mirror of
https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-23 21:24:27 +00:00
Make reload for weapon_pepsigun,fixes for zombozo and rock.
This commit is contained in:
parent
8681ad3460
commit
c085df6ffd
@ -286,7 +286,7 @@ void CCrowbar2::Precache( void )
|
||||
|
||||
PRECACHE_SOUND( "g_bounce2.wav" );
|
||||
|
||||
UTIL_PrecacheOther( "crossbow2_bolt" );
|
||||
UTIL_PrecacheOther( "crowbar2_bolt" );
|
||||
|
||||
m_usCrossbow12 = PRECACHE_EVENT( 1, "events/crowbar.sc" );
|
||||
m_usCrossbow22 = PRECACHE_EVENT( 1, "events/crowbar.sc" );
|
||||
|
@ -168,7 +168,7 @@ void CCrowbar::SecondaryAttack( void )
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "taunts/taunt4.wav", 1, ATTN_NORM );
|
||||
break;
|
||||
};
|
||||
pev->nextthink = gpGlobals->time + 2;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
|
||||
}
|
||||
|
||||
void CCrowbar::Smack()
|
||||
|
@ -86,6 +86,7 @@ void CKatana::Precache( void )
|
||||
PRECACHE_SOUND( "weapons/katana_hitbod2.wav" );
|
||||
PRECACHE_SOUND( "weapons/katana_hitbod3.wav" );
|
||||
PRECACHE_SOUND( "weapons/katana_miss1.wav" );
|
||||
PRECACHE_SOUND( "weapons/katana_draw.wav" );
|
||||
|
||||
|
||||
m_usKatana = PRECACHE_EVENT( 1, "events/crowbar.sc" );
|
||||
@ -109,6 +110,7 @@ int CKatana::GetItemInfo( ItemInfo *p )
|
||||
BOOL CKatana::Deploy()
|
||||
{
|
||||
return DefaultDeploy( "models/v_katana.mdl", "models/p_katana.mdl", CROWBAR_DRAW, "katana" );
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/katana_draw.wav", 1, ATTN_NORM );
|
||||
}
|
||||
|
||||
void CKatana::Holster( int skiplocal /* = 0 */ )
|
||||
|
@ -110,12 +110,8 @@ void CNeedle::Holster( int skiplocal /* = 0 */ )
|
||||
void CNeedle::PrimaryAttack()
|
||||
{
|
||||
SendWeaponAnim( NEEDLE_GIVESHOT );
|
||||
switch( RANDOM_LONG( 0, 0 ) )
|
||||
{
|
||||
case 0:
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM );
|
||||
break;
|
||||
}
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.5;
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM );
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,7 +1,3 @@
|
||||
/*
|
||||
Здесь был rainbow
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
@ -9,44 +5,45 @@
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "player.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
#define HANDGRENADE_PRIMARY_VOLUME 450
|
||||
#define WEAPON_PEPSIGUN 22
|
||||
|
||||
|
||||
enum handgrenade_e
|
||||
{
|
||||
HANDGRENADE_IDLE = 0,
|
||||
HANDGRENADE_FIRE,
|
||||
HANDGRENADE_OPEN,
|
||||
HANDGRENADE_INSERT,
|
||||
HANDGRENADE_CLOSE,
|
||||
HANDGRENADE_DRAW
|
||||
|
||||
};
|
||||
#define WEAPON_PEPSIGUN 22
|
||||
|
||||
class CPepsigun : public CBasePlayerWeapon
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
int iItemSlot( void ) { return 4; }
|
||||
int iItemSlot( ) { return 3; }
|
||||
int GetItemInfo(ItemInfo *p);
|
||||
|
||||
int AddToPlayer( CBasePlayer *pPlayer );
|
||||
|
||||
void PrimaryAttack( void );
|
||||
BOOL Deploy( );
|
||||
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
|
||||
}
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
enum shotgun_e
|
||||
{
|
||||
SHOTGUN_IDLE = 0,
|
||||
SHOTGUN_FIRE,
|
||||
SHOTGUN_OPEN,
|
||||
SHOTGUN_INSERT,
|
||||
SHOTGUN_CLOSE,
|
||||
SHOTGUN_DRAW
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
|
||||
@ -57,20 +54,42 @@ void CPepsigun::Spawn()
|
||||
m_iId = WEAPON_PEPSIGUN;
|
||||
SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
pev->dmg = 80;
|
||||
#endif
|
||||
m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE;
|
||||
|
||||
FallInit();// get ready to fall down.
