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729 lines
17 KiB
729 lines
17 KiB
/*** |
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*AR2 Impulse Rifle from HALF-LIFE 2 , rewritten to hlsdk by Solexid. |
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*Uses custom models and sounds |
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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 "customentity.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 "soundent.h" |
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#include "gamerules.h" |
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#include "game.h" |
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#define AR2_BEAM_SPRITE "sprites/xbeam1.spr" |
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#define WEAPON_AR2 19 |
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enum AR2_e |
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{ |
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AR2_LONGIDLE = 0, |
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AR2_IDLE1, |
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AR2_LAUNCH, |
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AR2_RELOAD, |
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AR2_DEPLOY, |
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AR2_FIRE1, |
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AR2_FIRE2, |
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AR2_FIRE3, |
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}; |
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class CAR2 : 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 iItemSlot(void) { return 3; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer(CBasePlayer *pPlayer); |
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CBeam* m_pBeam1; |
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void PrimaryAttack(void); |
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void Cleaner(void); |
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void SecondaryAttack(void); |
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int SecondaryAmmoIndex(void); |
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BOOL Deploy(void); |
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void Holster(int skiplocal); |
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void MyAnim(int iAnim); |
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void Reload(void); |
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void WeaponIdle(void); |
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float m_flNextAnimTime; |
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int m_iShell; |
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virtual BOOL UseDecrement(void) |
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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(weapon_ar2, CAR2); |
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class CAR2Ball: public CBaseEntity |
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{ |
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public: |
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static CAR2Ball *AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time); |
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void AR2Touch(CBaseEntity *pOther); |
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void Precache(); |
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void Spawn(); |
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void AR2Think(); |
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void Detonate(); |
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void Explode(TraceResult *tr, int); |
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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virtual float TouchGravGun( CBaseEntity *attacker, int stage ) |
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{ |
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pev->owner = attacker->edict(); |
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if( stage == 3 ) |
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{ |
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pev->dmgtime = gpGlobals->time + 6 ; |
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// play launch sound |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2launch1.wav", 1, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2launch2.wav", 1, ATTN_NORM); break; |
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} |
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m_fGravgunSound = false; |
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} |
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if( stage == 2 && gpGlobals->time - pev->dmgtime < 15 ) |
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{ |
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pev->dmgtime = gpGlobals->time + 20 ; |
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if( !m_fGravgunSound ) |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "ar2/ar2gravgun.wav", 0.2, ATTN_NORM, 0, 70 + RANDOM_LONG(0, 34)); |
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m_fGravgunSound = true; |
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} |
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} |
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if( stage == 1 ) |
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pev->dmgtime = gpGlobals->time + 20 ; |
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return 1600; |
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} |
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float m_flNextAttack; |
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bool m_fRegisteredSound; |
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bool m_fGravgunSound; |
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float m_flLastSound; |
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int m_iShockWaveTexture; |
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}; |
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LINK_ENTITY_TO_CLASS(ar2grenade, CAR2Ball); |
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//========================================================= |
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//========================================================= |
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int CAR2Ball::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) |
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{ |
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Vector r = (pevInflictor->origin - pev->origin); |
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pev->velocity = pev->velocity + r * flDamage / -7; |
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pev->avelocity.x = pev->avelocity.x * 0.5 + RANDOM_FLOAT(100, -100); |
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} |
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void CAR2Ball::Precache() |
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{ |
