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313 lines
7.3 KiB
313 lines
7.3 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#if !OEM_BUILD && !HLDEMO_BUILD |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "hornet.h" |
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#include "gamerules.h" |
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//++ BulliT |
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#if AGSTATS |
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#include "agstats.h" |
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#endif |
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//-- Martin Webrant |
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enum hgun_e |
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{ |
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HGUN_IDLE1 = 0, |
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HGUN_FIDGETSWAY, |
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HGUN_FIDGETSHAKE, |
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HGUN_DOWN, |
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HGUN_UP, |
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HGUN_SHOOT |
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}; |
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enum firemode_e |
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{ |
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FIREMODE_TRACK = 0, |
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FIREMODE_FAST |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CHgun ) |
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BOOL CHgun::IsUseable( void ) |
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{ |
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return TRUE; |
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} |
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void CHgun::Spawn() |
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{ |
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//++ BulliT |
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#if !CLIENT_DLL |
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if( SGBOW == AgGametype() ) |
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{ |
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//Spawn shotgun instead. |
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CBaseEntity *pNewWeapon = CBaseEntity::Create( "weapon_shotgun", g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner ); |
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return; |
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} |
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#endif |
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//-- Martin Webrant |
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Precache(); |
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m_iId = WEAPON_HORNETGUN; |
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SET_MODEL( ENT( pev ), "models/w_hgun.mdl" ); |
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m_iDefaultAmmo = HIVEHAND_DEFAULT_GIVE; |
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m_iFirePhase = 0; |
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FallInit();// get ready to fall down. |
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} |
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void CHgun::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_hgun.mdl" ); |
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PRECACHE_MODEL( "models/w_hgun.mdl" ); |
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PRECACHE_MODEL( "models/p_hgun.mdl" ); |
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m_usHornetFire = PRECACHE_EVENT( 1, "events/firehornet.sc" ); |
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UTIL_PrecacheOther( "hornet" ); |
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} |
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int CHgun::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if( CBasePlayerWeapon::AddToPlayer( pPlayer ) ) |
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{ |
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#if !CLIENT_DLL |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// in multiplayer, all hivehands come full. |
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pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = HORNET_MAX_CARRY; |
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} |
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#endif |
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MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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int CHgun::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "Hornets"; |
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p->iMaxAmmo1 = HORNET_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 3; |
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p->iPosition = 3; |
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p->iId = m_iId = WEAPON_HORNETGUN; |
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p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD; |
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p->iWeight = HORNETGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CHgun::Deploy() |
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{ |
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return DefaultDeploy( "models/v_hgun.mdl", "models/p_hgun.mdl", HGUN_UP, "hive" ); |
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} |
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void CHgun::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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SendWeaponAnim( HGUN_DOWN ); |
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//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. |
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if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) |
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{ |
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m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1; |
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} |
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} |
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void CHgun::PrimaryAttack() |
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{ |
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Reload(); |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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{ |
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return; |
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} |
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#if !CLIENT_DLL |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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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() ); |
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pHornet->pev->velocity = gpGlobals->v_forward * 300.0f; |
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m_flRechargeTime = gpGlobals->time + 0.5f; |
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#endif |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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//++ BulliT |
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#if AGSTATS |
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Stats.FireShot( m_pPlayer, STRING( pev->classname ) ); |
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#endif |
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//-- Martin Webrant |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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int flags; |
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#if CLIENT_WEAPONS |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 ); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flNextPrimaryAttack = m_flNextPrimaryAttack + 0.25f; |
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if( m_flNextPrimaryAttack < UTIL_WeaponTimeBase() ) |
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{ |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25f; |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CHgun::SecondaryAttack( void ) |
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{ |
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Reload(); |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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{ |
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return; |
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} |
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//Wouldn't be a bad idea to completely predict these, since they fly so fast... |
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#if !CLIENT_DLL |
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CBaseEntity *pHornet; |
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Vector vecSrc; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16.0f + gpGlobals->v_right * 8.0f + gpGlobals->v_up * -12.0f; |
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m_iFirePhase++; |
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switch( m_iFirePhase ) |
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{ |
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case 1: |
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vecSrc = vecSrc + gpGlobals->v_up * 8.0f; |
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break; |
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case 2: |
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vecSrc = vecSrc + gpGlobals->v_up * 8.0f; |
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vecSrc = vecSrc + gpGlobals->v_right * 8.0f; |
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break; |
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case 3: |
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vecSrc = vecSrc + gpGlobals->v_right * 8.0f; |
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break; |
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case 4: |
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vecSrc = vecSrc + gpGlobals->v_up * -8.0f; |
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vecSrc = vecSrc + gpGlobals->v_right * 8.0f; |
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break; |
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case 5: |
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vecSrc = vecSrc + gpGlobals->v_up * -8.0f; |
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break; |
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case 6: |
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vecSrc = vecSrc + gpGlobals->v_up * -8.0f; |
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vecSrc = vecSrc + gpGlobals->v_right * -8.0f; |
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break; |
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case 7: |
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vecSrc = vecSrc + gpGlobals->v_right * -8.0f; |
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break; |
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case 8: |
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vecSrc = vecSrc + gpGlobals->v_up * 8.0f; |
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vecSrc = vecSrc + gpGlobals->v_right * -8.0f; |
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m_iFirePhase = 0; |
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break; |
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} |
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pHornet = CBaseEntity::Create( "hornet", vecSrc, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); |
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pHornet->pev->velocity = gpGlobals->v_forward * 1200.0f; |
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pHornet->pev->angles = UTIL_VecToAngles( pHornet->pev->velocity ); |
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pHornet->SetThink( &CHornet::StartDart ); |
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m_flRechargeTime = gpGlobals->time + 0.5f; |
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#endif |
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int flags; |
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#if CLIENT_WEAPONS |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usHornetFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 ); |
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//++ BulliT |
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#if AGSTATS |
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Stats.FireShot( m_pPlayer, STRING( pev->classname ) ); |
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#endif |
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//-- Martin Webrant |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); |
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} |
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void CHgun::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= HORNET_MAX_CARRY ) |
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return; |
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while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time ) |
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{ |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++; |
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m_flRechargeTime += 0.5f; |
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} |
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} |
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void CHgun::WeaponIdle( void ) |
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{ |
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Reload(); |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0f, 1.0f ); |
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if( flRand <= 0.75f ) |
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{ |
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iAnim = HGUN_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0f / 16.0f * 2.0f; |
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} |
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else if( flRand <= 0.875f ) |
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{ |
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iAnim = HGUN_FIDGETSWAY; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; |
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} |
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else |
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{ |
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iAnim = HGUN_FIDGETSHAKE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 35.0f / 16.0f; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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#endif
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