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275 lines
6.1 KiB
275 lines
6.1 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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 "weapons.h" |
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#include "monsters.h" |
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#include "player.h" |
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#include "gamerules.h" |
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enum sniper_e { |
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SNIPER_DRAW = 0, |
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SNIPER_SLOWIDLE, |
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SNIPER_FIRE, |
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SNIPER_FIRELASTROUND, |
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SNIPER_RELOAD1, |
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SNIPER_RELOAD2, |
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SNIPER_RELOAD3, |
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SNIPER_SLOWIDLE2, |
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SNIPER_HOLSTER, |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_sniperrifle, CSniperrifle ) |
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void CSniperrifle::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_SNIPERRIFLE; |
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SET_MODEL(ENT(pev), "models/w_m40a1.mdl"); |
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m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CSniperrifle::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_m40a1.mdl"); |
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PRECACHE_MODEL("models/w_m40a1.mdl"); |
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PRECACHE_MODEL("models/p_m40a1.mdl"); |
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PRECACHE_SOUND ("weapons/sniper_bolt1.wav"); |
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PRECACHE_SOUND ("weapons/sniper_bolt2.wav"); |
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PRECACHE_SOUND ("weapons/sniper_fire.wav"); |
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PRECACHE_SOUND ("weapons/sniper_reload_first_seq.wav"); |
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PRECACHE_SOUND ("weapons/sniper_reload_second_seq.wav"); |
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PRECACHE_SOUND ("weapons/sniper_reload3.wav"); |
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PRECACHE_SOUND ("weapons/sniper_zoom.wav"); |
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m_usSniper = PRECACHE_EVENT( 1, "events/sniper.sc" ); |
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} |
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int CSniperrifle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "762"; |
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p->iMaxAmmo1 = _762_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = 5; |
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p->iSlot = 5; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_SNIPERRIFLE; |
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p->iWeight = 10; |
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return 1; |
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} |
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BOOL CSniperrifle::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "bow", 0 ); |
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} |
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int CSniperrifle::AddToPlayer( CBasePlayer *pPlayer ) |
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{ |
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if (CBasePlayerWeapon::AddToPlayer(pPlayer)) |
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{ |
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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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void CSniperrifle::Holster( int skiplocal ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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SendWeaponAnim( SNIPER_HOLSTER ); |
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if ( m_fInZoom ) |
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{ |
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SecondaryAttack( ); |
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} |
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} |
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void CSniperrifle::SecondaryAttack() |
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{ |
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if ( m_pPlayer->pev->fov != 0 ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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m_fInZoom = FALSE; |
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} |
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else if ( m_pPlayer->pev->fov != 15 ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15; |
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m_fInZoom = TRUE; |
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} |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/sniper_zoom.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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} |
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void CSniperrifle::PrimaryAttack() |
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{ |
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if ( m_fInSpecialReload ) |
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return; |
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if (m_iClip <= 0) |
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{ |
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if (m_fFireOnEmpty) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; |
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} |
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return; |
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} |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = 0.15; |
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return; |
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} |
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float flSpread = 0.001; |
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m_iClip--; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming; |
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vecAiming = gpGlobals->v_forward; |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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m_flNextPrimaryAttack = 1.75; |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, ( m_iClip == 0 ) ? 1 : 0, 0, 0, 0 ); |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 68.0 / 38.0; |
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} |
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void CSniperrifle::Reload( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPERRIFLE_MAX_CLIP) |
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return; |
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int iResult; |
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if ( m_pPlayer->pev->fov != 0 ) |
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{ |
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SecondaryAttack(); |
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} |
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if (m_iClip == 0) |
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{ |
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iResult = DefaultReload( 5, SNIPER_RELOAD1, 80.0 / 34 ); |
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m_fInSpecialReload = 1; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 2.25; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.25; |
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} |
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else |
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{ |
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iResult = DefaultReload( SNIPERRIFLE_MAX_CLIP, SNIPER_RELOAD3, 2.25 ); |
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} |
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} |
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void CSniperrifle::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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if ( m_fInSpecialReload ) |
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{ |
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m_fInSpecialReload = 0; |
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SendWeaponAnim( SNIPER_RELOAD2 ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 49.0 / 27.0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 27.0; |
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} |
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else |
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{ |
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int iAnim; |
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if (m_iClip <= 0) |
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{ |
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iAnim = SNIPER_SLOWIDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0; |
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} |
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else |
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{ |
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iAnim = SNIPER_SLOWIDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 67.5 / 16; |
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} |
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SendWeaponAnim( iAnim, 1 ); |
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} |
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} |
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class CSniperAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn(void) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_m40a1clip.mdl"); |
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CBasePlayerAmmo::Spawn(); |
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} |
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void Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_m40a1clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo(CBaseEntity *pOther) |
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{ |
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if (pOther->GiveAmmo(AMMO_762BOX_GIVE, "762", _762_MAX_CARRY) != -1) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo) |
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#endif
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