/*** * * 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" enum sniper_e { SNIPER_IDLE1 = 0, SNIPER_SHOOT1, SNIPER_SHOOT2, SNIPER_RELOAD, SNIPER_DRAW, }; LINK_ENTITY_TO_CLASS(weapon_sniper, CSniper); int CSniper::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "357"; p->iMaxAmmo1 = _357_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SNIPER_MAX_CLIP; p->iFlags = 0; p->iSlot = 3; p->iPosition = 1; p->iId = m_iId = WEAPON_SNIPER; p->iWeight = SNIPER_WEIGHT; return 1; } int CSniper::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 CSniper::Spawn() { Precache(); m_iId = WEAPON_SNIPER; SET_MODEL(ENT(pev), "models/w_sniper.mdl"); m_iDefaultAmmo = SNIPER_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CSniper::Precache(void) { PRECACHE_MODEL("models/v_sniper.mdl"); PRECACHE_MODEL("models/w_sniper.mdl"); PRECACHE_MODEL("models/p_sniper.mdl"); PRECACHE_MODEL("models/w_sniperclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("weapons/sniper_reload1.wav"); PRECACHE_SOUND("weapons/scout_bolt.wav"); PRECACHE_SOUND("weapons/scout_clipin.wav"); PRECACHE_SOUND("weapons/scout_clipout.wav"); m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc"); } BOOL CSniper::Deploy() { return DefaultDeploy("models/v_sniper.mdl", "models/p_sniper.mdl", SNIPER_DRAW, "sniper", UseDecrement()); } void CSniper::Holster(int skiplocal /* = 0 */) { m_fInReload = FALSE;// cancel any reload in progress. if (m_fInZoom) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CSniper::SecondaryAttack(void) { if (m_pPlayer->pev->fov != 0) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } else if (m_pPlayer->pev->fov != 40) { m_fInZoom = TRUE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; } m_flNextSecondaryAttack = 0.75; } void CSniper::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { if (!m_fFireOnEmpty) Reload(); else { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); m_flNextPrimaryAttack = 0.15; } 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 = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_SNIPER, 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, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); m_flNextPrimaryAttack = (46.0 / 35.0); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CSniper::Reload(void) { if (m_pPlayer->ammo_357 <= 0) return; int iResult = DefaultReload(SNIPER_MAX_CLIP, SNIPER_RELOAD, 2.25); if (iResult) { if (m_pPlayer->pev->fov != 0) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } } } void CSniper::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; m_flTimeWeaponIdle = (9.0 / 16.0); SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0); } class CSniperAmmoClip : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_sniperclip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_sniperclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { int bResult = (pOther->GiveAmmo(AMMO_357BOX_GIVE, "357", _357_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS(ammo_sniper, CSniperAmmoClip);