Night Owl
6 years ago
1 changed files with 0 additions and 545 deletions
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/***
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* |
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* Copyright (c) 1996-2001, 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 "soundent.h" |
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#include "shake.h" |
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#include "gamerules.h" |
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#include "xenspit.h" |
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#define XS_PRIMARY_CHARGE_VOLUME 256 // how loud xen squasher is while charging
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#define XS_PRIMARY_FIRE_VOLUME 450 // how loud xen squasher is when discharged
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enum xensquasher_e { |
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XS_IDLE = 0, |
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XS_IDLE2, |
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XS_FIDGET, |
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XS_SPINUP, |
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XS_SPIN, |
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XS_FIRE, |
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XS_FIRE2, |
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XS_HOLSTER, |
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XS_DRAW, |
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XS_RELOAD |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_xs, CXenSquasher); |
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float CXenSquasher::GetFullChargeTime(void) |
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{ |
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return 4; |
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} |
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#ifdef CLIENT_DLL |
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extern int g_irunninggausspred; |
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#endif |
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void CXenSquasher::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_XS; |
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SET_MODEL(ENT(pev), "models/w_xs.mdl"); |
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m_iDefaultAmmo = XS_DEFAULT_GIVE; |
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FallInit();// get ready to fall down.
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} |
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void CXenSquasher::Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_xs.mdl"); |
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PRECACHE_MODEL("models/v_xs.mdl"); |
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PRECACHE_MODEL("models/p_xs.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/xs_moan1.wav"); |
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PRECACHE_SOUND("weapons/xs_moan2.wav"); |
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PRECACHE_SOUND("weapons/xs_moan3.wav"); |
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PRECACHE_SOUND("weapons/xs_reload.wav"); |
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PRECACHE_SOUND("weapons/xs_shot.wav"); |
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PRECACHE_SOUND("weapons/xs_windup.wav"); |
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m_usXSSpin = PRECACHE_EVENT(1, "events/xsspin.sc"); |
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PRECACHE_MODEL("sprites/glow02.spr"); |
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UTIL_PrecacheOther("xs_beam"); |
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} |
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int CXenSquasher::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 CXenSquasher::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "xencandy"; |
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p->iMaxAmmo1 = XENCANDY_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = XS_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 0; |
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p->iId = m_iId = WEAPON_XS; |
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p->iFlags = 0; |
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p->iWeight = XS_WEIGHT; |
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return 1; |
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} |
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BOOL CXenSquasher::Deploy() |
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{ |
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m_pPlayer->m_flPlayAftershock = 0.0; |
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return DefaultDeploy("models/v_xs.mdl", "models/p_xs.mdl", XS_DRAW, "xensquasher"); |
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} |
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void CXenSquasher::Holster(int skiplocal /* = 0 */) |
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{ |
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m_fInReload = FALSE; |
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PLAYBACK_EVENT_FULL(FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim(XS_HOLSTER); |
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m_fInAttack = 0; |
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} |
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void CXenSquasher::PrimaryAttack() |
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{ |
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound(); |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.15); |
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return; |
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} |
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if (m_iClip <= 0) |
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{ |
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PlayEmptySound(); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; |
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m_fPrimaryFire = TRUE; |
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m_iClip--; |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 1.0; |
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// m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2;
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.45; |
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} |
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void CXenSquasher::SecondaryAttack() |
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{ |
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// don't fire underwater
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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if (m_fInAttack != 0) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); |
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SendWeaponAnim(XS_IDLE); |
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m_fInAttack = 0; |
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} |
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else |
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{ |
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PlayEmptySound(); |
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} |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
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return; |
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} |
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if (m_fInAttack == 0) |
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{ |
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if (m_iClip <= 0) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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return; |
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} |
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m_fPrimaryFire = FALSE; |
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m_iClip--;// take one ammo just to start the spin
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m_pPlayer->m_flNextAmmoBurn = gpGlobals->time; |
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// spin up
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME; |
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SendWeaponAnim(XS_SPINUP); |
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m_fInAttack = 1; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.5; |
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m_pPlayer->m_flStartCharge = gpGlobals->time; |
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m_pPlayer->m_flAmmoStartCharge = gpGlobals->time + GetFullChargeTime(); |
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0); |
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m_iSoundState = SND_CHANGE_PITCH; |
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} |
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else if (m_fInAttack == 1) |
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{ |
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if (m_flTimeWeaponIdle < gpGlobals->time) |
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{ |
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SendWeaponAnim(XS_SPIN); |
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m_fInAttack = 2; |
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} |
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} |
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else |
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{ |
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// during the charging process, eat one bit of ammo every once in a while
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if (gpGlobals->time >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000) |
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{ |
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m_iClip--; |
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m_pPlayer->m_flNextAmmoBurn = gpGlobals->time + 0.3; |
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} |
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if (m_iClip <= 0) |
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{ |
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// out of ammo! force the gun to fire
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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return; |
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} |
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if (gpGlobals->time >= m_pPlayer->m_flAmmoStartCharge) |
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{ |
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// don't eat any more ammo after gun is fully charged.
