Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
#if !CLIENT_DLL
#include "sporegrenade.h"
#endif
// special deathmatch shotgun spreads
#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
enum sporelauncher_e {
SPLAUNCHER_IDLE = 0,
SPLAUNCHER_FIDGET,
SPLAUNCHER_RELOAD_REACH ,
SPLAUNCHER_RELOAD_LOAD,
SPLAUNCHER_RELOAD_AIM,
SPLAUNCHER_FIRE,
SPLAUNCHER_HOLSTER1,
SPLAUNCHER_DRAW1,
SPLAUNCHER_IDLE2
};
LINK_ENTITY_TO_CLASS(weapon_sporelauncher, CSporelauncher)
void CSporelauncher::Spawn()
{
Precache();
m_iId = WEAPON_SPORELAUNCHER;
SET_MODEL(ENT(pev), "models/w_spore_launcher.mdl");
m_iDefaultAmmo = SPORELAUNCHER_DEFAULT_GIVE;
pev->animtime = gpGlobals->time;
pev->framerate = 1.0f;
FallInit();// get ready to fall
}
void CSporelauncher::Precache(void)
{
PRECACHE_MODEL("models/v_spore_launcher.mdl");
PRECACHE_MODEL("models/w_spore_launcher.mdl");
PRECACHE_MODEL("models/p_spore_launcher.mdl");
PRECACHE_SOUND("weapons/splauncher_altfire.wav");
PRECACHE_SOUND("weapons/splauncher_bounce.wav");
PRECACHE_SOUND("weapons/splauncher_fire.wav");
PRECACHE_SOUND("weapons/splauncher_impact.wav");
PRECACHE_SOUND("weapons/splauncher_pet.wav");
PRECACHE_SOUND("weapons/splauncher_reload.wav");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_MODEL("sprites/bigspit.spr");
m_iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr");
UTIL_PrecacheOther("spore");
m_usSporeFire = PRECACHE_EVENT(1, "events/spore.sc");
}
int CSporelauncher::AddToPlayer(CBasePlayer *pPlayer)
{
if (CBasePlayerWeapon::AddToPlayer(pPlayer))
{
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CSporelauncher::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "spores";
p->iMaxAmmo1 = SPORE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SPORELAUNCHER_MAX_CLIP;
p->iSlot = 6;
p->iPosition = 0;
p->iFlags = 0;
p->iId = m_iId = WEAPON_SPORELAUNCHER;
p->iWeight = SPORELAUNCHER_WEIGHT;
return 1;
}
BOOL CSporelauncher::Deploy()
{
return DefaultDeploy("models/v_spore_launcher.mdl", "models/p_spore_launcher.mdl", SPLAUNCHER_DRAW1, "splauncher");
}
void CSporelauncher::PrimaryAttack()
{
if (m_iClip <= 0)
return;
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
// m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
Vector vecAngles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors(vecAngles);
Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
#if !CLIENT_DLL
CSpore* pSpore = CSpore::CreateSpore(vecSrc, vecAngles, m_pPlayer, CSpore::ROCKET, false, false);
UTIL_MakeVectors(vecAngles);
pSpore->pev->velocity = pSpore->pev->velocity + DotProduct(pSpore->pev->velocity, gpGlobals->v_forward) * gpGlobals->v_forward;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usSporeFire,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
vecSrc.x,
vecSrc.y,
*(int*)&vecSrc.z,
m_iSquidSpitSprite,
0,
TRUE);
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 = GetNextAttackDelay(0.5);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
#if 1
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
#endif
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
else
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_fInSpecialReload = 0;
}
void CSporelauncher::SecondaryAttack(void)
{
if (m_iClip <= 0)
return;
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
//m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
Vector vecAngles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors(vecAngles);
Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
#if !CLIENT_DLL
CSpore* pSpore = CSpore::CreateSpore( vecSrc, vecAngles, m_pPlayer, CSpore::GRENADE, false, false);
UTIL_MakeVectors(vecAngles);
pSpore->pev->velocity = m_pPlayer->pev->velocity + 800 * gpGlobals->v_forward;
#endif
PLAYBACK_EVENT_FULL(
flags,
m_pPlayer->edict(),
m_usSporeFire,
0.0,
(float *)&g_vecZero,
(float *)&g_vecZero,
vecSrc.x,
vecSrc.y,
*(int*)&vecSrc.z,
m_iSquidSpitSprite,
0,
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 = GetNextAttackDelay(0.5);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
#if 1
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
#endif
if (m_iClip != 0)
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
else
m_flTimeWeaponIdle = 1.5;
m_fInSpecialReload = 0;
}
void CSporelauncher::Reload(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SPORELAUNCHER_MAX_CLIP)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
// check to see if we're ready to reload
if (m_fInSpecialReload == 0)
{
SendWeaponAnim(SPLAUNCHER_RELOAD_REACH);
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7;
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
return;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
// Play reload sound.
EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/splauncher_reload.wav", 0.7f, ATTN_NORM);
SendWeaponAnim(SPLAUNCHER_RELOAD_LOAD);
m_flNextReload = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0;
}
else
{
// Add them to the clip
m_iClip += 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1;
m_fInSpecialReload = 1;
}
}
void CSporelauncher::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase())
{
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != SPORELAUNCHER_DEFAULT_GIVE && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else
{
// reload debounce has timed out
SendWeaponAnim(SPLAUNCHER_RELOAD_AIM);
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8;
}
}
else
{
int iAnim;
float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1);
if (flRand <= 0.75f)
{
iAnim = SPLAUNCHER_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f;
}
else if (flRand <= 0.95f)
{
iAnim = SPLAUNCHER_IDLE2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f;
}
else
{
iAnim = SPLAUNCHER_FIDGET;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f;
EMIT_SOUND(m_pPlayer->edict(), CHAN_ITEM, "weapons/splauncher_pet.wav", 0.7f, ATTN_NORM);
}
SendWeaponAnim(iAnim);
}
}
}