/*** * * Copyright (c) 1996-2001, 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 sniper_e { SNIPER_DRAW = 0, SNIPER_SLOWIDLE, SNIPER_FIRE, SNIPER_FIRELASTROUND, SNIPER_RELOAD1, SNIPER_RELOAD2, SNIPER_RELOAD3, SNIPER_SLOWIDLE2, SNIPER_HOLSTER, }; LINK_ENTITY_TO_CLASS(weapon_sniperrifle, CSniperrifle); int CSniperrifle::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "762"; p->iMaxAmmo1 = _762_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SNIPERRIFLE_MAX_CLIP; p->iFlags = 0; p->iSlot = 5; p->iPosition = 2; p->iId = m_iId = WEAPON_SNIPERRIFLE; p->iWeight = SNIPERRIFLE_WEIGHT; return 1; } int CSniperrifle::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 CSniperrifle::Spawn() { Precache(); m_iId = WEAPON_SNIPERRIFLE; SET_MODEL(ENT(pev), "models/w_m40a1.mdl"); m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE; m_fNeedAjustBolt = FALSE; m_iBoltState = BOLTSTATE_FINE; FallInit();// get ready to fall down. } void CSniperrifle::Precache(void) { PRECACHE_MODEL("models/v_m40a1.mdl"); PRECACHE_MODEL("models/w_m40a1.mdl"); PRECACHE_MODEL("models/p_m40a1.mdl"); PRECACHE_MODEL("models/w_m40a1clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); PRECACHE_SOUND("weapons/sniper_bolt1.wav"); PRECACHE_SOUND("weapons/sniper_bolt2.wav"); PRECACHE_SOUND("weapons/sniper_fire.wav"); PRECACHE_SOUND("weapons/sniper_fire_last_round.wav"); PRECACHE_SOUND("weapons/sniper_miss.wav"); PRECACHE_SOUND("weapons/sniper_reload_first_seq.wav"); PRECACHE_SOUND("weapons/sniper_reload_second_seq.wav"); PRECACHE_SOUND("weapons/sniper_reload3.wav"); PRECACHE_SOUND("weapons/sniper_zoom.wav"); m_usSniper = PRECACHE_EVENT(1, "events/sniper.sc"); } BOOL CSniperrifle::Deploy() { if (m_fNeedAjustBolt) { m_iBoltState = BOLTSTATE_ADJUST; } return DefaultDeploy("models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "m40a1", UseDecrement()); } void CSniperrifle::Holster(int skiplocal /* = 0 */) { m_fInReload = FALSE;// cancel any reload in progress. if (m_fInZoom) { SecondaryAttack(); } if (m_fNeedAjustBolt) { m_iBoltState = BOLTSTATE_ADJUST; } m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); SendWeaponAnim(SNIPER_HOLSTER); } void CSniperrifle::SecondaryAttack(void) { 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 != 18) { m_fInZoom = TRUE; m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 18; } // Play zoom sound. EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_zoom.wav", 1, ATTN_NORM); m_flNextSecondaryAttack = GetNextAttackDelay(0.5f); } void CSniperrifle::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { if (!m_fFireOnEmpty) Reload(); else { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); m_flNextPrimaryAttack = 0.15; } 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(0, 0, 0), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif m_fNeedAjustBolt = (m_iClip <= 0) ? 1 : 0; // If this was the last round in the clip, make sure to schedule // bolt adjustment. if (m_fNeedAjustBolt) m_iBoltState = BOLTSTATE_ADJUST; PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, m_fNeedAjustBolt, 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 = GetNextAttackDelay(1.8f); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CSniperrifle::Reload(void) { if (m_pPlayer->ammo_762 <= 0) 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 // Select the appropriate sequence for reload. // One has bolt adjusted, the other does not. int iReloadAnim = (m_iClip > 0) ? SNIPER_RELOAD3 // Regular reload. : SNIPER_RELOAD1; // No ammo in current clip. DefaultReload(SNIPERRIFLE_MAX_CLIP, iReloadAnim, 2.3); } void CSniperrifle::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; // Select the appropriate sequence for idle. // One has bolt adjusted, the other does not. int iIdleAnim = (m_iClip > 0) ? SNIPER_SLOWIDLE // Clip has at least one bullet. (Bolt adjusted) : SNIPER_SLOWIDLE2; // Clip is empty. (Bolt unadjusted) SendWeaponAnim(iIdleAnim, UseDecrement()); } void CSniperrifle::ItemPostFrame(void) { if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())) { if (m_fNeedAjustBolt) { switch (m_iBoltState) { case BOLTSTATE_ADJUST: { m_iBoltState = BOLTSTATE_ADJUSTING; // Send the bolt 'adjustment' weapon anim. SendWeaponAnim(SNIPER_RELOAD2); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.8f; } break; case BOLTSTATE_ADJUSTING: { m_fNeedAjustBolt = FALSE; m_iBoltState = BOLTSTATE_FINE; } break; default: ALERT(at_aiconsole, "Warning: Unknown bolt state!\n"); break; } return; } else { // 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; #ifndef CLIENT_DLL m_pPlayer->TabulateAmmo(); #endif m_fInReload = FALSE; } } CBasePlayerWeapon::ItemPostFrame(); } class CSniperAmmo : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_m40a1clip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_m40a1clip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { if (pOther->GiveAmmo(AMMO_762BOX_GIVE, "762", _762_MAX_CARRY) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo); #endif