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