/*** * * 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. * ****/ #if !OEM_BUILD && !HLDEMO_BUILD #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "effects.h" #include "customentity.h" #include "gamerules.h" #include "flame.h" #define EGON_PRIMARY_VOLUME 450 #define EGON_BEAM_SPRITE "sprites/xbeam1.spr" #define EGON_FLARE_SPRITE "sprites/XSpark1.spr" #define EGON_SOUND_OFF "weapons/egon_off1.wav" #define EGON_SOUND_RUN "weapons/egon_run3.wav" #define EGON_SOUND_STARTUP "weapons/egon_windup2.wav" #define EGON_SWITCH_NARROW_TIME 0.75f // Time it takes to switch fire modes #define EGON_SWITCH_WIDE_TIME 1.5f enum egon_e { EGON_IDLE1 = 0, EGON_FIDGET1, EGON_ALTFIREON, EGON_ALTFIRECYCLE, EGON_ALTFIREOFF, EGON_FIRE1, EGON_FIRE2, EGON_FIRE3, EGON_FIRE4, EGON_DRAW, EGON_HOLSTER }; LINK_ENTITY_TO_CLASS( weapon_egon, CEgon ) void CEgon::Spawn() { Precache(); m_iId = WEAPON_EGON; SET_MODEL( ENT( pev ), "models/w_egon.mdl" ); m_iDefaultAmmo = EGON_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CEgon::Precache( void ) { PRECACHE_MODEL( "models/w_egon.mdl" ); PRECACHE_MODEL( "models/v_egon.mdl" ); PRECACHE_MODEL( "models/p_egon.mdl" ); PRECACHE_MODEL( "models/w_9mmclip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( EGON_SOUND_OFF ); PRECACHE_SOUND( EGON_SOUND_RUN ); PRECACHE_SOUND( EGON_SOUND_STARTUP ); PRECACHE_MODEL( EGON_BEAM_SPRITE ); PRECACHE_MODEL( EGON_FLARE_SPRITE ); PRECACHE_SOUND( "weapons/357_cock1.wav" ); PRECACHE_SOUND( "weapons/flmfire2.wav" ); UTIL_PrecacheOther( "einar_flame" ); } BOOL CEgon::Deploy( void ) { return DefaultDeploy( "models/v_egon.mdl", "models/p_egon.mdl", EGON_DRAW, "egon" ); } int CEgon::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; } void CEgon::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( EGON_HOLSTER ); } int CEgon::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "gas"; p->iMaxAmmo1 = URANIUM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 3; p->iPosition = 2; p->iId = m_iId = WEAPON_EGON; p->iFlags = 0; p->iWeight = EGON_WEIGHT; return 1; } BOOL CEgon::HasAmmo( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) return FALSE; return TRUE; } void CEgon::UseAmmo( int count ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count ) m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count; else m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = 0; } void CEgon::PrimaryAttack( void ) { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; return; } if( !HasAmmo() ) { m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f; PlayEmptySound(); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; return; } m_pPlayer->m_iWeaponVolume = EGON_PRIMARY_VOLUME; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); UseAmmo( 1 ); SendWeaponAnim( EGON_FIRE1 + RANDOM_LONG( 0, 3 ), 0 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "weapons/flmfire2.wav", 1.0, ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 15 ) ); #ifndef CLIENT_DLL Vector position, velocity; Vector forward, right, up; UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); forward = gpGlobals->v_forward; right = gpGlobals->v_right; up = gpGlobals->v_up; position = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs; position = position + forward * 20; position = position + right * 5; position = position + up * 3; CEinarFlameRocket::FlameCreate( position, m_pPlayer->pev->v_angle, ENT( m_pPlayer->pev ) ); #endif 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_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; } void CEgon::WeaponIdle( void ) { ResetEmptySound(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = RANDOM_FLOAT( 0.0f, 1.0f ); if( flRand <= 0.5f ) { iAnim = EGON_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); } else { iAnim = EGON_FIDGET1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; } SendWeaponAnim( iAnim ); } void CEgon::EndAttack( void ) { EMIT_SOUND_DYN( ENT( pev ), CHAN_STATIC, "weapons/egon_run3.wav", 0, 0, SND_STOP, PITCH_NORM ); EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "weapons/egon_off1.wav", 1.0, ATTN_NORM, 0, PITCH_NORM ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5f; } class CEgonAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache(); SET_MODEL( ENT( pev ), "models/w_gas.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_gas.mdl" ); PRECACHE_SOUND( "player/pl_slosh1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { if( pOther->GiveAmmo( AMMO_GAS_GIVE, "gas", URANIUM_MAX_CARRY ) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "player/pl_slosh1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_egonclip, CEgonAmmo ) #endif