/*** * * 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. * ****/ #if !OEM_BUILD && !HLDEMO_BUILD #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "hornet.h" #include "gamerules.h" enum hgun_e { HGUN_IDLE1 = 0, HGUN_FIDGETSWAY, HGUN_FIDGETSHAKE, HGUN_DOWN, HGUN_UP, HGUN_SHOOT }; enum firemode_e { FIREMODE_TRACK = 0, FIREMODE_FAST }; LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun ) BOOL CHgun::IsUseable( void ) { return TRUE; } void CHgun::Spawn() { Precache(); m_iId = WEAPON_HORNETGUN; SET_MODEL( ENT( pev ), "models/w_hgun.mdl" ); m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE; m_iFirePhase = 0; FallInit();// get ready to fall down. } void CHgun::Precache( void ) { PRECACHE_MODEL( "models/v_hgun.mdl" ); PRECACHE_MODEL( "models/w_hgun.mdl" ); PRECACHE_MODEL( "models/p_hgun.mdl" ); m_usHornetFire = PRECACHE_EVENT( 1, "events/firehornet.sc" ); UTIL_PrecacheOther( "hornet" ); } int CHgun::AddToPlayer( CBasePlayer *pPlayer ) { if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { #if !CLIENT_DLL if( g_pGameRules->IsMultiplayer() ) { // in multiplayer, all hivehands come full. pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = HORNET_MAX_CARRY; } #endif MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); return TRUE; } return FALSE; } int CHgun::GetItemInfo( ItemInfo *p ) { p->pszName = STRING( pev->classname ); p->pszAmmo1 = "Hornets"; p->iMaxAmmo1 = HORNET_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 3; p->iPosition = 4; p->iId = m_iId = WEAPON_HORNETGUN; p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD; p->iWeight = HORNETGUN_WEIGHT; return 1; } BOOL CHgun::Deploy() { return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" ); } void CHgun::Holster( int skiplocal /* = 0 */ ) { m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; SendWeaponAnim( HGUN_DOWN ); //!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) { m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1; } } void CHgun::PrimaryAttack() { Reload(); if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { return; } #if !CLIENT_DLL UTIL_MakeVectors( m_pPlayer->pev->v_angle ); CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -12.0f, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); pHornet->pev->velocity = gpGlobals->v_forward * 300.0f; m_flRechargeTime = gpGlobals->time + 0.5f; #endif m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 ); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f; if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) { m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; } m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); } void CHgun::SecondaryAttack( void ) { Reload(); if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) { return; } //Wouldn't be a bad idea to completely predict these, since they fly so fast... #if !CLIENT_DLL CBaseEntity *pHornet; Vector vecSrc; UTIL_MakeVectors( m_pPlayer->pev->v_angle ); vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -12.0f; m_iFirePhase++; switch( m_iFirePhase ) { case 1: vecSrc = vecSrc + gpGlobals->v_up * 8.0f; break; case 2: vecSrc = vecSrc + gpGlobals->v_up * 8.0f; vecSrc = vecSrc + gpGlobals->v_right * 8.0f; break; case 3: vecSrc = vecSrc + gpGlobals->v_right * 8.0f; break; case 4: vecSrc = vecSrc + gpGlobals->v_up * -8.0f; vecSrc = vecSrc + gpGlobals->v_right * 8.0f; break; case 5: vecSrc = vecSrc + gpGlobals->v_up * -8.0f; break; case 6: vecSrc = vecSrc + gpGlobals->v_up * -8.0f; vecSrc = vecSrc + gpGlobals->v_right * -8.0f; break; case 7: vecSrc = vecSrc + gpGlobals->v_right * -8.0f; break; case 8: vecSrc = vecSrc + gpGlobals->v_up * 8.0f; vecSrc = vecSrc + gpGlobals->v_right * -8.0f; m_iFirePhase = 0; break; } pHornet = CBaseEntity::Create( "hornet", vecSrc, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); pHornet->pev->velocity = gpGlobals->v_forward * 1200.0f; pHornet->pev->angles = UTIL_VecToAngles( pHornet->pev->velocity ); pHornet->SetThink( &CHornet::StartDart ); m_flRechargeTime = gpGlobals->time + 0.5f; #endif int flags; #if CLIENT_WEAPONS flags = FEV_NOTHOST; #else flags = 0; #endif PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 ); m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1f; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); } void CHgun::Reload( void ) { if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY ) return; while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time ) { m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++; m_flRechargeTime += 0.5f; } } void CHgun::WeaponIdle( void ) { Reload(); if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) return; int iAnim; float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); if( flRand <= 0.75f ) { iAnim = HGUN_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0f / 16.0f * 2.0f; } else if( flRand <= 0.875f ) { iAnim = HGUN_FIDGETSWAY; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; } else { iAnim = HGUN_FIDGETSHAKE; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 35.0f / 16.0f; } SendWeaponAnim( iAnim ); } #endif