/*** * * 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. * ****/ /* ===== weapons.cpp ======================================================== functions governing the selection/use of weapons for players */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "soundent.h" #include "decals.h" #include "gamerules.h" extern CGraph WorldGraph; extern int gEvilImpulse101; #define NOT_USED 255 DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam DLL_GLOBAL const char *g_pModelNameLaser = "sprites/laserbeam.spr"; DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for the initial blood DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for splattered blood ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS]; AmmoInfo CBasePlayerItem::AmmoInfoArray[MAX_AMMO_SLOTS]; extern int gmsgCurWeapon; MULTIDAMAGE gMultiDamage; #define TRACER_FREQ 4 // Tracers fire every fourth bullet //========================================================= // MaxAmmoCarry - pass in a name and this function will tell // you the maximum amount of that type of ammunition that a // player can carry. //========================================================= int MaxAmmoCarry( int iszName ) { for( int i = 0; i < MAX_WEAPONS; i++ ) { if( CBasePlayerItem::ItemInfoArray[i].pszAmmo1 && !strcmp( STRING( iszName ), CBasePlayerItem::ItemInfoArray[i].pszAmmo1 ) ) return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo1; if( CBasePlayerItem::ItemInfoArray[i].pszAmmo2 && !strcmp( STRING( iszName ), CBasePlayerItem::ItemInfoArray[i].pszAmmo2 ) ) return CBasePlayerItem::ItemInfoArray[i].iMaxAmmo2; } ALERT( at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING( iszName ) ); return -1; } /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ // // ClearMultiDamage - resets the global multi damage accumulator // void ClearMultiDamage( void ) { gMultiDamage.pEntity = NULL; gMultiDamage.amount = 0; gMultiDamage.type = 0; } // // ApplyMultiDamage - inflicts contents of global multi damage register on gMultiDamage.pEntity // // GLOBALS USED: // gMultiDamage void ApplyMultiDamage( entvars_t *pevInflictor, entvars_t *pevAttacker ) { Vector vecSpot1;//where blood comes from Vector vecDir;//direction blood should go TraceResult tr; if( !gMultiDamage.pEntity ) return; gMultiDamage.pEntity->TakeDamage( pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type ); } // GLOBALS USED: // gMultiDamage void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType ) { if( !pEntity ) return; gMultiDamage.type |= bitsDamageType; if( pEntity != gMultiDamage.pEntity ) { ApplyMultiDamage( pevInflictor,pevInflictor ); // UNDONE: wrong attacker! gMultiDamage.pEntity = pEntity; gMultiDamage.amount = 0; } gMultiDamage.amount += flDamage; } /* ================ SpawnBlood ================ */ void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage ) { UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage ); } int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { if( !pEntity ) return ( DECAL_GUNSHOT1 + RANDOM_LONG( 0, 4 ) ); return pEntity->DamageDecal( bitsDamageType ); } void DecalGunshot( TraceResult *pTrace, int iBulletType ) { // Is the entity valid if( !UTIL_IsValidEntity( pTrace->pHit ) ) return; if( VARS( pTrace->pHit )->solid == SOLID_BSP || VARS( pTrace->pHit )->movetype == MOVETYPE_PUSHSTEP ) { CBaseEntity *pEntity = NULL; // Decal the wall with a gunshot if( !FNullEnt( pTrace->pHit ) ) pEntity = CBaseEntity::Instance( pTrace->pHit ); switch( iBulletType ) { case BULLET_PLAYER_9MM: case BULLET_MONSTER_9MM: case BULLET_PLAYER_MP5: case BULLET_MONSTER_MP5: case BULLET_PLAYER_BUCKSHOT: case BULLET_PLAYER_357: default: // smoke and decal UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) ); break; case BULLET_MONSTER_12MM: // smoke and decal UTIL_GunshotDecalTrace( pTrace, DamageDecal( pEntity, DMG_BULLET ) ); break; case BULLET_PLAYER_CROWBAR: // wall decal UTIL_DecalTrace( pTrace, DamageDecal( pEntity, DMG_CLUB ) ); break; } } } // // EjectBrass - tosses a brass shell from passed origin at passed velocity // void EjectBrass( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { // FIX: when the player shoots, their gun isn't in the same position as it is on the model other players see. MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin ); WRITE_BYTE( TE_MODEL ); WRITE_COORD( vecOrigin.x ); WRITE_COORD( vecOrigin.y ); WRITE_COORD( vecOrigin.z ); WRITE_COORD( vecVelocity.x ); WRITE_COORD( vecVelocity.y ); WRITE_COORD( vecVelocity.z ); WRITE_ANGLE( rotation ); WRITE_SHORT( model ); WRITE_BYTE( soundtype ); WRITE_BYTE( 25 );// 2.5 seconds MESSAGE_END(); } #if 0 // UNDONE: This is no longer used? void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count ) { MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecOrigin ); WRITE_BYTE( TE_EXPLODEMODEL ); WRITE_COORD( vecOrigin.x ); WRITE_COORD( vecOrigin.y ); WRITE_COORD( vecOrigin.z ); WRITE_COORD( speed ); WRITE_SHORT( model ); WRITE_SHORT( count ); WRITE_BYTE( 15 );// 1.5 seconds MESSAGE_END(); } #endif int giAmmoIndex = 0; // Precaches the ammo and