You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
602 lines
15 KiB
602 lines
15 KiB
/*** |
|
* |
|
* 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 "soundent.h" |
|
#include "gamerules.h" |
|
|
|
enum w_squeak_e |
|
{ |
|
WSQUEAK_IDLE1 = 0, |
|
WSQUEAK_FIDGET, |
|
WSQUEAK_JUMP, |
|
WSQUEAK_RUN |
|
}; |
|
|
|
enum squeak_e |
|
{ |
|
SQUEAK_IDLE1 = 0, |
|
SQUEAK_FIDGETFIT, |
|
SQUEAK_FIDGETNIP, |
|
SQUEAK_DOWN, |
|
SQUEAK_UP, |
|
SQUEAK_THROW |
|
}; |
|
|
|
#if !CLIENT_DLL |
|
class CSqueakGrenade : public CGrenade |
|
{ |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int Classify( void ); |
|
void EXPORT SuperBounceTouch( CBaseEntity *pOther ); |
|
void EXPORT HuntThink( void ); |
|
int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } |
|
void Killed( entvars_t *pevAttacker, int iGib ); |
|
void GibMonster( void ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
static float m_flNextBounceSoundTime; |
|
|
|
// CBaseEntity *m_pTarget; |
|
float m_flDie; |
|
Vector m_vecTarget; |
|
float m_flNextHunt; |
|
float m_flNextHit; |
|
Vector m_posPrev; |
|
EHANDLE m_hOwner; |
|
int m_iMyClass; |
|
}; |
|
|
|
float CSqueakGrenade::m_flNextBounceSoundTime = 0; |
|
|
|
LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade ) |
|
|
|
TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = |
|
{ |
|
DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ), |
|
DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ), |
|
DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ), |
|
DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ), |
|
DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ), |
|
DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ), |
|
}; |
|
|
|
IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade ) |
|
|
|
#define SQUEEK_DETONATE_DELAY 15.0f |
|
|
|
int CSqueakGrenade::Classify( void ) |
|
{ |
|
if( m_iMyClass != 0 ) |
|
return m_iMyClass; // protect against recursion |
|
|
|
if( m_hEnemy != 0 ) |
|
{ |
|
m_iMyClass = CLASS_INSECT; // no one cares about it |
|
switch( m_hEnemy->Classify() ) |
|
{ |
|
case CLASS_PLAYER: |
|
case CLASS_HUMAN_PASSIVE: |
|
case CLASS_HUMAN_MILITARY: |
|
m_iMyClass = 0; |
|
return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it |
|
} |
|
m_iMyClass = 0; |
|
} |
|
|
|
return CLASS_ALIEN_BIOWEAPON; |
|
} |
|
|
|
void CSqueakGrenade::Spawn( void ) |
|
{ |
|
//++ BulliT |
|
#if !CLIENT_DLL |
|
if( SGBOW == AgGametype() ) |
|
{ |
|
//Spawn crossbow instead. |
|
//CBaseEntity *pNewWeapon = CBaseEntity::Create( "weapon_crossbow", g_pGameRules->VecWeaponRespawnSpot( this ), pev->angles, pev->owner ); |
|
return; |
|
} |
|
#endif |
|
//-- Martin Webrant |
|
Precache(); |
|
|
|
// motor |
|
pev->movetype = MOVETYPE_BOUNCE; |
|
pev->solid = SOLID_BBOX; |
|
|
|
SET_MODEL( ENT( pev ), "models/w_squeak.mdl" ); |
|
UTIL_SetSize( pev, Vector( -4.0f, -4.0f, 0.0f ), Vector( 4.0f, 4.0f, 8.0f ) ); |
|
UTIL_SetOrigin( pev, pev->origin ); |
|
|
|
SetTouch( &CSqueakGrenade::SuperBounceTouch ); |
|
SetThink( &CSqueakGrenade::HuntThink ); |
|
pev->nextthink = gpGlobals->time + 0.1f; |
|
m_flNextHunt = gpGlobals->time + (float)1E6; |
|
|
|
pev->flags |= FL_MONSTER; |
|
pev->takedamage = DAMAGE_AIM; |
|
pev->health = gSkillData.snarkHealth; |
|
pev->gravity = 0.5f; |
|
pev->friction = 0.5f; |
|
|
|
pev->dmg = gSkillData.snarkDmgPop; |
|
|
|
m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY; |
|
|
|
m_flFieldOfView = 0.0f; // 180 degrees |
|
|
|
if( pev->owner ) |
|
m_hOwner = Instance( pev->owner ); |
|
|
|
m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned. |
|
|
|
pev->sequence = WSQUEAK_RUN; |
|
ResetSequenceInfo(); |
|
} |
|
|
|
void CSqueakGrenade::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_squeak.mdl" ); |
|
PRECACHE_SOUND( "squeek/sqk_blast1.wav" ); |
|
PRECACHE_SOUND( "common/bodysplat.wav" ); |
