/*** * * Copyright (c) 1996-2001, 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" enum taurus_e { TAURUS_IDLE1 = 0, TAURUS_IDLE2, TAURUS_IDLE3, TAURUS_SHOOT, TAURUS_SHOOT2, TAURUS_SHOOT3, TAURUS_SHOOT_EMPTY, TAURUS_RELOAD, TAURUS_RELOAD2, TAURUS_DRAW, TAURUS_DRAW2, }; LINK_ENTITY_TO_CLASS(weapon_th_taurus, CTaurus); void CTaurus::Spawn() { Precache(); m_iId = WEAPON_TAURUS; SET_MODEL(ENT(pev), "models/w_taurus.mdl"); m_iDefaultAmmo = TAURUS_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CTaurus::Precache(void) { PRECACHE_MODEL("models/v_taurus.mdl"); PRECACHE_MODEL("models/w_taurus.mdl"); PRECACHE_MODEL("models/p_taurus.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("weapons/tau_back.wav"); PRECACHE_SOUND("weapons/tau_clipin.wav"); PRECACHE_SOUND("weapons/tau_clipout.wav"); PRECACHE_SOUND("weapons/tau_fire.wav"); PRECACHE_SOUND("weapons/tau_release.wav"); m_usFireTaurus = PRECACHE_EVENT(1, "events/taurus.sc"); } int CTaurus::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "taurus"; p->iMaxAmmo1 = TAURUS_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = TAURUS_MAX_CLIP; p->iSlot = 1; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_TAURUS; p->iWeight = TAURUS_WEIGHT; return 1; } BOOL CTaurus::Deploy() { return DefaultDeploy("models/v_taurus.mdl", "models/p_taurus.mdl", TAURUS_DRAW2, "taurus", 0); } void CTaurus::PrimaryAttack(void) { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay(0.28); } return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); // silenced if (pev->body == 1) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; } else { // non-silenced 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; vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_TAURUS, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireTaurus, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); m_flNextPrimaryAttack = GetNextAttackDelay(0.28); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CTaurus::Reload(void) { if (m_pPlayer->ammo_taurus <= 0) return; int iResult = DefaultReload(TAURUS_MAX_CLIP, TAURUS_RELOAD2, 2.0); if (iResult) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } } void CTaurus::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; // 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 (flRand <= 0.3 + 0 * 0.75) { iAnim = TAURUS_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 46.0 / 18.0; } else if (flRand <= 0.6 + 0 * 0.875) { iAnim = TAURUS_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 46.0 / 16.0; } else { iAnim = TAURUS_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 46.0 / 20.0; } SendWeaponAnim(iAnim, 1); } } class CTaurusAmmo : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_taurusclip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_taurusclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { if (pOther->GiveAmmo(AMMO_TAURUS_GIVE, "taurus", TAURUS_MAX_CARRY) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS(ammo_th_taurus, CTaurusAmmo);