queues the ammo info for sending to clients void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { // make sure it's not already in the registry for( int i = 0; i < MAX_AMMO_SLOTS; i++ ) { if( !CBasePlayerItem::AmmoInfoArray[i].pszName) continue; if( stricmp( CBasePlayerItem::AmmoInfoArray[i].pszName, szAmmoname ) == 0 ) return; // ammo already in registry, just quite } giAmmoIndex++; ASSERT( giAmmoIndex < MAX_AMMO_SLOTS ); if( giAmmoIndex >= MAX_AMMO_SLOTS ) giAmmoIndex = 0; CBasePlayerItem::AmmoInfoArray[giAmmoIndex].pszName = szAmmoname; CBasePlayerItem::AmmoInfoArray[giAmmoIndex].iId = giAmmoIndex; // yes, this info is redundant } // Precaches the weapon and queues the weapon info for sending to clients void UTIL_PrecacheOtherWeapon( const char *szClassname ) { edict_t *pent; pent = CREATE_NAMED_ENTITY( MAKE_STRING( szClassname ) ); if( FNullEnt( pent ) ) { ALERT( at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n" ); return; } CBaseEntity *pEntity = CBaseEntity::Instance( VARS( pent ) ); if( pEntity ) { ItemInfo II = {0}; pEntity->Precache(); if( ( (CBasePlayerItem*)pEntity )->GetItemInfo( &II ) ) { CBasePlayerItem::ItemInfoArray[II.iId] = II; if( II.pszAmmo1 && *II.pszAmmo1 ) { AddAmmoNameToAmmoRegistry( II.pszAmmo1 ); } if( II.pszAmmo2 && *II.pszAmmo2 ) { AddAmmoNameToAmmoRegistry( II.pszAmmo2 ); } } } REMOVE_ENTITY( pent ); } // called by worldspawn void W_Precache( void ) { memset( CBasePlayerItem::ItemInfoArray, 0, sizeof(CBasePlayerItem::ItemInfoArray) ); memset( CBasePlayerItem::AmmoInfoArray, 0, sizeof(CBasePlayerItem::AmmoInfoArray) ); giAmmoIndex = 0; // custom items... // common world objects UTIL_PrecacheOther( "item_suit" ); UTIL_PrecacheOther( "item_healthkit" ); UTIL_PrecacheOther( "item_battery" ); UTIL_PrecacheOther( "item_antidote" ); UTIL_PrecacheOther( "item_security" ); UTIL_PrecacheOther( "item_longjump" ); // shotgun UTIL_PrecacheOtherWeapon( "weapon_shotgun" ); UTIL_PrecacheOther( "ammo_buckshot" ); // crowbar UTIL_PrecacheOtherWeapon( "weapon_crowbar" ); // glock UTIL_PrecacheOtherWeapon( "weapon_9mmhandgun" ); UTIL_PrecacheOther( "ammo_9mmclip" ); // mp5 UTIL_PrecacheOtherWeapon( "weapon_9mmAR" ); UTIL_PrecacheOther( "ammo_9mmAR" ); UTIL_PrecacheOther( "ammo_ARgrenades" ); // displacer UTIL_PrecacheOtherWeapon( "weapon_displacer" ); // 9mm ammo box UTIL_PrecacheOther( "ammo_9mmbox" ); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // python UTIL_PrecacheOtherWeapon( "weapon_357" ); UTIL_PrecacheOther( "ammo_357" ); // gauss UTIL_PrecacheOtherWeapon( "weapon_gauss" ); UTIL_PrecacheOther( "ammo_gaussclip" ); // rpg UTIL_PrecacheOtherWeapon( "weapon_rpg" ); UTIL_PrecacheOther( "ammo_rpgclip" ); // crossbow UTIL_PrecacheOtherWeapon( "weapon_crossbow" ); UTIL_PrecacheOther( "ammo_crossbow" ); // egon UTIL_PrecacheOtherWeapon( "weapon_egon" ); #endif // tripmine UTIL_PrecacheOtherWeapon( "weapon_tripmine" ); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // satchel charge UTIL_PrecacheOtherWeapon( "weapon_satchel" ); #endif // hand grenade UTIL_PrecacheOtherWeapon("weapon_handgrenade"); #if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) // squeak grenade UTIL_PrecacheOtherWeapon( "weapon_snark" ); // hornetgun UTIL_PrecacheOtherWeapon( "weapon_hornetgun" ); if( g_pGameRules->IsDeathmatch() ) { UTIL_PrecacheOther( "weaponbox" );// container for dropped deathmatch weapons } #endif g_sModelIndexFireball = PRECACHE_MODEL( "sprites/zerogxplode.spr" );// fireball g_sModelIndexWExplosion = PRECACHE_MODEL( "sprites/WXplo1.spr" );// underwater fireball g_sModelIndexSmoke = PRECACHE_MODEL( "sprites/steam1.spr" );// smoke g_sModelIndexBubbles = PRECACHE_MODEL( "sprites/bubble.spr" );//bubbles g_sModelIndexBloodSpray = PRECACHE_MODEL( "sprites/bloodspray.spr" ); // initial blood g_sModelIndexBloodDrop = PRECACHE_MODEL( "sprites/blood.spr" ); // splattered blood g_sModelIndexLaser = PRECACHE_MODEL( g_pModelNameLaser ); g_sModelIndexLaserDot = PRECACHE_MODEL( "sprites/laserdot.spr" ); // used by explosions PRECACHE_MODEL( "models/grenade.mdl" ); PRECACHE_MODEL( "sprites/explode1.spr" ); PRECACHE_SOUND( "weapons/debris1.wav" );// explosion aftermaths PRECACHE_SOUND( "weapons/debris2.wav" );// explosion aftermaths PRECACHE_SOUND( "weapons/debris3.wav" );// explosion aftermaths PRECACHE_SOUND( "weapons/grenade_hit1.wav" );//grenade PRECACHE_SOUND( "weapons/grenade_hit2.wav" );//grenade PRECACHE_SOUND( "weapons/grenade_hit3.wav" );//grenade PRECACHE_SOUND( "weapons/bullet_hit1.wav" ); // hit by bullet PRECACHE_SOUND( "weapons/bullet_hit2.wav" ); // hit by bullet PRECACHE_SOUND( "items/weapondrop1.wav" );// weapon falls to the ground } TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] = { DEFINE_FIELD( CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR ), DEFINE_FIELD( CBasePlayerItem, m_pNext, FIELD_CLASSPTR ), //DEFINE_FIELD( CBasePlayerItem, m_fKnown, FIELD_INTEGER ),Reset to zero on load DEFINE_FIELD( CBasePlayerItem, m_iId, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdPrimary, FIELD_INTEGER ), // DEFINE_FIELD( CBasePlayerItem, m_iIdSecondary, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CBasePlayerItem, CBaseAnimating ) TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] = { #if defined( CLIENT_WEAPONS ) DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_FLOAT ), DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_FLOAT ), DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_FLOAT ), #else // CLIENT_WEAPONS DEFINE_FIELD( CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME ), DEFINE_FIELD( CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME ), #endif // CLIENT_WEAPONS DEFINE_FIELD( CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iClip, FIELD_INTEGER ), DEFINE_FIELD( CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER ), //DEFINE_FIELD( CBasePlayerWeapon, m_iClientClip, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly //DEFINE_FIELD( CBasePlayerWeapon, m_iClientWeaponState, FIELD_INTEGER ), reset to zero on load so hud gets updated correctly }; IMPLEMENT_SAVERESTORE( CBasePlayerWeapon, CBasePlayerItem ) void CBasePlayerItem::SetObjectCollisionBox( void ) { pev->absmin = pev->origin + Vector( -24, -24, 0 ); pev->absmax = pev->origin + Vector( 24, 24, 16 ); } //========================================================= // Sets up movetype, size, solidtype for a new weapon. //========================================================= void CBasePlayerItem::FallInit( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_BBOX; UTIL_SetOrigin( pev, pev->origin ); UTIL_SetSize( pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );//pointsize until it lands on the ground. SetTouch( &CBasePlayerItem::DefaultTouch ); SetThink( &CBasePlayerItem::FallThink ); pev->nextthink = gpGlobals->time + 0.1; } //========================================================= // FallThink - Items that have just spawned run this think // to catch them when they hit the ground. Once we're sure // that the object is grounded, we change its solid type // to trigger and set it in a large box that helps the // player get it. //========================================================= void CBasePlayerItem::FallThink( void ) { pev->nextthink = gpGlobals->time + 0.1; if( pev->flags & FL_ONGROUND ) { // clatter if we have an owner (i.e., dropped by someone) // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!) if( !FNullEnt( pev->owner ) ) { int pitch = 95 + RANDOM_LONG( 0, 29 ); EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "items/weapondrop1.wav", 1, ATTN_NORM, 0, pitch ); } // lie flat pev->angles.x = 0; pev->angles.z = 0; Materialize(); } } //========================================================= // Materialize - make a CBasePlayerItem visible and tangible //========================================================= void CBasePlayerItem::Materialize( void ) { if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } pev->solid = SOLID_TRIGGER; UTIL_SetOrigin( pev, pev->origin );// link into world. SetTouch( &CBasePlayerItem::DefaultTouch ); SetThink( NULL ); } //========================================================= // AttemptToMaterialize - the item is trying to rematerialize, // should it do so now or wait longer? //========================================================= void CBasePlayerItem::AttemptToMaterialize( void ) { float time = g_pGameRules->FlWeaponTryRespawn( this ); if( time == 0 ) { Materialize(); return; } pev->nextthink = gpGlobals->time + time; } //========================================================= // CheckRespawn - a player is taking this weapon, should // it respawn? //========================================================= void CBasePlayerItem::CheckRespawn( void ) { switch( g_pGameRules->WeaponShouldRespawn( this ) ) { case GR_WEAPON_RESPAWN_YES: Respawn(); break; case GR_WEAPON_RESPAWN_NO: return; break; } } //========================================================= // Respawn- this item is already in the world, but it is // invisible and intangible. Make it visible and tangible. //========================================================= CBaseEntity* CBasePlayerItem::Respawn( void ) { // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code // will decide when to make the weapon visible and touchable. CBaseEntity *pNewWeapon = CBaseEntity::Create( STRING( pev->classname ), g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner ); if( pNewWeapon ) { pNewWeapon->pev->effects |= EF_NODRAW;// invisible for now pNewWeapon->SetTouch( NULL );// no touch pNewWeapon->SetThink( &CBasePlayerItem::AttemptToMaterialize ); DROP_TO_FLOOR( ENT( pev ) ); // not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement, // but when it should respawn is based on conditions belonging to the weapon that was taken. pNewWeapon->pev->nextthink = g_pGameRules->FlWeaponRespawnTime( this ); } else { ALERT( at_console, "Respawn failed to create %s!