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@ -35,13 +35,13 @@ LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot )
@@ -35,13 +35,13 @@ LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot )
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void CEagle::Spawn( void ) |
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{ |
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pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names
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Precache( ); |
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m_iId = WEAPON_EAGLE; |
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl"); |
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m_iDefaultAmmo = EAGLE_DEFAULT_GIVE; |
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m_fEagleLaserActive = 0; |
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m_pEagleLaser = 0; |
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FallInit();// get ready to fall down.
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} |
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@ -102,16 +102,18 @@ void CEagle::SecondaryAttack()
@@ -102,16 +102,18 @@ void CEagle::SecondaryAttack()
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{ |
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bool wasActive = m_fEagleLaserActive; |
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m_fEagleLaserActive = !m_fEagleLaserActive; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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if (wasActive) |
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{ |
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#ifndef CLIENT_DLL |
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if (m_pEagleLaser) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); |
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m_pEagleLaser->Killed( NULL, GIB_NORMAL ); |
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m_pEagleLaser = NULL; |
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} |
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#endif |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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} |
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void CEagle::PrimaryAttack() |
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@ -144,7 +146,6 @@ void CEagle::PrimaryAttack()
@@ -144,7 +146,6 @@ void CEagle::PrimaryAttack()
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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int flags; |
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BOOL m_fLaserOn; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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@ -158,32 +159,29 @@ void CEagle::PrimaryAttack()
@@ -158,32 +159,29 @@ void CEagle::PrimaryAttack()
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming; |
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vecAiming = gpGlobals->v_forward; |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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Vector vecDir; |
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if (m_fEagleLaserActive) |
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{ |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_EAGLE, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5; |
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#ifndef CLIENT_DLL |
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m_pEagleLaser->Suspend( 0.6 ); |
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#endif |
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m_fLaserOn = TRUE; |
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} |
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else |
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{ |
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flSpread = 0.1; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_EAGLE, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22; |
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m_fLaserOn = FALSE; |
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} |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, flSpread, flSpread, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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@ -192,7 +190,10 @@ void CEagle::PrimaryAttack()
@@ -192,7 +190,10 @@ void CEagle::PrimaryAttack()
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void CEagle::Reload( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP) |
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return; |
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{ |
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UpdateSpot(); |
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return; |
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} |
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if ( m_pEagleLaser && m_fEagleLaserActive ) |
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{ |
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@ -245,11 +246,12 @@ void CEagle::WeaponIdle( void )
@@ -245,11 +246,12 @@ void CEagle::WeaponIdle( void )
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{ |
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UpdateSpot( ); |
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) |
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{ |
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// only idle if the slid isn't back
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if (m_iClip != 0) |
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{ |
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