mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-24 05:34:18 +00:00
.
This commit is contained in:
parent
164c2bb142
commit
8681ad3460
@ -25,8 +25,31 @@ enum handgrenade_e
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};
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class CPepsigun : 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 4; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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void Reload( void );
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BOOL Deploy( void );
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BOOL CanHolster( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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int m_fInReload;
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float m_flNextReload;
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virtual BOOL UseDecrement( void )
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{
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
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LINK_ENTITY_TO_CLASS( ammo_pepsi, CPepsigun )
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void CPepsigun::Spawn()
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{
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@ -37,7 +60,7 @@ void CPepsigun::Spawn()
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#ifndef CLIENT_DLL
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pev->dmg = 80;
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#endif
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m_iDefaultAmmo = 100;
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m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
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FallInit();// get ready to fall down.
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}
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@ -53,8 +76,8 @@ void CPepsigun::Precache( void )
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int CPepsigun::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "pepsi";
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p->iMaxAmmo1 = 20000;
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p->pszAmmo1 = "Hand Grenade";
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p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = 8;
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@ -100,17 +123,20 @@ void CPepsigun::Holster( int skiplocal /* = 0 */ )
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void CPepsigun::PrimaryAttack()
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{
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m_flStartThrow = gpGlobals->time;
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m_flReleaseThrow = 0;
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m_flTimeWeaponIdle = gpGlobals->time + 0.25;
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m_flStartThrow = gpGlobals->time;
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m_flReleaseThrow = 0;
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m_flTimeWeaponIdle = gpGlobals->time + 0.25;
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if(m_iClip > 0)
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{
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m_flStartThrow = gpGlobals->time;
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m_flReleaseThrow = 0;
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m_flTimeWeaponIdle = gpGlobals->time + 0.25;
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}
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else
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{
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Reload();
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}
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}
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void CPepsigun::Reload( void )
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{
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271
dlls/shotgun(1).cpp
Normal file
271
dlls/shotgun(1).cpp
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@ -0,0 +1,271 @@
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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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.
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*
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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 "gamerules.h"
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// special deathmatch shotgun spreads
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
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enum shotgun_e
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{
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PEPSIGUN_IDLE = 0,
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PEPSIGUN_FIRE,
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PEPSIGUN_OPEN,
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PEPSIGUN_INSERT,
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PEPSIGUN_CLOSE,
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PEPSIGUN_DRAW
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};
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class CPepsigun : 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 4; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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void Reload( void );
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BOOL Deploy( void );
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BOOL CanHolster( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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int m_fInReload;
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float m_flNextReload;
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virtual BOOL UseDecrement( void )
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{
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
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void CPepsigun::Spawn()
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{
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Precache();
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m_iId = WEAPON_PEPSIGUN;
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SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" );
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m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE;
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FallInit();// get ready to fall
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}
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void CPepsigun::Precache( void )
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{
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PRECACHE_MODEL( "models/v_pepsigun.mdl" );
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PRECACHE_MODEL( "models/w_pepsigun.mdl" );
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PRECACHE_MODEL( "models/p_pepsigun.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/sbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
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PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
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//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client
