#include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" enum pepsigun_e { PEPSIGUN_IDLE = 0, PEPSIGUN_FIRE, PEPSIGUN_OPEN, PEPSIGUN_INSERT, PEPSIGUN_CLOSE, PEPSIGUN_DRAW }; LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun ) void CPepsigun::Spawn() { Precache(); m_iId = WEAPON_PEPSIGUN; SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" ); m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE; FallInit();// get ready to fall } void CPepsigun::Precache( void ) { PRECACHE_MODEL( "models/v_pepsigun.mdl" ); PRECACHE_MODEL( "models/w_grenade.mdl" ); PRECACHE_MODEL( "models/w_pepsigun.mdl" ); PRECACHE_MODEL( "models/p_pepsigun.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/pepsigun_shoot.wav" );//shotgun PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun m_usPepsigun = PRECACHE_EVENT( 1, "events/pepsigun.sc" ); } int CPepsigun::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; } int CPepsigun::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hand Grenade"; p->iMaxAmmo1 = PEPSIGUN_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = PEPSIGUN_MAX_CLIP; p->iSlot = 4; p->iPosition = 4; p->iFlags = 0; p->iId = m_iId = WEAPON_PEPSIGUN; p->iWeight = PEPSIGUN_WEIGHT; return 1; } BOOL CPepsigun::Deploy() { return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", PEPSIGUN_DRAW, "pepsigun" ); } void CPepsigun::PrimaryAttack() { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextPrimaryAttack = GetNextAttackDelay( 0.15f ); return; } if( m_iClip <= 0 ) { Reload(); if( m_iClip == 0 ) PlayEmptySound(); return; } m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); SendWeaponAnim( PEPSIGUN_FIRE ); EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) ); #if !CLIENT_DLL CGrenade::ShootTimed( m_pPlayer->pev, m_pPlayer->pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), gpGlobals->v_forward * 800, 2.5 ); #endif 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( 0.75f ); if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; m_fInSpecialReload = 0; } void CPepsigun::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PEPSIGUN_MAX_CLIP ) return; // don't reload until recoil is done if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() ) return; // check to see if we're ready to reload if( m_fInSpecialReload == 0 ) { SendWeaponAnim( PEPSIGUN_OPEN ); m_fInSpecialReload = 1; m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6f; m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0f; return; } else if( m_fInSpecialReload == 1 ) { if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; // was waiting for gun to move to side m_fInSpecialReload = 2; if( RANDOM_LONG( 0, 1 ) ) EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); else EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); SendWeaponAnim( PEPSIGUN_INSERT ); m_flNextReload = UTIL_WeaponTimeBase() + 0.5f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; } else { // Add them to the clip m_iClip += 1; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; m_fInSpecialReload = 1; } } void CPepsigun::WeaponIdle( void ) { ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) { if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { Reload(); } else if( m_fInSpecialReload != 0 ) { if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) { Reload(); } else { // reload debounce has timed out SendWeaponAnim( PEPSIGUN_CLOSE ); m_fInSpecialReload = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5f; } } else { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); if( flRand <= 0.8f ) { iAnim = PEPSIGUN_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0f / 12.0f );// * RANDOM_LONG( 2, 5 ); } else if( flRand <= 0.95f ) { iAnim = PEPSIGUN_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f ); } else { iAnim = PEPSIGUN_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0f / 9.0f ); } SendWeaponAnim( iAnim ); } } }