/*** * * 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" #include "shake.h" enum tfcsniper_e { TFCSNIPER_IDLE = 0, TFCSNIPER_AIM, TFCSNIPER_FIRE, TFCSNIPER_DRAW, TFCSNIPER_HOLSTER, TFCSNIPER_AUTOIDLE, TFCSNIPER_AUTOFIRE, TFCSNIPER_AUTODRAW, TFCSNIPER_AUTOHOLSTER }; LINK_ENTITY_TO_CLASS( weapon_einar1, CWeaponEinarTFCSniper ) int CWeaponEinarTFCSniper::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; } int CWeaponEinarTFCSniper::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "bullets"; p->iMaxAmmo1 = SNIPER_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SNIPER_MAX_CLIP; p->iFlags = 0; p->iSlot = 2; p->iPosition = 4; p->iId = m_iId = WEAPON_TFCSNIPER; p->iWeight = SNIPER_WEIGHT; return 1; } void CWeaponEinarTFCSniper::Spawn() { Precache(); m_iId = WEAPON_TFCSNIPER; SET_MODEL( ENT( pev ), "models/w_isotopebox.mdl" ); m_iDefaultAmmo = SNIPER_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CWeaponEinarTFCSniper::Precache() { PRECACHE_MODEL( "models/v_tfc_sniper.mdl" ); PRECACHE_MODEL( "models/w_isotopebox.mdl" ); PRECACHE_MODEL( "models/p_sniper.mdl" ); PRECACHE_SOUND( "weapons/sniper.wav" ); PRECACHE_SOUND( "weapons/reload3.wav" ); m_usFireSniper = PRECACHE_EVENT( 1, "events/sniper2.sc" ); } BOOL CWeaponEinarTFCSniper::Deploy() { m_fInSpecialReload = 0; return DefaultDeploy( "models/v_tfc_sniper.mdl", "models/p_sniper.mdl", TFCSNIPER_AUTODRAW, "bow" ); } void CWeaponEinarTFCSniper::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. if( m_fInZoom ) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; } void CWeaponEinarTFCSniper::PrimaryAttack() { float flSpread; int iDmg; // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 ) { if( m_fFireOnEmpty ) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; } if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) { SendWeaponAnim( TFCSNIPER_AUTOIDLE ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 ); } 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 = gpGlobals->v_forward; #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { if( m_fInZoom ) { flSpread = 0.002f; iDmg = 80; } else { flSpread = 0.07846f; iDmg = 40; } } else { if( m_fInZoom ) { flSpread = 0.004f; } else { flSpread = 0.08716f; } iDmg = 0; } Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 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, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, m_fInZoom, 0 ); if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); if( m_fInZoom ) { m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; } else { m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f; m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f ); m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) ); } } void CWeaponEinarTFCSniper::SecondaryAttack() { int iFadeFlags = 0; if( m_fInZoom ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; m_fInZoom = 0; SetBits( iFadeFlags, FFADE_IN ); } else { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20; m_fInZoom = 1; SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT ); } #ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags ); #endif pev->nextthink = UTIL_WeaponTimeBase() + 0.11f; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f; } void CWeaponEinarTFCSniper::Reload() { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP ) return; if( m_fInZoom ) SecondaryAttack(); if( DefaultReload( SNIPER_MAX_CLIP, TFCSNIPER_AUTOHOLSTER, 0.5 ) ) { m_fInSpecialReload = 2; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 ); } } void CWeaponEinarTFCSniper::WeaponIdle() { ResetEmptySound(); if( m_pPlayer->m_flNextAttack < UTIL_WeaponTimeBase() ) { if( m_fInSpecialReload == 3 ) { SendWeaponAnim( TFCSNIPER_AUTODRAW, 0 ); m_fInSpecialReload = 1; } if( m_fInSpecialReload == 2 ) { EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; m_fInSpecialReload = 3; } if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) { SendWeaponAnim( TFCSNIPER_AUTOIDLE, 1 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 ); } } }