/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" // special deathmatch shotgun spreads #define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees #define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees enum barneyshotgun_e { BARNEYSHOTGUN_IDLE = 0, BARNEYSHOTGUN_FIRE, BARNEYSHOTGUN_FIRE2, BARNEYSHOTGUN_RELOAD, BARNEYSHOTGUN_PUMP, BARNEYSHOTGUN_START_RELOAD, BARNEYSHOTGUN_DRAW, BARNEYSHOTGUN_HOLSTER, BARNEYSHOTGUN_IDLE4, BARNEYSHOTGUN_IDLE_DEEP }; LINK_ENTITY_TO_CLASS( weapon_barneyshotgun, CBarneyShotgun ) void CBarneyShotgun::Spawn() { Precache(); m_iId = WEAPON_BARNEYSHOTGUN; SET_MODEL( ENT( pev ), "models/w_shotgun.mdl" ); m_iDefaultAmmo = SHOTGUN_DEFAULT_GIVE; FallInit();// get ready to fall } void CBarneyShotgun::Precache( void ) { PRECACHE_MODEL( "models/v_barneyshotgun.mdl" ); CShotgun::Precache(); } int CBarneyShotgun::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SHOTGUN_MAX_CLIP; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_BARNEYSHOTGUN; p->iWeight = SHOTGUN_WEIGHT; return 1; } BOOL CBarneyShotgun::Deploy() { return DefaultDeploy( "models/v_barneyshotgun.mdl", "models/p_shotgun.mdl", BARNEYSHOTGUN_DRAW, "shotgun" ); }