//========================================================= // Opposing Forces Weapon Desert eagle (use Python ammo) // // Made by Demiurge // //FGD weapon_deserteagle //========================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" enum desert_e { EAGLE_IDLE1, EAGLE_IDLE2, EAGLE_IDLE3, EAGLE_IDLE4, EAGLE_IDLE5, EAGLE_FIRE, EAGLE_FIRE_EMPTY, EAGLE_RELOAD, EAGLE_RELOAD_EMPTY, EAGLE_HOLSTER, EAGLE_DRAW, }; LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle ); //-----------------------------\// SPAWN FUNCTION OF EAGLE void CEagle::Spawn( ) { pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names 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. } //-------------------------------\// DESERT 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"); PRECACHE_MODEL("sprites/laserdot_e.spr"); PRECACHE_SOUND ("weapons/desert_eagle_fire.wav");//silenced handgun PRECACHE_SOUND ("weapons/desert_eagle_reload.wav");//silenced handgun PRECACHE_SOUND ("weapons/desert_eagle_sight.wav");//handgun PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav");//handgun m_usFireEagle = PRECACHE_EVENT( 1, "events/eagle.sc" ); } int CEagle::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "357"; p->iMaxAmmo1 = _EAGLE_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( ) { pev->body = 1; return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "357" ); } int CEagle::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 CEagle::SecondaryAttack( void ) { m_fDotActive = ! m_fDotActive; #ifndef CLIENT_DLL if (!m_fDotActive && m_pDot) { m_pDot->Killed( NULL, GIB_NORMAL ); m_pDot = NULL; } #endif if (!m_fDotActive) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight2.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); } else { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_sight.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); } m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2; } void CEagle::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. #ifndef CLIENT_DLL if (m_pDot) { m_pDot->Killed( NULL, GIB_NEVER ); m_pDot = NULL; } #endif m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 ); SendWeaponAnim( EAGLE_HOLSTER ); } void CEagle::PrimaryAttack( void ) { if (!m_fDotActive) { EagleFire( 0.3, TRUE ); } else { EagleFire( 0.4, FALSE ); } } void CEagle::EagleFire( float flCycleTime, BOOL fUseAutoAim ) { if (m_iClip <= 0) { if (m_fFireOnEmpty) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } return; } m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; #if defined ( OLD_WEAPONS ) if (m_iClip != 0) SendWeaponAnim( EAGLE_FIRE ); else SendWeaponAnim( EAGLE_FIRE_EMPTY ); #endif int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireEagle : m_usFireEagle, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); #if defined ( OLD_WEAPONS ) UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); UTIL_Ricochet( ptr->vecStartPos, 1.0 ); UTIL_Ricochet( ptr->vecEndPos, 2.0 ); // ADDED RICHOSHET MODE + gpGlobals->v_right * RANDOM_FLOAT(9999,100) Vector vecShellVelocity = m_pPlayer->pev->velocity + gpGlobals->v_right * RANDOM_FLOAT(999,300) + gpGlobals->v_up * RANDOM_FLOAT(450,150) + gpGlobals->v_forward * 9999; #endif if (pev->body == 0) { m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; #if defined ( OLD_WEAPONS ) EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/desert_eagle_fire.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); #endif } Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming; if ( fUseAutoAim ) { vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); } else { vecAiming = gpGlobals->v_forward; } if (!m_fDotActive) { m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_15DEGREES, 8192, BULLET_PLAYER_357, 0 ); } else { m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0 ); } m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 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 ); UpdateDot( ); #if defined ( OLD_WEAPONS ) m_pPlayer->pev->punchangle.x -= 2; #endif } void CEagle::Reload( void ) { int iResult; if (m_iClip == 0) iResult = DefaultReload( 17, EAGLE_RELOAD_EMPTY, 1.5 ); else iResult = DefaultReload( 18, EAGLE_RELOAD, 1.5 ); if (iResult) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } } void CEagle::WeaponIdle( void ) { UpdateDot( ); 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 <= 0.3 + 0 * 0.75) { } else switch (RANDOM_LONG (0, 4)) { case 0: iAnim = EAGLE_IDLE1 ; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; SendWeaponAnim( iAnim, 1 ); break; case 1: iAnim = EAGLE_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; SendWeaponAnim( iAnim, 1 ); break; case 2: iAnim = EAGLE_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; SendWeaponAnim( iAnim, 1 ); break; case 3: iAnim = EAGLE_IDLE4; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; SendWeaponAnim( iAnim, 1 ); break; case 4: iAnim = EAGLE_IDLE5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; SendWeaponAnim( iAnim, 1 ); break; } } } void CEagle::UpdateDot( void ) { #ifndef CLIENT_DLL if (m_fDotActive) { if (!m_pDot) { m_pDot = CLaserDot::CreateDot(); } 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_pDot->pev, tr.vecEndPos ); } #endif } LINK_ENTITY_TO_CLASS( laser_dot, CLaserDot ); //========================================================= //========================================================= CLaserDot *CLaserDot::CreateDot( void ) { CLaserDot *pDot = GetClassPtr( (CLaserDot *)NULL ); pDot->Spawn(); pDot->pev->classname = MAKE_STRING("laser_dot"); return pDot; } //========================================================= //========================================================= void CLaserDot::Spawn( void ) { Precache( ); pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT; pev->rendermode = kRenderGlow; pev->renderfx = kRenderFxNoDissipation; pev->renderamt = 255; SET_MODEL(ENT(pev), "sprites/laserdot_e.spr"); UTIL_SetOrigin( pev, pev->origin ); }; //========================================================= // Suspend- make the laser sight invisible. //========================================================= void CLaserDot::Suspend( float flSuspendTime ) { pev->effects |= EF_NODRAW; SetThink( Revive ); pev->nextthink = gpGlobals->time + flSuspendTime; } //========================================================= // Revive - bring a suspended laser sight back. //========================================================= void CLaserDot::Revive( void ) { pev->effects &= ~EF_NODRAW; SetThink( NULL ); } void CLaserDot::Precache( void ) { PRECACHE_MODEL("sprites/laserdot_e.spr"); };