/*** * * 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" enum sawnoff_e { SAWNOFF_IDLE = 0, SAWNOFF_FIRE, SAWNOFF_FIRE2, SAWNOFF_RELOAD, SAWNOFF_PUMP, SAWNOFF_START_RELOAD, SAWNOFF_DRAW, SAWNOFF_HOLSTER, SAWNOFF_IDLE4, SAWNOFF_IDLE_DEEP }; LINK_ENTITY_TO_CLASS( weapon_sawnoff, CSawnoff ) void CSawnoff::Spawn() { Precache(); m_iId = WEAPON_SAWNOFF; SET_MODEL( ENT( pev ), "models/w_sawnoff.mdl" ); m_iDefaultAmmo = SAWNOFF_DEFAULT_GIVE; FallInit();// get ready to fall } void CSawnoff::Precache( void ) { PRECACHE_MODEL( "models/v_sawnoff.mdl" ); PRECACHE_MODEL( "models/w_sawnoff.mdl" ); PRECACHE_MODEL( "models/p_sawnoff.mdl" ); PRECACHE_MODEL( "models/w_shotbox.mdl" ); PRECACHE_SOUND( "items/9mmclip1.wav" ); PRECACHE_SOUND( "weapons/sshotgun_shoot.wav" );//shotgun PRECACHE_SOUND( "weapons/sshotgun_reload.wav" );//shotgun reload PRECACHE_SOUND( "weapons/sshotgun_cock1.wav" ); PRECACHE_SOUND( "weapons/sshotgun_cock2.wav" ); PRECACHE_SOUND( "weapons/sshotgun_cock3.wav" ); //PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound //PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun m_usSawnoff = PRECACHE_EVENT( 1, "events/sawnoff.sc" ); } int CSawnoff::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 CSawnoff::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "buckshot"; p->iMaxAmmo1 = BUCKSHOT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = SAWNOFF_MAX_CLIP; p->iSlot = 2; p->iPosition = 3; p->iFlags = 0; p->iId = m_iId = WEAPON_SAWNOFF; p->iWeight = SAWNOFF_WEIGHT; return 1; } BOOL CSawnoff::Deploy() { return DefaultDeploy( "models/v_sawnoff.mdl", "models/p_sawnoff.mdl", SAWNOFF_DRAW, "Sawnoff" ); } void CSawnoff::PrimaryAttack() { // don't fire underwater if( m_pPlayer->pev->waterlevel == 3 ) { PlayEmptySound(); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } if( m_iClip <= 0 ) { Reload(); EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/sshotgun_cock3.wav", 0.8, ATTN_NORM ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; return; } m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip -= 2; int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; Vector vecSrc = m_pPlayer->GetGunPosition(); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); SendWeaponAnim( SAWNOFF_FIRE ); Vector vecDir = m_pPlayer->FireBulletsPlayer( 18, vecSrc, vecAiming, VECTOR_CONE_20DEGREES, 2048, BULLET_PLAYER_BUCKSHOT, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSawnoff, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 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 = UTIL_WeaponTimeBase() + 0.5f; if( m_iClip != 0 ) m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0; else m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CSawnoff::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SAWNOFF_MAX_CLIP ) return; DefaultReload( SAWNOFF_MAX_CLIP, SAWNOFF_RELOAD, 1.3 ); EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "sshotgun_reload.wav", 1, ATTN_NORM ); } void CSawnoff::WeaponIdle( void ) { ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); SendWeaponAnim( SAWNOFF_IDLE ); }