|
||||
FallInit();// get ready to fall
|
||||
}
|
||||
|
||||
void CPepsigun::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( "models/w_pepsigun.mdl" );
|
||||
PRECACHE_MODEL( "models/v_pepsigun.mdl" );
|
||||
PRECACHE_MODEL( "models/w_pepsigun.mdl" );
|
||||
PRECACHE_MODEL( "models/p_pepsigun.mdl" );
|
||||
PRECACHE_SOUND( "weapons/pepsigun_shoot.wav");
|
||||
|
||||
PRECACHE_SOUND( "items/9mmclip1.wav" );
|
||||
|
||||
PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
|
||||
PRECACHE_SOUND( "weapons/pepsigun_shoot.wav" );//shotgun
|
||||
|
||||
PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
|
||||
PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
|
||||
|
||||
//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client
|
||||
//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client
|
||||
|
||||
PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
|
||||
PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
|
||||
}
|
||||
|
||||
int CPepsigun::AddToPlayer( CBasePlayer *pPlayer )
|
||||
{
|
||||
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
||||
WRITE_BYTE( m_iId );
|
||||
MESSAGE_END();
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
int CPepsigun::GetItemInfo( ItemInfo *p )
|
||||
@ -83,84 +102,70 @@ int CPepsigun::GetItemInfo( ItemInfo *p )
|
||||
p->iMaxClip = 8;
|
||||
p->iSlot = 2;
|
||||
p->iPosition = 4;
|
||||
p->iFlags = 0;
|
||||
p->iId = m_iId = WEAPON_PEPSIGUN;
|
||||
p->iWeight = 10;
|
||||
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
||||
p->iWeight = SHOTGUN_WEIGHT;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
BOOL CPepsigun::Deploy()
|
||||
{
|
||||
m_flReleaseThrow = -1;
|
||||
return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", HANDGRENADE_DRAW, "crowbar" );
|
||||
}
|
||||
|
||||
BOOL CPepsigun::CanHolster( void )
|
||||
{
|
||||
// can only holster hand grenades when not primed!
|
||||
return ( m_flStartThrow == 0 );
|
||||
}
|
||||
|
||||
void CPepsigun::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
|
||||
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// no more grenades!
|
||||
m_pPlayer->pev->weapons &= ~( 1 << WEAPON_PEPSIGUN );
|
||||
SetThink( &CBasePlayerItem::DestroyItem );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM );
|
||||
return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", SHOTGUN_DRAW, "shotgun" );
|
||||
}
|
||||
|
||||
void CPepsigun::PrimaryAttack()
|
||||
{
|
||||
m_flStartThrow = gpGlobals->time;
|
||||
m_flReleaseThrow = 0;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 0.25;
|
||||
if(m_iClip > 0)
|
||||
{
|
||||
m_flStartThrow = gpGlobals->time;
|
||||
m_flReleaseThrow = 0;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 0.25;
|
||||
}
|
||||
else
|
||||
{
|
||||
Reload();
|
||||
}
|
||||
m_iClip--;
|
||||
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
|
||||
|
||||
if( angThrow.x < 0 )
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
|
||||
else
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
|
||||
|
||||
float flVel = ( 90 - angThrow.x ) * 4;
|
||||
if( flVel > 500 )
|
||||
flVel = 500;
|
||||
|
||||
UTIL_MakeVectors( angThrow );
|
||||
|
||||
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
|
||||
|
||||
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
|
||||
CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow*2, 3 );
|
||||
|
||||
SendWeaponAnim( SHOTGUN_FIRE );
|
||||
|
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_fInSpecialReload = 0;
|
||||
}
|
||||
|
||||
void CPepsigun::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 > gpGlobals->time)
|
||||
if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() )
|
||||
return;
|
||||
|
||||
// check to see if we're ready to reload
