/* Copyright (c) 1999, Cold Ice Modification. This code has been written by SlimShady ( darcuri@optonline.net ) 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 and from the Cold Ice team. Please if you use this code in any public form, please give us credit. */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "effects.h" #include "gamerules.h" enum kamakaze_e { SATCHEL_RADIO_IDLE1 = 0, SATCHEL_RADIO_FIDGET1, SATCHEL_RADIO_DRAW, SATCHEL_RADIO_FIRE, SATCHEL_RADIO_HOLSTER }; class CKamikaze : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 5; } int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); BOOL Deploy( void ); void Holster( void ); void WeaponIdle( void ); int m_iExplode; }; LINK_ENTITY_TO_CLASS( weapon_tnt, CKamikaze ); LINK_ENTITY_TO_CLASS( weapon_satchel, CKamikaze ); void CKamikaze::Spawn( ) { pev->classname = MAKE_STRING("weapon_tnt"); Precache( ); m_iId = WEAPON_TNT; SET_MODEL(ENT(pev), "models/wmodels/w_tnt.mdl"); FallInit(); m_iDefaultAmmo = TNT_DEFAULT_GIVE; } void CKamikaze::Precache( void ) { PRECACHE_MODEL ("models/vmodels/v_kamikaze.mdl"); PRECACHE_MODEL ("models/pmodels/p_tnt.mdl"); PRECACHE_MODEL ("models/wmodels/w_tnt.mdl"); PRECACHE_SOUND ("weapons/tnt1.wav"); PRECACHE_SOUND ("items/tntvest.wav"); m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" ); } int CKamikaze::GetItemInfo(ItemInfo *p) { p->pszName = STRING(pev->classname); p->pszAmmo1 = "vest"; p->iMaxAmmo1 = TNT_MAX_CARRY; p->pszAmmo2 = NULL; p->iMaxAmmo2 = -1; p->iMaxClip = WEAPON_NOCLIP; p->iSlot = 4; p->iPosition = 2; p->iId = m_iId = WEAPON_TNT; p->iWeight = TNT_WEIGHT; p->iFlags = 0; return 1; } BOOL CKamikaze::Deploy( ) { EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "items/tntvest.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); return DefaultDeploy( "models/vmodels/v_kamikaze.mdl", "models/pmodels/p_tnt.mdl", SATCHEL_RADIO_DRAW, "hive" ); } void CKamikaze::Holster( ) { m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) { m_pPlayer->pev->weapons &= ~(1<nextthink = gpGlobals->time + 0.1; } SendWeaponAnim( SATCHEL_RADIO_HOLSTER ); EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); } void CKamikaze::PrimaryAttack( void ) { if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) return; EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_AUTO, "weapons/tnt1.wav", 1.0, ATTN_NORM); pev->nextthink = gpGlobals->time + 20.0; SendWeaponAnim( SATCHEL_RADIO_FIRE ); Vector vecSpot = pev->origin; MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_SPRITE );//additive sprite plays though once WRITE_COORD( vecSpot.x );//where to make the sprite appear on x axis WRITE_COORD( vecSpot.y );//where to make the sprite appear on y axis WRITE_COORD( vecSpot.z + 128 );//Creates sprite 128 units above model's center WRITE_SHORT( m_iExplode );//Name of the sprite to use, as defined at begining of tut WRITE_BYTE( 400 ); // scale in .1 units --by comparison the player is 72 units tall WRITE_BYTE( 255 ); // brightness (this is as bright as it gets) MESSAGE_END(); MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); WRITE_BYTE( TE_SMOKE );//alphablended sprite WRITE_COORD( vecSpot.x ); WRITE_COORD( vecSpot.y ); WRITE_COORD( vecSpot.z + 256 ); WRITE_SHORT( g_sModelIndexSmoke );//This is Defined in weapons.cpp and weapons.h WRITE_BYTE( 125 ); //scale in .1 units WRITE_BYTE( 5 ); // framerate to playback sprite MESSAGE_END(); EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3); UTIL_ScreenShake( pev->origin, 50.0, 400.0, 1.0, 1080 ); entvars_t *pevOwner; if ( pev->owner ) pevOwner = VARS( pev->owner ); else pevOwner = NULL; pev->owner = NULL; RadiusDamage( pev->origin, pev, pevOwner, 400, 200, CLASS_NONE, DMG_BLAST | DMG_BURN ); pev->effects |= EF_NODRAW; pev->velocity = g_vecZero; m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0) RetireWeapon(); return; m_flNextPrimaryAttack = gpGlobals->time + 2.0; m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); } void CKamikaze::WeaponIdle( void ) { if (m_flTimeWeaponIdle > gpGlobals->time) return; if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0) { SendWeaponAnim( SATCHEL_RADIO_DRAW ); } else { RetireWeapon(); return; } int iAnim; float flRand = RANDOM_FLOAT(0, 1); if (flRand <= 0.25) { iAnim = SATCHEL_RADIO_IDLE1; m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0; } else if (flRand <= 0.75) { iAnim = SATCHEL_RADIO_IDLE1; m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 30.0; } else { iAnim = SATCHEL_RADIO_IDLE1; m_flTimeWeaponIdle = gpGlobals->time + 100.0 / 30.0; } SendWeaponAnim( iAnim ); }