/*** * * 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" // special deathmatch shotgun spreads #define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees #define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees #define WEAPON_ROCK 21 enum shotgun_e { PEPSIGUN_IDLE = 0, PEPSIGUN_THROW, PEPSIGUN_DRAW, PEPSIGUN_FIDGET }; class CRock : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 4; } int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); BOOL Deploy( void ); void WeaponIdle( void ); virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } }; LINK_ENTITY_TO_CLASS( weapon_rock, CRock ) void CRock::Spawn() { Precache(); m_iId = WEAPON_ROCK; SET_MODEL( ENT( pev ), "models/w_rock.mdl" ); m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE; FallInit();// get ready to fall } void CRock::Precache( void ) { PRECACHE_MODEL( "models/v_rock.mdl" ); PRECACHE_MODEL( "models/w_rock.mdl" ); PRECACHE_MODEL( "models/p_rock.mdl" ); } int CRock::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = NULL; p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = 8; p->iSlot = 2; p->iPosition = 4; p->iFlags = 0; p->iId = m_iId = WEAPON_ROCK; p->iWeight = 16; return 1; } BOOL CRock::Deploy() { return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", PEPSIGUN_DRAW, "PEPSIGUN" ); } void CRock::PrimaryAttack() { Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; if( angThrow.x < 0 ) angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 ); else angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 ); float flVel = ( 90 - angThrow.x ) * 4; if( flVel > 500 ) flVel = 1300; UTIL_MakeVectors( angThrow ); Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16; Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity; CGrenadeRock::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, 300000000000 ); SendWeaponAnim( PEPSIGUN_THROW ); m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; m_fInSpecialReload = 0; } void CRock::WeaponIdle( void ) { ResetEmptySound(); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if( m_flPumpTime && m_flPumpTime < gpGlobals->time ) { m_flPumpTime = 0; } 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 { m_fInSpecialReload = 0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; } } else { int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); iAnim = PEPSIGUN_IDLE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 ); SendWeaponAnim( iAnim ); } } }