|
||||
if( m_fInSpecialReload == 0 )
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_OPEN );
|
||||
SendWeaponAnim( SHOTGUN_OPEN );
|
||||
m_fInSpecialReload = 1;
|
||||
m_pPlayer->m_flNextAttack = gpGlobals->time+ 0.6;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 0.6;
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 1.0;
|
||||
m_flNextSecondaryAttack = gpGlobals->time + 1.0;
|
||||
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 > gpGlobals->time )
|
||||
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
||||
return;
|
||||
// was waiting for gun to move to side
|
||||
m_fInSpecialReload = 2;
|
||||
@ -170,10 +175,10 @@ void CPepsigun::Reload( void )
|
||||
else
|
||||
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) );
|
||||
|
||||
SendWeaponAnim( HANDGRENADE_INSERT );
|
||||
SendWeaponAnim( SHOTGUN_INSERT );
|
||||
|
||||
m_flNextReload = gpGlobals->time + 0.5;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
|
||||
m_flNextReload = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -186,6 +191,19 @@ void CPepsigun::Reload( void )
|
||||
|
||||
void CPepsigun::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();
|
||||
@ -199,112 +217,32 @@ void CPepsigun::WeaponIdle( void )
|
||||
else
|
||||
{
|
||||
// reload debounce has timed out
|
||||
SendWeaponAnim( HANDGRENADE_CLOSE );
|
||||
SendWeaponAnim( SHOTGUN_CLOSE );
|
||||
|
||||
m_fInSpecialReload = 0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
|
||||
}
|
||||
}
|
||||
if( m_flReleaseThrow == 0 && m_flStartThrow )
|
||||
m_flReleaseThrow = gpGlobals->time;
|
||||
|
||||
if( m_flTimeWeaponIdle > gpGlobals->time )
|
||||
return;
|
||||
|
||||
if( m_flStartThrow )
|
||||
{
|
||||
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
|
||||
|
||||
if( angThrow.x < 0 )
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
|
||||
else
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
|
||||
|
||||
float flVel = ( 90 - angThrow.x ) * 4;
|
||||
if( flVel > 500 )
|
||||
flVel = 1400;
|
||||
|
||||
UTIL_MakeVectors( angThrow );
|
||||
|
||||
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
|
||||
|
||||
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
|
||||
|
||||
// alway explode 3 seconds after the pin was pulled
|
||||
float time = m_flStartThrow - gpGlobals->time + 3.0;
|
||||
if( time < 0 )
|
||||
time = 0;
|
||||
|
||||
CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
|
||||
m_iClip--;
|
||||
if( flVel < 500 )
|
||||
{
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
|
||||
SendWeaponAnim( HANDGRENADE_FIRE );
|
||||
}
|
||||
else if( flVel < 1000 )
|
||||
{
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
|
||||
SendWeaponAnim( HANDGRENADE_FIRE );
|
||||
}
|
||||
else
|
||||
{
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM );
|
||||
SendWeaponAnim( HANDGRENADE_FIRE );
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if( flRand <= 0.8 )
|
||||
{
|
||||
iAnim = SHOTGUN_IDLE;
|
||||
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_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
|
||||
}
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
|
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
|
||||
m_flReleaseThrow = 0;
|
||||
m_flStartThrow = 0;
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
|
||||
|
||||
|
||||
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
// just threw last grenade
|
||||
// set attack times in the future, and weapon idle in the future so we can see the whole throw
|
||||
// animation, weapon idle will automatically retire the weapon for us.
|
||||
m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if( m_flReleaseThrow > 0 )
|
||||
{
|
||||
// we've finished the throw, restart.
