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Update sniperrifle

opforfixed
Roman Chistokhodov 5 years ago
parent
commit
1172b2aade
  1. 260
      dlls/gearbox/sniperrifle.cpp
  2. 3
      dlls/weapons.cpp
  3. 8
      dlls/weapons.h

260
dlls/gearbox/sniperrifle.cpp

@ -34,36 +34,7 @@ enum sniper_e {
SNIPER_HOLSTER, SNIPER_HOLSTER,
}; };
LINK_ENTITY_TO_CLASS(weapon_sniperrifle, CSniperrifle); LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CSniperrifle )
int CSniperrifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "762";
p->iMaxAmmo1 = _762_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPERRIFLE_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 5;
p->iPosition = 2;
p->iId = m_iId = WEAPON_SNIPERRIFLE;
p->iWeight = SNIPERRIFLE_WEIGHT;
return 1;
}
int CSniperrifle::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 CSniperrifle::Spawn( ) void CSniperrifle::Spawn( )
{ {
@ -73,9 +44,6 @@ void CSniperrifle::Spawn()
m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE; m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
m_fNeedAjustBolt = FALSE;
m_iBoltState = BOLTSTATE_FINE;
FallInit();// get ready to fall down. FallInit();// get ready to fall down.
} }
@ -86,171 +54,165 @@ void CSniperrifle::Precache(void)
PRECACHE_MODEL("models/w_m40a1.mdl"); PRECACHE_MODEL("models/w_m40a1.mdl");
PRECACHE_MODEL("models/p_m40a1.mdl"); PRECACHE_MODEL("models/p_m40a1.mdl");
PRECACHE_MODEL("models/w_m40a1clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
PRECACHE_SOUND ("weapons/sniper_bolt1.wav"); PRECACHE_SOUND ("weapons/sniper_bolt1.wav");
PRECACHE_SOUND ("weapons/sniper_bolt2.wav"); PRECACHE_SOUND ("weapons/sniper_bolt2.wav");
PRECACHE_SOUND ("weapons/sniper_fire.wav"); PRECACHE_SOUND ("weapons/sniper_fire.wav");
PRECACHE_SOUND("weapons/sniper_fire_last_round.wav");
PRECACHE_SOUND("weapons/sniper_miss.wav");
PRECACHE_SOUND ("weapons/sniper_reload_first_seq.wav"); PRECACHE_SOUND ("weapons/sniper_reload_first_seq.wav");
PRECACHE_SOUND ("weapons/sniper_reload_second_seq.wav"); PRECACHE_SOUND ("weapons/sniper_reload_second_seq.wav");
PRECACHE_SOUND ("weapons/sniper_reload3.wav"); PRECACHE_SOUND ("weapons/sniper_reload3.wav");
PRECACHE_SOUND ("weapons/sniper_zoom.wav"); PRECACHE_SOUND ("weapons/sniper_zoom.wav");
m_usSniper = PRECACHE_EVENT( 1, "events/sniper.sc" ); m_usSniper = PRECACHE_EVENT( 1, "events/sniper.sc" );
} }
BOOL CSniperrifle::Deploy() int CSniperrifle::GetItemInfo(ItemInfo *p)
{
if (m_fNeedAjustBolt)
{ {
m_iBoltState = BOLTSTATE_ADJUST; p->pszName = STRING(pev->classname);
p->pszAmmo1 = "762";
p->iMaxAmmo1 = _762_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = 5;
p->iSlot = 5;
p->iPosition = 2;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SNIPERRIFLE;
p->iWeight = 10;
return 1;
} }
return DefaultDeploy("models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "m40a1", UseDecrement()); BOOL CSniperrifle::Deploy( )
{
return DefaultDeploy( "models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "bow", 0 );
} }
int CSniperrifle::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 CSniperrifle::Holster(int skiplocal /* = 0 */) void CSniperrifle::Holster( int skiplocal )
{ {
m_fInReload = FALSE;// cancel any reload in progress. m_fInReload = FALSE;// cancel any reload in progress.
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
SendWeaponAnim( SNIPER_HOLSTER );
if ( m_fInZoom ) if ( m_fInZoom )
{ {
SecondaryAttack( ); SecondaryAttack( );
} }
if (m_fNeedAjustBolt)
{
m_iBoltState = BOLTSTATE_ADJUST;
} }
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; void CSniperrifle::SecondaryAttack()
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
SendWeaponAnim(SNIPER_HOLSTER);
}
void CSniperrifle::SecondaryAttack(void)
{ {
if ( m_pPlayer->pev->fov != 0 ) if ( m_pPlayer->pev->fov != 0 )
{ {
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
m_fInZoom = FALSE;
} }
else if (m_pPlayer->pev->fov != 18) else if ( m_pPlayer->pev->fov != 15 )
{ {
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
m_fInZoom = TRUE; m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 18;
} }
// Play zoom sound. EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoom.wav", 1.0, ATTN_NORM, 0, PITCH_NORM);
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_zoom.wav", 1, ATTN_NORM);
m_flNextSecondaryAttack = GetNextAttackDelay(0.5f); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
} }
void CSniperrifle::PrimaryAttack() void CSniperrifle::PrimaryAttack()
{ {
// don't fire underwater if ( m_fInSpecialReload )
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return; return;