\n", STRING( pev->classname ) ); } return pNewWeapon; } void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { // if it's not a player, ignore if( !pOther->IsPlayer() ) return; CBasePlayer *pPlayer = (CBasePlayer *)pOther; // can I have this? if( !g_pGameRules->CanHavePlayerItem( pPlayer, this ) ) { if( gEvilImpulse101 ) { UTIL_Remove( this ); } return; } if( pOther->AddPlayerItem( this ) ) { AttachToPlayer( pPlayer ); EMIT_SOUND( ENT( pPlayer->pev ), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); } SUB_UseTargets( pOther, USE_TOGGLE, 0 ); // UNDONE: when should this happen? } BOOL CanAttack( float attack_time, float curtime, BOOL isPredicted ) { #if defined( CLIENT_WEAPONS ) if( !isPredicted ) #else if( 1 ) #endif { return ( attack_time <= curtime ) ? TRUE : FALSE; } else { return ( attack_time <= 0.0 ) ? TRUE : FALSE; } } void CBasePlayerWeapon::ItemPostFrame( void ) { WeaponTick(); if( ( m_fInReload ) && ( m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase() ) ) { // complete the reload. int j = Q_min( iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); // Add them to the clip m_iClip += j; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; m_pPlayer->TabulateAmmo(); m_fInReload = FALSE; } if( !(m_pPlayer->pev->button & IN_ATTACK ) ) { m_flLastFireTime = 0.0f; } if( ( m_pPlayer->pev->button & IN_ATTACK2 ) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) ) { if( pszAmmo2() && !m_pPlayer->m_rgAmmo[SecondaryAmmoIndex()] ) { m_fFireOnEmpty = TRUE; } m_pPlayer->TabulateAmmo(); SecondaryAttack(); m_pPlayer->pev->button &= ~IN_ATTACK2; } else if( ( m_pPlayer->pev->button & IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) ) { if( ( m_iClip == 0 && pszAmmo1() ) || ( iMaxClip() == -1 && !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) ) { m_fFireOnEmpty = TRUE; } m_pPlayer->TabulateAmmo(); PrimaryAttack(); } else if( m_pPlayer->pev->button & IN_RELOAD && iMaxClip() != WEAPON_NOCLIP && !m_fInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); } else if( !( m_pPlayer->pev->button & ( IN_ATTACK | IN_ATTACK2 ) ) ) { // no fire buttons down m_fFireOnEmpty = FALSE; if( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { // weapon isn't useable, switch. if( !( iFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY ) && g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) { m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3; return; } } else { // weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) ) { Reload(); return; } } WeaponIdle(); return; } // catch all if( ShouldWeaponIdle() ) { WeaponIdle(); } } void CBasePlayerItem::DestroyItem( void ) { if( m_pPlayer ) { // if attached to a player, remove. m_pPlayer->RemovePlayerItem( this, false ); } Kill(); } int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { m_pPlayer = pPlayer; return TRUE; } void CBasePlayerItem::Drop( void ) { SetTouch( NULL ); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } void CBasePlayerItem::Kill( void ) { SetTouch( NULL ); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } void CBasePlayerItem::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } void CBasePlayerItem::AttachToPlayer( CBasePlayer *pPlayer ) { pev->movetype = MOVETYPE_FOLLOW; pev->solid = SOLID_NOT; pev->aiment = pPlayer->edict(); pev->effects = EF_NODRAW; // ?? pev->modelindex = 0;// server won't send down to clients if modelindex == 0 pev->model = iStringNull; pev->owner = pPlayer->edict(); pev->nextthink = 0;// Remove think - prevents futher attempts to materialize SetTouch( NULL ); SetThink( NULL ); } // CALLED THROUGH the newly-touched weapon's instance. The existing player weapon is pOriginal int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { if( m_iDefaultAmmo ) { return ExtractAmmo( (CBasePlayerWeapon *)pOriginal ); } else { // a dead player dropped this. return ExtractClipAmmo( (CBasePlayerWeapon *)pOriginal ); } } int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { int bResult = CBasePlayerItem::AddToPlayer( pPlayer ); pPlayer->pev->weapons |= ( 1 << m_iId ); if( !m_iPrimaryAmmoType ) { m_iPrimaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo1() ); m_iSecondaryAmmoType = pPlayer->GetAmmoIndex( pszAmmo2() ); } if( bResult ) return AddWeapon(); return FALSE; } int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { BOOL bSend = FALSE; int state = 0; if( pPlayer->m_pActiveItem == this ) { if( pPlayer->m_fOnTarget ) state = WEAPON_IS_ONTARGET; else state = 1; } // Forcing send of all data! if( !pPlayer->m_fWeapon ) { bSend = TRUE; } // This is the current or last weapon, so the state will need to be updated if( this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem ) { if( pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem ) { bSend = TRUE; } } // If the ammo, state, or fov has changed, update the weapon if( m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV ) { bSend = TRUE; } if( bSend ) { MESSAGE_BEGIN( MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev ); WRITE_BYTE( state ); WRITE_BYTE( m_iId ); WRITE_BYTE( m_iClip ); MESSAGE_END(); m_iClientClip = m_iClip; m_iClientWeaponState = state; pPlayer->m_fWeapon = TRUE; } if( m_pNext ) m_pNext->UpdateClientData( pPlayer ); return 1; } void CBasePlayerWeapon::SendWeaponAnim( int iAnim, int skiplocal, int