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248 lines
5.9 KiB
248 lines
5.9 KiB
#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 WEAPON_PEPSIGUN 21 |
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class CPepsigun : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( ) { return 3; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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BOOL Deploy( ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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int m_fInReload; |
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float m_flNextReload; |
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virtual BOOL UseDecrement( void ) |
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{ |
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#if defined( CLIENT_WEAPONS ) |
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return TRUE; |
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#else |
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return FALSE; |
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#endif |
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} |
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private: |
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}; |
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enum shotgun_e |
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{ |
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SHOTGUN_IDLE = 0, |
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SHOTGUN_FIRE, |
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SHOTGUN_OPEN, |
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SHOTGUN_INSERT, |
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SHOTGUN_CLOSE, |
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SHOTGUN_DRAW |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun ) |
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void CPepsigun::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_PEPSIGUN; |
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SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" ); |
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m_iDefaultAmmo = HANDGRENADE_DEFAULT_GIVE; |
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FallInit();// get ready to fall |
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} |
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void CPepsigun::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_pepsigun.mdl" ); |
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PRECACHE_MODEL( "models/w_pepsigun.mdl" ); |
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PRECACHE_MODEL( "models/p_pepsigun.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "weapons/dbarrel1.wav" );//shotgun |
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PRECACHE_SOUND( "weapons/pepsigun_shoot.wav" );//shotgun |
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PRECACHE_SOUND( "weapons/reload1.wav" ); // shotgun reload |
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PRECACHE_SOUND( "weapons/reload3.wav" ); // shotgun reload |
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//PRECACHE_SOUND( "weapons/sshell1.wav" ); // shotgun reload - played on client |
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//PRECACHE_SOUND( "weapons/sshell3.wav" ); // shotgun reload - played on client |
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PRECACHE_SOUND( "weapons/357_cock1.wav" ); // gun empty sound |
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PRECACHE_SOUND( "weapons/scock1.wav" ); // cock gun |
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} |
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int CPepsigun::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 CPepsigun::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "Hand Grenade"; |
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p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = 8; |
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p->iSlot = 2; |
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p->iPosition = 4; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_PEPSIGUN; |
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p->iWeight = SHOTGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CPepsigun::Deploy() |
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{ |
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return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", SHOTGUN_DRAW, "shotgun" ); |
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} |
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void CPepsigun::PrimaryAttack() |
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{ |
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m_iClip--; |
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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if( angThrow.x < 0 ) |
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angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 ); |
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else |
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angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 ); |
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float flVel = ( 90 - angThrow.x ) * 4; |
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if( flVel > 500 ) |
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flVel = 500; |
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UTIL_MakeVectors( angThrow ); |
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16; |
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity; |
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CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow*2, 3 ); |
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SendWeaponAnim( SHOTGUN_FIRE ); |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.75; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; |
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m_fInSpecialReload = 0; |
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} |
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void CPepsigun::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP ) |
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return; |
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// don't reload until recoil is done |
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if( m_flNextPrimaryAttack > UTIL_WeaponTimeBase() ) |
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return; |
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// check to see if we're ready to reload |
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if( m_fInSpecialReload == 0 ) |
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{ |
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SendWeaponAnim( SHOTGUN_OPEN ); |
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m_fInSpecialReload = 1; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.6; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6; |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 1.0; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; |
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return; |
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} |
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else if( m_fInSpecialReload == 1 ) |
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{ |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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// was waiting for gun to move to side |
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m_fInSpecialReload = 2; |
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if( RANDOM_LONG( 0, 1 ) ) |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); |
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else |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); |
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SendWeaponAnim( SHOTGUN_INSERT ); |
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m_flNextReload = UTIL_WeaponTimeBase() + 0.5; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; |
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} |
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else |
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{ |
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// Add them to the clip |
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m_iClip += 1; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; |
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m_fInSpecialReload = 1; |
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} |
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} |
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void CPepsigun::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); |
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if( m_flPumpTime && m_flPumpTime < gpGlobals->time ) |
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{ |
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// play pumping sound |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG( 0, 0x1f ) ); |
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m_flPumpTime = 0; |
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} |
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if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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Reload(); |
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} |
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else if( m_fInSpecialReload != 0 ) |
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{ |
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if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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Reload(); |
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} |
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else |
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{ |
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// reload debounce has timed out |
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SendWeaponAnim( SHOTGUN_CLOSE ); |
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m_fInSpecialReload = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; |
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} |
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} |
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else |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if( flRand <= 0.8 ) |
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{ |
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iAnim = SHOTGUN_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 60.0 / 12.0 );// * RANDOM_LONG( 2, 5 ); |
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} |
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else if( flRand <= 0.95 ) |
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{ |
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iAnim = SHOTGUN_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 ); |
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} |
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else |
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{ |
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iAnim = SHOTGUN_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 ); |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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} |