuakeWeapon == IT_EXTRA_WEAPON)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_LIGHTNING;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_LIGHTNING)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_ROCKET_LAUNCHER;
|
||
|
if (m_iAmmoRockets < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_GRENADE_LAUNCHER;
|
||
|
if (m_iAmmoRockets < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_SUPER_NAILGUN;
|
||
|
if (m_iAmmoNails < 2)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_NAILGUN;
|
||
|
if (m_iAmmoNails < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_NAILGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_SUPER_SHOTGUN;
|
||
|
if (m_iAmmoShells < 2)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_SHOTGUN;
|
||
|
if (m_iAmmoShells < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SHOTGUN)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_AXE;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_AXE)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_EXTRA_WEAPON;
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_EXTRA_WEAPON)
|
||
|
{
|
||
|
m_iQuakeWeapon = IT_LIGHTNING;
|
||
|
if (m_iAmmoCells < 1)
|
||
|
bHaveAmmo = FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( (m_iQuakeItems & m_iQuakeWeapon) && bHaveAmmo )
|
||
|
{
|
||
|
W_SetCurrentAmmo();
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
//================================================================================================
|
||
|
// WEAPON FUNCTIONS
|
||
|
//================================================================================================
|
||
|
// Returns true if the inflictor can directly damage the target. Used for explosions and melee attacks.
|
||
|
float Q_CanDamage(CBaseEntity *pTarget, CBaseEntity *pInflictor)
|
||
|
{
|
||
|
TraceResult trace;
|
||
|
|
||
|
// bmodels need special checking because their origin is 0,0,0
|
||
|
if (pTarget->pev->movetype == MOVETYPE_PUSH)
|
||
|
{
|
||
|
UTIL_TraceLine( pInflictor->pev->origin, 0.5 * (pTarget->pev->absmin + pTarget->pev->absmax), ignore_monsters, NULL, &trace );
|
||
|
if (trace.flFraction == 1)
|
||
|
return TRUE;
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||
|
if (pEntity == pTarget)
|
||
|
return TRUE;
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin, ignore_monsters, NULL, &trace );
|
||
|
if (trace.flFraction == 1)
|
||
|
return TRUE;
|
||
|
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(15,15,0), ignore_monsters, NULL, &trace );
|
||
|
if (trace.flFraction == 1)
|
||
|
return TRUE;
|
||
|
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(-15,-15,0), ignore_monsters, NULL, &trace );
|
||
|
if (trace.flFraction == 1)
|
||
|
return TRUE;
|
||
|
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(-15,15,0), ignore_monsters, NULL, &trace );
|
||
|
if (trace.flFraction == 1)
|
||
|
return TRUE;
|
||
|
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(15,-15,0), ignore_monsters, NULL, &trace );
|
||
|
if (trace.flFraction == 1)
|
||
|
return TRUE;
|
||
|
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
// Quake Bullet firing
|
||
|
void CBasePlayer::Q_FireBullets(int iShots, Vector vecDir, Vector vecSpread)
|
||
|
{
|
||
|
TraceResult trace;
|
||
|
UTIL_MakeVectors(pev->v_angle);
|
||
|
|
||
|
Vector vecSrc = pev->origin + (gpGlobals->v_forward * 10);