body ) { if( UseDecrement() ) skiplocal = 1; else skiplocal = 0; m_pPlayer->pev->weaponanim = iAnim; #if defined( CLIENT_WEAPONS ) if( skiplocal && ENGINE_CANSKIP( m_pPlayer->edict() ) ) return; #endif MESSAGE_BEGIN( MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev ); WRITE_BYTE( iAnim ); // sequence number WRITE_BYTE( pev->body ); // weaponmodel bodygroup. MESSAGE_END(); } BOOL CBasePlayerWeapon::AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { int iIdAmmo; if( iMaxClip < 1 ) { m_iClip = -1; iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry ); } else if( m_iClip == 0 ) { int i; i = Q_min( m_iClip + iCount, iMaxClip ) - m_iClip; m_iClip += i; iIdAmmo = m_pPlayer->GiveAmmo( iCount - i, szName, iMaxCarry ); } else { iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMaxCarry ); } // m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] = iMaxCarry; // hack for testing if( iIdAmmo > 0 ) { m_iPrimaryAmmoType = iIdAmmo; if( m_pPlayer->HasPlayerItem( this ) ) { // play the "got ammo" sound only if we gave some ammo to a player that already had this gun. // if the player is just getting this gun for the first time, DefaultTouch will play the "picked up gun" sound for us. EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } } return iIdAmmo > 0 ? TRUE : FALSE; } BOOL CBasePlayerWeapon::AddSecondaryAmmo( int iCount, char *szName, int iMax ) { int iIdAmmo; iIdAmmo = m_pPlayer->GiveAmmo( iCount, szName, iMax ); //m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] = iMax; // hack for testing if( iIdAmmo > 0 ) { m_iSecondaryAmmoType = iIdAmmo; EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); } return iIdAmmo > 0 ? TRUE : FALSE; } //========================================================= // IsUseable - this function determines whether or not a // weapon is useable by the player in its current state. // (does it have ammo loaded? do I have any ammo for the // weapon?, etc) //========================================================= BOOL CBasePlayerWeapon::IsUseable( void ) { if( m_iClip <= 0 ) { if( m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] <= 0 && iMaxAmmo1() != -1 ) { // clip is empty (or nonexistant) and the player has no more ammo of this type. return FALSE; } } return TRUE; } BOOL CBasePlayerWeapon::CanDeploy( void ) { BOOL bHasAmmo = 0; if( !pszAmmo1() ) { // this weapon doesn't use ammo, can always deploy. return TRUE; } if( pszAmmo1() ) { bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] != 0 ); } if( pszAmmo2() ) { bHasAmmo |= ( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] != 0 ); } if( m_iClip > 0 ) { bHasAmmo |= 1; } if( !bHasAmmo ) { return FALSE; } return TRUE; } BOOL CBasePlayerWeapon::DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal /* = 0 */, int body ) { if( !CanDeploy() ) return FALSE; m_pPlayer->TabulateAmmo(); m_pPlayer->pev->viewmodel = MAKE_STRING( szViewModel ); m_pPlayer->pev->weaponmodel = MAKE_STRING( szWeaponModel ); strcpy( m_pPlayer->m_szAnimExtention, szAnimExt ); SendWeaponAnim( iAnim, skiplocal, body ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; m_flLastFireTime = 0.0f; return TRUE; } BOOL CBasePlayerWeapon::DefaultReload( int iClipSize, int iAnim, float fDelay, int body ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) return FALSE; int j = Q_min( iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ); if( j == 0 ) return FALSE; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay; //!!UNDONE -- reload sound goes here !!! SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 ); m_fInReload = TRUE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; return TRUE; } BOOL CBasePlayerWeapon::PlayEmptySound( void ) { if( m_iPlayEmptySound ) { EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); m_iPlayEmptySound = 0; return 0; } return 0; } void CBasePlayerWeapon::ResetEmptySound( void ) { m_iPlayEmptySound = 1; } //========================================================= //========================================================= int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return m_iPrimaryAmmoType; } //========================================================= //========================================================= int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; } void CBasePlayerWeapon::Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE; // cancel any reload in progress. m_pPlayer->pev->viewmodel = 0; m_pPlayer->pev->weaponmodel = 0; } void CBasePlayerAmmo::Spawn( void ) { pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetSize( pev, Vector( -16, -16, 0 ), Vector( 16, 16, 16 ) ); UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CBasePlayerAmmo::DefaultTouch ); } CBaseEntity* CBasePlayerAmmo::Respawn( void ) { pev->effects |= EF_NODRAW; SetTouch( NULL ); UTIL_SetOrigin( pev, g_pGameRules->VecAmmoRespawnSpot( this ) );// move to wherever I'm supposed to repawn. SetThink( &CBasePlayerAmmo::Materialize ); pev->nextthink = g_pGameRules->FlAmmoRespawnTime( this ); return this; } void CBasePlayerAmmo::Materialize( void ) { if( pev->effects & EF_NODRAW ) { // changing from invisible state to visible. EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 ); pev->effects &= ~EF_NODRAW; pev->effects |= EF_MUZZLEFLASH; } SetTouch( &CBasePlayerAmmo::DefaultTouch ); SetThink( NULL ); } void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther ) { if( !pOther->IsPlayer() ) { return; } if( AddAmmo( pOther ) ) { if( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES ) { Respawn(); } else { SetTouch( NULL ); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } } else if( gEvilImpulse101 ) { // evil impulse 101 hack, kill always SetTouch( NULL ); SetThink( &CBaseEntity::SUB_Remove ); pev->nextthink = gpGlobals->time + .1; } } //========================================================= // called by the new item with the existing item as parameter // // if we call ExtractAmmo(), it's because the player is picking up this type of weapon for // the first time. If it is spawned by the world, m_iDefaultAmmo will have a default ammo amount in it. // if this is a weapon dropped by a dying player, has 0 m_iDefaultAmmo, which means only the ammo in // the weapon clip comes along. //========================================================= int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { int iReturn = 0; if( pszAmmo1() != NULL ) { // blindly call with m_iDefaultAmmo. It's either going to be a value or zero. If it is zero, // we only get the ammo in the weapon's clip, which is what we want. iReturn = pWeapon->AddPrimaryAmmo( m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1() ); m_iDefaultAmmo = 0; } if( pszAmmo2() != NULL ) { iReturn = pWeapon->AddSecondaryAmmo( 0, (char *)pszAmmo2(), iMaxAmmo2() ); } return iReturn; } //========================================================= // called by the new item's class with the existing item as parameter //========================================================= int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { int iAmmo; if( m_iClip == WEAPON_NOCLIP ) { iAmmo = 0;// guns with no clips always come empty if they are second-hand } else { iAmmo = m_iClip; } return pWeapon->m_pPlayer->GiveAmmo( iAmmo, (char *)pszAmmo1(), iMaxAmmo1() ); // , &m_iPrimaryAmmoType } //========================================================= // RetireWeapon - no more ammo for this gun, put it away. //========================================================= void CBasePlayerWeapon::RetireWeapon( void ) { // first, no viewmodel at all. m_pPlayer->pev->viewmodel = iStringNull; m_pPlayer->pev->weaponmodel = iStringNull; //m_pPlayer->pev->viewmodelindex = NULL; if( !g_pGameRules->GetNextBestWeapon( m_pPlayer, this ) ) { // Another weapon wasn't selected. Get rid of current one if( m_pPlayer->m_pActiveItem == this ) { m_pPlayer->ResetAutoaim(); m_pPlayer->m_pActiveItem->Holster(); m_pPlayer->m_pLastItem = NULL; m_pPlayer->m_pActiveItem = NULL; } } } //========================================================================= // GetNextAttackDelay - An accurate way of calcualting the next attack time. //========================================================================= float CBasePlayerWeapon::GetNextAttackDelay( float delay ) { if( m_flLastFireTime == 0 || m_flNextPrimaryAttack == -1 ) { // At this point, we are assuming that the client has stopped firing // and we are going to reset our book keeping variables. m_flLastFireTime = gpGlobals->time; m_flPrevPrimaryAttack = delay; } // calculate the time between this shot and the previous float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime; float flCreep = 0.0f; if( flTimeBetweenFires > 0 ) flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack; // postive or negative // save the last fire time m_flLastFireTime = gpGlobals->time; float flNextAttack = UTIL_WeaponTimeBase() + delay - flCreep; // we need to remember what the m_flNextPrimaryAttack time is set to for each shot, // store it as m_flPrevPrimaryAttack. m_flPrevPrimaryAttack = flNextAttack - UTIL_WeaponTimeBase(); //char szMsg[256]; //_snprintf( szMsg, sizeof(szMsg), "next attack time: %0.4f\n", gpGlobals->time + flNextAttack ); //OutputDebugString( szMsg ); return flNextAttack; } //********************************************************* // weaponbox code: //********************************************************* LINK_ENTITY_TO_CLASS( weaponbox, CWeaponBox ) TYPEDESCRIPTION CWeaponBox::m_SaveData[] = { DEFINE_ARRAY( CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS ), DEFINE_ARRAY( CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS ), DEFINE_ARRAY( CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES ), DEFINE_FIELD( CWeaponBox, m_cAmmoTypes, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CWeaponBox, CBaseEntity ) //========================================================= // //========================================================= void CWeaponBox::Precache( void ) { PRECACHE_MODEL( "models/w_weaponbox.mdl" ); } //========================================================= //========================================================= void