/*** * * 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" #include "gamerules.h" enum chaingun_e { CHAINGUN_IDLE = 0, CHAINGUN_IDLE2, CHAINGUN_SPINUP, CHAINGUN_SPINDOWN, CHAINGUN_FIRE, CHAINGUN_DRAW, CHAINGUN_HOLSTER }; LINK_ENTITY_TO_CLASS( weapon_hornetgun, CWeaponEinarChaingun ) LINK_ENTITY_TO_CLASS( weapon_th_chaingun, CWeaponEinarChaingun ) void CWeaponEinarChaingun::Spawn() { pev->classname = MAKE_STRING( "weapon_th_chaingun" ); Precache(); m_iId = WEAPON_CHAINGUN; SET_MODEL( ENT( pev ), "models/w_tfac.mdl" ); m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE; m_fInAttack = 0; m_fInSpecialReload = 0; FallInit();// get ready to fall down. } void CWeaponEinarChaingun::Precache() { PRECACHE_MODEL( "models/v_tfac.mdl" ); PRECACHE_MODEL( "models/w_tfac.mdl" ); PRECACHE_MODEL( "models/p_tfac.mdl" ); m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/reload3.wav" ); PRECACHE_SOUND( "weapons/asscan1.wav" ); PRECACHE_SOUND( "weapons/asscan2.wav" ); PRECACHE_SOUND( "weapons/asscan3.wav" ); PRECACHE_SOUND( "weapons/asscan4.wav" ); m_usFireChaingun1 = PRECACHE_EVENT( 1, "events/chaingun1.sc" ); m_usFireChaingun2 = PRECACHE_EVENT( 1, "events/chaingun2.sc" ); } int CWeaponEinarChaingun::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "9mm"; p->iMaxAmmo1 = _9MM_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = CHAINGUN_MAX_CLIP; p->iSlot = 3; p->iPosition = 4; p->iFlags = 0; p->iId = m_iId = WEAPON_CHAINGUN; p->iWeight = CHAINGUN_WEIGHT; return 1; } BOOL CWeaponEinarChaingun::Deploy() { return DefaultDeploy( "models/v_tfac.mdl", "models/p_tfac.mdl", CHAINGUN_DRAW, "egon" ); } void CWeaponEinarChaingun::Holster( int skiplocal /*= 0*/ ) { m_fInSpecialReload = 0; if( m_fInAttack ) SpinDown(); else SendWeaponAnim( CHAINGUN_HOLSTER ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; } void CWeaponEinarChaingun::PrimaryAttack() { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 ) { if( m_fInAttack != 0 ) { // spin down SpinDown(); } else { PlayEmptySound(); m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; } return; } if( !m_fInAttack ) { // Spin up SpinUp(); } else { if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() ) { #ifdef CLIENT_DLL if( !bIsMultiplayer() ) #else if( !g_pGameRules->IsMultiplayer() ) #endif { // single player spread Fire( 0.1, 0.1, FALSE ); } else { // optimized multiplayer. Widened to make it easier to hit a moving player Fire( 0.15, 0.15, FALSE ); } } } } void CWeaponEinarChaingun::SecondaryAttack() { if( m_fInAttack ) SpinDown(); } void CWeaponEinarChaingun::SpinUp() { // spin up m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; // Slowdown player. PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0 ); m_fInAttack = 1; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; } void CWeaponEinarChaingun::SpinDown() { // Restore player speed. PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2; m_fInAttack = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; } void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) { int iClipNotEmpty = 0; m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; if( m_iClip ) { m_iClip--; iClipNotEmpty = 1; } 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 = gpGlobals->v_forward; Vector vecDir = m_pPlayer->FireBulletsPlayer( iClipNotEmpty ? 4 : 2, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_MP5, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, iClipNotEmpty, 0 ); m_flNextPrimaryAttack = 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 = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1; } void CWeaponEinarChaingun::Reload() { if( m_fInAttack ) { SpinDown(); } else if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CHAINGUN_MAX_CLIP ) { return; } else if( DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 0.5 ) ) { m_fInSpecialReload = 2; m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 ); } } void CWeaponEinarChaingun::WeaponIdle() { ResetEmptySound(); if( m_pPlayer->m_flNextAttack < UTIL_WeaponTimeBase() ) { if( m_fInSpecialReload == 3 ) { SendWeaponAnim( CHAINGUN_DRAW, 0 ); m_fInSpecialReload = 1; } else if( m_fInSpecialReload == 2 ) { EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_fInSpecialReload = 3; } } if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; if( m_fInAttack != 0 ) { // Spin down SpinDown(); } else { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if( flRand <= 0.5 ) { iAnim = CHAINGUN_IDLE; } else { iAnim = CHAINGUN_IDLE2; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); SendWeaponAnim( iAnim, 1 ); } }