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m_iShockWaveTexture = PRECACHE_MODEL( "sprites/shockwave.spr" ); |
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PRECACHE_MODEL( "models/ar2grenade.mdl" ); |
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} |
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void CAR2Ball::Spawn() |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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UTIL_SetOrigin(pev, pev->origin); |
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SetTouch(&CAR2Ball::AR2Touch); // Bounce if touched |
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SetThink(&CAR2Ball::AR2Think); |
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pev->nextthink = gpGlobals->time + 0.1; |
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pev->dmgtime = gpGlobals->time + 99999; |
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pev->takedamage = DAMAGE_YES; |
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pev->sequence = RANDOM_LONG(3, 6); |
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pev->framerate = 1.0; |
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pev->effects = EF_LIGHT; |
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pev->rendermode = kRenderTransAdd; |
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pev->renderfx = kRenderFxDistort; |
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pev->renderamt = 256; |
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pev->gravity = 0.0005; |
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pev->friction = 0; |
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SET_MODEL(ENT(pev), "models/ar2grenade.mdl"); |
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pev->dmg = 60; |
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m_fRegisteredSound = FALSE; |
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//UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8)); |
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UTIL_SetSize( pev, Vector( -4, -4, -4 ), Vector( 4, 4, 4 ) ); |
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UTIL_SetOrigin(pev, pev->origin); |
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pev->avelocity.x = RANDOM_LONG(-1000, 1000); |
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pev->avelocity.y = RANDOM_LONG(-1000, 1000); |
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} |
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CAR2Ball * CAR2Ball::AR2Shoot(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time) |
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{ |
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CAR2Ball *pGrenade = (CAR2Ball *)CBaseEntity::Create( "ar2grenade", vecStart, vecVelocity, ENT(pevOwner) ); |
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pGrenade->Spawn(); |
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UTIL_SetOrigin(pGrenade->pev, vecStart); |
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pGrenade->pev->velocity = vecVelocity; |
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pGrenade->pev->angles = UTIL_VecToAngles(pGrenade->pev->velocity); |
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pGrenade->pev->owner = ENT(pevOwner); |
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pGrenade->pev->dmgtime = gpGlobals->time + time; |
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if (time < 0.1) |
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{ |
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pGrenade->pev->nextthink = gpGlobals->time; |
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pGrenade->pev->velocity = Vector(0, 0, 0); |
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} |
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// play launch sound |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: EMIT_SOUND(ENT(pGrenade->pev), CHAN_VOICE, "ar2/ar2launch1.wav", 1, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pGrenade->pev), CHAN_VOICE, "ar2/ar2launch2.wav", 1, ATTN_NORM); break; |
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} |
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return pGrenade; |
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} |
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void CAR2Ball::AR2Touch(CBaseEntity *pOther) |
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{ |
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// don't hit the guy that launched this sphere |
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if (pOther->edict() == pev->owner) |
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return; |
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// only do damage if we're moving fairly fast |
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if (m_flNextAttack < gpGlobals->time ) |
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{ |
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entvars_t *pevOwner = VARS(pev->owner); |
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if( !pevOwner ) |
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pevOwner = pev; |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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ClearMultiDamage(); |
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pOther->TraceAttack(pevOwner, 2500, gpGlobals->v_forward, &tr, DMG_CLUB | DMG_DISINTEGRATE); |
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if( pOther->IsPlayer() || pOther->IsMoving() ) |
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{ |
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pev->velocity = gpGlobals->v_forward.Normalize() * 1600; |
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// play strike sound |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2strike1.wav", 1, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2strike2.wav", 1, ATTN_NORM); break; |
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} |
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m_fGravgunSound = false; |
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m_flLastSound = gpGlobals->time; |
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} |
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ApplyMultiDamage(pev, pevOwner); |
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m_flNextAttack = gpGlobals->time + 0.03; // debounce |
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} |
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if( !pev->velocity.Length() ) |
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pev->velocity.z += 100; |
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Vector vecTestVelocity; |
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vecTestVelocity = pev->velocity; |
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if (!m_fRegisteredSound && vecTestVelocity.Length() <= 60) |
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{ |
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CSoundEnt::InsertSound(bits_SOUND_DANGER, pev->origin, pev->dmg / 0.4, 0.3); |