|
||||
m_flStartThrow = 0;
|
||||
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_DRAW );
|
||||
}
|
||||
else
|
||||
{
|
||||
RetireWeapon();
|
||||
return;
|
||||
}
|
||||
|
||||
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
m_flReleaseThrow = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
if( flRand <= 0.75 )
|
||||
{
|
||||
iAnim = HANDGRENADE_IDLE;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0;
|
||||
}
|
||||
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
|
||||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
|
||||
}
|
||||
}
|
222
dlls/rock.cpp
222
dlls/rock.cpp
@ -1,6 +1,17 @@
|
||||
/*
|
||||
Здесь был rainbow
|
||||
*/
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
@ -9,40 +20,43 @@
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "player.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
#define HANDGRENADE_PRIMARY_VOLUME 450
|
||||
// special deathmatch shotgun spreads
|
||||
#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
|
||||
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
|
||||
#define WEAPON_ROCK 21
|
||||
|
||||
enum handgrenade_e
|
||||
enum shotgun_e
|
||||
{
|
||||
HANDGRENADE_IDLE = 0,
|
||||
HANDGRENADE_THROW2,
|
||||
HANDGRENADE_DRAW,
|
||||
HANDGRENADE_FIDGET
|
||||
|
||||
|
||||
PEPSIGUN_IDLE = 0,
|
||||
PEPSIGUN_THROW,
|
||||
PEPSIGUN_DRAW,
|
||||
PEPSIGUN_FIDGET
|
||||
};
|
||||
|
||||
|
||||
class CRock : public CBasePlayerWeapon
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
int iItemSlot( void ) { return 5; }
|
||||
int iItemSlot( void ) { return 4; }
|
||||
int GetItemInfo(ItemInfo *p);
|
||||
|
||||
void PrimaryAttack( void );
|
||||
BOOL Deploy( void );
|
||||
BOOL CanHolster( void );
|
||||
void Holster( int skiplocal = 0 );
|
||||
void WeaponIdle( void );
|
||||
|
||||
virtual BOOL UseDecrement( void )
|
||||
{
|
||||
{
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
return TRUE;
|
||||
#else
|
||||
return FALSE;
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_rock, CRock )
|
||||
|
||||
void CRock::Spawn()
|
||||
@ -51,89 +65,43 @@ void CRock::Spawn()
|
||||
m_iId = WEAPON_ROCK;
|
||||
SET_MODEL( ENT( pev ), "models/w_rock.mdl" );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
pev->dmg = 40;
|
||||
#endif
|
||||
m_iDefaultAmmo = 10000000;
|
||||
m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE;
|
||||
|
||||
FallInit();// get ready to fall down.
|
||||
FallInit();// get ready to fall
|
||||
}
|
||||
|
||||
void CRock::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( "models/w_rock.mdl" );
|
||||
PRECACHE_MODEL( "models/v_rock.mdl" );
|
||||
PRECACHE_MODEL( "models/w_rock.mdl" );
|
||||
PRECACHE_MODEL( "models/p_rock.mdl" );
|
||||
}
|
||||
|
||||
|
||||
int CRock::GetItemInfo( ItemInfo *p )
|
||||
{
|
||||
p->pszName = STRING( pev->classname );
|
||||
p->pszAmmo1 = "Hand Grenade";
|
||||
p->iMaxAmmo1 = 10000000000000;
|
||||
p->pszAmmo1 = NULL;
|
||||
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
|
||||
p->pszAmmo2 = NULL;
|
||||
p->iMaxAmmo2 = -1;
|
||||
p->iMaxClip = WEAPON_NOCLIP;
|
||||
p->iSlot = 4;
|
||||
p->iMaxClip = 8;
|
||||
p->iSlot = 2;
|
||||
p->iPosition = 4;
|
||||
p->iFlags = 0;
|
||||
p->iId = m_iId = WEAPON_ROCK;
|
||||
p->iWeight = HANDGRENADE_WEIGHT;
|
||||
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
|
||||
p->iWeight = 16;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
BOOL CRock::Deploy()
|
||||
{
|
||||
m_flReleaseThrow = -1;
|
||||
return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", HANDGRENADE_DRAW, "crowbar" );
|
||||
}
|
||||
|
||||
BOOL CRock::CanHolster( void )
|
||||
{
|
||||
// can only holster hand grenades when not primed!
|
||||
return ( m_flStartThrow == 0 );
|
||||
}
|
||||
|
||||
void CRock::Holster( int skiplocal /* = 0 */ )
|
||||
{
|
||||
m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5;
|
||||
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
// no more grenades!
