//fixed (maybe) #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #include "monsters.h" #include "player.h" #include "gamerules.h" #include "shake.h" #include "nodes.h" #include "soundent.h" enum gauss_e { SNIPARS_IDLE = 0, SNIPARS_DRAW, SNIPARS_FIRE, SNIPARS_RELOAD }; LINK_ENTITY_TO_CLASS( weapon_snipars, CSnipars ); int CSnipars::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "snipars"; p->iMaxAmmo1 = _SNIPARS_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SNIPARS_MAX_CLIP; p->iFlags = 0; p->iSlot = 3; p->iPosition = 4; p->iId = m_iId = WEAPON_SNIPARS; p->iWeight = SNIPARS_WEIGHT; return 1; } int CSnipars::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 CSnipars::Spawn( ) { pev->classname = MAKE_STRING("weapon_snipars"); Precache( ); m_iId = WEAPON_SNIPARS; SET_MODEL(ENT(pev), "models/w_sniper.mdl"); m_iDefaultAmmo = SNIPARS_DEFAULT_GIVE; FallInit(); } void CSnipars::Precache( void ) { PRECACHE_MODEL("models/v_sniper.mdl"); PRECACHE_MODEL("models/w_sniper.mdl"); PRECACHE_MODEL("models/p_sniper.mdl"); PRECACHE_MODEL("models/w_357ammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND ("weapons/sniper_shoot1.wav"); PRECACHE_SOUND ("weapons/sniper_shoot2.wav"); PRECACHE_SOUND ("weapons/sniper_shoot3.wav"); PRECACHE_SOUND ("weapons/sniper_shoot4.wav"); PRECACHE_SOUND ("weapons/sniper_shoot5.wav"); m_usFireSniper = PRECACHE_EVENT( 1, "events/glock2.sc" ); } BOOL CSnipars::Deploy( ) { return DefaultDeploy( "models/v_sniper.mdl", "models/p_sniper.mdl", SNIPARS_DRAW, "snipars", UseDecrement() ); } void CSnipars::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE; if ( m_fInZoom ) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CSnipars::SecondaryAttack( void ) { if ( m_pPlayer->pev->fov != 0 ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; m_fInZoom = 0; #ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN ); #endif } else if ( m_pPlayer->pev->fov != 15 ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15; m_fInZoom = 1; #ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN ); #endif } pev->nextthink = UTIL_WeaponTimeBase() + 0.1; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; } void CSnipars::PrimaryAttack( void ) { Shoot( 0.0001, 1.5, TRUE ); switch( RANDOM_LONG( 0, 3 ) ) { case 0: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot1.wav", 1, ATTN_NORM ); break; case 1: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot2.wav", 1, ATTN_NORM ); break; case 2: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot3.wav", 1, ATTN_NORM ); break; case 3: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot4.wav", 1, ATTN_NORM ); break; case 4: EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot5.wav", 1, ATTN_NORM ); break; }; } void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim ) { if (m_pPlayer->pev->waterlevel == 3) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_cock1.wav", 0.8, ATTN_NORM); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { if (m_fFireOnEmpty) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } return; } m_iClip -= 1; 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 ); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming; if ( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } else { vecAiming = gpGlobals->v_forward; } Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 5, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_SNIPARS, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireSniper : m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CSnipars::Reload( void ) { if ( m_fInZoom ) { SecondaryAttack(); } if ( m_pPlayer->ammo_snipars <= 0 ) return; if ( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } if (m_iClip == 0) DefaultReload( 5, SNIPARS_FIRE, 1.5 ); else DefaultReload( 5, SNIPARS_FIRE, 1.5 ); } void CSnipars::WeaponIdle( void ) { m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES ); if ( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if (flRand <= 0.75) { if (m_iClip) { SendWeaponAnim( SNIPARS_IDLE ); } else { SendWeaponAnim( SNIPARS_IDLE ); } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 12.0; } } } class CSniparsAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_sniper.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_357ammo.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_SNIPARSBOX_GIVE, "snipars", _SNIPARS_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_snipars2, CSniparsAmmo ); #endif