|
||
|
vecSrc.z = pev->absmin.z + (pev->size.z * 0.7);
|
||
|
ClearMultiDamage();
|
||
|
|
||
|
while ( iShots > 0 )
|
||
|
{
|
||
|
Vector vecPath = vecDir + ( RANDOM_FLOAT( -1, 1 ) * vecSpread.x * gpGlobals->v_right ) + ( RANDOM_FLOAT( -1, 1 ) * vecSpread.y * gpGlobals->v_up );
|
||
|
Vector vecEnd = vecSrc + ( vecPath * 2048 );
|
||
|
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &trace );
|
||
|
if (trace.flFraction != 1.0)
|
||
|
{
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||
|
if (pEntity && pEntity->pev->takedamage && pEntity->IsPlayer() )
|
||
|
{
|
||
|
pEntity->TraceAttack(pev, 4, vecPath, &trace, DMG_BULLET);
|
||
|
//AddMultiDamage(pev, pEntity, 4, DMG_BULLET);
|
||
|
}
|
||
|
else if ( pEntity && pEntity->pev->takedamage )
|
||
|
{
|
||
|
pEntity->TakeDamage( pev, pev, 4, DMG_BULLET );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
iShots--;
|
||
|
}
|
||
|
|
||
|
ApplyMultiDamage( pev, pev );
|
||
|
}
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
// Quake Radius damage
|
||
|
void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, CBaseEntity *pIgnore )
|
||
|
{
|
||
|
CBaseEntity *pEnt = NULL;
|
||
|
|
||
|
while ( (pEnt = UTIL_FindEntityInSphere( pEnt, pInflictor->pev->origin, flDamage+40 )) != NULL )
|
||
|
{
|
||
|
if (pEnt != pIgnore)
|
||
|
{
|
||
|
if (pEnt->pev->takedamage)
|
||
|
{
|
||
|
Vector vecOrg = pEnt->pev->origin + ((pEnt->pev->mins + pEnt->pev->maxs) * 0.5);
|
||
|
float flPoints = 0.5 * (pInflictor->pev->origin - vecOrg).Length();
|
||
|
if (flPoints < 0)
|
||
|
flPoints = 0;
|
||
|
flPoints = flDamage - flPoints;
|
||
|
|
||
|
if (pEnt == pAttacker)
|
||
|
flPoints = flPoints * 0.5;
|
||
|
if (flPoints > 0)
|
||
|
{
|
||
|
if ( Q_CanDamage( pEnt, pInflictor ) )
|
||
|
pEnt->TakeDamage( pInflictor->pev, pAttacker->pev, flPoints, DMG_GENERIC );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Lightning hit a target
|
||
|
void LightningHit(CBaseEntity *pTarget, CBaseEntity *pAttacker, Vector vecHitPos, float flDamage, TraceResult *ptr, Vector vecDir )
|
||
|
{
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
SpawnBlood( vecHitPos, BLOOD_COLOR_RED, flDamage * 1.5 );
|
||
|
|
||
|
if ( g_pGameRules->PlayerRelationship( pTarget, pAttacker ) != GR_TEAMMATE )
|
||
|
{
|
||
|
|
||
|
pTarget->TakeDamage( pAttacker->pev, pAttacker->pev, flDamage, DMG_GENERIC );
|
||
|
pTarget->TraceBleed( flDamage, vecDir, ptr, DMG_BULLET ); // have to use DMG_BULLET or it wont spawn.
|
||
|
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// Lightning Damage
|
||
|
void CBasePlayer::LightningDamage( Vector p1, Vector p2, CBaseEntity *pAttacker, float flDamage, Vector vecDir)
|
||
|
{
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
TraceResult trace;
|
||
|
Vector vecThru = (p2 - p1).Normalize();
|
||
|
vecThru.x = 0 - vecThru.y;
|
||
|
vecThru.y = vecThru.x;
|
||
|
vecThru.z = 0;
|
||
|
vecThru = vecThru * 16;
|
||
|
|
||
|
CBaseEntity *pEntity1 = NULL;
|
||
|
CBaseEntity *pEntity2 = NULL;
|
||
|
|
||
|
// Hit first target?
|
||
|
UTIL_TraceLine( p1, p2, dont_ignore_monsters, ENT(pev), &trace );
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||
|
if (pEntity && pEntity->pev->takedamage)
|
||
|
{
|
||
|
LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir );
|
||
|
}
|
||
|
pEntity1 = pEntity;
|
||
|
|
||
|
// Hit second target?
