Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
enum medkit_e
{
MEDKIT_IDLE = 0,
MEDKIT_LONGIDLE,
MEDKIT_LONGUSE,
MEDKIT_SHORTUSE,
MEDKIT_HOLSTER,
MEDKIT_DRAW
};
LINK_ENTITY_TO_CLASS( weapon_th_medkit, CWeaponEinarMedkit )
void CWeaponEinarMedkit::Spawn()
{
Precache();
m_iId = WEAPON_MEDKIT;
SET_MODEL( ENT( pev ), "models/w_tfc_medkit.mdl" );
m_iDefaultAmmo = MEDKIT_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CWeaponEinarMedkit::Precache()
{
PRECACHE_MODEL( "models/v_tfc_medkit.mdl" );
PRECACHE_MODEL( "models/w_tfc_medkit.mdl" );
PRECACHE_MODEL( "models/p_tfc_medkit.mdl" );
PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "items/medshot4.wav" );
PRECACHE_SOUND( "items/medshotno1.wav" );
}
int CWeaponEinarMedkit::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "health";
p->iMaxAmmo1 = MEDKIT_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 4;
p->iId = m_iId = WEAPON_MEDKIT;
p->iWeight = MEDKIT_WEIGHT;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CWeaponEinarMedkit::Deploy()
{
return DefaultDeploy( "models/v_tfc_medkit.mdl", "models/p_tfc_medkit.mdl", MEDKIT_DRAW, "trip" );
}
void CWeaponEinarMedkit::Holster(int skiplocal /*= 0*/)
{
m_fInAttack = 0;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;
SendWeaponAnim( MEDKIT_HOLSTER );
}
void CWeaponEinarMedkit::PrimaryAttack()
{
if( m_pPlayer->pev->health >= m_pPlayer->pev->max_health
|| m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
{
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0f;
}
return;
}
if( m_fInAttack )
{
if( m_flNextSecondaryAttack < UTIL_WeaponTimeBase() )
Heal();
return;
}
Use();
}
void CWeaponEinarMedkit::SecondaryAttack()
{
if( m_fInAttack )
Heal();
}
void CWeaponEinarMedkit::Use()
{
SendWeaponAnim( MEDKIT_LONGUSE, 0 );
m_fInAttack = 1;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2f;
}
void CWeaponEinarMedkit::Heal()
{
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_pPlayer->TakeHealth( 25, DMG_GENERIC );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "items/medshot4.wav", 1.0, ATTN_NORM );
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_fInAttack = 0;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.2f;
}
void CWeaponEinarMedkit::Reload()
{
SecondaryAttack();
}
void CWeaponEinarMedkit::WeaponIdle()
{
ResetEmptySound();
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
if( m_fInAttack )
{
Heal();
return;
}
SendWeaponAnim( MEDKIT_IDLE, 0 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 20.0f;
}
BOOL CWeaponEinarMedkit::PlayEmptySound()
{
if( m_iPlayEmptySound )
{
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "items/medshotno1.wav", 0.8, ATTN_NORM );
m_iPlayEmptySound = 0;
}
return 0;
}