/*** * * 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 "explode.h" #define JIHAD_PRIMARY_VOLUME 450 BOOL lolalo = FALSE; float timeouttemp = 0; float timeout = 3.5; //How many seconds until you need to yell again and reset to even explode. enum jihad_e { JIHAD_IDLE = 0, JIHAD_SHOOT1, // bring out JIHAD_SHOOT2, // drop - never used in this JIHAD_SHOOT3, // Punch buttons }; LINK_ENTITY_TO_CLASS( weapon_jihad, CJihad ); void CJihad::Spawn( ) { Precache( ); m_iId = WEAPON_JIHAD; SET_MODEL(ENT(pev), "models/w_jihad.mdl"); #ifndef CLIENT_DLL pev->dmg = gSkillData.plrDmgJihad; #endif FallInit();// get ready to fall down. } void CJihad::Precache( void ) { PRECACHE_MODEL("models/w_jihad.mdl"); PRECACHE_MODEL("models/v_jihad.mdl"); PRECACHE_MODEL("models/p_jihad.mdl"); PRECACHE_MODEL("models/w_grenade.mdl"); PRECACHE_SOUND("weapons/jihad.wav"); m_usJihad = PRECACHE_EVENT( 1, "events/jihad.sc" ); } int CJihad::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 = 4; p->iPosition = 4; p->iId = m_iId = WEAPON_JIHAD; p->iWeight = JIHAD_WEIGHT; p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; return 1; } BOOL CJihad::Deploy( ) { //m_flReleaseThrow = -1; return DefaultDeploy( "models/v_jihad.mdl", "models/p_jihad.mdl", JIHAD_SHOOT1, "crowbar" ); } BOOL CJihad::CanHolster( void ) { // can only holster hand grenades when not primed! return 1; } void CJihad::Holster( int skiplocal /* = 0 */ ) { } void CJihad::PrimaryAttack() { if ((lolalo == TRUE) && (gpGlobals->time > timeouttemp)) { //Waited too long, reset the lolalo lolalo = FALSE; } if ((lolalo == TRUE) && (gpGlobals->time < timeouttemp)) { Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16; Vector vecThrow = gpGlobals->v_forward * 500 + m_pPlayer->pev->velocity; SendWeaponAnim( JIHAD_SHOOT3 ); lolalo = FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2; #ifdef CLIENT_DLL //Genuflect #else ExplosionCreate( m_pPlayer->Center(), m_pPlayer->pev->angles, m_pPlayer->edict(), 1080, TRUE ); // BOOM! #endif //CGrenade::ShootJihad( m_pPlayer->pev, vecSrc, vecThrow, 0 ); } else { SendWeaponAnim( JIHAD_SHOOT3 ); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/jihad.wav", 1.0, ATTN_NORM); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; // You shouldnt last this long for a next attack, in the old patch timeouttemp = gpGlobals->time + timeout; lolalo = TRUE; //return; //Don't wanna blow up just yet. } } void CJihad::WeaponIdle( void ) { int iAnim; iAnim = JIHAD_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again. SendWeaponAnim( iAnim ); }