|
||
|
UTIL_TraceLine( p1 + vecThru, p2 + vecThru, dont_ignore_monsters, ENT(pev), &trace );
|
||
|
pEntity = CBaseEntity::Instance(trace.pHit);
|
||
|
if (pEntity && pEntity != pEntity1 && pEntity->pev->takedamage)
|
||
|
{
|
||
|
LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir );
|
||
|
}
|
||
|
pEntity2 = pEntity;
|
||
|
|
||
|
// Hit third target?
|
||
|
UTIL_TraceLine( p1 - vecThru, p2 - vecThru, dont_ignore_monsters, ENT(pev), &trace );
|
||
|
pEntity = CBaseEntity::Instance(trace.pHit);
|
||
|
if (pEntity && pEntity != pEntity1 && pEntity != pEntity2 && pEntity->pev->takedamage)
|
||
|
{
|
||
|
LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//================================================================================================
|
||
|
// WEAPON FIRING
|
||
|
//================================================================================================
|
||
|
// Axe
|
||
|
void CBasePlayer::W_FireAxe()
|
||
|
{
|
||
|
TraceResult trace;
|
||
|
Vector vecSrc = pev->origin + Vector(0, 0, 16);
|
||
|
|
||
|
// Swing forward 64 units
|
||
|
UTIL_MakeVectors(pev->v_angle);
|
||
|
UTIL_TraceLine( vecSrc, vecSrc + (gpGlobals->v_forward * 64), dont_ignore_monsters, ENT(pev), &trace );
|
||
|
if (trace.flFraction == 1.0)
|
||
|
return;
|
||
|
|
||
|
Vector vecOrg = trace.vecEndPos - gpGlobals->v_forward * 4;
|
||
|
|
||
|
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||
|
if (pEntity && pEntity->pev->takedamage)
|
||
|
{
|
||
|
pEntity->m_bAxHitMe = TRUE;
|
||
|
int iDmg = 20;
|
||
|
if (gpGlobals->deathmatch > 3)
|
||
|
iDmg = 75;
|
||
|
|
||
|
pEntity->TakeDamage( pev, pev, iDmg, DMG_GENERIC );
|
||
|
|
||
|
#ifndef CLIENT_DLL
|
||
|
if ( g_pGameRules->PlayerRelationship( this, pEntity ) != GR_TEAMMATE )
|
||
|
SpawnBlood( vecOrg, BLOOD_COLOR_RED, iDmg * 4 ); // Make a lot of Blood!
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Single barrel shotgun
|
||
|
void CBasePlayer::W_FireShotgun( int iQuadSound )
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usShotgunSingle, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||
|
|
||
|
if (gpGlobals->deathmatch != 4 )
|
||
|
*m_pCurrentAmmo -= 1;
|
||
|
|
||
|
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||
|
Q_FireBullets(6, vecDir, Vector(0.04, 0.04, 0) );
|
||
|
}
|
||
|
|
||
|
// Double barrel shotgun
|
||
|
void CBasePlayer::W_FireSuperShotgun( int iQuadSound )
|
||
|
{
|
||
|
if (*m_pCurrentAmmo == 1)
|
||
|
{
|
||
|
W_FireShotgun( iQuadSound );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usShotgunDouble, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||
|
|
||
|
if (gpGlobals->deathmatch != 4 )
|
||
|
*m_pCurrentAmmo -= 2;
|
||
|
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||
|
Q_FireBullets(14, vecDir, Vector(0.14, 0.08, 0) );
|
||
|
};
|
||
|
|
||
|
// Rocket launcher
|
||
|
void CBasePlayer::W_FireRocket( int iQuadSound )
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usRocket, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||
|
|
||
|
if (gpGlobals->deathmatch != 4 )
|
||
|
*m_pCurrentAmmo -= 1;
|
||
|
|
||
|
// Create the rocket
|
||
|
UTIL_MakeVectors( pev->v_angle );
|
||
|
Vector vecOrg = pev->origin + (gpGlobals->v_forward * 8) + Vector(0,0,16);
|
||
|
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||
|
CQuakeRocket *pRocket = CQuakeRocket::CreateRocket( vecOrg, vecDir, this );
|
||
|
}
|
||
|
