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398 lines
8.8 KiB
398 lines
8.8 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 "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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#include "gamerules.h" |
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#define CHAINGUN_BULLETS_PER_SHOT 2 |
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enum chaingun_e { |
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CHAINGUN_IDLE = 0, |
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CHAINGUN_IDLE2, |
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CHAINGUN_SPINUP, |
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CHAINGUN_SPINDOWN, |
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CHAINGUN_FIRE, |
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CHAINGUN_DRAW, |
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CHAINGUN_HOLSTER, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_th_chaingun, CChaingun); |
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void CChaingun::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_CHAINGUN; |
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SET_MODEL(ENT(pev), "models/w_tfac.mdl"); |
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m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE; |
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m_fInAttack = 0; |
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m_fInSpecialReload = 0; |
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FallInit();// get ready to fall down. |
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} |
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void CChaingun::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_tfac.mdl"); |
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PRECACHE_MODEL("models/w_tfac.mdl"); |
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PRECACHE_MODEL("models/p_tfac.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/reload3.wav"); |
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PRECACHE_SOUND("weapons/asscan1.wav"); |
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PRECACHE_SOUND("weapons/asscan2.wav"); |
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PRECACHE_SOUND("weapons/asscan3.wav"); |
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PRECACHE_SOUND("weapons/asscan4.wav"); |
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m_usFireChaingun1 = PRECACHE_EVENT(1, "events/chaingun1.sc"); |
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m_usFireChaingun2 = PRECACHE_EVENT(1, "events/chaingun2.sc"); |
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} |
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int CChaingun::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "9mm"; |
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p->iMaxAmmo1 = _9MM_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = CHAINGUN_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_CHAINGUN; |
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p->iWeight = CHAINGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CChaingun::Deploy() |
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{ |
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// pev->body = 1; |
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return DefaultDeploy("models/v_tfac.mdl", "models/p_tfac.mdl", CHAINGUN_DRAW, "chaingun", UseDecrement()); |
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} |
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void CChaingun::Holster(int skiplocal /*= 0*/) |
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{ |
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m_fInReload = FALSE; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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SendWeaponAnim(CHAINGUN_HOLSTER); |
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// Stop chaingun sounds. |
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StopSounds(); |
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m_fInAttack = 0; |
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m_fInSpecialReload = 0; |
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} |
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void CChaingun::PrimaryAttack(void) |
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{ |
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// Don't fire while in reload. |
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if (m_fInSpecialReload != 0) |
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{ |
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WeaponIdle(); |
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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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if (m_fInAttack != 0) |
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{ |
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// spin down |
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SpinDown(); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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} |
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else |
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{ |
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PlayEmptySound(); |
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} |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
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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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Reload(); |
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if (m_iClip == 0) |
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PlayEmptySound(); |
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return; |
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} |
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if (m_fInAttack == 0) |
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{ |
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// Spin up |
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SpinUp(); |
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} |
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else if (m_fInAttack == 1) |
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{ |
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) |
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{ |
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// fire |
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SendWeaponAnim(CHAINGUN_FIRE); |
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m_fInAttack = 2; |
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} |
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} |
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else |
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{ |
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// Spin |
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Spin(); |
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} |
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m_fInSpecialReload = 0; |
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} |
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void CChaingun::SecondaryAttack(void) |
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{ |
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WeaponIdle(); |
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} |
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void CChaingun::Reload(void) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CHAINGUN_MAX_CLIP) |
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return; |
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// don't reload until recoil is done |
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase()) |
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return; |
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if (m_fInAttack != 0) |
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return; |
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// Stop sounds. |
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StopSounds(); |
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// Stop spin up or firing. |
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m_fInAttack = 0; |
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// Restore player speed. |
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0); |
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// check to see if we're ready to reload |
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if (m_fInSpecialReload == 0) |
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{ |
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SendWeaponAnim(CHAINGUN_HOLSTER); |
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m_fInSpecialReload = 1; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6; |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.6); |
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m_flNextSecondaryAttack = GetNextAttackDelay(1.5); |
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return; |
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} |
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else if (m_fInSpecialReload == 1) |
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{ |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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// was waiting for gun to move to side |
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m_fInSpecialReload = 2; |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 0x1f)); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8; |
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} |
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else |
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{ |
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if ( DefaultReload(SNIPER_MAX_CLIP, CHAINGUN_DRAW, 0.53 )) |
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{ |
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m_fInSpecialReload = 3; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() - 0.1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; |
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} |
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} |
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} |
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void CChaingun::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_fInAttack != 0) |
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{ |
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// Spin down |
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SpinDown(); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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} |
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else |
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{ |
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if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload(); |
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} |
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else if (m_fInSpecialReload != 0) |
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{ |
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if (m_iClip != CHAINGUN_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload(); |
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} |
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else |
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{ |
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m_fInSpecialReload = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.0); |
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} |
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} |
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else |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); |
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if (flRand <= 0.5) |
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{ |
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iAnim = CHAINGUN_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (41.0 / 10.0); |
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} |
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else |
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{ |
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iAnim = CHAINGUN_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (51.0 / 10.0); |
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} |
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SendWeaponAnim(iAnim); |
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} |
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} |
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} |
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BOOL CChaingun::ShouldWeaponIdle(void) |
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{ |
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return m_iClip == 0 || m_fInSpecialReload != 0; |
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} |
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void CChaingun::SpinUp(void) |
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{ |
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// spin up |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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SendWeaponAnim(CHAINGUN_SPINUP); |
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// Slowdown player. |
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0); |
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m_fInAttack = 1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan1.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); |
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} |
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void CChaingun::SpinDown(void) |
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{ |
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// Spin down |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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SendWeaponAnim(CHAINGUN_SPINDOWN); |
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// Restore player speed. |
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PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan3.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0, 0x3f)); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
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} |
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void CChaingun::Spin(void) |
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{ |
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// out of ammo! |
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if (m_iClip <= 0) |
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{ |
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// Spin down |
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SpinDown(); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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return; |
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} |
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m_fInAttack = 2; |
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// Spin sound. |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/asscan4.wav", 0.8, ATTN_NORM); |
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#ifdef CLIENT_DLL |
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if (!bIsMultiplayer()) |
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#else |
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if (!g_pGameRules->IsMultiplayer()) |
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#endif |
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{ |
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// single player spread |
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Fire(0.1, 0.1, FALSE); |
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} |
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else |
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{ |
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// optimized multiplayer. Widened to make it easier to hit a moving player |
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Fire(0.2, 0.1, FALSE); |
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} |
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} |
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void CChaingun::Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim) |
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{ |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip -= CHAINGUN_BULLETS_PER_SHOT; |
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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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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(CHAINGUN_BULLETS_PER_SHOT, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_CHAINGUN, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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int flags; |
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#if defined( 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_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); |
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m_flNextPrimaryAttack = GetNextAttackDelay(flCycleTime); |
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; |
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} |
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void CChaingun::StopSounds(void) |
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{ |
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan1.wav"); |
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan2.wav"); |
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/asscan3.wav"); |
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STOP_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/asscan4.wav"); |
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}
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