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Mmkm

clcampaign
RAINBOW2000 8 years ago
parent
commit
05c1e76ca1
  1. 120
      dlls/pepsigun.cpp
  2. 4
      dlls/sniper.cpp
  3. 23
      dlls/weapons.h

120
dlls/pepsigun.cpp

@ -11,7 +11,7 @@ @@ -11,7 +11,7 @@
#include "player.h"
#define HANDGRENADE_PRIMARY_VOLUME 450
#define WEAPON_PEPSIGUN 22
enum handgrenade_e
{
HANDGRENADE_IDLE = 0,
@ -22,6 +22,32 @@ enum handgrenade_e @@ -22,6 +22,32 @@ enum handgrenade_e
HANDGRENADE_DRAW
};
class CPepsigun : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
void Reload( void );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
int m_fInReload;
float m_flNextReload;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
}
LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
LINK_ENTITY_TO_CLASS( ammo_pepsi, CPepsigun )
@ -35,7 +61,7 @@ void CPepsigun::Spawn() @@ -35,7 +61,7 @@ void CPepsigun::Spawn()
#ifndef CLIENT_DLL
pev->dmg = 80;
#endif
m_iDefaultAmmo = 10000;
m_iDefaultAmmo = 100;
FallInit();// get ready to fall down.
}
@ -45,6 +71,7 @@ void CPepsigun::Precache( void ) @@ -45,6 +71,7 @@ void CPepsigun::Precache( void )
PRECACHE_MODEL( "models/w_pepsigun.mdl" );
PRECACHE_MODEL( "models/v_pepsigun.mdl" );
PRECACHE_MODEL( "models/p_pepsigun.mdl" );
PRECACHE_SOUND( "weapons/pepsigun_shoot.wav");
}
int CPepsigun::GetItemInfo( ItemInfo *p )
@ -54,11 +81,11 @@ int CPepsigun::GetItemInfo( ItemInfo *p ) @@ -54,11 +81,11 @@ int CPepsigun::GetItemInfo( ItemInfo *p )
p->iMaxAmmo1 = 20000;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = -1;
p->iMaxClip = 8;
p->iSlot = 2;
p->iPosition = 4;
p->iId = m_iId = WEAPON_PEPSIGUN;
p->iWeight = PEPSIGUN_WEIGHT;
p->iWeight = 10;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
@ -97,13 +124,79 @@ void CPepsigun::Holster( int skiplocal /* = 0 */ ) @@ -97,13 +124,79 @@ void CPepsigun::Holster( int skiplocal /* = 0 */ )
void CPepsigun::PrimaryAttack()
{
m_flStartThrow = gpGlobals->time;
m_flReleaseThrow = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.25;
if(m_iClip > 0)
{
m_flStartThrow = gpGlobals->time;
m_flReleaseThrow = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.25;
}
}
void CPepsigun::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP )
return;
// don't reload until recoil is done
if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() )
return;
// check to see if we're ready to reload
if( m_fInSpecialReload == 0 )
{
SendWeaponAnim( HANDGRENADE_OPEN );
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
return;
}
else if( m_fInSpecialReload == 1 )
{
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
if( RANDOM_LONG( 0, 1 ) )
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
else
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
SendWeaponAnim( HANDGRENADE_INSERT );
m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInSpecialReload = 1;
}
}
void CPepsigun::WeaponIdle( void )
{
if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
Reload();
}
else if( m_fInSpecialReload != 0 )
{
if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
Reload();
}
else
{
// reload debounce has timed out
SendWeaponAnim( HANDGRENADE_CLOSE );
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
}
}
if( m_flReleaseThrow == 0 && m_flStartThrow )
m_flReleaseThrow = gpGlobals->time;
@ -135,17 +228,20 @@ void CPepsigun::WeaponIdle( void ) @@ -135,17 +228,20 @@ void CPepsigun::WeaponIdle( void )
time = 0;
CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
m_iClip--;
if( flVel < 500 )
{
SendWeaponAnim( HANDGRENADE_FIRE );
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
SendWeaponAnim( HANDGRENADE_FIRE );
}
else if( flVel < 1000 )
{
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
SendWeaponAnim( HANDGRENADE_FIRE );
}
else
{
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
SendWeaponAnim( HANDGRENADE_FIRE );
}
@ -200,6 +296,8 @@ void CPepsigun::WeaponIdle( void ) @@ -200,6 +296,8 @@ void CPepsigun::WeaponIdle( void )
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 75.0 / 30.0;
}
}
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
}
}

4
dlls/sniper.cpp

@ -212,9 +212,9 @@ m_fInZoom = FALSE; @@ -212,9 +212,9 @@ m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
if (m_iClip == 0)
DefaultReload( 5, SNIPARS_FIRE, 1.5 );
DefaultReload( 5, SNIPARS_RELOAD, 1.5 );
else
DefaultReload( 5, SNIPARS_FIRE, 1.5 );
DefaultReload( 5, SNIPARS_RELOAD, 1.5 );
}
void CSnipars::WeaponIdle( void )

23
dlls/weapons.h

@ -99,7 +99,6 @@ public: @@ -99,7 +99,6 @@ public:
#define WEAPON_GLOCK2 19
#define WEAPON_KATANA 20
#define WEAPON_ROCK 21
#define WEAPON_PEPSIGUN 22
#define WEAPON_HAMMER 23
@ -1166,29 +1165,7 @@ public: @@ -1166,29 +1165,7 @@ public:
#endif
}
};
class CPepsigun : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
};
class CCrowbar2 : public CBasePlayerWeapon
{
public:

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