|
||
|
// Grenade launcher
|
||
|
void CBasePlayer::W_FireGrenade( int iQuadSound )
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usGrenade, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||
|
|
||
|
if (gpGlobals->deathmatch != 4 )
|
||
|
*m_pCurrentAmmo -= 1;
|
||
|
|
||
|
// Get initial velocity
|
||
|
UTIL_MakeVectors( pev->v_angle );
|
||
|
Vector vecVelocity;
|
||
|
if ( pev->v_angle.x )
|
||
|
{
|
||
|
vecVelocity = gpGlobals->v_forward * 600 + gpGlobals->v_up * 200 + RANDOM_FLOAT(-1,1) * gpGlobals->v_right * 10 + RANDOM_FLOAT(-1,1) * gpGlobals->v_up * 10;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vecVelocity = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||
|
vecVelocity = vecVelocity * 600;
|
||
|
vecVelocity.z = 200;
|
||
|
}
|
||
|
|
||
|
// Create the grenade
|
||
|
CQuakeRocket *pRocket = CQuakeRocket::CreateGrenade( pev->origin, vecVelocity, this );
|
||
|
}
|
||
|
|
||
|
// Lightning Gun
|
||
|
void CBasePlayer::W_FireLightning( int iQuadSound )
|
||
|
{
|
||
|
if (*m_pCurrentAmmo < 1)
|
||
|
{
|
||
|
//This should already be IT_LIGHTNING but what the heck.
|
||
|
if ( m_iQuakeWeapon == IT_LIGHTNING )
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
|
||
|
|
||
|
if ( m_pActiveItem )
|
||
|
((CQuakeGun*)m_pActiveItem)->DestroyEffect();
|
||
|
}
|
||
|
|
||
|
m_iQuakeWeapon = W_BestWeapon ();
|
||
|
W_SetCurrentAmmo();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bool playsound = false;
|
||
|
|
||
|
// Make lightning sound every 0.6 seconds
|
||
|
if ( m_flLightningTime <= gpGlobals->time )
|
||
|
{
|
||
|
playsound = true;
|
||
|
m_flLightningTime = gpGlobals->time + 0.6;
|
||
|
}
|
||
|
|
||
|
// explode if under water
|
||
|
if (pev->waterlevel > 1)
|
||
|
{
|
||
|
if ( (gpGlobals->deathmatch > 3) && (RANDOM_FLOAT(0, 1) <= 0.5) )
|
||
|
{
|
||
|
strcpy( gszQ_DeathType, "selfwater" );
|
||
|
TakeDamage( pev, pev, 4000, DMG_GENERIC );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
float flCellsBurnt = *m_pCurrentAmmo;
|
||
|
*m_pCurrentAmmo = 0;
|
||
|
W_SetCurrentAmmo();
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
Q_RadiusDamage( this, this, 35 * flCellsBurnt, NULL );
|
||
|
#endif
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, iQuadSound, 0, playsound, 0 );
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
|
||
|
if (gpGlobals->deathmatch != 4 )
|
||
|
*m_pCurrentAmmo -= 1;
|
||
|
|
||
|
// Lightning bolt effect
|
||
|
TraceResult trace;
|
||
|
Vector vecOrg = pev->origin + Vector(0,0,16);
|
||
|
UTIL_MakeVectors( pev->v_angle );
|
||
|
UTIL_TraceLine( vecOrg, vecOrg + (gpGlobals->v_forward * 600), ignore_monsters, ENT(pev), &trace );
|
||
|
|
||
|
Vector vecDir = gpGlobals->v_forward + ( 0.001 * gpGlobals->v_right ) + ( 0.001 * gpGlobals->v_up );
|
||
|
// Do damage
|
||
|
LightningDamage(pev->origin, trace.vecEndPos + (gpGlobals->v_forward * 4), this, 30, vecDir );
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// Super Nailgun
|
||
|
void CBasePlayer::W_FireSuperSpikes( int iQuadSound )
|
||
|
{
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usSuperSpike, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, m_iNailOffset > 0.0 ? 1 : 0, 0 );
|
||
|
|
||
|
if (gpGlobals->deathmatch != 4 )
|
||
|
*m_pCurrentAmmo -= 2;
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||
|
|
||
|
// Fire the Nail
|
||
|
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||
