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638 lines
17 KiB
638 lines
17 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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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 "soundent.h" |
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#include "shake.h" |
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#include "gamerules.h" |
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#include "game.h" |
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#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging |
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#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged |
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enum gauss_e |
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{ |
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GAUSS_IDLE = 0, |
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GAUSS_IDLE2, |
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GAUSS_FIDGET, |
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GAUSS_SPINUP, |
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GAUSS_SPIN, |
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GAUSS_FIRE, |
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GAUSS_FIRE2, |
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GAUSS_HOLSTER, |
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GAUSS_DRAW |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss ) |
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float CGauss::GetFullChargeTime( void ) |
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{ |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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return 1.5; |
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} |
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return 4; |
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} |
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#ifdef CLIENT_DLL |
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extern int g_irunninggausspred; |
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#endif |
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void CGauss::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_GAUSS; |
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SET_MODEL( ENT( pev ), "models/w_gauss.mdl" ); |
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m_iDefaultAmmo = GAUSS_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CGauss::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_gauss.mdl" ); |
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PRECACHE_MODEL( "models/v_gauss.mdl" ); |
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PRECACHE_MODEL( "models/p_gauss.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "weapons/gauss2.wav" ); |
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PRECACHE_SOUND( "weapons/electro4.wav" ); |
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PRECACHE_SOUND( "weapons/electro5.wav" ); |
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PRECACHE_SOUND( "weapons/electro6.wav" ); |
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PRECACHE_SOUND( "ambience/pulsemachine.wav" ); |
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m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" ); |
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m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" ); |
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m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" ); |
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m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" ); |
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m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" ); |
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} |
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int CGauss::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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int CGauss::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "uranium"; |
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p->iMaxAmmo1 = URANIUM_MAX_CARRY; |
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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 = 5; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_GAUSS; |
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p->iFlags = 0; |
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p->iWeight = GAUSS_WEIGHT; |
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p->weaponName = "Energie Laser Gun"; |
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return 1; |
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} |
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BOOL CGauss::IsUseable() |
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{ |
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// Currently charging, allow the player to fire it first. - Solokiller |
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return CBasePlayerWeapon::IsUseable() || m_fInAttack != 0; |
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} |
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BOOL CGauss::Deploy() |
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{ |
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m_pPlayer->m_flPlayAftershock = 0.0; |
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return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" ); |
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} |
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void CGauss::Holster( int skiplocal /* = 0 */ ) |
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{ |
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PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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SendWeaponAnim( GAUSS_HOLSTER ); |
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m_fInAttack = 0; |
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} |
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void CGauss::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if ( m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD ) |
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{ |
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PlayEmptySound(); |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.15 ); |
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return; |
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} |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2 ) |
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{ |
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PlayEmptySound(); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
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m_fPrimaryFire = TRUE; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2; |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2; |
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} |
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void CGauss::SecondaryAttack() |
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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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if( m_fInAttack != 0 ) |
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{ |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
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SendWeaponAnim( GAUSS_IDLE ); |
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m_fInAttack = 0; |
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} |
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else |
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{ |
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PlayEmptySound(); |
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} |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.5 ); |
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return; |
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} |
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if( m_fInAttack == 0 ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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{ |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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return; |
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} |
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m_fPrimaryFire = FALSE; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); |
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// spin up |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
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SendWeaponAnim( GAUSS_SPINUP ); |
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m_fInAttack = 1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; |
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m_pPlayer->m_flStartCharge = gpGlobals->time; |
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 110, 0, 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; |
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} |
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else if( m_fInAttack == 1 ) |
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{ |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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SendWeaponAnim( GAUSS_SPIN ); |
