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129 lines
2.9 KiB
129 lines
2.9 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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 CROWBAR_BODYHIT_VOLUME 128 |
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//#define CROWBAR_WALLHIT_VOLUME 512 |
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LINK_ENTITY_TO_CLASS( weapon_jason, CJason ); |
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enum gauss_e { |
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JASON_IDLE = 0, |
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JASON_DRAW, |
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JASON_HOLSTER, |
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JASON_ATTACK1HIT, |
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JASON_ATTACK1MISS, |
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JASON_ATTACK2MISS, |
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JASON_ATTACK2HIT, |
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JASON_ATTACK3MISS, |
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JASON_ATTACK3HIT |
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}; |
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void CJason::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_JASON; |
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SET_MODEL(ENT(pev), "models/w_jason.mdl"); |
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m_iClip = -1; |
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FallInit();// get ready to fall down. |
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} |
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void CJason::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_jason.mdl"); |
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PRECACHE_MODEL("models/w_jason.mdl"); |
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PRECACHE_MODEL("models/p_jason.mdl"); |
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m_usJason = PRECACHE_EVENT ( 1, "events/jason.sc" ); |
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} |
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int CJason::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = NULL; |
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p->iMaxAmmo1 = -1; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 0; |
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p->iPosition = 4; |
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p->iId = WEAPON_JASON; |
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p->iWeight = JASON_WEIGHT; |
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return 1; |
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} |
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BOOL CJason::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_jason.mdl", "models/p_jason.mdl", JASON_DRAW, "jason" ); |
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} |
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void CJason::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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SendWeaponAnim( JASON_HOLSTER ); |
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} |
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void CJason::PrimaryAttack() |
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{ |
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switch( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason2.wav", 1, ATTN_NORM); break; |
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case 2: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/jason3.wav", 1, ATTN_NORM); break; |
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} |
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if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled? |
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{ |
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m_pPlayer->AddPoints(1,FALSE); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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} |
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void CJason::SecondaryAttack() |
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{ |
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switch( RANDOM_LONG(0,2) ) |
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{ |
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case 0: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun1.wav", 1, ATTN_NORM); break; |
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case 1: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun2.wav", 1, ATTN_NORM); break; |
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case 2: |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shaun3.wav", 1, ATTN_NORM); break; |
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} |
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if (g_pGameRules->IsHeavyRain()) // is heavy rain enabled? |
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{ |
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m_pPlayer->AddPoints(-1,TRUE); |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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}
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