/**************************************************************************** * * * IRgun.cpp par Julien * * * ****************************************************************************/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #include "monsters.h" #include "player.h" #include "gamerules.h" #include "../engine/shake.h" enum irgun_e { IRGUN_FIDGET = 0, IRGUN_RELOAD_EMPTY, IRGUN_IDLE1, IRGUN_DRAW, IRGUN_FIRE1, IRGUN_IDLE_IR, IRGUN_FIRE_EMPTY, IRGUN_RELOAD }; class CIRgun : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 2; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); void SecondaryAttack( void ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); void Reload( void ); void WeaponIdle( void ); private: unsigned short m_usFireIRgun; int m_iShell; }; LINK_ENTITY_TO_CLASS( weapon_irgun, CIRgun ); int CIRgun::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "irgun"; p->iMaxAmmo1 = IRGUN_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = IRGUN_MAX_CLIP; p->iFlags = 0; p->iSlot = 1; p->iPosition = 3; p->iId = m_iId = WEAPON_IRGUN; p->iWeight = IRGUN_WEIGHT; return 1; } int CIRgun::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_IRGUN ); return TRUE; } return FALSE; } void CIRgun::Spawn( ) { pev->classname = MAKE_STRING("weapon_irgun"); // hack to allow for old names Precache( ); m_iId = WEAPON_IRGUN; SET_MODEL(ENT(pev), "models/w_irgun.mdl"); m_iDefaultAmmo = IRGUN_DEFAULT_GIVE; FallInit();// get ready to fall down. } void CIRgun::Precache( void ) { PRECACHE_MODEL("models/v_irgun.mdl"); PRECACHE_MODEL("models/w_irgun.mdl"); PRECACHE_MODEL("models/p_357.mdl"); PRECACHE_MODEL("models/w_irgunclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); PRECACHE_SOUND ("weapons/357_reload1.wav"); PRECACHE_SOUND ("weapons/357_cock1.wav"); // PRECACHE_SOUND ("weapons/357_shot1.wav"); // PRECACHE_SOUND ("weapons/357_shot2.wav"); PRECACHE_SOUND ("hassault/hw_shoot1.wav"); PRECACHE_SOUND ("hassault/hw_shoot2.wav"); PRECACHE_SOUND ("hassault/hw_shoot3.wav"); m_usFireIRgun = PRECACHE_EVENT( 1, "events/irgun.sc" ); m_iShell = PRECACHE_MODEL ("models/beretta_shell.mdl");// brass shell } BOOL CIRgun::Deploy( ) { return DefaultDeploy( "models/v_irgun.mdl", "models/p_357.mdl", IRGUN_DRAW, "irgun" ); } void CIRgun::Holster( int skiplocal /* = 0 */ ) { if ( m_pPlayer->bNvgOn == 1 ) m_pPlayer->NVGTurnOff (); m_fInReload = FALSE;// cancel any reload in progress. m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 ); } void CIRgun::PrimaryAttack() { // don't fire underwater if (m_pPlayer->pev->waterlevel == 3) { PlayEmptySound( ); m_flNextPrimaryAttack = gpGlobals->time + 0.15; return; } if (m_iClip <= 0) { if (!m_fFireOnEmpty) Reload( ); else { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); m_flNextPrimaryAttack = gpGlobals->time + 0.15; } return; } m_iClip--; // PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFireIRgun ); // le full permet de pr PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireIRgun, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; m_pPlayer->Gunflash (); // player "shoot" animation m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); Vector vecSrc = m_pPlayer->GetGunPosition( ); Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_IRGUN, 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 = gpGlobals->time + 0.5; m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); } void CIRgun::SecondaryAttack( void ) { if ( m_pPlayer->bNvgOn == 0) m_pPlayer->NVGTurnOn (); else m_pPlayer->NVGTurnOff (); pev->nextthink = gpGlobals->time + 0.1; m_flNextSecondaryAttack = gpGlobals->time + 0.5; } void CIRgun::Reload( void ) { if (m_iClip == 0) DefaultReload( IRGUN_MAX_CLIP, IRGUN_RELOAD_EMPTY, 2.1 ); else DefaultReload( IRGUN_MAX_CLIP, IRGUN_RELOAD, 2.1 ); } void CIRgun::WeaponIdle( void ) { ResetEmptySound( ); m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); if (m_flTimeWeaponIdle > gpGlobals->time) return; int iAnim; float flRand = RANDOM_FLOAT(0, 1); if (flRand <= 0.4 || m_pPlayer->bNvgOn == TRUE ) { iAnim = IRGUN_IDLE_IR; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT( 3, 6 ); } else if (flRand <= 0.8) { iAnim = IRGUN_IDLE1; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 19 / 4.0; } else { iAnim = IRGUN_FIDGET; m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 17 / 4.0; } SendWeaponAnim( iAnim ); } class CIRgunAmmo : public CBasePlayerAmmo { void Spawn( void ) { Precache( ); SET_MODEL(ENT(pev), "models/w_irgunclip.mdl"); CBasePlayerAmmo::Spawn( ); } void Precache( void ) { PRECACHE_MODEL ("models/w_irgunclip.mdl"); PRECACHE_SOUND("items/9mmclip1.wav"); } BOOL AddAmmo( CBaseEntity *pOther ) { if (pOther->GiveAmmo( AMMO_IRGUNCLIPGIVE, "irgun", IRGUN_MAX_CARRY ) != -1) { EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); return TRUE; } return FALSE; } }; LINK_ENTITY_TO_CLASS( ammo_irgun, CIRgunAmmo );