CWeaponBox::KeyValue( KeyValueData *pkvd ) { if( m_cAmmoTypes < MAX_AMMO_SLOTS ) { PackAmmo( ALLOC_STRING( pkvd->szKeyName ), atoi( pkvd->szValue ) ); m_cAmmoTypes++;// count this new ammo type. pkvd->fHandled = TRUE; } else { ALERT( at_console, "WeaponBox too full! only %d ammotypes allowed\n", MAX_AMMO_SLOTS ); } } //========================================================= // CWeaponBox - Spawn //========================================================= void CWeaponBox::Spawn( void ) { Precache(); pev->movetype = MOVETYPE_TOSS; pev->solid = SOLID_TRIGGER; UTIL_SetSize( pev, g_vecZero, g_vecZero ); SET_MODEL( ENT( pev ), "models/w_weaponbox.mdl" ); } //========================================================= // CWeaponBox - Kill - the think function that removes the // box from the world. //========================================================= void CWeaponBox::Kill( void ) { CBasePlayerItem *pWeapon; int i; // destroy the weapons for( i = 0; i < MAX_ITEM_TYPES; i++ ) { pWeapon = m_rgpPlayerItems[i]; while( pWeapon ) { pWeapon->SetThink( &CBaseEntity::SUB_Remove ); pWeapon->pev->nextthink = gpGlobals->time + 0.1; pWeapon = pWeapon->m_pNext; } } // remove the box UTIL_Remove( this ); } static const char* IsAmmoForExhaustibleWeapon(const char* ammoName, int& weaponId) { for (int i=0; iflags & FL_ONGROUND ) ) { return; } if( !pOther->IsPlayer() ) { // only players may touch a weaponbox. return; } if( !pOther->IsAlive() ) { // no dead guys. return; } CBasePlayer *pPlayer = (CBasePlayer *)pOther; int i; // dole out ammo for( i = 0; i < MAX_AMMO_SLOTS; i++ ) { if( !FStringNull( m_rgiszAmmo[i] ) ) { // horrific HACK to give player an exhaustible weapon as a real weapon, not just ammo int exhaustibleWeaponId; const char* weaponName = IsAmmoForExhaustibleWeapon(STRING(m_rgiszAmmo[i]), exhaustibleWeaponId); if (weaponName) { bool foundWeapon = false; for( int j = 0; j < MAX_ITEM_TYPES && !foundWeapon; j++ ) { CBasePlayerItem *pPlayerItem = pPlayer->m_rgpPlayerItems[j]; while( pPlayerItem ) { if (pPlayerItem->m_iId == exhaustibleWeaponId) { foundWeapon = true; break; } pPlayerItem = pPlayerItem->m_pNext; } } if (!foundWeapon) { CBasePlayerWeapon* weapon = (CBasePlayerWeapon*)Create(weaponName, pev->origin, pev->angles); if (weapon) { weapon->pev->spawnflags |= SF_NORESPAWN; weapon->m_iDefaultAmmo = 0; if (pPlayer->AddPlayerItem(weapon)) { weapon->AttachToPlayer(pPlayer); } } } } // there's some ammo of this type. pPlayer->GiveAmmo( m_rgAmmo[i], STRING( m_rgiszAmmo[i] ), MaxAmmoCarry( m_rgiszAmmo[i] ) ); //ALERT( at_console, "Gave %d rounds of %s\n", m_rgAmmo[i], STRING( m_rgiszAmmo[i] ) ); // now empty the ammo from the weaponbox since we just gave it to the player m_rgiszAmmo[i] = iStringNull; m_rgAmmo[i] = 0; } } // go through my weapons and try to give the usable ones to the player. // it's important the the player be given ammo first, so the weapons code doesn't refuse // to deploy a better weapon that the player may pick up because he has no ammo for it. for( i = 0; i < MAX_ITEM_TYPES; i++ ) { if( m_rgpPlayerItems[i] ) { CBasePlayerItem *pItem; // have at least one weapon in this slot while( m_rgpPlayerItems[i] ) { //ALERT( at_console, "trying to give %s\n", STRING( m_rgpPlayerItems[i]->pev->classname ) ); pItem = m_rgpPlayerItems[i]; m_rgpPlayerItems[i] = m_rgpPlayerItems[i]->m_pNext;// unlink this weapon from the box if( pPlayer->AddPlayerItem( pItem ) ) { pItem->AttachToPlayer( pPlayer ); } } } } EMIT_SOUND( pOther->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM ); SetTouch( NULL ); UTIL_Remove(this); } //========================================================= // CWeaponBox - PackWeapon: Add this weapon to the box //========================================================= BOOL CWeaponBox::PackWeapon( CBasePlayerItem *pWeapon ) { // is one of these weapons already packed in this box? if( HasWeapon( pWeapon ) ) { return FALSE;// box can only hold one of each weapon type } if( pWeapon->m_pPlayer ) { if( !pWeapon->m_pPlayer->RemovePlayerItem( pWeapon, true ) ) { // failed to unhook the weapon from the player! return FALSE; } } int iWeaponSlot = pWeapon->iItemSlot(); if( m_rgpPlayerItems[iWeaponSlot] ) { // there's already one weapon in this slot, so link this into the slot's column pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot]; m_rgpPlayerItems[iWeaponSlot] = pWeapon; } else { // first weapon we have for this slot m_rgpPlayerItems[iWeaponSlot] = pWeapon; pWeapon->m_pNext = NULL; } pWeapon->pev->spawnflags |= SF_NORESPAWN;// never respawn pWeapon->pev->movetype = MOVETYPE_NONE; pWeapon->pev->solid = SOLID_NOT; pWeapon->pev->effects = EF_NODRAW; pWeapon->pev->modelindex = 0; pWeapon->pev->model = iStringNull; pWeapon->pev->owner = edict(); pWeapon->SetThink( NULL );// crowbar may be trying to swing again, etc. pWeapon->SetTouch( NULL ); pWeapon->m_pPlayer = NULL; //ALERT( at_console, "packed %s\n", STRING( pWeapon->pev->classname ) ); return TRUE; } //========================================================= // CWeaponBox - PackAmmo //========================================================= BOOL CWeaponBox::PackAmmo( int iszName, int iCount ) { int iMaxCarry; if( FStringNull( iszName ) ) { // error here ALERT( at_console, "NULL String in PackAmmo!