/*** * * 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" enum eagle_e { EAGLE_IDLE1 = 0, EAGLE_IDLE2, EAGLE_IDLE3, EAGLE_IDLE4, EAGLE_IDLE5, EAGLE_SHOOT, EAGLE_SHOOT_EMPTY, EAGLE_RELOAD, EAGLE_RELOAD_NOT_EMPTY, EAGLE_DRAW, EAGLE_HOLSTER, }; LINK_ENTITY_TO_CLASS(weapon_eagle, CEagle); void CEagle::Spawn() { Precache(); m_iId = WEAPON_EAGLE; SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl"); m_iDefaultAmmo = EAGLE_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CEagle::Precache(void) { PRECACHE_MODEL("models/v_desert_eagle.mdl"); PRECACHE_MODEL("models/w_desert_eagle.mdl"); PRECACHE_MODEL("models/p_desert_eagle.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell PRECACHE_SOUND("weapons/desert_eagle_fire.wav"); PRECACHE_SOUND("weapons/desert_eagle_reload.wav"); PRECACHE_SOUND("weapons/desert_eagle_sight.wav"); PRECACHE_SOUND("weapons/desert_eagle_sight2.wav"); m_usFireEagle = PRECACHE_EVENT(1, "events/eagle.sc"); } int CEagle::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "357"; p->iMaxAmmo1 = _357_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = EAGLE_MAX_CLIP; p->iSlot = 1; p->iPosition = 2; p->iFlags = 0; p->iId = m_iId = WEAPON_EAGLE; p->iWeight = EAGLE_WEIGHT; return 1; } BOOL CEagle::Deploy() { return DefaultDeploy("models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "eagle", UseDecrement()); } void CEagle::Holster(int skiplocal /* = 0 */) { m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim(EAGLE_HOLSTER); #ifndef CLIENT_DLL if (m_pSpot) { m_pSpot->Killed(NULL, GIB_NEVER); m_pSpot = NULL; } #endif } void CEagle::SecondaryAttack(void) { m_fSpotActive = !m_fSpotActive; #ifndef CLIENT_DLL if (!m_fSpotActive && m_pSpot) { m_pSpot->Killed(NULL, GIB_NORMAL); m_pSpot = NULL; } #endif if (m_fSpotActive) EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1, ATTN_NORM); else EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1, ATTN_NORM); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2; } void CEagle::PrimaryAttack(void) { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay(0.2); } return; } 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 vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming; const Vector& vecSpread = VECTOR_CONE_2DEGREES; float flCycleTime; if (!m_fSpotActive) { vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); flCycleTime = 0.25f; } else { vecAiming = gpGlobals->v_forward; flCycleTime = 0.5f; } Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, (m_fSpotActive) ? VECTOR_CONE_1DEGREES : VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip == 0) ? 1 : 0, 0); m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); UpdateSpot(); } void CEagle::Reload(void) { if (m_pPlayer->ammo_357 <= 0) return; if (m_fSpotActive) { SecondaryAttack(); } int iResult; if (m_iClip == 0) iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD, 1.5); else iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD_NOT_EMPTY, 1.5); if (iResult) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } } void CEagle::WeaponIdle(void) { UpdateSpot(); ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; // 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 <= 0.2) { iAnim = EAGLE_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; } else if (flRand <= 0.4) { iAnim = EAGLE_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; } else if (flRand <= 0.6) { iAnim = EAGLE_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6f; } else if (flRand <= 0.8) { iAnim = EAGLE_IDLE4; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; } else { iAnim = EAGLE_IDLE5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; } SendWeaponAnim(iAnim, 1); } } void CEagle::UpdateSpot(void) { #ifndef CLIENT_DLL if (m_fSpotActive) { if (!m_pSpot) { m_pSpot = CLaserSpot::CreateSpot(); } UTIL_MakeVectors(m_pPlayer->pev->v_angle); Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = gpGlobals->v_forward; TraceResult tr; UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr); UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos); } #endif }