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m_fInAttack = 2; |
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} |
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} |
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else |
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{ |
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// Moved to before the ammo burn. |
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// Because we drained 1 when m_InAttack == 0, then 1 again now before checking if we're out of ammo, |
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// this resuled in the player having -1 ammo, which in turn caused CanDeploy to think it could be deployed. |
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// This will need to be fixed further down the line by preventing negative ammo unless explicitly required (infinite ammo?), |
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// But this check will prevent the problem for now. - Solokiller |
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// TODO: investigate further. |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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{ |
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// out of ammo! force the gun to fire |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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return; |
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} |
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// during the charging process, eat one bit of ammo every once in a while |
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if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) |
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{ |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1; |
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} |
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else |
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{ |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3; |
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} |
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} |
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if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) |
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{ |
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// don't eat any more ammo after gun is fully charged. |
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m_pPlayer->m_flNextAmmoBurn = 1000; |
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} |
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int pitch = (int)( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100 ); |
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if( pitch > 250 ) |
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pitch = 250; |
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); |
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if( m_iSoundState == 0 ) |
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ALERT( at_console, "sound state %d\n", m_iSoundState ); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; |
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if( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 ) |
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{ |
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// Player charged up too long. Zap him. |
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m_pPlayer->m_iWeaponFlash = 768; |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) ); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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#ifndef CLIENT_DLL |
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m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK ); |
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UTIL_ScreenFade( m_pPlayer, Vector( 255, 128, 0 ), 2, 0.5, 128, FFADE_IN ); |
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#endif |
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SendWeaponAnim( GAUSS_IDLE ); |
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// Player may have been killed and this weapon dropped, don't execute any more code after this! |
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return; |
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} |
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} |
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} |
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//========================================================= |
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// StartFire- since all of this code has to run and then |
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// call Fire(), it was easier at this point to rip it out |
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// of weaponidle() and make its own function then to try to |
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// merge this into Fire(), which has some identical variable names |
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//========================================================= |
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void CGauss::StartFire( void ) |
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{ |
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float flDamage; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8; |
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if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) |
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{ |
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flDamage = 200; |
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} |
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else |
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{ |
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flDamage = 200 * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() ); |
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} |
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if( m_fPrimaryFire ) |
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{ |
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// fixed damage on primary attack |
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#ifdef CLIENT_DLL |
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flDamage = 20; |
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#else |
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flDamage = gSkillData.plrDmgGauss; |
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#endif |
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} |
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if( m_fInAttack != 3 ) |
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{ |
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//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); |
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#ifndef CLIENT_DLL |
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float flZVel = m_pPlayer->pev->velocity.z; |
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if( !m_fPrimaryFire ) |
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{ |
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5; |
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} |
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if( !g_pGameRules->IsMultiplayer() && !g_allowGJump ) |
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{ |
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// in deathmatch, gauss can pop you up into the air. Not in single play. |
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m_pPlayer->pev->velocity.z = flZVel; |
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} |
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#endif |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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} |
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// time until aftershock 'static discharge' sound |
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m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3, 0.8 ); |
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Fire( vecSrc, vecAiming, flDamage ); |
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} |
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void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) |
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{ |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
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TraceResult tr, beam_tr; |
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#ifndef CLIENT_DLL |
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Vector vecSrc = vecOrigSrc; |
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Vector vecDest = vecSrc + vecDir * 8192; |
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edict_t *pentIgnore; |
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float flMaxFrac = 1.0; |
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int nTotal = 0; |
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int fHasPunched = 0; |
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int fFirstBeam = 1; |
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int nMaxHits = 10; |
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pentIgnore = ENT( m_pPlayer->pev ); |
