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249 lines
5.7 KiB
249 lines
5.7 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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#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_IDLE1 = 0, |
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SNIPER_SHOOT1, |
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SNIPER_SHOOT2, |
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SNIPER_RELOAD, |
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SNIPER_DRAW, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_sniper, CSniper); |
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int CSniper::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "357"; |
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p->iMaxAmmo1 = _357_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = SNIPER_MAX_CLIP; |
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p->iFlags = 0; |
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p->iSlot = 3; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_SNIPER; |
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p->iWeight = SNIPER_WEIGHT; |
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return 1; |
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} |
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int CSniper::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 CSniper::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SNIPER; |
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SET_MODEL(ENT(pev), "models/w_sniper.mdl"); |
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m_iDefaultAmmo = SNIPER_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CSniper::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_sniper.mdl"); |
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PRECACHE_MODEL("models/w_sniper.mdl"); |
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PRECACHE_MODEL("models/p_sniper.mdl"); |
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PRECACHE_MODEL("models/w_sniperclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/sniper_fire1.wav"); |
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PRECACHE_SOUND("weapons/sniper_fire2.wav"); |
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PRECACHE_SOUND("weapons/sniper_reload1.wav"); |
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PRECACHE_SOUND("weapons/zoom.wav"); |
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PRECACHE_SOUND("weapons/scout_bolt.wav"); |
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PRECACHE_SOUND("weapons/scout_clipin.wav"); |
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PRECACHE_SOUND("weapons/scout_clipout.wav"); |
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m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc"); |
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} |
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BOOL CSniper::Deploy() |
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{ |
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return DefaultDeploy("models/v_sniper.mdl", "models/p_sniper.mdl", SNIPER_DRAW, "bow", UseDecrement()); |
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} |
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void CSniper::Holster(int skiplocal /* = 0 */) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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if (m_fInZoom) |
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{ |
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SecondaryAttack(); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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} |
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void CSniper::SecondaryAttack(void) |
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{ |
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if (m_pPlayer->pev->fov != 0) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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else if (m_pPlayer->pev->fov != 40) |
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{ |
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m_fInZoom = TRUE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f; |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_STATIC, "weapons/zoom.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) ); |
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} |
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void CSniper::PrimaryAttack() |
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{ |
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if( FBitSet( m_pPlayer->m_afButtonLast, IN_ATTACK ) ) |
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return; |
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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 = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
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return; |
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} |
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if (m_iClip <= 0) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2f; |
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return; |
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} |
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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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m_iClip--; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_SNIPER, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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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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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireSniper, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0 || m_iClip > 0 ) |
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m_flNextPrimaryAttack = 1.5f; |
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else |
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{ |
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m_flNextPrimaryAttack = 2.75f; |
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m_flNextSecondaryAttack = 0.75f; |
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} |
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if( m_iClip > 0 ) |
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m_flTimeWeaponIdle = 2.5f; |
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else |
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m_flTimeWeaponIdle = 1.75f; |
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} |
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void CSniper::Reload(void) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP ) |
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return; |
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int iResult = DefaultReload(SNIPER_MAX_CLIP, SNIPER_RELOAD, 2.25); |
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if (iResult) |
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{ |
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if( m_fInZoom ) |
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SecondaryAttack(); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_reload1.wav", RANDOM_FLOAT( 0.9, 1.0 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 15 ) ); |
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} |
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} |
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void CSniper::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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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0); |
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} |
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class CSniperAmmoClip : 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_sniperclip.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_sniperclip.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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int bResult = (pOther->GiveAmmo(AMMO_357BOX_GIVE, "357", _357_MAX_CARRY) != -1); |
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if (bResult) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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} |
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return bResult; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(ammo_sniper, CSniperAmmoClip);
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