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m_pPlayer->m_flNextAmmoBurn = 1000; |
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} |
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int pitch = (gpGlobals->time - m_pPlayer->m_flStartCharge) * (150 / GetFullChargeTime()) + 100; |
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if (pitch > 250) |
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pitch = 250; |
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch );
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if (m_iSoundState == 0) |
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ALERT(at_console, "sound state %d\n", m_iSoundState); |
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, (m_iSoundState == SND_CHANGE_PITCH) ? 1 : 0, 0); |
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_CHARGE_VOLUME; |
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1;
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if (m_pPlayer->m_flStartCharge < gpGlobals->time - 10) |
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{ |
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// Player charged up too long. Zap him.
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/xs_moan3.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0, 0x3f)); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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#ifndef CLIENT_DLL |
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m_pPlayer->TakeDamage(VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_POISON); |
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UTIL_ScreenFade(m_pPlayer, Vector(161, 188, 0), 2, 0.5, 128, FFADE_IN); |
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#endif |
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SendWeaponAnim(XS_IDLE); |
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// Player may have been killed and this weapon dropped, don't execute any more code after this!
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return; |
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} |
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} |
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} |
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//=========================================================
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// StartFire- since all of this code has to run and then
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// call Fire(), it was easier at this point to rip it out
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// of weaponidle() and make its own function then to try to
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// merge this into Fire(), which has some identical variable names
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//=========================================================
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void CXenSquasher::StartFire(void) |
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{ |
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float flDamage; |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16; |
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if (gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime()) |
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{ |
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flDamage = 200; |
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} |
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else |
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{ |
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flDamage = 200 * ((gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime()); |
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} |
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if (m_fPrimaryFire) |
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{ |
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// fixed damage on primary attack
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#ifdef CLIENT_DLL |
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flDamage = 20; |
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#else |
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flDamage = gSkillData.plrDmgGauss; |
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#endif |
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} |
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if (m_fInAttack != 3) |
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{ |
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//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
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#ifndef CLIENT_DLL |
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float flZVel = m_pPlayer->pev->velocity.z; |
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if (!m_fPrimaryFire) |
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{ |
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5; |
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} |
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if (!g_pGameRules->IsMultiplayer()) |
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{ |
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// in deathmatch, gauss can pop you up into the air. Not in single play.
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m_pPlayer->pev->velocity.z = flZVel; |
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} |
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#endif |
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// player "shoot" animation
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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} |
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// time until aftershock 'static discharge' sound
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m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.3, 0.8); |
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Fire(vecSrc, vecAiming, flDamage); |
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} |
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void CXenSquasher::Fire(Vector vecOrigSrc, Vector vecDir, float flDamage) |
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{ |
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m_pPlayer->m_iWeaponVolume = XS_PRIMARY_FIRE_VOLUME; |
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Vector vecSrc = vecOrigSrc; |
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Vector vecDest = vecSrc + vecDir * 8192; |
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edict_t *pentIgnore; |
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TraceResult tr, beam_tr; |
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float flMaxFrac = 1.0; |
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int nTotal = 0; |
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int fHasPunched = 0; |
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int fFirstBeam = 1; |
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int nMaxHits = 10; |
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pentIgnore = ENT(m_pPlayer->pev); |
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#ifdef CLIENT_DLL |
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if (m_fPrimaryFire == false) |
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g_irunninggausspred = true; |
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#endif |
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// The main firing event is sent unreliably so it won't be delayed.
