/*** * * Copyright (c) 1996-2002, 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. * ****/ #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #include "monsters.h" #include "player.h" #include "gamerules.h" enum python_e { PYTHON_IDLE1 = 0, PYTHON_FIDGET, PYTHON_FIRE1, PYTHON_RELOAD, PYTHON_HOLSTER, PYTHON_DRAW, PYTHON_IDLE2, PYTHON_IDLE3 }; LINK_ENTITY_TO_CLASS( weapon_python, CPython ) LINK_ENTITY_TO_CLASS( weapon_357, CPython ) int CPython::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "357"; p->iMaxAmmo1 = _357_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = PYTHON_MAX_CLIP; p->iFlags = 0; p->iSlot = 1; p->iPosition = 1; p->iId = m_iId = WEAPON_PYTHON; p->iWeight = PYTHON_WEIGHT; return 1; } int CPython::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 CPython::Spawn() { pev->classname = MAKE_STRING( "weapon_357" ); // hack to allow for old names Precache(); m_iId = WEAPON_PYTHON; SET_MODEL( ENT( pev ), "models/w_357.mdl" ); m_iDefaultAmmo = PYTHON_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CPython::Precache( void ) { PRECACHE_MODEL( "models/v_357.mdl" ); PRECACHE_MODEL( "models/w_357.mdl" ); PRECACHE_MODEL( "models/p_357.mdl" ); PRECACHE_MODEL( "models/w_357ammobox.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/357_reload1.wav" ); PRECACHE_SOUND( "weapons/357_cock1.wav" ); PRECACHE_SOUND( "weapons/357_shot1.wav" ); PRECACHE_SOUND( "weapons/357_shot2.wav" ); m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" ); } BOOL CPython::Deploy() { #ifdef CLIENT_DLL if( bIsMultiplayer() ) #else if( g_pGameRules->IsMultiplayer() ) #endif { // enable laser sight geometry. pev->body = 1; } else { pev->body = 0; } m_flSoundDelay = 0; return DefaultDeploy( "models/v_357.mdl", "models/p_357.mdl", PYTHON_DRAW, "python", UseDecrement(), pev->body ); } void CPython::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. if( m_fInZoom ) { SecondaryAttack(); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); SendWeaponAnim( PYTHON_HOLSTER ); m_flSoundDelay = 0; } void CPython::SecondaryAttack( void ) { #ifdef CLIENT_DLL if( !bIsMultiplayer() ) #else if( !g_pGameRules->IsMultiplayer() ) #endif { return; } 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 = UTIL_WeaponTimeBase() + 0.5f; } void CPython::PrimaryAttack() { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if( m_iClip <= 0 ) { if( !m_fFireOnEmpty ) Reload(); else { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; } 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_357, 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_usFirePython, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 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 = 0.75f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); } void CPython::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PYTHON_MAX_CLIP ) return; if( m_pPlayer->pev->fov != 0 ) { m_fInZoom = FALSE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov } int bUseScope = FALSE; #ifdef CLIENT_DLL bUseScope = bIsMultiplayer(); #else bUseScope = g_pGameRules->IsMultiplayer(); #endif if( DefaultReload( PYTHON_MAX_CLIP, PYTHON_RELOAD, 2.0f, bUseScope ) ) { m_flSoundDelay = 1.5f; } } void CPython::WeaponIdle( void ) { ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); // ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); if( m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() ) { EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT( 0.8f, 0.9f ), ATTN_NORM ); m_flSoundDelay = 0.0f; } if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); if( flRand <= 0.5f ) { iAnim = PYTHON_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 70.0f / 30.0f ); } else if( flRand <= 0.7f ) { iAnim = PYTHON_IDLE2; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0f / 30.0f ); } else if( flRand <= 0.9f ) { iAnim = PYTHON_IDLE3; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 88.0f / 30.0f ); } else { iAnim = PYTHON_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 170.0f / 30.0f ); } int bUseScope = FALSE; #ifdef CLIENT_DLL bUseScope = bIsMultiplayer(); #else bUseScope = g_pGameRules->IsMultiplayer(); #endif SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0, bUseScope ); } class CPythonAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache(); SET_MODEL( ENT(pev), "models/w_357ammobox.mdl" ); CBasePlayerAmmo::Spawn(); } void Precache( void ) { PRECACHE_MODEL( "models/w_357ammobox.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); } BOOL AddAmmo( CBaseEntity *pOther ) { if( pOther->GiveAmmo( AMMO_357BOX_GIVE, "357", _357_MAX_CARRY ) != -1 ) { EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_357, CPythonAmmo ) #endif