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#else |
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if( m_fPrimaryFire == false ) |
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g_irunninggausspred = true; |
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#endif |
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// The main firing event is sent unreliably so it won't be delayed. |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, m_pPlayer->pev->origin, m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); |
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// This reliable event is used to stop the spinning sound |
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client |
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// It's sent reliably anyway, which could lead to other delays |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n", |
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vecSrc.x, vecSrc.y, vecSrc.z, |
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vecDest.x, vecDest.y, vecDest.z );*/ |
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//ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); |
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#ifndef CLIENT_DLL |
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while( flDamage > 10 && nMaxHits > 0 ) |
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{ |
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nMaxHits--; |
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// ALERT( at_console, "." ); |
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UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); |
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if( tr.fAllSolid ) |
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break; |
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
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if( pEntity == NULL ) |
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break; |
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if( fFirstBeam ) |
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{ |
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH; |
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fFirstBeam = 0; |
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nTotal += 26; |
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} |
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if( pEntity->pev->takedamage ) |
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{ |
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ClearMultiDamage(); |
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pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); |
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ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
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} |
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if( pEntity->ReflectGauss() ) |
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{ |
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float n; |
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pentIgnore = NULL; |
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n = -DotProduct( tr.vecPlaneNormal, vecDir ); |
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if( n < 0.5 ) // 60 degrees |
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{ |
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// ALERT( at_console, "reflect %f\n", n ); |
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// reflect |
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Vector r; |
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r = 2.0 * tr.vecPlaneNormal * n + vecDir; |
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flMaxFrac = flMaxFrac - tr.flFraction; |
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vecDir = r; |
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vecSrc = tr.vecEndPos + vecDir * 8; |
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vecDest = vecSrc + vecDir * 8192; |
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// explode a bit |
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m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST ); |
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nTotal += 34; |
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// lose energy |
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if( n == 0 ) n = 0.1; |
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flDamage = flDamage * ( 1 - n ); |
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} |
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else |
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{ |
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nTotal += 13; |
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// limit it to one hole punch |
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if( fHasPunched ) |
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break; |
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fHasPunched = 1; |
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// try punching through wall if secondary attack (primary is incapable of breaking through) |
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if( !m_fPrimaryFire ) |
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{ |
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UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr ); |
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if( !beam_tr.fAllSolid ) |
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{ |
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// trace backwards to find exit point |
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UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr ); |
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n = ( beam_tr.vecEndPos - tr.vecEndPos ).Length(); |
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if( n < flDamage ) |
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{ |
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if( n == 0 ) |
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n = 1; |
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flDamage -= n; |
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// ALERT( at_console, "punch %f\n", n ); |
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nTotal += 21; |
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// exit blast damage |
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//m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); |
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float damage_radius; |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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damage_radius = flDamage * 1.75; // Old code == 2.5 |
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} |
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else |
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{ |
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damage_radius = flDamage * 2.5; |
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} |
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|
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::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST ); |
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|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); |
|
|
|
nTotal += 53; |
|
|
|
vecSrc = beam_tr.vecEndPos + vecDir; |
|
} |
|
else if( !selfgauss.value ) |
|
{ |
|
flDamage = 0; |
|
} |
|
} |
|
else |
|
{ |
|
//ALERT( at_console, "blocked %f\n", n ); |
|
flDamage = 0; |
|
} |
|
} |
|
else |
|
{ |
|
//ALERT( at_console, "blocked solid\n" ); |
|
|
|
flDamage = 0; |
|
} |
|
|
|
} |
|
} |
|
else |
|
{ |
|
vecSrc = tr.vecEndPos + vecDir; |
|
pentIgnore = ENT( pEntity->pev ); |
|
} |
|
} |
|
#endif |
|
// ALERT( at_console, "%d bytes\n", nTotal ); |
|
} |
|
|
|
void CGauss::WeaponIdle( void ) |
|
{ |
|
ResetEmptySound(); |
|
|
|
// play aftershock static discharge |
|
if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time ) |
|
{ |
|
switch( RANDOM_LONG( 0, 3 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT( 0.7, 0.8 ), ATTN_NORM ); |
|
break; |
|
case 3: |
|
break; // no sound |
|
} |
|
m_pPlayer->m_flPlayAftershock = 0.0; |
|
} |
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
if( m_fInAttack != 0 ) |
|
{ |
|
StartFire(); |
|
m_fInAttack = 0; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
|
|
|
// Need to set m_flNextPrimaryAttack so the weapon gets a chance to complete its secondary fire animation. - Solokiller |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; |
|
} |
|
else |
|
{ |
|
int iAnim; |
|
float flRand = RANDOM_FLOAT( 0, 1 ); |
|
if( flRand <= 0.5 ) |
|
{ |
|
iAnim = GAUSS_IDLE; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
else if( flRand <= 0.75 ) |
|
{ |
|
iAnim = GAUSS_IDLE2; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
else |
|
{ |
|
iAnim = GAUSS_FIDGET; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; |
|
} |
|
#ifndef CLIENT_DLL |
|
SendWeaponAnim( iAnim ); |
|
#endif |
|
} |
|
} |
|
|
|
class CGaussAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/w_gaussammo.mdl" ); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_gaussammo.mdl" ); |
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo ) |
|
#endif
|
|
|