|
PRECACHE_SOUND( "squeek/sqk_die1.wav" ); |
|
PRECACHE_SOUND( "squeek/sqk_hunt1.wav" ); |
|
PRECACHE_SOUND( "squeek/sqk_hunt2.wav" ); |
|
PRECACHE_SOUND( "squeek/sqk_hunt3.wav" ); |
|
PRECACHE_SOUND( "squeek/sqk_deploy1.wav" ); |
|
} |
|
|
|
void CSqueakGrenade::Killed( entvars_t *pevAttacker, int iGib ) |
|
{ |
|
pev->model = iStringNull;// make invisible |
|
SetThink( &CBaseEntity::SUB_Remove ); |
|
SetTouch( NULL ); |
|
pev->nextthink = gpGlobals->time + 0.1f; |
|
|
|
// since squeak grenades never leave a body behind, clear out their takedamage now. |
|
// Squeaks do a bit of radius damage when they pop, and that radius damage will |
|
// continue to call this function unless we acknowledge the Squeak's death now. (sjb) |
|
pev->takedamage = DAMAGE_NO; |
|
|
|
// play squeek blast |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5f, 0, PITCH_NORM ); |
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0f ); |
|
|
|
UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 ); |
|
|
|
if( m_hOwner != 0 ) |
|
RadiusDamage( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST ); |
|
else |
|
RadiusDamage( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST ); |
|
|
|
// reset owner so death message happens |
|
if( m_hOwner != 0 ) |
|
pev->owner = m_hOwner->edict(); |
|
|
|
CBaseMonster::Killed( pevAttacker, GIB_ALWAYS ); |
|
} |
|
|
|
void CSqueakGrenade::GibMonster( void ) |
|
{ |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "common/bodysplat.wav", 0.75f, ATTN_NORM, 0, 200 ); |
|
} |
|
|
|
void CSqueakGrenade::HuntThink( void ) |
|
{ |
|
// ALERT( at_console, "think\n" ); |
|
|
|
if( !IsInWorld() ) |
|
{ |
|
SetTouch( NULL ); |
|
UTIL_Remove( this ); |
|
return; |
|
} |
|
|
|
StudioFrameAdvance(); |
|
pev->nextthink = gpGlobals->time + 0.1f; |
|
|
|
// explode when ready |
|
if( gpGlobals->time >= m_flDie ) |
|
{ |
|
g_vecAttackDir = pev->velocity.Normalize(); |
|
pev->health = -1; |
|
Killed( pev, 0 ); |
|
return; |
|
} |
|
|
|
// float |
|
if( pev->waterlevel != 0 ) |
|
{ |
|
if( pev->movetype == MOVETYPE_BOUNCE ) |
|
{ |
|
pev->movetype = MOVETYPE_FLY; |
|
} |
|
pev->velocity = pev->velocity * 0.9f; |
|
pev->velocity.z += 8.0f; |
|
} |
|
else if( pev->movetype == MOVETYPE_FLY ) |
|
{ |
|
pev->movetype = MOVETYPE_BOUNCE; |
|
} |
|
|
|
// return if not time to hunt |
|
if( m_flNextHunt > gpGlobals->time ) |
|
return; |
|
|
|
m_flNextHunt = gpGlobals->time + 2.0f; |
|
|
|
//CBaseEntity *pOther = NULL; |
|
Vector vecDir; |
|
TraceResult tr; |
|
|
|
Vector vecFlat = pev->velocity; |
|
vecFlat.z = 0; |
|
vecFlat = vecFlat.Normalize(); |
|
|
|
UTIL_MakeVectors( pev->angles ); |
|
|
|
if( m_hEnemy == 0 || !m_hEnemy->IsAlive() ) |
|
{ |
|
// find target, bounce a bit towards it. |
|
Look( 512 ); |
|
m_hEnemy = BestVisibleEnemy(); |
|
} |
|
|
|
// squeek if it's about time blow up |
|
if( ( m_flDie - gpGlobals->time <= 0.5f ) && ( m_flDie - gpGlobals->time >= 0.3f ) ) |
|
{ |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG( 0, 0x3F ) ); |
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25f ); |
|
} |
|
|
|
// higher pitch as squeeker gets closer to detonation time |
|
/*float flpitch = 155.0f - 60.0f * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY ); |
|
if( flpitch < 80.0f ) |
|
flpitch = 80.0f;*/ |
|
|
|
if( m_hEnemy != 0 ) |
|
{ |
|
if( FVisible( m_hEnemy ) ) |
|
{ |
|
vecDir = m_hEnemy->EyePosition() - pev->origin; |
|
m_vecTarget = vecDir.Normalize(); |
|
} |
|
|
|
float flVel = pev->velocity.Length(); |
|
float flAdj = 50.0f / ( flVel + 10.0f ); |
|
|
|
if( flAdj > 1.2f ) |
|
flAdj = 1.2f; |
|
|
|
// ALERT( at_console, "think : enemy\n"); |
|
|
|
// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z ); |
|
|
|
pev->velocity = pev->velocity * flAdj + m_vecTarget * 300.0f; |
|
} |
|
|
|
if( pev->flags & FL_ONGROUND ) |
|
