/*** * * 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" #include "soundent.h" #include "gamerules.h" enum par21_e { PAR21_LONGIDLE = 0, PAR21_IDLE1, PAR21_LAUNCH, PAR21_RELOAD, PAR21_DEPLOY, PAR21_FIRE1, PAR21_FIRE2, PAR21_FIRE3, }; LINK_ENTITY_TO_CLASS(weapon_par21, CPar21); //========================================================= //========================================================= int CPar21::SecondaryAmmoIndex(void) { return m_iSecondaryAmmoType; } void CPar21::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/w_par21.mdl"); m_iId = WEAPON_PAR21; m_iDefaultAmmo = PAR21_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CPar21::Precache(void) { PRECACHE_MODEL("models/v_par21.mdl"); PRECACHE_MODEL("models/w_par21.mdl"); PRECACHE_MODEL("models/p_par21.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/grenade.mdl"); // grenade PRECACHE_MODEL("models/w_par21_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND("weapons/par21_1.wav"); PRECACHE_SOUND("weapons/par21_2.wav"); PRECACHE_SOUND("weapons/par21_3.wav"); PRECACHE_SOUND("weapons/glauncher.wav"); PRECACHE_SOUND("weapons/glauncher2.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); m_usReload = PRECACHE_EVENT(1, "events/reload.sc"); m_usPar21 = PRECACHE_EVENT(1, "events/par21.sc"); m_usM203 = PRECACHE_EVENT(1, "events/m203.sc"); } int CPar21::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "par21"; p->iMaxAmmo1 = PAR21_MAX_CARRY; p->pszAmmo2 = "M203grenades"; p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; p->iMaxClip = PAR21_MAX_CLIP; p->iSlot = 1; p->iPosition = 0; p->iFlags = 0; p->iId = m_iId = WEAPON_PAR21; p->iWeight = PAR21_WEIGHT; return 1; } int CPar21::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; } BOOL CPar21::Deploy() { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; return DefaultDeploy("models/v_par21.mdl", "models/p_par21.mdl", PAR21_DEPLOY, "par21"); } void CPar21::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; 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; // single player spread vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_PAR21, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usPar21, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); m_flNextPrimaryAttack = GetNextAttackDelay(0.1); if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CPar21::SecondaryAttack(void) { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) { PlayEmptySound(); return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2; m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); // we don't add in player velocity anymore. CGrenade::ShootContact(m_pPlayer->pev, m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, gpGlobals->v_forward * 800); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT(0, m_pPlayer->edict(), m_usM203); m_flNextPrimaryAttack = GetNextAttackDelay(1); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5;// idle pretty soon after shooting. } void CPar21::Reload(void) { if (m_pPlayer->ammo_par21 <= 0) return; int iAnim = PAR21_RELOAD; int iResult = DefaultReload(PAR21_MAX_CLIP, iAnim, 1.5); if ( iResult ) { PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0); } } void CPar21::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; int iAnim; switch (RANDOM_LONG(0, 1)) { case 0: iAnim = PAR21_LONGIDLE; break; default: case 1: iAnim = PAR21_IDLE1; break; } SendWeaponAnim(iAnim); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. } class CPar21AmmoClip : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_par21_clip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_par21_clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { int bResult = (pOther->GiveAmmo(AMMO_PAR21CLIP_GIVE, "par21", PAR21_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS(ammo_par21_clip, CPar21AmmoClip); class CM203GrenadeAmmo : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_par21_grenades.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_par21_grenades.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { int bResult = (pOther->GiveAmmo(AMMO_M203BOX_GIVE, "M203grenades", M203_GRENADE_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS(ammo_par21_grenade, CM203GrenadeAmmo); LINK_ENTITY_TO_CLASS(ammo_m203grenade, CM203GrenadeAmmo);