|
||||
m_pPlayer->pev->weapons &= ~( 1 << WEAPON_HANDGRENADE );
|
||||
SetThink( &CBasePlayerItem::DestroyItem );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
||||
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM );
|
||||
return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", PEPSIGUN_DRAW, "PEPSIGUN" );
|
||||
}
|
||||
|
||||
void CRock::PrimaryAttack()
|
||||
{
|
||||
if( !m_flStartThrow && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 )
|
||||
{
|
||||
m_flStartThrow = gpGlobals->time;
|
||||
m_flReleaseThrow = 0;
|
||||
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
void CRock::WeaponIdle( void )
|
||||
{
|
||||
if( m_flReleaseThrow == 0 && m_flStartThrow )
|
||||
m_flReleaseThrow = gpGlobals->time;
|
||||
|
||||
if( m_flTimeWeaponIdle > gpGlobals->time )
|
||||
return;
|
||||
|
||||
if( m_flStartThrow )
|
||||
{
|
||||
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
|
||||
|
||||
if( angThrow.x < 0 )
|
||||
@ -149,84 +117,56 @@ void CRock::WeaponIdle( void )
|
||||
|
||||
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
|
||||
|
||||
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
|
||||
|
||||
// alway explode 3 seconds after the pin was pulled
|
||||
float time = m_flStartThrow - gpGlobals->time + 3000000000;
|
||||
if( time < 0 )
|
||||
time = 0;
|
||||
|
||||
|
||||
CGrenadeRock::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time );
|
||||
|
||||
|
||||
if( flVel < 500 )
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_THROW2 );
|
||||
}
|
||||
else if( flVel < 1000 )
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_THROW2 );
|
||||
}
|
||||
else
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_THROW2 );
|
||||
}
|
||||
|
||||
// player "shoot" animation
|
||||
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
|
||||
CGrenadeRock::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, 300000000000 );
|
||||
SendWeaponAnim( PEPSIGUN_THROW );
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
|
||||
m_flReleaseThrow = 0;
|
||||
m_flStartThrow = 0;
|
||||
m_flNextPrimaryAttack = gpGlobals->time + 0.5;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 0.5;
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
|
||||
m_fInSpecialReload = 0;
|
||||
}
|
||||
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
||||
|
||||
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
// just threw last grenade
|
||||
// set attack times in the future, and weapon idle in the future so we can see the whole throw
|
||||
// animation, weapon idle will automatically retire the weapon for us.
|
||||
m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing
|
||||
}
|
||||
return;
|
||||
}
|
||||
else if( m_flReleaseThrow > 0 )
|
||||
void CRock::WeaponIdle( void )
|
||||
{
|
||||
ResetEmptySound();
|
||||
|
||||
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
|
||||
if( m_flPumpTime && m_flPumpTime < gpGlobals->time )
|
||||
{
|
||||
// we've finished the throw, restart.
|
||||
m_flStartThrow = 0;
|
||||
m_flPumpTime = 0;
|
||||
}
|
||||
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
|
||||
{
|
||||
if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
SendWeaponAnim( HANDGRENADE_DRAW );
|
||||
Reload();
|
||||
}
|
||||
else if( m_fInSpecialReload != 0 )
|
||||
{
|
||||
if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
Reload();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_fInSpecialReload = 0;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
RetireWeapon();
|
||||
return;
|
||||
}
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
|
||||
|
||||
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
m_flReleaseThrow = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
|
||||
{
|
||||
int iAnim;
|
||||
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 20 );
|
||||
if( flRand <= 0.75 )
|
||||
{
|
||||
iAnim = HANDGRENADE_IDLE;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
|
||||
iAnim = PEPSIGUN_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
else
|
||||
{
|
||||
iAnim = HANDGRENADE_FIDGET;
|
||||
m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0;
|
||||
}
|
||||
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,271 +0,0 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "player.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