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m_fRegisteredSound = TRUE; |
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} |
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if( gpGlobals->time - m_flLastSound > 0.12 ) |
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{ |
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// play bounce sound |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2bounce1.wav", 0.5, ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2bounce2.wav", 0.5, ATTN_NORM); break; |
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} |
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m_fGravgunSound = false; |
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m_flLastSound = gpGlobals->time; |
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} |
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pev->framerate = pev->velocity.Length() / 200.0; |
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if( pev->framerate > 0.8 ) |
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pev->framerate = 0.8; |
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if( pev->framerate < 0.1 ) |
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pev->framerate = 0.1; |
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pev->effects |= EF_BRIGHTLIGHT; |
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pev->velocity = pev->velocity + pOther->pev->velocity; |
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} |
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void CAR2Ball::AR2Think() |
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{ |
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if (!IsInWorld()) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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pev->nextthink = gpGlobals->time + 0.1; |
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if (pev->dmgtime - 1 < gpGlobals->time) |
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{ |
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CSoundEnt::InsertSound ( bits_SOUND_DANGER, pev->origin + pev->velocity * (pev->dmgtime - gpGlobals->time), 400, 0.1 ); |
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} |
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if (pev->dmgtime <= gpGlobals->time) |
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{ |
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pev->renderfx = kRenderFxExplode; |
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SetThink( &CAR2Ball::Detonate ); |
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} |
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if (pev->waterlevel != 0) |
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{ |
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SetThink( &CAR2Ball::Detonate ); |
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} |
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pev->effects &= ~EF_BRIGHTLIGHT; |
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} |
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void CAR2Ball::Detonate( void ) |
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{ |
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TraceResult tr; |
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Vector vecSpot;// trace starts here! |
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vecSpot = pev->origin + Vector ( 0 , 0 , 8 ); |
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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr); |
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Explode( &tr, DMG_SHOCK ); |
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} |
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// UNDONE: temporary scorching for PreAlpha - find a less sleazy permenant solution. |
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void CAR2Ball::Explode( TraceResult *pTrace, int bitsDamageType ) |
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{ |
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float flRndSound;// sound randomizer |
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pev->model = iStringNull;//invisible |
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pev->solid = SOLID_NOT;// intangible |
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pev->takedamage = DAMAGE_NO; |
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// Pull out of the wall a bit |
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if ( pTrace->flFraction != 1.0 ) |
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{ |
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pev->origin = pTrace->vecEndPos + (pTrace->vecPlaneNormal * (pev->dmg - 24) * 0.6); |
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} |
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int iContents = UTIL_PointContents ( pev->origin ); |
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// blast circles |
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_BEAMCYLINDER ); |
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WRITE_COORD( pev->origin.x); |
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WRITE_COORD( pev->origin.y); |
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WRITE_COORD( pev->origin.z + 16); |
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WRITE_COORD( pev->origin.x); |
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WRITE_COORD( pev->origin.y); |
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WRITE_COORD( pev->origin.z + 16 + 384 / .2); // reach damage radius over .3 seconds |
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WRITE_SHORT( m_iShockWaveTexture ); |
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WRITE_BYTE( 0 ); // startframe |
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WRITE_BYTE( 0 ); // framerate |
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WRITE_BYTE( 2 ); // life |
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WRITE_BYTE( 16 ); // width |
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WRITE_BYTE( 0 ); // noise |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); //brightness |
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WRITE_BYTE( 0 ); // speed |
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MESSAGE_END(); |
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MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin ); |
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WRITE_BYTE( TE_BEAMCYLINDER ); |
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WRITE_COORD( pev->origin.x); |
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WRITE_COORD( pev->origin.y); |
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WRITE_COORD( pev->origin.z + 16); |
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WRITE_COORD( pev->origin.x); |
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WRITE_COORD( pev->origin.y); |
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WRITE_COORD( pev->origin.z + 16 + ( 384/ 2 ) / .2); // reach damage radius over .3 seconds |
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WRITE_SHORT( m_iShockWaveTexture ); |
