/*** * * 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. * ****/ #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" enum revolver_e { REVOLVER_IDLE = 0, REVOLVER_SHOOT1, REVOLVER_SHOOT2, REVOLVER_SHOOT_EMPTY, REVOLVER_RELOAD, REVOLVER_DRAW }; LINK_ENTITY_TO_CLASS( weapon_revolver, CRevolver ); LINK_ENTITY_TO_CLASS( weapon_357, CRevolver ); int CRevolver::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "357"; p->iMaxAmmo1 = REVOLVER_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = REVOLVER_MAX_CLIP; p->iFlags = 0; p->iSlot = 3; p->iPosition = 0; p->iId = m_iId = WEAPON_REVOLVER; p->iWeight = REVOLVER_WEIGHT; return 1; } int CRevolver::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 CRevolver::Spawn( ) { Precache( ); m_iId = WEAPON_REVOLVER; SET_MODEL(ENT(pev), "models/w_revolver.mdl"); m_iDefaultAmmo = REVOLVER_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CRevolver::Precache( void ) { PRECACHE_MODEL("models/v_revolver.mdl"); PRECACHE_MODEL("models/w_revolver.mdl"); PRECACHE_MODEL("models/p_357.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND ("weapons/357_reload1.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); PRECACHE_SOUND ("weapons/357_shot1.wav"); PRECACHE_SOUND ("weapons/357_shot2.wav"); PRECACHE_SOUND ("weapons/revolver_draw.wav"); PRECACHE_SOUND ("weapons/revolver_fire.wav"); PRECACHE_SOUND ("weapons/revolver_reload.wav"); m_usFireRevolver = PRECACHE_EVENT( 1, "events/deagle1.sc" ); } BOOL CRevolver::Deploy( ) { pev->body = 0; EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/revolver_draw.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); return DefaultDeploy( "models/v_revolver.mdl", "models/p_357.mdl", REVOLVER_DRAW, "Revolver", UseDecrement(), pev->body ); } void CRevolver::PrimaryAttack() { if( m_iClip <= 0 || ( m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD ) ) // don't fire underwater { PlayEmptySound( ); m_flNextPrimaryAttack = 0.15; return; } m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, gSkillData.plrDmgRevolver, 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_usFireRevolver, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 ); m_flNextPrimaryAttack = 0.9; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CRevolver::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == REVOLVER_MAX_CLIP ) return; if (DefaultReload( REVOLVER_MAX_CLIP, REVOLVER_RELOAD, 2.76)) { m_flSoundDelay = 1.5; } } void CRevolver::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); // ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); if (m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/revolver_reload.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); m_flSoundDelay = 0; } if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; SendWeaponAnim( REVOLVER_IDLE, 1 ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class CRevolverAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_weaponclips/w_revolverrounds.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_weaponclips/w_revolverrounds.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_REVOLVERBOX_GIVE, "357", REVOLVER_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_revolver, CRevolverAmmo ); #endif