// special deathmatch shotgun spreads
|
||||
#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
|
||||
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
|
||||
|
||||
enum shotgun_e
|
||||
{
|
||||
PEPSIGUN_IDLE = 0,
|
||||
PEPSIGUN_FIRE,
|
||||
PEPSIGUN_OPEN,
|
||||
PEPSIGUN_INSERT,
|
||||
PEPSIGUN_CLOSE,
|
||||
PEPSIGUN_DRAW
|
||||
};
|
||||
|
||||
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 )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun )
|
||||
|
||||
void CPepsigun::Spawn()
|
||||
{
|
||||
Precache();
|
||||
m_iId = WEAPON_PEPSIGUN;
|
||||
SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" );
|
||||
|
||||
m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE;
|
||||
|
||||
FallInit();// get ready to fall
|
||||
}
|
||||
|
||||
void CPepsigun::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( "models/v_pepsigun.mdl" );
|
||||
PRECACHE_MODEL( "models/w_pepsigun.mdl" );
|
||||
PRECACHE_MODEL( "models/p_pepsigun.mdl" );
|
||||
|
||||
m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell
|
||||
|
||||
PRECACHE_SOUND( "items/9mmclip1.wav" );
|
||||
|
||||
PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
|
||||
PRECACHE_SOUND( "weapons/sbarrel1.wav" );//shotgun
|
||||
|
||||
PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
|
||||
PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
|
||||
|
||||
//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client
|
||||
//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client
|
||||
|
||||
PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
|
||||
PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
|
||||
}
|
||||
|
||||
int CPepsigun::AddToPlayer( CBasePlayer *pPlayer )
|
||||
{
|
||||
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
||||
WRITE_BYTE( m_iId );
|
||||
MESSAGE_END();
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
int CPepsigun::GetItemInfo( ItemInfo *p )
|
||||
{
|
||||
p->pszName = STRING( pev->classname );
|
||||
p->pszAmmo1 = "Hand Grenade";
|
||||
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
|
||||
p->pszAmmo2 = NULL;
|
||||
p->iMaxAmmo2 = -1;
|
||||
p->iMaxClip = 8;
|
||||
p->iSlot = 2;
|
||||
p->iPosition = 4;
|
||||
p->iFlags = 0;
|
||||
p->iId = m_iId = WEAPON_PEPSIGUN;
|
||||
p->iWeight = 16;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
BOOL CPepsigun::Deploy()
|
||||
{
|
||||
return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", PEPSIGUN_DRAW, "PEPSIGUN" );
|
||||
}
|
||||
|
||||
void CPepsigun::PrimaryAttack()
|
||||
{
|
||||
m_iClip--;
|
||||
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 CPepsigun::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( PEPSIGUN_OPEN );
|
||||
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( PEPSIGUN_INSERT );
|
||||
|
||||
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 CPepsigun::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( PEPSIGUN_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 );
|
||||
|
||||
iAnim = PEPSIGUN_IDLE;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class CPepsigunAmmo : 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, CPepsigunAmmo )
|
@ -1,386 +0,0 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
****/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "player.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
// special deathmatch shotgun spreads
|
||||
#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
|
||||
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
|
||||
|
||||
enum shotgun_e
|
||||
{
|
||||
SHOTGUN_IDLE = 0,
|
||||
SHOTGUN_FIRE,
|
||||
SHOTGUN_FIRE2,
|
||||
SHOTGUN_RELOAD,
|
||||
SHOTGUN_PUMP,
|
||||
SHOTGUN_START_RELOAD,
|
||||
SHOTGUN_DRAW,
|
||||
SHOTGUN_HOLSTER,
|
||||
SHOTGUN_IDLE4,
|
||||
SHOTGUN_IDLE_DEEP
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_shotgun, CShotgun )
|
||||
|
||||
void CShotgun::Spawn()
|
||||
{
|
||||
Precache();
|
||||
m_iId = WEAPON_SHOTGUN;
|
||||
SET_MODEL( ENT( pev ), "models/w_shotgun.mdl" );
|
||||
|
||||
m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE;
|
||||
|
||||
FallInit();// get ready to fall
|
||||
}
|
||||
|
||||
void CShotgun::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL( "models/v_shotgun.mdl" );
|
||||
PRECACHE_MODEL( "models/w_shotgun.mdl" );
|
||||
PRECACHE_MODEL( "models/p_shotgun.mdl" );
