/*** * * 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 holster_e { HOLSTER_IDLE = 0, HOLSTER_DRAW, HOLSTER_HOLSTER, HOLSTER_ATTACK1HIT, HOLSTER_ATTACK1MISS, HOLSTER_ATTACK2MISS, HOLSTER_ATTACK2HIT, HOLSTER_ATTACK3MISS, HOLSTER_ATTACK3HIT, HOLSTER_IDLE2, HOLSTER_IDLE3, }; LINK_ENTITY_TO_CLASS(weapon_holster, CHolster); void CHolster::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/w_holster.mdl"); m_iId = WEAPON_HOLSTER; m_iClip = -1; FallInit();// get ready to fall down. } void CHolster::Precache(void) { PRECACHE_MODEL("models/v_holster.mdl"); PRECACHE_MODEL("models/w_holster.mdl"); PRECACHE_MODEL("models/p_holster.mdl"); } int CHolster::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 = 0; p->iId = WEAPON_HOLSTER; p->iWeight = HOLSTER_WEIGHT; return 1; } int CHolster::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 CHolster::Deploy() { return DefaultDeploy("models/v_holster.mdl", "models/p_holster.mdl", HOLSTER_DRAW, "holster"); } void CHolster::Holster(int skiplocal /*= 0*/) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; } void CHolster::WeaponIdle(void) { if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; SendWeaponAnim(HOLSTER_IDLE); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. }