}
if (m_iClip <= 0) if (m_iClip <= 0)
{ {
if (!m_fFireOnEmpty) if (m_fFireOnEmpty)
Reload();
else
{ {
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); PlayEmptySound();
m_flNextPrimaryAttack = 0.15; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
} }
return; return;
} }
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; // don't fire underwater
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
float flSpread = 0.001;
m_iClip--; m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(0, 0, 0), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
int flags; int flags;
#if defined( CLIENT_WEAPONS ) #if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST; flags = FEV_NOTHOST;
#else #else
flags = 0; flags = 0;
#endif #endif
m_fNeedAjustBolt = (m_iClip <= 0) ? 1 : 0; // player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
vecAiming = gpGlobals->v_forward;
// If this was the last round in the clip, make sure to schedule Vector vecDir;
// bolt adjustment.
if (m_fNeedAjustBolt)
m_iBoltState = BOLTSTATE_ADJUST;
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, m_fNeedAjustBolt, 0, 0, 0); vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
m_flNextPrimaryAttack = 1.75;
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, ( m_iClip == 0 ) ? 1 : 0, 0, 0, 0 );
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition // HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(1.8f); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 68.0 / 38.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
} }
void CSniperrifle::Reload( void ) void CSniperrifle::Reload( void )
{ {
if (m_pPlayer->ammo_762 <= 0) if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPERRIFLE_MAX_CLIP)
return; return;
int iResult;
if ( m_pPlayer->pev->fov != 0 ) if ( m_pPlayer->pev->fov != 0 )
{ {
m_fInZoom = FALSE; SecondaryAttack();
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
} }
int bUseScope = FALSE; if (m_iClip == 0)
#ifdef CLIENT_DLL {
bUseScope = bIsMultiplayer(); iResult = DefaultReload( 5, SNIPER_RELOAD1, 80.0 / 34 );
#else m_fInSpecialReload = 1;
bUseScope = g_pGameRules->IsMultiplayer(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.25;
#endif m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25;
}
// Select the appropriate sequence for reload. else
// One has bolt adjusted, the other does not. {
int iReloadAnim = (m_iClip > 0) iResult = DefaultReload( SNIPERRIFLE_MAX_CLIP, SNIPER_RELOAD3, 2.25 );
? SNIPER_RELOAD3 // Regular reload. }
: SNIPER_RELOAD1; // No ammo in current clip.
DefaultReload(SNIPERRIFLE_MAX_CLIP, iReloadAnim, 2.3);
} }
void CSniperrifle::WeaponIdle( void ) void CSniperrifle::WeaponIdle( void )
{ {
ResetEmptySound( ); ResetEmptySound( );
@ -260,62 +222,28 @@ void CSniperrifle::WeaponIdle(void)
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return; return;
// Select the appropriate sequence for idle. if ( m_fInSpecialReload )
// One has bolt adjusted, the other does not.
int iIdleAnim = (m_iClip > 0)
? SNIPER_SLOWIDLE // Clip has at least one bullet. (Bolt adjusted)
: SNIPER_SLOWIDLE2; // Clip is empty. (Bolt unadjusted)
SendWeaponAnim(iIdleAnim, UseDecrement());
}
void CSniperrifle::ItemPostFrame(void)
{ {
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())) m_fInSpecialReload = 0;
{
if (m_fNeedAjustBolt)
{
switch (m_iBoltState)
{
case BOLTSTATE_ADJUST:
{
m_iBoltState = BOLTSTATE_ADJUSTING;
// Send the bolt 'adjustment' weapon anim.
SendWeaponAnim( SNIPER_RELOAD2 ); SendWeaponAnim( SNIPER_RELOAD2 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 49.0 / 27.0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.8f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 27.0;
} }
break; else
case BOLTSTATE_ADJUSTING:
{ {
m_fNeedAjustBolt = FALSE; int iAnim;
m_iBoltState = BOLTSTATE_FINE; if (m_iClip <= 0)
} {
break; iAnim = SNIPER_SLOWIDLE2;
default: ALERT(at_aiconsole, "Warning: Unknown bolt state!\n"); break; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0;
}
return;
} }
else else
{ {
// complete the reload. iAnim = SNIPER_SLOWIDLE;
int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 67.5 / 16;
// Add them to the clip
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#ifndef CLIENT_DLL
m_pPlayer->TabulateAmmo();
#endif
m_fInReload = FALSE;
} }
SendWeaponAnim( iAnim, 1 );
} }
CBasePlayerWeapon::ItemPostFrame();
} }
@ -342,6 +270,6 @@ class CSniperAmmo : public CBasePlayerAmmo
return FALSE; return FALSE;
} }
}; };
LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo); LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo)
#endif #endif

