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221 lines
5.2 KiB
221 lines
5.2 KiB
8 years ago
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/*
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Copyright (c) 1999, Cold Ice Modification.
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This code has been written by SlimShady ( darcuri@optonline.net )
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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 and from the Cold Ice team.
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Please if you use this code in any public form, please give us credit.
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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 "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "effects.h"
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#include "gamerules.h"
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enum kamakaze_e {
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SATCHEL_RADIO_IDLE1 = 0,
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SATCHEL_RADIO_FIDGET1,
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SATCHEL_RADIO_DRAW,
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SATCHEL_RADIO_FIRE,
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SATCHEL_RADIO_HOLSTER
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};
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class CKamikaze : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 5; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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BOOL Deploy( void );
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void Holster( void );
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void WeaponIdle( void );
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int m_iExplode;
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};
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LINK_ENTITY_TO_CLASS( weapon_tnt, CKamikaze );
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LINK_ENTITY_TO_CLASS( weapon_satchel, CKamikaze );
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void CKamikaze::Spawn( )
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{
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pev->classname = MAKE_STRING("weapon_tnt");
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Precache( );
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m_iId = WEAPON_TNT;
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SET_MODEL(ENT(pev), "models/wmodels/w_tnt.mdl");
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FallInit();
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m_iDefaultAmmo = TNT_DEFAULT_GIVE;
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}
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void CKamikaze::Precache( void )
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{
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PRECACHE_MODEL ("models/vmodels/v_kamikaze.mdl");
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PRECACHE_MODEL ("models/pmodels/p_tnt.mdl");
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PRECACHE_MODEL ("models/wmodels/w_tnt.mdl");
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PRECACHE_SOUND ("weapons/tnt1.wav");
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PRECACHE_SOUND ("items/tntvest.wav");
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m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" );
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}
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int CKamikaze::GetItemInfo(ItemInfo *p)
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{
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p->pszName = STRING(pev->classname);
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p->pszAmmo1 = "vest";
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p->iMaxAmmo1 = TNT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = WEAPON_NOCLIP;
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p->iSlot = 4;
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p->iPosition = 2;
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p->iId = m_iId = WEAPON_TNT;
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p->iWeight = TNT_WEIGHT;
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p->iFlags = 0;
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return 1;
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}
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BOOL CKamikaze::Deploy( )
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{
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "items/tntvest.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM);
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return DefaultDeploy( "models/vmodels/v_kamikaze.mdl", "models/pmodels/p_tnt.mdl", SATCHEL_RADIO_DRAW, "hive" );
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}
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void CKamikaze::Holster( )
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{
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
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{
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_TNT);
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SetThink( DestroyItem );
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pev->nextthink = gpGlobals->time + 0.1;
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}
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SendWeaponAnim( SATCHEL_RADIO_HOLSTER );
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
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}
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void CKamikaze::PrimaryAttack( void )
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{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
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return;
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_AUTO, "weapons/tnt1.wav", 1.0, ATTN_NORM);
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pev->nextthink = gpGlobals->time + 20.0;
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SendWeaponAnim( SATCHEL_RADIO_FIRE );
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Vector vecSpot = pev->origin;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_SPRITE );//additive sprite plays though once
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WRITE_COORD( vecSpot.x );//where to make the sprite appear on x axis
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WRITE_COORD( vecSpot.y );//where to make the sprite appear on y axis
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WRITE_COORD( vecSpot.z + 128 );//Creates sprite 128 units above model's center
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WRITE_SHORT( m_iExplode );//Name of the sprite to use, as defined at begining of tut
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WRITE_BYTE( 400 ); // scale in .1 units --by comparison the player is 72 units tall
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WRITE_BYTE( 255 ); // brightness (this is as bright as it gets)
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MESSAGE_END();
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
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WRITE_BYTE( TE_SMOKE );//alphablended sprite
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WRITE_COORD( vecSpot.x );
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WRITE_COORD( vecSpot.y );
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WRITE_COORD( vecSpot.z + 256 );
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WRITE_SHORT( g_sModelIndexSmoke );//This is Defined in weapons.cpp and weapons.h
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WRITE_BYTE( 125 ); //scale in .1 units
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WRITE_BYTE( 5 ); // framerate to playback sprite
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MESSAGE_END();
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EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3);
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UTIL_ScreenShake( pev->origin, 50.0, 400.0, 1.0, 1080 );
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entvars_t *pevOwner;
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if ( pev->owner )
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pevOwner = VARS( pev->owner );
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else
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pevOwner = NULL;
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pev->owner = NULL;
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RadiusDamage( pev->origin, pev, pevOwner, 400, 200, CLASS_NONE, DMG_BLAST | DMG_BURN );
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pev->effects |= EF_NODRAW;
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pev->velocity = g_vecZero;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
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RetireWeapon();
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return;
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m_flNextPrimaryAttack = gpGlobals->time + 2.0;
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
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}
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void CKamikaze::WeaponIdle( void )
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{
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if (m_flTimeWeaponIdle > gpGlobals->time)
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return;
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0)
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{
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SendWeaponAnim( SATCHEL_RADIO_DRAW );
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}
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else
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{
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RetireWeapon();
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return;
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}
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int iAnim;
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float flRand = RANDOM_FLOAT(0, 1);
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if (flRand <= 0.25)
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{
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iAnim = SATCHEL_RADIO_IDLE1;
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m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0;
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}
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else if (flRand <= 0.75)
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{
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iAnim = SATCHEL_RADIO_IDLE1;
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m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 30.0;
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}
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else
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{
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iAnim = SATCHEL_RADIO_IDLE1;
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m_flTimeWeaponIdle = gpGlobals->time + 100.0 / 30.0;
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}
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SendWeaponAnim( iAnim );
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}
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