RAINBOW2000
8 years ago
11 changed files with 255 additions and 994 deletions
@ -1,271 +0,0 @@
@@ -1,271 +0,0 @@
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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 ) |
@ -1,386 +0,0 @@
@@ -1,386 +0,0 @@
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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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* |
||||
* 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 |
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* 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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#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; |
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p->iMaxClip = SHOTGUN_MAX_CLIP; |
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p->iSlot = 2; |
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p->iPosition = 1; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_SHOTGUN; |
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p->iWeight = SHOTGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CShotgun::Deploy() |
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{ |
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return DefaultDeploy( "models/v_shotgun.mdl", "models/p_shotgun.mdl", SHOTGUN_DRAW, "shotgun" ); |
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} |
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void CShotgun::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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 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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Reload(); |
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if( m_iClip == 0 ) |
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PlayEmptySound(); |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip--; |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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Vector vecDir; |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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vecDir = m_pPlayer->FireBulletsPlayer( 4, vecSrc, vecAiming, VECTOR_CONE_DM_SHOTGUN, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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else |
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{ |
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// regular old, untouched spread.
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vecDir = m_pPlayer->FireBulletsPlayer( 6, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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} |
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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 ); |
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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 CShotgun::SecondaryAttack( void ) |
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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_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; |
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return; |
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} |
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if( m_iClip <= 1 ) |
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{ |
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Reload(); |
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PlayEmptySound(); |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip -= 2; |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
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// player "shoot" animation
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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Vector vecDir; |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#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 ) |
Loading…
Reference in new issue