Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
class CDebugger: public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void EXPORT Commands( BOOL type );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
// void WeaponIdle( void );
void UpdateInfo (void);
int command;
};
LINK_ENTITY_TO_CLASS( weapon_debug, CDebugger );
void CDebugger::Spawn( )
{
Precache( );
m_iId = WEAPON_DEBUG;
SET_MODEL(ENT(pev), "models/w_9mmhandgun.mdl");
m_iClip = -1;
FallInit();// get ready to fall down.
}
int CDebugger::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;
}
void CDebugger::Holster( int skiplocal )
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
SendWeaponAnim( 8 );
}
void CDebugger::Precache( void )
{
PRECACHE_MODEL("models/v_9mmhandgun.mdl");
PRECACHE_MODEL("models/w_9mmhandgun.mdl");
PRECACHE_MODEL("models/p_9mmhandgun.mdl");
PRECACHE_SOUND ("buttons/blip1.wav");
}
int CDebugger::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 0;
p->iPosition = 1;
p->iFlags = 0;
p->iId = WEAPON_DEBUG;
p->iWeight = -10;
return 1;
}
BOOL CDebugger::Deploy( )
{
switch (command){
case 0:{
ALERT(at_debug,"WEAPON_DEBUG -> USE_TOGGLE\n");
}break;
case 1:{
ALERT(at_debug,"WEAPON_DEBUG -> USE_ON\n");
}break;
case 2:{
ALERT(at_debug,"WEAPON_DEBUG -> USE_OFF\n");
}break;
case 3:{
ALERT(at_debug,"WEAPON_DEBUG -> Give all weapons etc\n");
}break;
case 4:{
ALERT(at_debug,"WEAPON_DEBUG -> Get AI State\n");
}break;
case 5:{
ALERT(at_debug,"WEAPON_DEBUG -> List Globals\n");
}break;
case 6:{
ALERT(at_debug,"WEAPON_DEBUG -> Player Silent On/Off\n");
}break;
case 7:{
ALERT(at_debug,"WEAPON_DEBUG -> Entity Info\n");
}break;
case 8:{
ALERT(at_debug,"WEAPON_DEBUG -> Show Texture Name\n" );
}break;
case 9:{
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_fly\n" );
}break;
case 10:{
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_human\n" );
}break;
case 11:{
ALERT(at_debug,"WEAPON_DEBUG -> Show nearest node connections\n" );
}break;
case 12:{
ALERT(at_debug, "WEAPON_DEBUG -> Random Splatter\n" );
}break;
case 13:{
ALERT(at_debug, "WEAPON_DEBUG -> Remove Monster\n" );
}break;
case 14:{
ALERT(at_debug, "WEAPON_DEBUG -> Spawn Grunt\n" );
}break;
}
return DefaultDeploy( "models/v_9mmhandgun.mdl", "models/p_9mmhandgun.mdl", 7, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 );
}
void CDebugger::PrimaryAttack( void )
{
Commands (TRUE);
}
void CDebugger::SecondaryAttack( void )
{
Commands (FALSE);
}
void CDebugger::UpdateInfo (void)
{
SERVER_COMMAND( "impulse 106\n" );
}
void CDebugger::Commands( BOOL type )
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "buttons/blip1.wav", 0.5, ATTN_NORM);
if(type){
switch (command){
case 0:{
SERVER_COMMAND( "impulse 93\n" );
}break;
case 1:{
SERVER_COMMAND( "impulse 94\n" );
}break;
case 2:{
SERVER_COMMAND( "impulse 95\n" );
}break;
case 3:{
SERVER_COMMAND( "impulse 101\n" );
}break;
case 4:{
SERVER_COMMAND( "impulse 103\n" );
}break;
case 5:{
SERVER_COMMAND( "impulse 104\n" );
}break;
case 6:{
SERVER_COMMAND( "impulse 105\n" );
}break;
case 7:{
SERVER_COMMAND( "impulse 106\n" );
}break;
case 8:{
SERVER_COMMAND( "impulse 107\n" );
}break;
case 9:{
SERVER_COMMAND( "impulse 195\n" );
}break;
case 10:{
SERVER_COMMAND( "impulse 197\n" );
}break;
case 11:{
SERVER_COMMAND( "impulse 199\n" );
}break;
case 12:{
SERVER_COMMAND( "impulse 202\n" );
}break;
case 13:{
SERVER_COMMAND( "impulse 203\n" );
}break;
case 14:{
SERVER_COMMAND( "impulse 76\n" );
}break;
}
}else{
command++;
if (command == 15)command=0;
switch (command){
case 0:{
ALERT(at_debug,"WEAPON_DEBUG -> USE_TOGGLE\n");
}break;
case 1:{
ALERT(at_debug,"WEAPON_DEBUG -> USE_ON\n");
}break;
case 2:{
ALERT(at_debug,"WEAPON_DEBUG -> USE_OFF\n");
}break;
case 3:{
ALERT(at_debug,"WEAPON_DEBUG -> Give all weapons etc\n");
}break;
case 4:{
ALERT(at_debug,"WEAPON_DEBUG -> Get AI State\n");
}break;
case 5:{
ALERT(at_debug,"WEAPON_DEBUG -> List Globals\n");
}break;
case 6:{
ALERT(at_debug,"WEAPON_DEBUG -> Player Silent On/Off\n");
}break;
case 7:{
ALERT(at_debug,"WEAPON_DEBUG -> Entity Info\n");
}break;
case 8:{
ALERT(at_debug,"WEAPON_DEBUG -> Show Texture Name\n" );
}break;
case 9:{
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_fly\n" );
}break;
case 10:{
ALERT(at_debug,"WEAPON_DEBUG -> node_viewer_human\n" );
}break;
case 11:{
ALERT(at_debug,"WEAPON_DEBUG -> Show nearest node connections\n" );
}break;
case 12:{
ALERT(at_debug, "WEAPON_DEBUG -> Random Splatter\n" );
}break;
case 13:{
ALERT(at_debug, "WEAPON_DEBUG -> Remove Monster\n" );
}break;
case 14:{
ALERT(at_debug, "WEAPON_DEBUG -> Spawn Grunt\n" );
}break;
}
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.3;
}
/*void CDebugger::WeaponIdle( void )
{
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
UpdateInfo ();
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 );
if (flRand <= 0.3 + 0 * 0.75)
{
iAnim = 2;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16;
}
else if (flRand <= 0.6 + 0 * 0.875)
{
iAnim = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0;
}
else
{
iAnim = 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0;
}
SendWeaponAnim( iAnim, 1 );
}*/