//========= Copyright (c) 2004-2008, Raven City Team, All rights reserved. ============// // // // Purpose: // // // // $NoKeywords: $ // //===================================================================================// //Modifided by Lost_Gamer_ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" enum deagle_e { DEAGLE_IDLE1 = 0, DEAGLE_IDLE2, DEAGLE_IDLE3, DEAGLE_IDLE4, DEAGLE_IDLE5, DEAGLE_SHOOT, DEAGLE_SHOOT_EMPTY, DEAGLE_RELOAD, DEAGLE_RELOAD_NOT_EMPTY, DEAGLE_DRAW, DEAGLE_HOLSTER }; LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle ) #if !CLIENT_DLL LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot ) #endif void CEagle::Spawn( void ) { Precache( ); m_iId = WEAPON_EAGLE; SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl"); m_iDefaultAmmo = EAGLE_DEFAULT_GIVE; m_fEagleLaserActive = 0; m_pEagleLaser = 0; FallInit();// get ready to fall down. } void CEagle::Precache( void ) { UTIL_PrecacheOther( "eagle_laser" ); PRECACHE_MODEL("models/v_desert_eagle.mdl"); PRECACHE_MODEL("models/w_desert_eagle.mdl"); PRECACHE_MODEL("models/p_desert_eagle.mdl"); m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell PRECACHE_SOUND ("weapons/desert_eagle_reload.wav"); PRECACHE_SOUND ("weapons/desert_eagle_fire.wav"); PRECACHE_SOUND ("weapons/desert_eagle_sight.wav"); PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav"); m_usEagle = PRECACHE_EVENT( 1, "events/eagle.sc" ); } int CEagle::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "357"; p->iMaxAmmo1 = _357_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = EAGLE_MAX_CLIP; p->iSlot = 1; p->iPosition = 2; p->iFlags = 0; p->iId = m_iId = WEAPON_EAGLE; p->iWeight = EAGLE_WEIGHT; return 1; } BOOL CEagle::Deploy( ) { return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", DEAGLE_DRAW, "onehanded", 0 ); } void CEagle::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( DEAGLE_HOLSTER ); #if !CLIENT_DLL if (m_pEagleLaser) { m_pEagleLaser->Killed( NULL, GIB_NEVER ); m_pEagleLaser = NULL; } #endif } void CEagle::SecondaryAttack() { bool wasActive = m_fEagleLaserActive; m_fEagleLaserActive = !m_fEagleLaserActive; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; if (wasActive) { #if !CLIENT_DLL if (m_pEagleLaser) { EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); m_pEagleLaser->Killed( NULL, GIB_NORMAL ); m_pEagleLaser = NULL; } #endif } } void CEagle::PrimaryAttack() { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } return; } // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { UpdateSpot( ); PlayEmptySound( ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.15; return; } UpdateSpot( ); float flSpread = 0.001; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); Vector vecDir; if (m_fEagleLaserActive) { vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_EAGLE, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5; #if !CLIENT_DLL if (m_pEagleLaser) m_pEagleLaser->Suspend( 0.6f ); #endif } else { flSpread = 0.1; vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_EAGLE, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22; } PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CEagle::Reload( void ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP) { UpdateSpot(); return; } if ( m_pEagleLaser && m_fEagleLaserActive ) { #if !CLIENT_DLL m_pEagleLaser->Suspend( 1.6 ); #endif m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5; } int iResult; if (m_iClip == 0) iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD, 1.5 ); else iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD_NOT_EMPTY, 1.5 ); if (iResult) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } void CEagle::UpdateSpot( void ) { #if !CLIENT_DLL if (m_fEagleLaserActive) { if (m_pPlayer->pev->viewmodel == 0) return; if (!m_pEagleLaser) { m_pEagleLaser = CLaserSpot::CreateSpot(); m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser"); m_pEagleLaser->pev->scale = 0.5; EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); } UTIL_MakeVectors( m_pPlayer->pev->v_angle ); Vector vecSrc = m_pPlayer->GetGunPosition( );; Vector vecAiming = gpGlobals->v_forward; TraceResult tr; UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr ); UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos ); } #endif } void CEagle::WeaponIdle( void ) { UpdateSpot( ); ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if (m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) { // only idle if the slid isn't back if (m_iClip != 0) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); if (m_fEagleLaserActive) { if (flRand > 0.5 ) { iAnim = DEAGLE_IDLE5;//Done m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; } else { iAnim = DEAGLE_IDLE4;//Done m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; } } else { if (flRand <= 0.3 ) { iAnim = DEAGLE_IDLE1;//Done m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; } else if (flRand <= 0.6 ) { iAnim = DEAGLE_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; } else { iAnim = DEAGLE_IDLE3;//Done m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.63f; } } SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 ); } } }