/*** * * 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 "nail.h" enum bradnailer_e { BRADNAILER_IDLE1 = 0, BRADNAILER_IDLE2, BRADNAILER_IDLE3, BRADNAILER_SHOOT, BRADNAILER_SHOOT_EMPTY, BRADNAILER_RELOAD, BRADNAILER_RELOAD_NOT_EMPTY, BRADNAILER_DRAW, BRADNAILER_HOLSTER, BRADNAILER_ADD_SILENCER, BRADNAILER_UPRIGHT_TO_TILT, BRADNAILER_TILT_TO_UPRIGHT, BRADNAILER_FASTSHOOT, }; LINK_ENTITY_TO_CLASS(weapon_bradnailer, CBradnailer); void CBradnailer::Spawn() { Precache(); m_iId = WEAPON_BRADNAILER; SET_MODEL(ENT(pev), "models/w_bradnailer.mdl"); m_iDefaultAmmo = BRADNAILER_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CBradnailer::Precache(void) { PRECACHE_MODEL("models/v_bradnailer.mdl"); PRECACHE_MODEL("models/w_bradnailer.mdl"); PRECACHE_MODEL("models/p_bradnailer.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/9mmclip2.wav"); PRECACHE_SOUND("weapons/bradnailer.wav"); m_usFireBradnailer = PRECACHE_EVENT(1, "events/bradnailer.sc"); m_usReload = PRECACHE_EVENT(1, "events/reload.sc"); UTIL_PrecacheOther( "nail" ); } int CBradnailer::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "nails"; p->iMaxAmmo1 = NAILS_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = BRADNAILER_MAX_CLIP; p->iSlot = 1; p->iPosition = 0; p->iFlags = 0; p->iId = m_iId = WEAPON_BRADNAILER; p->iWeight = BRADNAILER_WEIGHT; return 1; } BOOL CBradnailer::Deploy() { return DefaultDeploy("models/v_bradnailer.mdl", "models/p_bradnailer.mdl", BRADNAILER_DRAW, "bradnailer", 0); } BOOL CBradnailer::CanHolster(void) { return (m_fInAttack == 0); } void CBradnailer::Holster(int skiplocal /*= 0*/) { m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(BRADNAILER_HOLSTER); m_fInAttack = 0; } void CBradnailer::SecondaryAttack(void) { if (m_iClip <= 0) { Reload(); m_flNextSecondaryAttack = 0.15f; return; } if (m_flNextSecondaryAttack > UTIL_WeaponTimeBase()) return; if (m_fInAttack == 0) { #ifndef CLIENT_DLL //ALERT(at_console, "BRADNAILER_UPRIGHT_TO_TILT\n" ); #endif SendWeaponAnim(BRADNAILER_UPRIGHT_TO_TILT, UseDecrement()); m_fInAttack = 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7; m_flNextSecondaryAttack = GetNextAttackDelay(0.7); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.0; return; } else if (m_fInAttack == 1) { if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) { #ifndef CLIENT_DLL //ALERT(at_console, "Fire\n"); #endif Fire(0.05, 0.2, FALSE, TRUE); m_fInAttack = 1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.2f; m_flNextPrimaryAttack = GetNextAttackDelay(0.5); } } } void CBradnailer::PrimaryAttack(void) { if (m_fInAttack != 0) { m_flNextPrimaryAttack = GetNextAttackDelay(0.5); return; } if (m_iClip <= 0) { Reload(); m_flNextPrimaryAttack = 0.15f; return; } Fire(0.01f, 0.3f, TRUE, FALSE); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.3f); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CBradnailer::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL fFastShoot) { m_iClip--; 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 anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors(anglesAim); anglesAim.x = -anglesAim.x; // Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2; Vector vecSrc; Vector vecAiming; if (fFastShoot) { vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 2 + gpGlobals->v_up * -2; } else { vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 8 + gpGlobals->v_right * 3 + gpGlobals->v_up * -2; } if (fUseAutoAim) { vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); } else { vecAiming = gpGlobals->v_forward; } Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_NAIL1, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireBradnailer, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, fFastShoot, 0); #ifndef CLIENT_DLL CNail *pNail = CNail::NailCreate(); pNail->pev->origin = vecSrc; pNail->pev->angles = anglesAim; pNail->pev->owner = m_pPlayer->edict(); if (m_pPlayer->pev->waterlevel == 3) { pNail->pev->velocity = vecAiming * NAIL_WATER_VELOCITY; pNail->pev->speed = NAIL_WATER_VELOCITY; } else { pNail->pev->velocity = vecAiming * NAIL_AIR_VELOCITY; pNail->pev->speed = NAIL_AIR_VELOCITY; } pNail->pev->avelocity.z = 10; #endif } void CBradnailer::Reload(void) { if (m_fInAttack != 0) return; if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase()) return; if (m_pPlayer->ammo_nails <= 0) return; int iAnim = (m_iClip == 0) ? BRADNAILER_RELOAD : BRADNAILER_RELOAD_NOT_EMPTY; int iResult = DefaultReload(BRADNAILER_MAX_CLIP, iAnim, 2.3); if (iResult) { m_fInAttack = 0; 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); } } BOOL CBradnailer::ShouldWeaponIdle(void) { return (m_iClip == 0) || ((m_fInAttack != 0) && (m_pPlayer->pev->button & IN_ATTACK)); } void CBradnailer::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; if (m_fInAttack != 0) { #ifndef CLIENT_DLL //ALERT(at_console, "BRADNAILER_TILT_TO_UPRIGHT\n"); #endif SendWeaponAnim(BRADNAILER_TILT_TO_UPRIGHT, UseDecrement()); m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5f); } else { // only idle if the slid isn't back if (m_iClip != 0) { int iAnim; float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0.0, 1.0); if (flRand <= 0.3 + 0 * 0.75) { iAnim = BRADNAILER_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; } else if (flRand <= 0.6 + 0 * 0.875) { iAnim = BRADNAILER_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; } else { iAnim = BRADNAILER_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; } SendWeaponAnim(iAnim, 1); } } }