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//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
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PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
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}
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int CPepsigun::AddToPlayer( CBasePlayer *pPlayer )
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{
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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int CPepsigun::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "Hand Grenade";
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p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
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p->iMaxClip = 8;
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p->iSlot = 2;
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p->iPosition = 4;
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p->iFlags = 0;
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p->iId = m_iId = WEAPON_PEPSIGUN;
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p->iWeight = 16;
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return 1;
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}
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BOOL CPepsigun::Deploy()
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{
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return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", PEPSIGUN_DRAW, "PEPSIGUN" );
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}
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void CPepsigun::PrimaryAttack()
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{
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m_iClip--;
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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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if( m_iClip != 0 )
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m_flPumpTime = gpGlobals->time + 0.5;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
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if( m_iClip != 0 )
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
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else
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
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m_fInSpecialReload = 0;
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}
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void CPepsigun::Reload( void )
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{
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP )
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return;
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// don't reload until recoil is done
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if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() )
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return;
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// check to see if we're ready to reload
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if( m_fInSpecialReload == 0 )
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{
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SendWeaponAnim( PEPSIGUN_OPEN );
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m_fInSpecialReload = 1;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0;
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
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return;
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}
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else if( m_fInSpecialReload == 1 )
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{
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
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return;
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// was waiting for gun to move to side
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m_fInSpecialReload = 2;
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if( RANDOM_LONG( 0, 1 ) )
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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else
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
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SendWeaponAnim( PEPSIGUN_INSERT );
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
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}
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else
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{
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// Add them to the clip
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m_iClip += 1;
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
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m_fInSpecialReload = 1;
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}
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}
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void CPepsigun::WeaponIdle( void )
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{
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ResetEmptySound();
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
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if( m_flPumpTime && m_flPumpTime < gpGlobals->time )
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{
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// play pumping sound
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
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m_flPumpTime = 0;
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}
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
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{
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if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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Reload();
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}
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else if( m_fInSpecialReload != 0 )
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{
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if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
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{
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Reload();
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}
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else
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{
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// reload debounce has timed out
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SendWeaponAnim( PEPSIGUN_PUMP );
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// play cocking sound
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
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m_fInSpecialReload = 0;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
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}
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}
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else
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{
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int iAnim;
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