3
dlls/weapons.cpp

@ -1712,8 +1712,7 @@ IMPLEMENT_SAVERESTORE( CPipeWrench, CBasePlayerWeapon )
TYPEDESCRIPTION CSniperrifle::m_SaveData[] = TYPEDESCRIPTION CSniperrifle::m_SaveData[] =
{ {
DEFINE_FIELD( CSniperrifle, m_fNeedAjustBolt, FIELD_BOOLEAN ), DEFINE_FIELD( CSniperrifle, m_fInSpecialReload, FIELD_INTEGER ),
DEFINE_FIELD( CSniperrifle, m_iBoltState, FIELD_INTEGER ),
}; };
IMPLEMENT_SAVERESTORE( CSniperrifle, CBasePlayerWeapon ) IMPLEMENT_SAVERESTORE( CSniperrifle, CBasePlayerWeapon )

8
dlls/weapons.h

@ -1395,9 +1395,8 @@ public:
void Holster(int skiplocal = 0); void Holster(int skiplocal = 0);
void Reload(void); void Reload(void);
void WeaponIdle(void); void WeaponIdle(void);
void ItemPostFrame(void);
BOOL ShouldWeaponIdle(void) { return TRUE; }; BOOL ShouldWeaponIdle(void) { return TRUE; }
BOOL m_fInZoom;// don't save this. BOOL m_fInZoom;// don't save this.
@ -1410,11 +1409,6 @@ public:
#endif #endif
} }
BOOL m_fNeedAjustBolt;
int m_iBoltState;
enum SNIPER_BOLTSTATE { BOLTSTATE_FINE = 0, BOLTSTATE_ADJUST, BOLTSTATE_ADJUSTING, };
private: private:
unsigned short m_usSniper; unsigned short m_usSniper;
}; };

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