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WRITE_BYTE( 0 ); // startframe |
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WRITE_BYTE( 0 ); // framerate |
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WRITE_BYTE( 2 ); // life |
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WRITE_BYTE( 16 ); // width |
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WRITE_BYTE( 0 ); // noise |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); |
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WRITE_BYTE( 255 ); //brightness |
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WRITE_BYTE( 0 ); // speed |
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MESSAGE_END(); |
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); |
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entvars_t *pevOwner; |
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if ( pev->owner ) |
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pevOwner = VARS( pev->owner ); |
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else |
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pevOwner = NULL; |
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pev->owner = NULL; // can't traceline attack owner if this is set |
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RadiusDamage ( pev->origin, pev, pevOwner, 30, 200, CLASS_NONE, bitsDamageType ); |
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RadiusDamage ( pev->origin, pev, pevOwner, 200, 30, CLASS_NONE, bitsDamageType ); |
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//flRndSound = RANDOM_FLOAT( 0 , 1 ); |
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2/ar2explosion.wav", 1, ATTN_NORM); |
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pev->effects |= EF_NODRAW; |
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SetThink( &CAR2Ball::SUB_Remove ); |
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SetTouch( NULL ); |
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pev->velocity = g_vecZero; |
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pev->nextthink = gpGlobals->time + 0.3; |
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/* |
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if (iContents != CONTENTS_WATER) |
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{ |
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int sparkCount = RANDOM_LONG(0,3); |
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for ( int i = 0; i < sparkCount; i++ ) |
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Create( "spark_shower", pev->origin, pTrace->vecPlaneNormal, NULL ); |
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}*/ |
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} |
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int CAR2::SecondaryAmmoIndex(void) |
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{ |
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return m_iSecondaryAmmoType; |
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} |
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void CAR2::Spawn() |
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{ |
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pev->classname = MAKE_STRING("weapon_ar2"); |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_ar2.mdl"); |
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m_iId = WEAPON_AR2; |
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m_iDefaultAmmo = 30; |
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FallInit();// get ready to fall down. |
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} |
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void CAR2::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_ar2.mdl"); |
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PRECACHE_MODEL("models/w_ar2.mdl"); |
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PRECACHE_MODEL("models/p_ar2.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/ar2grenade.mdl"); // grenade |
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PRECACHE_MODEL("models/w_9mmARclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/clipinsert1.wav"); |
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PRECACHE_SOUND("items/cliprelease1.wav"); |
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PRECACHE_SOUND("ar2s1.wav");// H to the K |
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PRECACHE_SOUND("ar2launch.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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} |
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int CAR2::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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if( !cvar_ar2_mp5.value ) |
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{ |
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p->pszAmmo1 = "AR2"; |
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p->iMaxAmmo1 = 120; |
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p->pszAmmo2 = "AR2grenades"; |
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p->iMaxAmmo2 = 3; |
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} |
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else |
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{ |
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p->pszAmmo1 = "9mm"; |
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p->iMaxAmmo1 = _9MM_MAX_CARRY; |
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p->pszAmmo2 = "ARgrenades"; |
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; |
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} |
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p->iMaxClip = 30; |
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p->iSlot = 2; |
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p->iPosition = 3; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_AR2; |
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p->iWeight = 25; |
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return 1; |
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} |
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int CAR2::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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BOOL CAR2::Deploy() |
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{ |
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Cleaner(); |
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return DefaultDeploy("models/v_ar2.mdl", "models/p_ar2.mdl", AR2_DEPLOY, "MP5"); |
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} |
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void CAR2::Holster(int skiplocal /* = 0 */) |
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{ |
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Cleaner(); |
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MyAnim(AR2_DEPLOY); |
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} |
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void CAR2::MyAnim(int iAnim) |
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{ |
