You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
239 lines
5.2 KiB
239 lines
5.2 KiB
/*** |
|
* |
|
* 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 "weapons.h" |
|
#include "monsters.h" |
|
#include "player.h" |
|
#include "gamerules.h" |
|
|
|
enum sniper_e { |
|
SNIPER_IDLE1 = 0, |
|
SNIPER_SHOOT1, |
|
SNIPER_SHOOT2, |
|
SNIPER_RELOAD, |
|
SNIPER_DRAW, |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS(weapon_sniper, CSniper); |
|
|
|
int CSniper::GetItemInfo(ItemInfo *p) |
|
{ |
|
p->pszName = STRING(pev->classname); |
|
p->pszAmmo1 = "357"; |
|
p->iMaxAmmo1 = _357_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = CROSSBOW_MAX_CLIP; |
|
p->iFlags = 0; |
|
p->iSlot = 2; |
|
p->iPosition = 3; |
|
p->iId = m_iId = WEAPON_SNIPER; |
|
p->iWeight = PYTHON_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
int CSniper::AddToPlayer(CBasePlayer *pPlayer) |
|
{ |
|
if (CBasePlayerWeapon::AddToPlayer(pPlayer)) |
|
{ |
|
MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev); |
|
WRITE_BYTE(m_iId); |
|
MESSAGE_END(); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
|
|
void CSniper::Spawn() |
|
{ |
|
Precache(); |
|
m_iId = WEAPON_SNIPER; |
|
SET_MODEL(ENT(pev), "models/w_sniper.mdl"); |
|
|
|
m_iDefaultAmmo = CROSSBOW_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
|
|
void CSniper::Precache(void) |
|
{ |
|
PRECACHE_MODEL("models/v_sniper.mdl"); |
|
PRECACHE_MODEL("models/w_sniper.mdl"); |
|
PRECACHE_MODEL("models/p_sniper.mdl"); |
|
|
|
PRECACHE_MODEL("models/w_sniperclip.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
|
|
PRECACHE_SOUND("weapons/sniper_reload1.wav"); |
|
PRECACHE_SOUND("weapons/scout_bolt.wav"); |
|
PRECACHE_SOUND("weapons/scout_clipin.wav"); |
|
PRECACHE_SOUND("weapons/scout_clipout.wav"); |
|
|
|
m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc"); |
|
} |
|
|
|
BOOL CSniper::Deploy() |
|
{ |
|
return DefaultDeploy("models/v_sniper.mdl", "models/p_sniper.mdl", SNIPER_DRAW, "sniper", UseDecrement()); |
|
} |
|
|
|
void CSniper::Holster(int skiplocal /* = 0 */) |
|
{ |
|
m_fInReload = FALSE;// cancel any reload in progress. |
|
|
|
if (m_fInZoom) |
|
{ |
|
SecondaryAttack(); |
|
} |
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
|
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
|
} |
|
|
|
void CSniper::SecondaryAttack(void) |
|
{ |
|
if (m_pPlayer->pev->fov != 0) |
|
{ |
|
m_fInZoom = FALSE; |
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
|
} |
|
else if (m_pPlayer->pev->fov != 40) |
|
{ |
|
m_fInZoom = TRUE; |
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 40; |
|
} |
|
|
|
m_flNextSecondaryAttack = 0.5; |
|
} |
|
|
|
void CSniper::PrimaryAttack() |
|
{ |
|
// don't fire underwater |
|
if (m_pPlayer->pev->waterlevel == 3) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = 0.15; |
|
return; |
|
} |
|
|
|
if (m_iClip <= 0) |
|
{ |
|
if (!m_fFireOnEmpty) |
|
Reload(); |
|
else |
|
{ |
|
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
|
m_flNextPrimaryAttack = 0.15; |
|
} |
|
|
|
return; |
|
} |
|
|
|
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
|
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
|
|
|
m_iClip--; |
|
|
|
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
|
|
|
|
|
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
|
|
|
Vector vecSrc = m_pPlayer->GetGunPosition(); |
|
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
|
|
|
Vector vecDir; |
|
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_SNIPER, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
|
|
|
int flags; |
|
#if defined( CLIENT_WEAPONS ) |
|
flags = FEV_NOTHOST; |
|
#else |
|
flags = 0; |
|
#endif |
|
|
|
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); |
|
|
|
m_flNextPrimaryAttack = (46.0 / 35.0); |
|
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
|
} |
|
|
|
|
|
void CSniper::Reload(void) |
|
{ |
|
if (m_pPlayer->ammo_357 <= 0) |
|
return; |
|
|
|
int iResult = DefaultReload(CROSSBOW_MAX_CLIP, SNIPER_RELOAD, 2.0); |
|
|
|
if (iResult) |
|
{ |
|
if (m_pPlayer->pev->fov != 0) |
|
{ |
|
m_fInZoom = FALSE; |
|
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
|
} |
|
} |
|
} |
|
|
|
|
|
void CSniper::WeaponIdle(void) |
|
{ |
|
ResetEmptySound(); |
|
|
|
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
|
|
|
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
|
return; |
|
|
|
m_flTimeWeaponIdle = (9.0 / 16.0); |
|
|
|
SendWeaponAnim(SNIPER_IDLE1, UseDecrement() ? 1 : 0); |
|
} |
|
|
|
|
|
class CSniperAmmoClip : public CBasePlayerAmmo |
|
{ |
|
void Spawn(void) |
|
{ |
|
Precache(); |
|
SET_MODEL(ENT(pev), "models/w_sniperclip.mdl"); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
void Precache(void) |
|
{ |
|
PRECACHE_MODEL("models/w_sniperclip.mdl"); |
|
PRECACHE_SOUND("items/9mmclip1.wav"); |
|
} |
|
BOOL AddAmmo(CBaseEntity *pOther) |
|
{ |
|
int bResult = (pOther->GiveAmmo(AMMO_357BOX_GIVE, "357", _357_MAX_CARRY) != -1); |
|
if (bResult) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
|
} |
|
return bResult; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS(ammo_sniper, CSniperAmmoClip); |