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usXSFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0); |
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// This reliable event is used to stop the spinning sound
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client
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// It's sent reliably anyway, which could lead to other delays
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PLAYBACK_EVENT_FULL(0 | FEV_RELIABLE, m_pPlayer->edict(), m_usXSFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1); |
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n",
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vecSrc.x, vecSrc.y, vecSrc.z, |
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vecDest.x, vecDest.y, vecDest.z );*/ |
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// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac );
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#ifndef CLIENT_DLL |
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if (m_fPrimaryFire) |
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{ |
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CXenSmallSpit::ShootStraight(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, vecDir * 800); |
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} |
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else |
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{ |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
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CXenLargeSpit* pLargeSpit = CXenLargeSpit::Shoot(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward); |
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pLargeSpit->pev->velocity = gpGlobals->v_forward * 800; |
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pLargeSpit->pev->scale = 0.2f; |
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int iNumProjectiles = Q_max(1, flDamage * XENSPIT_MAX_PROJECTILES / 200); |
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float cycle = 0; |
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float cycleGap = 1.0f / (float)iNumProjectiles; |
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cycle = cycleGap; |
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CXenSmallSpit* pSpit = NULL; |
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for (int i = 0; i < iNumProjectiles; i++) |
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{ |
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pSpit = CXenSmallSpit::ShootCycle(m_pPlayer->pev, vecSrc, m_pPlayer->pev->v_angle, gpGlobals->v_forward, pLargeSpit, cycle); |
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pSpit->pev->velocity = g_vecZero; |
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pSpit->pev->scale = 0.25f; |
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pLargeSpit->m_pChildren[i] = pSpit; |
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pLargeSpit->m_iChildCount++; |
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cycle += cycleGap; |
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} |
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} |
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#endif |
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// ALERT( at_console, "%d bytes\n", nTotal );
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} |
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void CXenSquasher::Reload(void) |
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{ |
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if (m_pPlayer->ammo_xencandy <= 0) |
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return; |
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int iAnim = XS_RELOAD; |
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int iResult = DefaultReload(XS_MAX_CLIP, iAnim, 4.0); |
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if (iResult) |
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{ |
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_reload.wav", 0.8, ATTN_NORM); |
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} |
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} |
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void CXenSquasher::WeaponIdle(void) |
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{ |
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ResetEmptySound(); |
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// play aftershock static discharge
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if (m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time) |
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{ |
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switch (RANDOM_LONG(0, 3)) |
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{ |
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case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan1.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan2.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/xs_moan3.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; |
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case 3: break; // no sound
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} |
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m_pPlayer->m_flPlayAftershock = 0.0; |
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} |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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if (m_fInAttack != 0) |
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{ |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 2.0; |
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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 = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.5) |
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{ |
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iAnim = XS_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f); |
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} |
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else if (flRand <= 0.75) |
||||
{ |
||||
iAnim = XS_IDLE2; |
||||
m_flTimeWeaponIdle = gpGlobals->time + (63.0f / 15.0f); |
||||
} |
||||
else |
||||
{ |
||||
iAnim = XS_FIDGET; |
||||
m_flTimeWeaponIdle = gpGlobals->time + (93.0f / 30.0f); |
||||
} |
||||
|
||||
//return;
|
||||
SendWeaponAnim(iAnim); |
||||
|
||||
} |
||||
} |
||||
|
||||
|
||||
|
||||
class CXenCandyAmmo : public CBasePlayerAmmo |
||||
{ |
||||
void Spawn(void) |
||||
{ |
||||
Precache(); |
||||
SET_MODEL(ENT(pev), "models/w_xencandy.mdl"); |
||||
CBasePlayerAmmo::Spawn(); |
||||
|
||||
SetThink(&CXenCandyAmmo::FallThink); |
||||
pev->nextthink = gpGlobals->time + 0.1; |
||||
} |
||||
void Precache(void) |
||||
{ |
||||
PRECACHE_MODEL("models/w_xencandy.mdl"); |
||||
PRECACHE_SOUND("items/9mmclip1.wav"); |
||||
PRECACHE_SOUND("items/weapondrop1.wav"); |
||||
} |
||||
BOOL AddAmmo(CBaseEntity *pOther) |
||||
{ |
||||
if (pOther->GiveAmmo(AMMO_XENCANDY_GIVE, "xencandy", XENCANDY_MAX_CARRY) != -1) |
||||
{ |
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
||||
return TRUE; |
||||
} |
||||
return FALSE; |
||||
} |
||||
void EXPORT FallThink(void) |
||||
{ |
||||
pev->nextthink = gpGlobals->time + 0.1; |
||||
|
||||
if (pev->flags & FL_ONGROUND) |
||||
{ |
||||
// clatter if we have an owner (i.e., dropped by someone)
|
||||
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
|
||||
if (!FNullEnt(pev->owner)) |
||||
{ |
||||
int pitch = 95 + RANDOM_LONG(0, 29); |
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch); |
||||
} |
||||
|
||||
// lie flat
|
||||
pev->angles.x = 0; |
||||
pev->angles.z = 0; |
||||
|
||||
UTIL_SetOrigin(pev, pev->origin);// link into world.
|
||||
SetThink(NULL); |
||||
} |
||||
} |
||||
}; |
||||
LINK_ENTITY_TO_CLASS(ammo_xencandy, CXenCandyAmmo); |
Loading…
Reference in new issue