Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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"
enum holster_e {
HOLSTER_IDLE = 0,
HOLSTER_DRAW,
HOLSTER_HOLSTER,
HOLSTER_ATTACK1HIT,
HOLSTER_ATTACK1MISS,
HOLSTER_ATTACK2MISS,
HOLSTER_ATTACK2HIT,
HOLSTER_ATTACK3MISS,
HOLSTER_ATTACK3HIT,
HOLSTER_IDLE2,
HOLSTER_IDLE3,
};
LINK_ENTITY_TO_CLASS(weapon_holster, CHolster);
void CHolster::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_holster.mdl");
m_iId = WEAPON_HOLSTER;
m_iClip = -1;
FallInit();// get ready to fall down.
}
void CHolster::Precache(void)
{
PRECACHE_MODEL("models/v_holster.mdl");
PRECACHE_MODEL("models/w_holster.mdl");
PRECACHE_MODEL("models/p_holster.mdl");
}
int CHolster::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 0;
p->iId = WEAPON_HOLSTER;
p->iWeight = HOLSTER_WEIGHT;
return 1;
}
int CHolster::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 CHolster::Deploy()
{
return DefaultDeploy("models/v_holster.mdl", "models/p_holster.mdl", HOLSTER_DRAW, "holster");
}
void CHolster::Holster(int skiplocal /*= 0*/)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
}
void CHolster::WeaponIdle(void)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
SendWeaponAnim(HOLSTER_IDLE);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}