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iAnim = PEPSIGUN_IDLE;
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
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SendWeaponAnim( iAnim );
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}
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}
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}
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class CPepsigunAmmo : public CBasePlayerAmmo
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{
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void Spawn( void )
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/w_shotbox.mdl" );
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CBasePlayerAmmo::Spawn();
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}
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void Precache( void )
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{
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PRECACHE_MODEL( "models/w_shotbox.mdl" );
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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}
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BOOL AddAmmo( CBaseEntity *pOther )
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{
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if( pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1 )
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{
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
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return TRUE;
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}
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return FALSE;
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}
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};
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LINK_ENTITY_TO_CLASS( ammo_buckshot, CPepsigunAmmo )
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386
dlls/shotgun(2).cpp
Normal file
386
dlls/shotgun(2).cpp
Normal file
@ -0,0 +1,386 @@
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* 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.
|
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*
|
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****/
|
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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 "gamerules.h"
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// special deathmatch shotgun spreads
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
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enum shotgun_e
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{
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SHOTGUN_IDLE = 0,
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SHOTGUN_FIRE,
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SHOTGUN_FIRE2,
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SHOTGUN_RELOAD,
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SHOTGUN_PUMP,
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SHOTGUN_START_RELOAD,
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SHOTGUN_DRAW,
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SHOTGUN_HOLSTER,
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SHOTGUN_IDLE4,
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SHOTGUN_IDLE_DEEP
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};
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LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun )
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void CShotgun::Spawn()
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{
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Precache();
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m_iId = WEAPON_SHOTGUN;
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SET_MODEL( ENT( pev ), "models/w_shotgun.mdl" );
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m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE;
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FallInit();// get ready to fall
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}
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void CShotgun::Precache( void )
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{
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PRECACHE_MODEL( "models/v_shotgun.mdl" );
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PRECACHE_MODEL( "models/w_shotgun.mdl" );
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PRECACHE_MODEL( "models/p_shotgun.mdl" );
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m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell
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PRECACHE_SOUND( "items/9mmclip1.wav" );
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PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/sbarrel1.wav" );//shotgun
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PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
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PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
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//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client
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//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
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PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
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m_usSingleFire = PRECACHE_EVENT( 1, "events/shotgun1.sc" );
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m_usDoubleFire = PRECACHE_EVENT( 1, "events/shotgun2.sc" );
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}
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int CShotgun::AddToPlayer( CBasePlayer *pPlayer )
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{
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
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WRITE_BYTE( m_iId );
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MESSAGE_END();
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return TRUE;
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}
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return FALSE;
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}
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int CShotgun::GetItemInfo( ItemInfo *p )
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{
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p->pszName = STRING( pev->classname );
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p->pszAmmo1 = "buckshot";
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p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
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p->pszAmmo2 = NULL;
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p->iMaxAmmo2 = -1;
|
||||
p->iMaxClip = SHOTGUN_MAX_CLIP;
|
||||
p->iSlot = 2;
|
||||
p->iPosition = 1;
|
||||
p->iFlags = 0;
|
||||
p->iId = m_iId = WEAPON_SHOTGUN;
|
||||
p->iWeight = SHOTGUN_WEIGHT;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
BOOL CShotgun::Deploy()
|
||||
{
|
||||
return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" );
|
||||
}
|
||||
|
||||
void CShotgun::PrimaryAttack()
|
||||
{
|
||||
// don't fire underwater
|
||||
if( m_pPlayer->pev->waterlevel == 3 )
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
|
||||