\n" ); return FALSE; } iMaxCarry = MaxAmmoCarry( iszName ); if( iMaxCarry != -1 && iCount > 0 ) { //ALERT( at_console, "Packed %d rounds of %s\n", iCount, STRING( iszName ) ); GiveAmmo( iCount, STRING( iszName ), iMaxCarry ); return TRUE; } return FALSE; } //========================================================= // CWeaponBox - GiveAmmo //========================================================= int CWeaponBox::GiveAmmo( int iCount, const char *szName, int iMax, int *pIndex/* = NULL*/ ) { int i; for( i = 1; i < MAX_AMMO_SLOTS && !FStringNull( m_rgiszAmmo[i] ); i++ ) { if( stricmp( szName, STRING( m_rgiszAmmo[i] ) ) == 0 ) { if( pIndex ) *pIndex = i; int iAdd = Q_min( iCount, iMax - m_rgAmmo[i] ); if( iCount == 0 || iAdd > 0 ) { m_rgAmmo[i] += iAdd; return i; } return -1; } } if( i < MAX_AMMO_SLOTS ) { if( pIndex ) *pIndex = i; m_rgiszAmmo[i] = MAKE_STRING( szName ); m_rgAmmo[i] = iCount; return i; } ALERT( at_console, "out of named ammo slots\n" ); return i; } //========================================================= // CWeaponBox::HasWeapon - is a weapon of this type already // packed in this box? //========================================================= BOOL CWeaponBox::HasWeapon( CBasePlayerItem *pCheckItem ) { CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()]; while( pItem ) { if( FClassnameIs( pItem->pev, STRING( pCheckItem->pev->classname ) ) ) { return TRUE; } pItem = pItem->m_pNext; } return FALSE; } //========================================================= // CWeaponBox::IsEmpty - is there anything in this box? //========================================================= BOOL CWeaponBox::IsEmpty( void ) { int i; for( i = 0; i < MAX_ITEM_TYPES; i++ ) { if( m_rgpPlayerItems[i] ) { return FALSE; } } for( i = 0; i < MAX_AMMO_SLOTS; i++ ) { if( !FStringNull( m_rgiszAmmo[i] ) ) { // still have a bit of this type of ammo return FALSE; } } return TRUE; } //========================================================= //========================================================= void CWeaponBox::SetObjectCollisionBox( void ) { pev->absmin = pev->origin + Vector( -16, -16, 0 ); pev->absmax = pev->origin + Vector( 16, 16, 16 ); } void CBasePlayerWeapon::PrintState( void ) { ALERT( at_console, "primary: %f\n", m_flNextPrimaryAttack ); ALERT( at_console, "idle : %f\n", m_flTimeWeaponIdle ); //ALERT( at_console, "nextrl : %f\n", m_flNextReload ); //ALERT( at_console, "nextpum: %f\n", m_flPumpTime ); //ALERT( at_console, "m_frt : %f\n", m_fReloadTime ); ALERT( at_console, "m_finre: %i\n", m_fInReload ); //ALERT( at_console, "m_finsr: %i\n", m_fInSpecialReload ); ALERT( at_console, "m_iclip: %i\n", m_iClip ); } TYPEDESCRIPTION CRpg::m_SaveData[] = { DEFINE_FIELD( CRpg, m_fSpotActive, FIELD_INTEGER ), DEFINE_FIELD( CRpg, m_cActiveRockets, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CRpg, CBasePlayerWeapon ) TYPEDESCRIPTION CRpgRocket::m_SaveData[] = { DEFINE_FIELD( CRpgRocket, m_flIgniteTime, FIELD_TIME ), DEFINE_FIELD( CRpgRocket, m_hLauncher, FIELD_EHANDLE ), }; IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade ) TYPEDESCRIPTION CShotgun::m_SaveData[] = { DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ), DEFINE_FIELD( CShotgun, m_fInSpecialReload, FIELD_INTEGER ), DEFINE_FIELD( CShotgun, m_flNextReload, FIELD_TIME ), // DEFINE_FIELD( CShotgun, m_iShell, FIELD_INTEGER ), DEFINE_FIELD( CShotgun, m_flPumpTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CShotgun, CBasePlayerWeapon ) TYPEDESCRIPTION CGauss::m_SaveData[] = { DEFINE_FIELD( CGauss, m_fInAttack, FIELD_INTEGER ), //DEFINE_FIELD( CGauss, m_flStartCharge, FIELD_TIME ), //DEFINE_FIELD( CGauss, m_flPlayAftershock, FIELD_TIME ), //DEFINE_FIELD( CGauss, m_flNextAmmoBurn, FIELD_TIME ), DEFINE_FIELD( CGauss, m_fPrimaryFire, FIELD_BOOLEAN ), }; IMPLEMENT_SAVERESTORE( CGauss, CBasePlayerWeapon ) TYPEDESCRIPTION CEgon::m_SaveData[] = { //DEFINE_FIELD( CEgon, m_pBeam, FIELD_CLASSPTR ), //DEFINE_FIELD( CEgon, m_pNoise, FIELD_CLASSPTR ), //DEFINE_FIELD( CEgon, m_pSprite, FIELD_CLASSPTR ), DEFINE_FIELD( CEgon, m_shootTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_fireState, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_fireMode, FIELD_INTEGER ), DEFINE_FIELD( CEgon, m_shakeTime, FIELD_TIME ), DEFINE_FIELD( CEgon, m_flAmmoUseTime, FIELD_TIME ), }; IMPLEMENT_SAVERESTORE( CEgon, CBasePlayerWeapon ) TYPEDESCRIPTION CHgun::m_SaveData[] = { DEFINE_FIELD( CHgun, m_flRechargeTime, FIELD_FLOAT ), }; IMPLEMENT_SAVERESTORE( CHgun, CBasePlayerWeapon ) TYPEDESCRIPTION CSatchel::m_SaveData[] = { DEFINE_FIELD( CSatchel, m_chargeReady, FIELD_INTEGER ), }; IMPLEMENT_SAVERESTORE( CSatchel, CBasePlayerWeapon ) TYPEDESCRIPTION CDisplacer::m_SaveData[] = { DEFINE_FIELD( CDisplacer, m_iFireMode, FIELD_INTEGER ), DEFINE_ARRAY( CDisplacer, m_pBeam, FIELD_CLASSPTR, 3 ), }; IMPLEMENT_SAVERESTORE( CDisplacer, CBasePlayerWeapon )