{ |
|
pev->avelocity = Vector( 0, 0, 0 ); |
|
} |
|
else |
|
{ |
|
if( pev->avelocity == Vector( 0, 0, 0 ) ) |
|
{ |
|
pev->avelocity.x = RANDOM_FLOAT( -100, 100 ); |
|
pev->avelocity.z = RANDOM_FLOAT( -100, 100 ); |
|
} |
|
} |
|
|
|
if( ( pev->origin - m_posPrev ).Length() < 1.0f ) |
|
{ |
|
pev->velocity.x = RANDOM_FLOAT( -100, 100 ); |
|
pev->velocity.y = RANDOM_FLOAT( -100, 100 ); |
|
} |
|
m_posPrev = pev->origin; |
|
|
|
pev->angles = UTIL_VecToAngles( pev->velocity ); |
|
pev->angles.z = 0; |
|
pev->angles.x = 0; |
|
} |
|
|
|
void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) |
|
{ |
|
float flpitch; |
|
|
|
TraceResult tr = UTIL_GetGlobalTrace(); |
|
|
|
// don't hit the guy that launched this grenade |
|
if( pev->owner && pOther->edict() == pev->owner ) |
|
return; |
|
|
|
// at least until we've bounced once |
|
pev->owner = NULL; |
|
|
|
pev->angles.x = 0.0f; |
|
pev->angles.z = 0.0f; |
|
|
|
// avoid bouncing too much |
|
if( m_flNextHit > gpGlobals->time ) |
|
return; |
|
|
|
// higher pitch as squeeker gets closer to detonation time |
|
flpitch = 155.0f - 60.0f * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY ); |
|
|
|
if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time ) |
|
{ |
|
// attack! |
|
|
|
// make sure it's me who has touched them |
|
if( tr.pHit == pOther->edict() ) |
|
{ |
|
// and it's not another squeakgrenade |
|
if( tr.pHit->v.modelindex != pev->modelindex ) |
|
{ |
|
// ALERT( at_console, "hit enemy\n" ); |
|
ClearMultiDamage(); |
|
pOther->TraceAttack( pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH ); |
|
if( m_hOwner != 0 ) |
|
ApplyMultiDamage( pev, m_hOwner->pev ); |
|
else |
|
ApplyMultiDamage( pev, pev ); |
|
|
|
pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage |
|
// m_flDie += 2.0f; // add more life |
|
|
|
// make bite sound |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0f, ATTN_NORM, 0, (int)flpitch ); |
|
m_flNextAttack = gpGlobals->time + 0.5f; |
|
} |
|
} |
|
else |
|
{ |
|
// ALERT( at_console, "been hit\n" ); |
|
} |
|
} |
|
|
|
m_flNextHit = gpGlobals->time + 0.1f; |
|
m_flNextHunt = gpGlobals->time; |
|
|
|
if( g_pGameRules->IsMultiplayer() ) |
|
{ |
|
// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows. |
|
if( gpGlobals->time < m_flNextBounceSoundTime ) |
|
{ |
|
// too soon! |
|
return; |
|
} |
|
} |
|
|
|
if( !( pev->flags & FL_ONGROUND ) ) |
|
{ |
|
// play bounce sound |
|
float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f ); |
|
|
|
if( flRndSound <= 0.33f ) |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch ); |
|
else if( flRndSound <= 0.66f ) |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch ); |
|
else |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch ); |
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25f ); |
|
} |
|
else |
|
{ |
|
// skittering sound |
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 100, 0.1f ); |
|
} |
|
|
|
m_flNextBounceSoundTime = gpGlobals->time + 0.5f;// half second. |
|
} |
|
#endif |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_snark, CSqueak ) |
|
|
|
void CSqueak::Spawn() |
|
{ |
|
Precache(); |
|
m_iId = WEAPON_SNARK; |
|
SET_MODEL( ENT( pev ), "models/w_sqknest.mdl" ); |
|
|
|
FallInit();//get ready to fall down. |
|
|
|
m_iDefaultAmmo = SNARK_DEFAULT_GIVE; |
|
|
|
pev->sequence = 1; |
|
pev->animtime = gpGlobals->time; |
|
pev->framerate = 1.0f; |
|
} |
|
|
|
void CSqueak::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_sqknest.mdl" ); |
|
PRECACHE_MODEL( "models/v_squeak.mdl" ); |
|
PRECACHE_MODEL( "models/p_squeak.mdl" ); |
|
PRECACHE_SOUND( "squeek/sqk_hunt2.wav" ); |
|
PRECACHE_SOUND( "squeek/sqk_hunt3.wav" ); |
|
UTIL_PrecacheOther( "monster_snark" ); |
|
|
|
m_usSnarkFire = PRECACHE_EVENT( 1, "events/snarkfire.sc" ); |
|
} |
|
|
|
int CSqueak::GetItemInfo( ItemInfo *p ) |
