/*** * * 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 "soundent.h" #include "gamerules.h" #include "shake.h" enum minigun_e { MINIGUN_LONGIDLE = 0, MINIGUN_IDLE1, MINIGUN_RELOAD, MINIGUN_DEPLOY, MINIGUN_FIRE1, MINIGUN_FIRE2, MINIGUN_FIRE3 }; LINK_ENTITY_TO_CLASS( weapon_minigun, CMinigun ) //========================================================= //========================================================= void CMinigun::Spawn( ) { pev->classname = MAKE_STRING("weapon_minigun"); // hack to allow for old names Precache( ); SET_MODEL(ENT(pev), "models/w_minigun.mdl"); m_iId = WEAPON_MINIGUN; m_iDefaultAmmo = MINIGUN_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CMinigun::Precache( void ) { PRECACHE_MODEL("models/v_minigun.mdl"); PRECACHE_MODEL("models/w_minigun.mdl"); PRECACHE_MODEL("models/p_minigun.mdl"); m_iShell = PRECACHE_MODEL ("models/12mm_shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/w_minigunclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/minigun1.wav");// H to the K PRECACHE_SOUND ("weapons/minigun2.wav");// H to the K PRECACHE_SOUND ("weapons/minigun3.wav");// H to the K PRECACHE_SOUND ("weapons/minigun.wav"); m_usminigun = PRECACHE_EVENT( 1, "events/minigun.sc" ); } int CMinigun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "12mm"; p->iMaxAmmo1 = _50CAL_MAX_CARRY; p->iMaxClip = MINIGUN_MAX_CLIP; p->iSlot = 5; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_MINIGUN; p->iWeight = MINIGUN_WEIGHT; p->weaponName = "12mm Minigun"; return 1; } int CMinigun::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; } BOOL CMinigun::Deploy( ) { return DefaultDeploy( "models/v_minigun.mdl", "models/p_minigun.mdl", MINIGUN_DEPLOY, "minigun" ); } void CMinigun::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { // optimized multiplayer. Widened to make it easier to hit a moving player vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } else { // single player spread vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 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_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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); m_flNextPrimaryAttack = GetNextAttackDelay( 0.05f ); if ( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.05f; #ifndef CLIENT_DLL UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 ); #endif m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CMinigun::SecondaryAttack( void ) { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD) { PlayEmptySound(); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); Vector vecDir; #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { // optimized multiplayer. Widened to make it easier to hit a moving player vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed ); } else { // single player spread vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 8192, BULLET_PLAYER_50CAL, 2, 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_usminigun, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 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); m_flNextSecondaryAttack = GetNextAttackDelay( 0.01f ); if ( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() ) m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.01f; #ifndef CLIENT_DLL UTIL_ScreenShake( pev->origin, 5.0, 150.0, 0.75, 250.0 ); #endif m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CMinigun::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == MINIGUN_MAX_CLIP ) return; DefaultReload( MINIGUN_MAX_CLIP, MINIGUN_RELOAD, 2.5 ); } void CMinigun::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; switch ( RANDOM_LONG( 0, 1 ) ) { case 0: iAnim = MINIGUN_LONGIDLE; break; default: case 1: iAnim = MINIGUN_IDLE1; break; } SendWeaponAnim( iAnim ); m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again. } class CMinigunAmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_minigunclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_minigunclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_MINIGUNCLIP_GIVE, "12mm", _50CAL_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_minigun, CMinigunAmmoClip ) class CMinigunChainammo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_chainammo_minigun.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_chainammo_minigun.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_CHAINBOX_GIVE, "12mm", _50CAL_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_minigunbox, CMinigunChainammo )