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232 lines
5.4 KiB
232 lines
5.4 KiB
//goldengun.cpp |
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//created with Gott`s weapon creator by Cid Highwind www.warineuropemod.com |
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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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enum GOLDENGUN_e |
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{ |
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GOLDENGUN_LONGIDLE = 0, |
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GOLDENGUN_IDLE1, |
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GOLDENGUN_IDLE2, |
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GOLDENGUN_FIRE1, |
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GOLDENGUN_FIRE2, |
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GOLDENGUN_RELOAD, |
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GOLDENGUN_RELOAD2, |
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GOLDENGUN_DEPLOY, |
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GOLDENGUN_LAUNCH, |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_goldengun, CGOLDENGUN ); |
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void CGOLDENGUN::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_goldengun"); |
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Precache( ); |
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m_iId = WEAPON_GOLDENGUN; |
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SET_MODEL(ENT(pev), "models/w_goldengun.mdl"); |
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m_iDefaultAmmo = GOLDENGUN_MAX_DEFAULT_GIVE; |
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FallInit(); |
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} |
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void CGOLDENGUN::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_goldengun.mdl"); |
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PRECACHE_MODEL("models/w_goldengun.mdl"); |
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PRECACHE_MODEL("models/p_goldengun.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl"); |
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//PRECACHE_SOUND("items/goldengunclip.wav"); |
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PRECACHE_SOUND("weapons/ggun_fire.wav"); |
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m_usFireGOLDENGUN = PRECACHE_EVENT( 1, "events/goldengun.sc" ); |
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} |
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int CGOLDENGUN::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "gold"; |
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p->iMaxAmmo1 = GOLDENGUN_MAX_CARRY; |
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// p->pszAmmo2 = "Nothing"; |
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// p->iMaxAmmo2 = 0; |
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p->iMaxClip = GOLDENGUN_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 1; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_GOLDENGUN; |
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p->iWeight = GOLDENGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CGOLDENGUN::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_goldengun.mdl", "models/p_goldengun.mdl", GOLDENGUN_DEPLOY, "goldengun", 0 ); |
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} |
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void CGOLDENGUN::SecondaryAttack( void ) |
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{ |
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//spaceholder |
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} |
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void CGOLDENGUN::PrimaryAttack( void ) |
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{ |
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if (!(m_pPlayer->m_afButtonPressed & IN_ATTACK)) |
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return; |
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GOLDENGUNFire( 0.085,(60/600) , FALSE ); |
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} |
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void CGOLDENGUN::GOLDENGUNFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) |
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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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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f; |
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} |
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return; |
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} |
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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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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(), fUseAutoAim ? m_usFireGOLDENGUN : m_usFireGOLDENGUN, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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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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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_GOLDENGUN, 2 ); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
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if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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if(m_pPlayer->pev->flags & FL_DUCKING) |
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{ |
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switch (RANDOM_LONG(0,1)) |
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{ |
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case 0: m_pPlayer->pev->punchangle.y -= 3; break; |
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case 1: m_pPlayer->pev->punchangle.y += 3; break; |
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} |
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} |
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else if (m_pPlayer->pev->velocity.Length() > 0.01f) |
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{ |
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switch (RANDOM_LONG(0,1)) |
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{ |
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case 0: m_pPlayer->pev->punchangle.y -= 3; break; |
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case 1: m_pPlayer->pev->punchangle.y += 3; break; |
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} |
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} |
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else |
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{ |
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switch (RANDOM_LONG(0,1)) |
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{ |
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case 0: m_pPlayer->pev->punchangle.y -= 3; break; |
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case 1: m_pPlayer->pev->punchangle.y += 3; break; |
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} |
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} |
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} |
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void CGOLDENGUN::Reload( void ) |
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{ |
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int iResult; |
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if (m_iClip == GOLDENGUN_MAX_CLIP) |
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return; |
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if (m_iClip == 0) |
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{ |
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iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD2, 2.7, 0 ); |
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} |
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else |
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{ |
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iResult = DefaultReload( GOLDENGUN_MAX_CLIP, GOLDENGUN_RELOAD2, 2.7, 0 ); |
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} |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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} |
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void CGOLDENGUN::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_iClip != 0) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if (flRand <= 0.3f) |
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{ |
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iAnim = GOLDENGUN_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16; |
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} |
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else if (flRand <= 0.6f) |
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{ |
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iAnim = GOLDENGUN_LONGIDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16; |
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} |
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else |
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{ |
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iAnim = GOLDENGUN_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1 / 16; |
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} |
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SendWeaponAnim( iAnim, 1 ); |
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} |
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} |
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class CGOLDENGUNAmmoClip : 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_goldengunclip.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_goldengunclip.mdl"); |
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//PRECACHE_SOUND("items/goldengunclip.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_GOLDENGUNCLIP_GIVE, "gold", GOLDENGUN_MAX_CARRY) != -1); |
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if(bResult) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip2.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_goldengun, CGOLDENGUNAmmoClip );
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