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207 lines
4.7 KiB
207 lines
4.7 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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extern int gmsgZoom; |
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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::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() + 1.0; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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} |
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void CSniper::SniperFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, int iActivity) |
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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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PlayEmptySound(); |
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m_flNextPrimaryAttack = 0.15; |
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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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if (!m_fFireOnEmpty) |
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Reload(); |
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else |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_flNextPrimaryAttack = 0.15; |
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} |
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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; |
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if (fUseAutoAim) |
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{ |
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vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
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} |
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else |
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{ |
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vecAiming = gpGlobals->v_forward; |
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} |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(flSpread, flSpread, flSpread), 8192, BULLET_PLAYER_SNIPER, 0, 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_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, iActivity, 0, 0, 0); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(flCycleTime); |
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
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if (m_flNextSecondaryAttack < UTIL_WeaponTimeBase()) |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 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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ToggleZoom(); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(0.5); |
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} |
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void CSniper::PrimaryAttack() |
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{ |
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BOOL fUseAutoAim; |
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int iAnim; |
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float flSpread; |
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float flCycleTime; |
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fUseAutoAim = TRUE; |
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iAnim = m_fInZoom ? GetZoomedAttackActivity() : GetPrimaryAttackActivity(); |
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flSpread = m_fInZoom ? 0.01 : 0.03; |
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flCycleTime = m_fInZoom ? 0.7 : 0.1; |
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SniperFire(flSpread, flCycleTime, fUseAutoAim, iAnim); |
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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) |
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return; |
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if (m_fInZoom) |
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{ |
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SetZoomState(FALSE); |
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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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} |
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void CSniper::SetZoomState(BOOL bState) |
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{ |
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m_fInZoom = bState; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = bState ? 40 : 0; // 0 means reset to default fov |
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#ifndef CLIENT_DLL |
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// Toggle Zoom HUD. |
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MESSAGE_BEGIN(MSG_ONE, gmsgZoom, NULL, m_pPlayer->pev); |
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WRITE_BYTE( bState ); |
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WRITE_BYTE( m_iId ); |
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MESSAGE_END(); |
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#endif |
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} |
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void CSniper::ToggleZoom(void) |
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{ |
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SetZoomState(!m_fInZoom); |
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} |
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class CSniperAmmo : 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_antidote.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_antidote.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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if (pOther->GiveAmmo(AMMO_SNIPER_GIVE, "sniper", SNIPER_MAX_CARRY) != -1) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(ammo_th_sniper, CSniperAmmo); |
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LINK_ENTITY_TO_CLASS(ammo_einar1, CSniperAmmo); |