/*** * * 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" #define NEEDLE_BODYHIT_VOLUME 128 #define NEEDLE_WALLHIT_VOLUME 512 class CNeedle : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 1; } int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: }; LINK_ENTITY_TO_CLASS( weapon_needle, CNeedle ) enum needle_e { NEEDLE_IDLE1, NEEDLE_GIVESHOT, NEEDLE_DRAW }; void CNeedle::Spawn( ) { Precache(); m_iId = WEAPON_NEEDLE; SET_MODEL( ENT( pev ), "models/w_needle.mdl" ); m_iClip = -1; FallInit();// get ready to fall down. } void CNeedle::Precache( void ) { PRECACHE_MODEL( "models/v_needle.mdl" ); PRECACHE_MODEL( "models/w_needle.mdl" ); PRECACHE_MODEL( "models/p_needle.mdl" ); PRECACHE_SOUND( "weapons/needleshot.wav" ); } int CNeedle::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = NULL; p->iMaxAmmo1 = -1; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 0; p->iPosition = 1; p->iId = WEAPON_NEEDLE; p->iWeight = CROWBAR_WEIGHT; return 1; } BOOL CNeedle::Deploy() { return DefaultDeploy( "models/v_needle.mdl", "models/p_needle.mdl", NEEDLE_DRAW, "needle" ); } void CNeedle::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = gpGlobals->time + 1; SendWeaponAnim( NEEDLE_IDLE1 ); } void CNeedle::PrimaryAttack() { SendWeaponAnim( NEEDLE_GIVESHOT ); EMIT_SOUND( ENT( pev ), CHAN_ITEM, "weapons/needleshot.wav", 1, ATTN_NORM ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 8; }