|
||||
|
||||
m_iShell = PRECACHE_MODEL( "models/shotgunshell.mdl" );// shotgun shell
|
||||
|
||||
PRECACHE_SOUND( "items/9mmclip1.wav" );
|
||||
|
||||
PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun
|
||||
PRECACHE_SOUND( "weapons/sbarrel1.wav" );//shotgun
|
||||
|
||||
PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload
|
||||
PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload
|
||||
|
||||
//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client
|
||||
//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client
|
||||
|
||||
PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound
|
||||
PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun
|
||||
|
||||
m_usSingleFire = PRECACHE_EVENT( 1, "events/shotgun1.sc" );
|
||||
m_usDoubleFire = PRECACHE_EVENT( 1, "events/shotgun2.sc" );
|
||||
}
|
||||
|
||||
int CShotgun::AddToPlayer( CBasePlayer *pPlayer )
|
||||
{
|
||||
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
|
||||
WRITE_BYTE( m_iId );
|
||||
MESSAGE_END();
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
int CShotgun::GetItemInfo( ItemInfo *p )
|
||||
{
|
||||
p->pszName = STRING( pev->classname );
|
||||
p->pszAmmo1 = "buckshot";
|
||||
p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY;
|
||||
p->pszAmmo2 = NULL;
|
||||
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 )
|
@ -304,7 +304,6 @@ void W_Precache( void )
|
||||
UTIL_PrecacheOtherWeapon( "weapon_shotgun" );
|
||||
UTIL_PrecacheOtherWeapon( "weapon_hammer");
|
||||
UTIL_PrecacheOtherWeapon( "weapon_pepsigun" );
|
||||
UTIL_PrecacheOther( "ammo_pepsi" );
|
||||
UTIL_PrecacheOther( "ammo_buckshot" );
|
||||
|
||||
//needle
|
||||
|
@ -98,7 +98,6 @@ public:
|
||||
#define WEAPON_SNIPARS 18
|
||||
#define WEAPON_GLOCK2 19
|
||||
#define WEAPON_KATANA 20
|
||||
#define WEAPON_ROCK 21
|
||||
#define WEAPON_HAMMER 23
|
||||
|
||||
|
||||
|
@ -164,22 +164,66 @@ void Czombozo::HandleAnimEvent( MonsterEvent_t *pEvent )
|
||||
{
|
||||
case ZOMBIE_AE_ATTACK_RIGHT:
|
||||
{
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
|
||||
//n a group, only try to throw grenade if ordered.
|
||||
Vector angThrow = gpGlobals->v_forward + gpGlobals->v_up * 0.5;
|
||||
if( angThrow.x < 0 )
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
|
||||
else
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
|
||||
|
||||
float flVel = ( 90 - angThrow.x ) * 4;
|
||||
if( flVel > 500 )
|
||||
flVel = 500;
|
||||
|
||||
Vector vecSrc = pev->origin + pev->view_ofs + gpGlobals->v_forward * 16;
|
||||
|
||||
Vector vecThrow = gpGlobals->v_forward * flVel + pev->velocity;
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
|
||||
CGrenade::ShootTimed( pev, vecSrc, vecThrow, 3 );
|
||||
|
||||
}
|
||||
break;
|
||||
case ZOMBIE_AE_ATTACK_LEFT:
|
||||
{
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
|
||||
|
||||
Vector angThrow = gpGlobals->v_forward + gpGlobals->v_up * 0.5;
|
||||
if( angThrow.x < 0 )
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
|
||||
else
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
|
||||
|
||||
float flVel = ( 90 - angThrow.x ) * 4;
|
||||
if( flVel > 500 )
|
||||
flVel = 500;
|
||||
|
||||
Vector vecSrc = pev->origin + pev->view_ofs + gpGlobals->v_forward * 16;
|
||||
|
||||
Vector vecThrow = gpGlobals->v_forward * flVel + pev->velocity;
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
CGrenade::ShootTimed( pev, vecSrc, vecThrow, 3 );
|
||||
|
||||
}
|
||||
break;
|
||||
case ZOMBIE_AE_ATTACK_BOTH:
|
||||
{
|
||||
//ALERT( at_console, "Slash right!\n" );
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
|
||||
|
||||
Vector angThrow = gpGlobals->v_forward + gpGlobals->v_up * 0.5;
|
||||
if( angThrow.x < 0 )
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
|
||||
else
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
|
||||
|
||||
float flVel = ( 90 - angThrow.x ) * 4;
|
||||
if( flVel > 500 )
|
||||
flVel = 500;
|
||||
|
||||
Vector vecSrc = pev->origin + pev->view_ofs + gpGlobals->v_forward * 16;
|
||||
|
||||
Vector vecThrow = gpGlobals->v_forward * flVel + pev->velocity;
|
||||
UTIL_MakeVectors( pev->angles );
|
||||
CGrenade::ShootTimed( pev, vecSrc, vecThrow, 3 );
|
||||
|
||||
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
Loading…
x
Reference in New Issue
Block a user