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m_pPlayer->pev->weaponanim = iAnim; |
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MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev); |
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WRITE_BYTE(iAnim); // sequence number |
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WRITE_BYTE(pev->body); // weaponmodel bodygroup. |
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MESSAGE_END(); |
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} |
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void CAR2::PrimaryAttack() |
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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 =gpGlobals->time+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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PlayEmptySound(); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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return; |
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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--; |
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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_10DEGREES); |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(5, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 0, 3, m_pPlayer->pev, m_pPlayer->random_seed); |
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int iAnim; |
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switch (RANDOM_LONG(0, 2)) |
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{ |
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case 0: |
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iAnim = AR2_FIRE1; |
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break; |
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default: |
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case 1: |
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iAnim = AR2_FIRE2; |
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break; |
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case 2: |
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iAnim = AR2_FIRE3; |
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break; |
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} |
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MyAnim(iAnim); |
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if( !m_pBeam1 ) |
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{ |
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|
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m_pBeam1 = CBeam::BeamCreate(AR2_BEAM_SPRITE, 40); |
|
m_pBeam1->PointEntInit(pev->origin, m_pPlayer->entindex()); |
|
m_pBeam1->SetFlags(BEAM_FSINE); |
|
m_pBeam1->pev->spawnflags |= SF_BEAM_TEMPORARY; |
|
m_pBeam1->pev->owner = m_pPlayer->edict(); |
|
m_pBeam1->SetEndAttachment(1); |
|
m_pBeam1->SetStartPos( gpGlobals->trace_endpos ); |
|
//meam1->SetEndPos(this->pev->origin + pev->view_ofs +gpGlobals->v_up*20+gpGlobals->v_right*5+gpGlobals->v_forward*30); |
|
m_pBeam1->SetWidth(15); |
|
m_pBeam1->SetBrightness(255); |
|
|
|
SetThink(&CAR2::Cleaner); |
|
pev->nextthink = gpGlobals->time + 0.05; |
|
} |
|
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "ar2s1.wav", 1, ATTN_NORM); |
|
|
|
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
|
// HEV suit - indicate out of ammo condition |
|
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
|
SetThink(&CAR2::Cleaner); |
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 0.1; |
|
|
|
m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
|
} |
|
|
|
void CAR2::Cleaner(void) { |
|
|
|
if( m_pBeam1 ) |
|
UTIL_Remove(m_pBeam1); |
|
m_pBeam1 = NULL; |
|
SetThink( NULL ); |
|
} |
|
|
|
void CAR2::SecondaryAttack(void) |
|
{ |
|
// don't fire underwater |
|
if (m_pPlayer->pev->waterlevel == 3) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
|
return; |
|
} |
|
|
|
if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) |
|
{ |
|
PlayEmptySound(); |
|
return; |
|
} |
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
|
|
|
m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; |
|
m_pPlayer->m_flStopExtraSoundTime = gpGlobals->time + 0.7; |
|
|
|
m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
|
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs; |
|
TraceResult tr; |
|
Vector forward = gpGlobals->v_forward; |
|
UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 16, ignore_monsters, ENT( m_pPlayer->pev ), &tr ); |
|
if( tr.flFraction != 1.0 ) |
|
{ |
|
vecSrc = tr.vecEndPos + ( tr.vecPlaneNormal * 15 ); |
|
} |
|
CAR2Ball::AR2Shoot(m_pPlayer->pev,vecSrc, |
|
forward * 1600,5); |
|
|
|
// reload sound |
|
if( m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] ) |
|
EMIT_SOUND(ENT(pev), CHAN_VOICE, "ar2launch.wav", 0.75, ATTN_NORM); |
|
MyAnim(AR2_LAUNCH); |
|
|
|
m_flNextPrimaryAttack = gpGlobals->time + 1; |
|
m_flNextSecondaryAttack = gpGlobals->time + 2; |
|
m_flTimeWeaponIdle = gpGlobals->time + + 5;// idle pretty soon after shooting. |
|
|
|
if (!m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]) |
|
// HEV suit - indicate out of ammo condition |
|
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
|
} |
|
|
|
void CAR2::Reload(void) |
|
{ |
|
if( cvar_ar2_mp5.value && m_pPlayer->ammo_9mm <= 0 ) |
|
return; |
|
|
|
DefaultReload(30, AR2_RELOAD, 1.0); |
|
|
|
} |
|
|
|
|
|
void CAR2::WeaponIdle(void) |
|
{ |
|
ResetEmptySound(); |
|
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); |
|
|
|
if (m_flTimeWeaponIdle >gpGlobals->time) |
|
return; |
|
|
|
int iAnim; |
|
switch (RANDOM_LONG(0, 1)) |
|
{ |
|
case 0: |
|
iAnim = AR2_LONGIDLE; |
|
break; |
|
|
|
default: |
|
case 1: |
|
iAnim = AR2_IDLE1; |
|
break; |
|
} |
|
|
|
MyAnim(iAnim); |
|
|
|
m_flTimeWeaponIdle = gpGlobals->time+UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. |
|
|
|
} |
|
|
|
|
|
|
|
class CAR2Ammo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache( ); |
|
SET_MODEL(ENT(pev), "models/combine_rifle_cartridge01.mdl"); |
|
pev->angles = Vector( -90, 0, 0 ); |
|
CBasePlayerAmmo::Spawn( ); |
|
UTIL_SetSize( pev, Vector( -16, -16, -3 ), Vector( 16, 16, 13 ) ); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL ("models/combine_rifle_cartridge01.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
int bResult = (pOther->GiveAmmo( 30, "AR2", 120) != -1); |
|
if (bResult) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
} |
|
return bResult; |
|
} |
|
}; |
|
LINK_ENTITY_TO_CLASS( ammo_ar2, CAR2Ammo ); |
|
|
|
|
|
class CAR2AmmoGrenade : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache( ); |
|
SET_MODEL(ENT(pev), "models/combine_rifle_ammo01.mdl"); |
|
CBasePlayerAmmo::Spawn( ); |
|
|
|
|
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL ("models/combine_rifle_ammo01.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
int bResult = (pOther->GiveAmmo( 1, "AR2grenades", 3 ) != -1); |
|
|
|
if (bResult) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
} |
|
return bResult; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( ammo_ar2_altfire, CAR2AmmoGrenade );
|
|
|