/* Здесь был rainbow */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #define HANDGRENADE_PRIMARY_VOLUME 450 #define WEAPON_PEPSIGUN 22 enum handgrenade_e { HANDGRENADE_IDLE = 0, HANDGRENADE_FIRE, HANDGRENADE_OPEN, HANDGRENADE_INSERT, HANDGRENADE_CLOSE, HANDGRENADE_DRAW }; class CPepsigun : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 4; } int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); void Reload( void ); BOOL Deploy( void ); BOOL CanHolster( void ); void Holster( int skiplocal = 0 ); void WeaponIdle( void ); int m_fInReload; float m_flNextReload; virtual BOOL UseDecrement( void ) { return FALSE; } }; LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun ) void CPepsigun::Spawn() { Precache(); m_iId = WEAPON_PEPSIGUN; SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" ); #ifndef CLIENT_DLL pev->dmg = 80; #endif m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CPepsigun::Precache( void ) { PRECACHE_MODEL( "models/w_pepsigun.mdl" ); PRECACHE_MODEL( "models/v_pepsigun.mdl" ); PRECACHE_MODEL( "models/p_pepsigun.mdl" ); PRECACHE_SOUND( "weapons/pepsigun_shoot.wav"); } int CPepsigun::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hand Grenade"; p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = 8; p->iSlot = 2; p->iPosition = 4; p->iId = m_iId = WEAPON_PEPSIGUN; p->iWeight = 10; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CPepsigun::Deploy() { m_flReleaseThrow = -1; return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", HANDGRENADE_DRAW, "crowbar" ); } BOOL CPepsigun::CanHolster( void ) { // can only holster hand grenades when not primed! return ( m_flStartThrow == 0 ); } void CPepsigun::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { } else { // no more grenades! m_pPlayer->pev->weapons &= ~( 1 << WEAPON_PEPSIGUN ); SetThink( &CBasePlayerItem::DestroyItem ); pev->nextthink = gpGlobals->time + 0.1; } EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); } void CPepsigun::PrimaryAttack() { m_flStartThrow = gpGlobals->time; m_flReleaseThrow = 0; m_flTimeWeaponIdle = gpGlobals->time + 0.25; if(m_iClip > 0) { m_flStartThrow = gpGlobals->time; m_flReleaseThrow = 0; m_flTimeWeaponIdle = gpGlobals->time + 0.25; } else { Reload(); } } void CPepsigun::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP ) return; // don't reload until recoil is done if( m_flNextPrimaryAttack > gpGlobals->time) return; // check to see if we're ready to reload if( m_fInSpecialReload == 0 ) { SendWeaponAnim( HANDGRENADE_OPEN ); m_fInSpecialReload = 1; m_pPlayer->m_flNextAttack = gpGlobals->time+ 0.6; m_flTimeWeaponIdle = gpGlobals->time + 0.6; m_flNextPrimaryAttack = gpGlobals->time + 1.0; m_flNextSecondaryAttack = gpGlobals->time + 1.0; return; } else if( m_fInSpecialReload == 1 ) { if( m_flTimeWeaponIdle > gpGlobals->time ) return; // was waiting for gun to move to side m_fInSpecialReload = 2; if( RANDOM_LONG( 0, 1 ) ) EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); else EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); SendWeaponAnim( HANDGRENADE_INSERT ); m_flNextReload = gpGlobals->time + 0.5; m_flTimeWeaponIdle = gpGlobals->time + 0.5; } else { // Add them to the clip m_iClip += 1; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; m_fInSpecialReload = 1; } } void CPepsigun::WeaponIdle( void ) { if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { Reload(); } else if( m_fInSpecialReload != 0 ) { if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { Reload(); } else { // reload debounce has timed out SendWeaponAnim( HANDGRENADE_CLOSE ); m_fInSpecialReload = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; } } if( m_flReleaseThrow == 0 && m_flStartThrow ) m_flReleaseThrow = gpGlobals->time; if( m_flTimeWeaponIdle > gpGlobals->time ) return; if( m_flStartThrow ) { Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; if( angThrow.x < 0 ) angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 ); else angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 ); float flVel = ( 90 - angThrow.x ) * 4; if( flVel > 500 ) flVel = 1400; UTIL_MakeVectors( angThrow ); Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16; Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity; // alway explode 3 seconds after the pin was pulled float time = m_flStartThrow - gpGlobals->time + 3.0; if( time < 0 ) time = 0; CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time ); m_iClip--; if( flVel < 500 ) { EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM ); SendWeaponAnim( HANDGRENADE_FIRE ); } else if( flVel < 1000 ) { EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM ); SendWeaponAnim( HANDGRENADE_FIRE ); } else { EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM ); SendWeaponAnim( HANDGRENADE_FIRE ); } // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flReleaseThrow = 0; m_flStartThrow = 0; m_flNextPrimaryAttack = gpGlobals->time + 0.5; m_flTimeWeaponIdle = gpGlobals->time + 0.5; if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { // just threw last grenade // set attack times in the future, and weapon idle in the future so we can see the whole throw // animation, weapon idle will automatically retire the weapon for us. m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing } return; } else if( m_flReleaseThrow > 0 ) { // we've finished the throw, restart. m_flStartThrow = 0; if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { SendWeaponAnim( HANDGRENADE_DRAW ); } else { RetireWeapon(); return; } m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); m_flReleaseThrow = -1; return; } if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if( flRand <= 0.75 ) { iAnim = HANDGRENADE_IDLE; m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again. } else { m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0; } if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) // HEV suit - indicate out of ammo condition m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); } }