|
CQuakeNail *pNail = CQuakeNail::CreateSuperNail( pev->origin + Vector(0,0,16), vecDir, this );
|
||
|
}
|
||
|
|
||
|
// Nailgun
|
||
|
void CBasePlayer::W_FireSpikes( int iQuadSound )
|
||
|
{
|
||
|
// If we're wielding the Super nailgun and we've got ammo for it, fire Super nails
|
||
|
if (*m_pCurrentAmmo >= 2 && m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||
|
{
|
||
|
W_FireSuperSpikes( iQuadSound );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Swap to next best weapon if this one just ran out
|
||
|
if (*m_pCurrentAmmo < 1)
|
||
|
{
|
||
|
m_iQuakeWeapon = W_BestWeapon ();
|
||
|
W_SetCurrentAmmo();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usSpike, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, m_iNailOffset > 0.0 ? 1 : 0, 0 );
|
||
|
|
||
|
// Fire left then right
|
||
|
if (m_iNailOffset == 2)
|
||
|
m_iNailOffset = -2;
|
||
|
else
|
||
|
m_iNailOffset = 2;
|
||
|
|
||
|
if (gpGlobals->deathmatch != 4 )
|
||
|
*m_pCurrentAmmo -= 1;
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||
|
|
||
|
// Fire the nail
|
||
|
UTIL_MakeVectors( pev->v_angle );
|
||
|
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||
|
CQuakeNail *pNail = CQuakeNail::CreateNail( pev->origin + Vector(0,0,10) + (gpGlobals->v_right * m_iNailOffset), vecDir, this );
|
||
|
}
|
||
|
|
||
|
//===============================================================================
|
||
|
// PLAYER WEAPON USE
|
||
|
//===============================================================================
|
||
|
void CBasePlayer::W_Attack( int iQuadSound )
|
||
|
{
|
||
|
// Out of ammo?
|
||
|
if ( !W_CheckNoAmmo() )
|
||
|
return;
|
||
|
|
||
|
if ( m_iQuakeWeapon != IT_LIGHTNING )
|
||
|
((CBasePlayerWeapon*)m_pActiveItem)->SendWeaponAnim( 1, 1 );
|
||
|
|
||
|
if (m_iQuakeWeapon == IT_AXE)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||
|
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usAxeSwing, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||
|
|
||
|
// Delay attack for 0.3
|
||
|
m_flAxeFire = gpGlobals->time + 0.3;
|
||
|
|
||
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usAxe, 0.3, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||
|
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SHOTGUN)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||
|
|
||
|
W_FireShotgun( iQuadSound );
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.7;
|
||
|
|
||
|
W_FireSuperShotgun( iQuadSound );
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_NAILGUN)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||
|
|
||
|
W_FireSpikes( iQuadSound );
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||
|
W_FireSpikes( iQuadSound );
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
|
||
|
|
||
|
W_FireGrenade( iQuadSound );
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.8;
|
||
|
|
||
|
W_FireRocket( iQuadSound );
|
||
|
}
|
||
|
else if (m_iQuakeWeapon == IT_LIGHTNING)
|
||
|
{
|
||
|
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||
|
|
||
|
// Play the lightning start sound if gun just started firing
|
||
|
if (m_afButtonPressed & IN_ATTACK)
|
||
|
EMIT_SOUND(ENT(pev), CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
||
|
|
||
|
W_FireLightning( iQuadSound );
|
||
|
}
|
||
|
|
||
|
// Make player attack
|
||
|
if ( pev->health >= 0 )
|
||
|
SetAnimation( PLAYER_ATTACK1 );
|
||
|
}
|