/*** * * 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" enum taurus_e { TAURUS_IDLE1 = 0, TAURUS_IDLE2, TAURUS_IDLE3, TAURUS_SHOOT, TAURUS_SHOOT2, TAURUS_SHOOT3, TAURUS_SHOOT_EMPTY, TAURUS_RELOAD, TAURUS_RELOAD2, TAURUS_DRAW, TAURUS_DRAW2 }; LINK_ENTITY_TO_CLASS( weapon_th_taurus, CWeaponEinarTaurus ) int CWeaponEinarTaurus::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 CWeaponEinarTaurus::Spawn() { Precache(); m_iId = WEAPON_TAURUS; SET_MODEL( ENT( pev ), "models/w_taurus.mdl" ); m_iDefaultAmmo = TAURUS_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CWeaponEinarTaurus::Precache() { PRECACHE_MODEL( "models/v_taurus.mdl" ); PRECACHE_MODEL( "models/w_taurus.mdl" ); PRECACHE_MODEL( "models/p_taurus.mdl" ); m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/tau_back.wav" ); PRECACHE_SOUND( "weapons/tau_clipin.wav" ); PRECACHE_SOUND( "weapons/tau_clipout.wav" ); PRECACHE_SOUND( "weapons/tau_fire.wav" ); PRECACHE_SOUND( "weapons/tau_release.wav" ); m_usFireTaurus = PRECACHE_EVENT( 1, "events/taurus.sc" ); } int CWeaponEinarTaurus::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "taurus"; p->iMaxAmmo1 = TAURUS_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = TAURUS_MAX_CLIP; p->iSlot = 1; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_TAURUS; p->iWeight = TAURUS_WEIGHT; return 1; } BOOL CWeaponEinarTaurus::Deploy() { return DefaultDeploy( "models/v_taurus.mdl", "models/p_taurus.mdl", TAURUS_DRAW2, "onehanded" ); } void CWeaponEinarTaurus::PrimaryAttack() { TaurusFire( 0.04, 0.25, TRUE ); } void CWeaponEinarTaurus::TaurusFire( float flSpread, 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; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = gpGlobals->v_forward; Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_9MM, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireTaurus, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 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 = UTIL_WeaponTimeBase() + flCycleTime; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 ); } void CWeaponEinarTaurus::Reload() { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == TAURUS_MAX_CLIP ) return; if( DefaultReload( TAURUS_MAX_CLIP, TAURUS_RELOAD2, 2.0 ) ) { m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 ); } } void CWeaponEinarTaurus::WeaponIdle() { 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 ) { iAnim = TAURUS_IDLE3; } else if( flRand <= 0.6 ) { iAnim = TAURUS_IDLE1; } else { iAnim = TAURUS_IDLE2; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 15.0; SendWeaponAnim( iAnim, 1 ); } } class CTaurusAmmo : public CBasePlayerAmmo { void Spawn() { Precache(); SET_MODEL( ENT( pev ), "models/w_taurusclip.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache() { PRECACHE_MODEL( "models/w_taurusclip.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { if( pOther->GiveAmmo( AMMO_TAURUS_GIVE, "taurus", TAURUS_MAX_CARRY) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_th_taurus, CTaurusAmmo )