return;
|
||||
}
|
||||
|
||||
if( m_iClip <= 0 )
|
||||
{
|
||||
Reload();
|
||||
if( m_iClip == 0 )
|
||||
PlayEmptySound();
|
||||
return;
|
||||
}
|
||||
|
||||
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
|
||||
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
||||
|
||||
m_iClip--;
|
||||
|
||||
int flags;
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
flags = FEV_NOTHOST;
|
||||
#else
|
||||
flags = 0;
|
||||
#endif
|
||||
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
|
||||
|
||||
Vector vecSrc = m_pPlayer->GetGunPosition();
|
||||
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
|
||||
Vector vecDir;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
if( bIsMultiplayer() )
|
||||
#else
|
||||
if( g_pGameRules->IsMultiplayer() )
|
||||
#endif
|
||||
{
|
||||
vecDir = m_pPlayer->FireBulletsPlayer( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
||||
}
|
||||
else
|
||||
{
|
||||
// regular old, untouched spread.
|
||||
vecDir = m_pPlayer->FireBulletsPlayer( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
||||
}
|
||||
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSingleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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 );
|
||||
|
||||
if( m_iClip != 0 )
|
||||
m_flPumpTime = gpGlobals->time + 0.5;
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
if( m_iClip != 0 )
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0;
|
||||
else
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_fInSpecialReload = 0;
|
||||
}
|
||||
|
||||
void CShotgun::SecondaryAttack( void )
|
||||
{
|
||||
// don't fire underwater
|
||||
if( m_pPlayer->pev->waterlevel == 3 )
|
||||
{
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15;
|
||||
return;
|
||||
}
|
||||
|
||||
if( m_iClip <= 1 )
|
||||
{
|
||||
Reload();
|
||||
PlayEmptySound();
|
||||
return;
|
||||
}
|
||||
|
||||
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
|
||||
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
|
||||
|
||||
m_iClip -= 2;
|
||||
|
||||
int flags;
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
flags = FEV_NOTHOST;
|
||||
#else
|
||||
flags = 0;
|
||||
#endif
|
||||
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
|
||||
|
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
|
||||
Vector vecSrc = m_pPlayer->GetGunPosition();
|
||||
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
|
||||
Vector vecDir;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
if( bIsMultiplayer() )
|
||||
#else
|
||||
if( g_pGameRules->IsMultiplayer() )
|
||||
#endif
|
||||
{
|
||||
// tuned for deathmatch
|
||||
vecDir = m_pPlayer->FireBulletsPlayer( 8, vecSrc, vecAiming, VECTOR_CONE_DM_DOUBLESHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
||||
}
|
||||
else
|
||||
{
|
||||
// untouched default single player
|
||||
vecDir = m_pPlayer->FireBulletsPlayer( 12, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
|
||||
}
|
||||
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usDoubleFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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 );
|
||||
|
||||
if( m_iClip != 0 )
|
||||
m_flPumpTime = gpGlobals->time + 0.95;
|
||||
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
|
||||
if( m_iClip != 0 )
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 6.0;
|
||||
else
|
||||
m_flTimeWeaponIdle = 1.5;
|
||||
|
||||
m_fInSpecialReload = 0;
|
||||
}
|
||||
|
||||
void CShotgun::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( SHOTGUN_START_RELOAD );
|
||||
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( SHOTGUN_RELOAD );
|
||||
|
||||
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 CShotgun::WeaponIdle( void )
|
||||
{
|
||||
ResetEmptySound();
|
||||
|
||||
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
|
||||
if( m_flPumpTime && m_flPumpTime < gpGlobals->time )
|
||||
{
|
||||
// play pumping sound
|
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
|
||||
m_flPumpTime = 0;
|
||||
}
|
||||
|
||||
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
|
||||
{
|
||||
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( SHOTGUN_PUMP );
|
||||
|
||||
// play cocking sound
|
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) );
|
||||
m_fInSpecialReload = 0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if( flRand <= 0.8 )
|
||||
{
|
||||
iAnim = SHOTGUN_IDLE_DEEP;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 12.0 );// * RANDOM_LONG( 2, 5 );
|
||||
}
|
||||
else if( flRand <= 0.95 )
|
||||
{
|
||||
iAnim = SHOTGUN_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = SHOTGUN_IDLE4;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
|
||||
}
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class CShotgunAmmo : public CBasePlayerAmmo
|
||||
{
|
||||
void Spawn( void )
|
||||
{
|
||||
Precache();
|
||||
SET_MODEL( ENT( pev ), "models/w_shotbox.mdl" );
|
||||
CBasePlayerAmmo::Spawn();
|
||||
}
|
||||
void Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( "models/w_shotbox.mdl" );
|
||||
PRECACHE_SOUND( "items/9mmclip1.wav" );
|
||||
}
|
||||
BOOL AddAmmo( CBaseEntity *pOther )
|
||||
{
|
||||
if( pOther->GiveAmmo( AMMO_BUCKSHOTBOX_GIVE, "buckshot", BUCKSHOT_MAX_CARRY ) != -1 )
|
||||
{
|
||||
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM );
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( ammo_buckshot, CShotgunAmmo )
|
@ -55,15 +55,15 @@ int CSnipars::GetItemInfo(ItemInfo *p)
|
||||
{
|
||||
p->pszName = STRING(pev->classname);
|
||||
p->pszAmmo1 = "snipars";
|
||||
p->iMaxAmmo1 = _SNIPARS_MAX_CARRY;
|
||||
p->iMaxAmmo1 = 50;
|
||||
p->pszAmmo2 = NULL;
|
||||
p->iMaxAmmo2 = -1;
|
||||
p->iMaxClip = SNIPARS_MAX_CLIP;
|
||||
p->iMaxClip = 10;
|
||||
p->iFlags = 0;
|
||||
p->iSlot = 3;
|
||||
p->iPosition = 4;
|
||||
p->iId = m_iId = WEAPON_SNIPARS;
|
||||
p->iWeight = SNIPARS_WEIGHT;
|
||||
p->iWeight = 10;
|
||||
|
||||
return 1;
|
||||
}
|
||||
@ -87,7 +87,7 @@ void CSnipars::Spawn( )
|
||||
m_iId = WEAPON_SNIPARS;
|
||||
SET_MODEL(ENT(pev), "models/w_sniper.mdl");
|
||||
|
||||
m_iDefaultAmmo = SNIPARS_DEFAULT_GIVE;
|
||||
m_iDefaultAmmo = 10;
|
||||
|
||||
FallInit();
|
||||
}
|
||||
@ -213,7 +213,7 @@ void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim )
|
||||
vecAiming = gpGlobals->v_forward;
|
||||
}
|
||||
|
||||
Vector vecDir = m_pPlayer->FireBulletsPlayer( 50, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_SNIPARS, 0, 3, m_pPlayer->pev, m_pPlayer->random_seed );
|
||||
Vector vecDir = m_pPlayer->FireBulletsPlayer( 3, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_SNIPARS, 0, 3, m_pPlayer->pev, m_pPlayer->random_seed );
|
||||
|
||||
//PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
|
||||
pev->effects |= EF_MUZZLEFLASH;
|
||||
@ -281,7 +281,7 @@ class CSniparsAmmo : public CBasePlayerAmmo
|
||||
}
|
||||
BOOL AddAmmo( CBaseEntity *pOther )
|
||||
{
|
||||
if (pOther->GiveAmmo( AMMO_SNIPARSBOX_GIVE, "snipars", _SNIPARS_MAX_CARRY ) != -1)
|
||||
if (pOther->GiveAmmo( 10, "snipars", 50 ) != -1)
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
|
||||
return TRUE;
|
||||
|
@ -1022,33 +1022,7 @@ public:
|
||||
private:
|
||||
unsigned short m_usSnarkFire;
|
||||
};
|
||||
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
|
||||
}
|
||||
};
|
||||
|
||||
#endif // WEAPONS_H
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user