/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" //#define CROWBAR_BODYHIT_VOLUME 128 //#define CROWBAR_WALLHIT_VOLUME 512 LINK_ENTITY_TO_CLASS( weapon_jason, CJason ); enum gauss_e { JASON_IDLE = 0, JASON_DRAW, JASON_HOLSTER, JASON_ATTACK1HIT, JASON_ATTACK1MISS, JASON_ATTACK2MISS, JASON_ATTACK2HIT, JASON_ATTACK3MISS, JASON_ATTACK3HIT }; void CJason::Spawn( ) { Precache( ); m_iId = WEAPON_JASON; SET_MODEL(ENT(pev), "models/w_jason.mdl"); m_iClip = -1; FallInit();// get ready to fall down. } void CJason::Precache( void ) { PRECACHE_MODEL("models/v_jason.mdl"); PRECACHE_MODEL("models/w_jason.mdl"); PRECACHE_MODEL("models/p_jason.mdl"); m_usJason = PRECACHE_EVENT ( 1, "events/jason.sc" ); } int CJason::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = NULL; p->iMaxAmmo1 = -1; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 0; p->iPosition = 4; p->iId = WEAPON_JASON; p->iWeight = JASON_WEIGHT; return 1; } BOOL CJason::Deploy( ) { return DefaultDeploy( "models/v_jason.mdl", "models/p_jason.mdl", JASON_DRAW, "jason" ); } void CJason::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; SendWeaponAnim( JASON_HOLSTER ); } void CJason::PrimaryAttack() { switch( RANDOM_LONG(0,2) ) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason3.wav", 1, ATTN_NORM); break; } if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled? { m_pPlayer->AddPoints(1,FALSE); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; } void CJason::SecondaryAttack() { switch( RANDOM_LONG(0,2) ) { case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun1.wav", 1, ATTN_NORM); break; case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun2.wav", 1, ATTN_NORM); break; case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun3.wav", 1, ATTN_NORM); break; } if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled? { m_pPlayer->AddPoints(-1,TRUE); } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; }