|
{ |
|
p->pszName = STRING( pev->classname ); |
|
p->pszAmmo1 = "Snarks"; |
|
p->iMaxAmmo1 = SNARK_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = WEAPON_NOCLIP; |
|
p->iSlot = 4; |
|
p->iPosition = 3; |
|
p->iId = m_iId = WEAPON_SNARK; |
|
p->iWeight = SNARK_WEIGHT; |
|
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
|
|
|
return 1; |
|
} |
|
|
|
BOOL CSqueak::Deploy() |
|
{ |
|
// play hunt sound |
|
float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f ); |
|
|
|
if( flRndSound <= 0.5f ) |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100 ); |
|
else |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100 ); |
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
|
|
|
const BOOL result = DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" ); |
|
#if WEAPONS_ANIMATION_TIMES_FIX |
|
if ( result ) |
|
{ |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.7f; |
|
} |
|
#endif |
|
return result; |
|
} |
|
|
|
void CSqueak::Holster( int skiplocal /* = 0 */ ) |
|
{ |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
|
|
if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
|
{ |
|
m_pPlayer->pev->weapons &= ~( 1 << WEAPON_SNARK ); |
|
DestroyItem(); |
|
return; |
|
} |
|
|
|
SendWeaponAnim( SQUEAK_DOWN ); |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM ); |
|
} |
|
|
|
void CSqueak::PrimaryAttack() |
|
{ |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
|
{ |
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
|
TraceResult tr; |
|
Vector trace_origin; |
|
|
|
// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players |
|
// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 ) |
|
trace_origin = m_pPlayer->pev->origin; |
|
if( m_pPlayer->pev->flags & FL_DUCKING ) |
|
{ |
|
trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); |
|
} |
|
|
|
// find place to toss monster |
|
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20.0f, trace_origin + gpGlobals->v_forward * 64.0f, dont_ignore_monsters, NULL, &tr ); |
|
|
|
int flags; |
|
#if CLIENT_WEAPONS |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 ); |
|
|
|
if( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25f ) |
|
{ |
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
#if !CLIENT_DLL |
|
CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); |
|
pSqueak->pev->velocity = gpGlobals->v_forward * 200.0f + m_pPlayer->pev->velocity; |
|
#endif |
|
// play hunt sound |
|
float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f ); |
|
|
|
if( flRndSound <= 0.5f ) |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105 ); |
|
else |
|
EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105 ); |
|
|
|
m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
|
|
|
m_fJustThrown = 1; |
|
|
|
m_flNextPrimaryAttack = GetNextAttackDelay( 0.3f ); |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
|
} |
|
} |
|
} |
|
|
|
void CSqueak::SecondaryAttack( void ) |
|
{ |
|
|
|
} |
|
|
|
void CSqueak::WeaponIdle( void ) |
|
{ |
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
if( m_fJustThrown ) |
|
{ |
|
m_fJustThrown = 0; |
|
|
|
if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) |
|
{ |
|
RetireWeapon(); |
|
return; |
|
} |
|
|
|
SendWeaponAnim( SQUEAK_UP ); |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
return; |
|
} |
|
|
|
int iAnim; |
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
|
if( flRand <= 0.75f ) |
|
{ |
|
iAnim = SQUEAK_IDLE1; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0f / 16.0f * 2.0f; |
|
} |
|
else if( flRand <= 0.875f ) |
|
{ |
|
iAnim = SQUEAK_FIDGETFIT; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 16.0f; |
|
} |
|
else |
|
{ |
|
iAnim = SQUEAK_FIDGETNIP; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0f / 16.0f; |
|
} |
|
SendWeaponAnim( iAnim ); |
|
} |
|
#endif
|
|
|