/*** * * 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 "weapons.h" #include "monsters.h" #include "player.h" #include "gamerules.h" extern int gmsgZoom; int CSniper::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 CSniper::Holster(int skiplocal /* = 0 */) { m_fInReload = FALSE;// cancel any reload in progress. if (m_fInZoom) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CSniper::SniperFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, int iActivity) { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { if (!m_fFireOnEmpty) Reload(); else { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); 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; 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_SNIPER, 0, 0, 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_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, iActivity, 0, 0, 0); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime; if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase()) m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CSniper::SecondaryAttack(void) { ToggleZoom(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5); } void CSniper::PrimaryAttack() { BOOL fUseAutoAim; int iAnim; float flSpread; float flCycleTime; fUseAutoAim = TRUE; iAnim = m_fInZoom ? GetZoomedAttackActivity() : GetPrimaryAttackActivity(); flSpread = m_fInZoom ? 0.01 : 0.03; flCycleTime = m_fInZoom ? 0.7 : 0.1; SniperFire(flSpread, flCycleTime, fUseAutoAim, iAnim); } void CSniper::Reload(void) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return; if (m_fInZoom) { SetZoomState(FALSE); } } void CSniper::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); } void CSniper::SetZoomState(BOOL bState) { m_fInZoom = bState; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = bState ? 40 : 0; // 0 means reset to default fov #ifndef CLIENT_DLL // Toggle Zoom HUD. MESSAGE_BEGIN(MSG_ONE, gmsgZoom, NULL, m_pPlayer->pev); WRITE_BYTE( bState ); WRITE_BYTE( m_iId ); MESSAGE_END(); #endif } void CSniper::ToggleZoom(void) { SetZoomState(!m_fInZoom); } class CSniperAmmo : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_antidote.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_antidote.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { if (pOther->GiveAmmo(AMMO_SNIPER_GIVE, "sniper", SNIPER_MAX_CARRY) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS(ammo_th_sniper, CSniperAmmo); LINK_ENTITY_TO_CLASS(ammo_einar1, CSniperAmmo);