/****************************************** * * * Fichier fsniper, par Julien * * * * code du fusil de snipe * * * ******************************************/ #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" enum fsniper_e { FSNIPER_LONGIDLE = 0, FSNIPER_IDLE1, FSNIPER_RELOAD, FSNIPER_DEPLOY, FSNIPER_FIRE1, FSNIPER_FIDGET, FSNIPER_ZOOM, }; class CFSniper : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); void SecondaryAttack( void ); void Holster( int skiplocal = 0 ); void Reload( void ); void WeaponIdle( void ); BOOL Deploy( void ); int GetItemInfo(ItemInfo *p); int iItemSlot( void ) { return 4; } //position de l'arme dans le hud float m_flNextAnimTime; int m_iShell; private: unsigned short m_usFSniper; //pour pr }; LINK_ENTITY_TO_CLASS( weapon_fsniper, CFSniper ); //============================================ // //============================================ void CFSniper::Spawn( ) { pev->classname = MAKE_STRING("weapon_fsniper"); Precache(); SET_MODEL(ENT(pev), "models/w_fsniper.mdl"); m_iId = WEAPON_FSNIPER; m_iDefaultAmmo = FSNIPER_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CFSniper::Precache( void ) { PRECACHE_MODEL("models/v_fsniper.mdl"); PRECACHE_MODEL("models/w_fsniper.mdl"); PRECACHE_MODEL("models/p_9mmAR.mdl"); m_iShell = PRECACHE_MODEL ("models/sniper_shell.mdl"); //model de la cartouche, PRECACHE_MODEL("models/w_fsniperclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND("items/clipinsert1.wav"); PRECACHE_SOUND("items/cliprelease1.wav"); PRECACHE_SOUND ("weapons/fsniper_shoot1.wav"); PRECACHE_SOUND ("weapons/fsniper_eject1.wav"); PRECACHE_SOUND ("weapons/fsniper_eject2.wav"); PRECACHE_SOUND ("weapons/fsniper_lens_open.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); m_usFSniper = PRECACHE_EVENT( 1, "events/fsniper.sc" ); //pr } int CFSniper::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "fsniper"; p->iMaxAmmo1 = FSNIPER_MAX_CARRY; p->iMaxClip = FSNIPER_MAX_CLIP; p->iSlot = 3; p->iPosition = 1; p->iId = m_iId = WEAPON_FSNIPER; p->iWeight = FSNIPER_WEIGHT; p->iFlags = 0; return 1; } int CFSniper::AddToPlayer( CBasePlayer *pPlayer ) { if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) { MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); WRITE_BYTE( m_iId ); MESSAGE_END(); m_pPlayer->TextAmmo( TA_SNIPER ); return TRUE; } return FALSE; } BOOL CFSniper::Deploy( ) { BOOL bResult = DefaultDeploy( "models/v_fsniper.mdl", "models/p_9mmAR.mdl", FSNIPER_DEPLOY, "fsniper" ); m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 36 / 16.0; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 36 / 16.0; return bResult; } void CFSniper::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } if (m_iClip <= 0) { PlayEmptySound(); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFSniper ); //avec un d PLAYBACK_EVENT_FULL ( 0, m_pPlayer->edict(), m_usFSniper, 27 / 25.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0, 0, 1, 0 ); m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; m_pPlayer->Gunflash (); m_iClip--; // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_8DEGREES ); m_pPlayer->FireBullets( 1, vecSrc, vecAiming, Vector ( 0, 0, 0 )/*VECTOR_CONE_1DEGREES*/, 8192, BULLET_PLAYER_SNIPER, 1 ); 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 = gpGlobals->time + 52 / 25.0; m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); } void CFSniper::SecondaryAttack(void) { if ( m_pPlayer->pev->fov == 0 ) //This needed m_pPlayer->pev->fov instead of m_pPlayer->m_iFOV. modif de Roy { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 45 ; //This needed m_pPlayer->pev->fov to be added. } if ( m_flNextSecondaryAttack + 0.2 < gpGlobals->time ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; //And this. pev->nextthink = UTIL_WeaponTimeBase() + 0.3f; m_flNextSecondaryAttack = gpGlobals->time + 0.3f; return; } else if ( m_pPlayer->pev->fov > 10) m_pPlayer->pev->fov = m_pPlayer->m_iFOV -= 1.5; //And this. pev->nextthink = UTIL_WeaponTimeBase() + 0.03f; m_flNextSecondaryAttack = gpGlobals->time + 0.03f; } void CFSniper :: Holster( int skiplocal /* = 0 */ ) { m_fInReload = FALSE;// cancel any reload in progress. if ( m_pPlayer->pev->fov !=0 ) m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; } void CFSniper::Reload( void ) { m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; //champ de vision normal pendant le rechargement DefaultReload( FSNIPER_MAX_CLIP, FSNIPER_RELOAD, 69 / 19.0 ); m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 69 / 19.0; } void CFSniper::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); if (m_flTimeWeaponIdle > gpGlobals->time) return; int iAnim; switch ( RANDOM_LONG( 0, 5 ) ) { case 0: case 1: case 2: iAnim = FSNIPER_LONGIDLE; m_flTimeWeaponIdle = gpGlobals->time + 25 / 4.0; break; default: case 3: case 4: iAnim = FSNIPER_IDLE1; m_flTimeWeaponIdle = gpGlobals->time + 24 / 9.0; break; case 5: iAnim = FSNIPER_FIDGET; m_flTimeWeaponIdle = gpGlobals->time + 50 / 13.0; break; } SendWeaponAnim( iAnim ); // m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );// how long till we do this again. } class CFSniperAmmoClip : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_fsniperclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_fsniperclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { int bResult = (pOther->GiveAmmo( AMMO_FSNIPERCLIP_GIVE, "9mm", _9MM_MAX_CARRY) != -1); if (bResult) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); } return bResult; } }; LINK_ENTITY_TO_CLASS( ammo_fsniper, CFSniperAmmoClip );