/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "soundent.h" #include "gamerules.h" #include "nail.h" enum nailgun_e { NAILGUN_LONGIDLE = 0, NAILGUN_IDLE1, NAILGUN_LAUNCH, NAILGUN_RELOAD, NAILGUN_DEPLOY, NAILGUN_FIRE1, NAILGUN_FIRE2, NAILGUN_FIRE3, NAILGUN_DEPLOY_EMPTY, NAILGUN_LONGIDLE_EMPTY, NAILGUN_IDLE1_EMPTY, }; LINK_ENTITY_TO_CLASS(weapon_nailgun, CNailgun); void CNailgun::Spawn() { Precache(); SET_MODEL(ENT(pev), "models/w_nailgun.mdl"); m_iId = WEAPON_NAILGUN; m_iDefaultAmmo = NAILGUN_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CNailgun::Precache(void) { PRECACHE_MODEL("models/v_nailgun.mdl"); PRECACHE_MODEL("models/w_nailgun.mdl"); PRECACHE_MODEL("models/p_nailgun.mdl"); m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL PRECACHE_MODEL("models/w_nailclip.mdl"); PRECACHE_MODEL("models/w_nailround.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND("weapons/nailgun.wav"); PRECACHE_SOUND("weapons/357_cock1.wav"); m_usNailgun = PRECACHE_EVENT(1, "events/nailgun.sc"); m_usReload = PRECACHE_EVENT(1, "events/reload.sc"); UTIL_PrecacheOther( "nail" ); } int CNailgun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "nails"; p->iMaxAmmo1 = NAILS_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = NAILGUN_MAX_CLIP; p->iSlot = 1; p->iPosition = 1; p->iFlags = 1; p->iId = m_iId = WEAPON_NAILGUN; p->iWeight = NAILGUN_WEIGHT; return 1; } int CNailgun::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; } BOOL CNailgun::Deploy() { int iAnim; if (m_iClip == 0) iAnim = NAILGUN_DEPLOY_EMPTY; else iAnim = NAILGUN_DEPLOY; return DefaultDeploy("models/v_nailgun.mdl", "models/p_nailgun.mdl", iAnim, "nailgun"); } void CNailgun::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = 0.15; return; } m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; m_iClip--; m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; // player "shoot" animation m_pPlayer->SetAnimation(PLAYER_ATTACK1); Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; UTIL_MakeVectors(anglesAim); anglesAim.x = -anglesAim.x; Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 8 + gpGlobals->v_right * 4 + gpGlobals->v_up * -4; Vector vecAiming = gpGlobals->v_forward; Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_NAIL2, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); int flags; #if defined( CLIENT_WEAPONS ) flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usNailgun, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); #ifndef CLIENT_DLL CNail *pNail = CNail::NailCreate(); pNail->pev->origin = vecSrc; pNail->pev->angles = anglesAim; pNail->pev->owner = m_pPlayer->edict(); if (m_pPlayer->pev->waterlevel == 3) { pNail->pev->velocity = vecAiming * NAIL_WATER_VELOCITY; pNail->pev->speed = NAIL_WATER_VELOCITY; } else { pNail->pev->velocity = vecAiming * NAIL_AIR_VELOCITY; pNail->pev->speed = NAIL_AIR_VELOCITY; } pNail->pev->avelocity.z = 10; #endif m_flNextPrimaryAttack = GetNextAttackDelay(0.1); if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); } void CNailgun::Reload(void) { if (m_pPlayer->ammo_nails <= 0) return; int iAnim = NAILGUN_RELOAD; int iResult = DefaultReload(NAILGUN_MAX_CLIP, iAnim, 1.6); if (iResult) { PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0); } } void CNailgun::WeaponIdle(void) { ResetEmptySound(); m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) return; int iAnim; switch (RANDOM_LONG(0, 1)) { case 0: iAnim = (m_iClip == 0) ? NAILGUN_LONGIDLE_EMPTY : NAILGUN_LONGIDLE; break; default: case 1: iAnim = (m_iClip == 0) ? NAILGUN_IDLE1_EMPTY : NAILGUN_IDLE1; break; } SendWeaponAnim(iAnim); m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. } class CNailAmmoClip : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_nailclip.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_nailclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { int bResult = (pOther->GiveAmmo(AMMO_NAILCLIP_GIVE, "nails", NAILS_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS(ammo_nailclip, CNailAmmoClip); class CNailAmmoRound : public CBasePlayerAmmo { void Spawn(void) { Precache(); SET_MODEL(ENT(pev), "models/w_nailround.mdl"); CBasePlayerAmmo::Spawn(); } void Precache(void) { PRECACHE_MODEL("models/w_nailround.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo(CBaseEntity *pOther) { int bResult = (pOther->GiveAmmo(AMMO_NAILROUND_GIVE, "nails", NAILS_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS(ammo_nailround, CNailAmmoRound);