Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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"
#include "gamerules.h"
// special deathmatch shotgun spreads
#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees
#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees
#define WEAPON_ROCK 20
enum shotgun_e
{
PEPSIGUN_IDLE = 0,
PEPSIGUN_THROW,
PEPSIGUN_DRAW,
PEPSIGUN_FIDGET
};
class CRock : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
BOOL Deploy( void );
void WeaponIdle( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
};
LINK_ENTITY_TO_CLASS( weapon_rock, CRock )
void CRock::Spawn()
{
Precache();
m_iId = WEAPON_ROCK;
SET_MODEL( ENT( pev ), "models/w_rock.mdl" );
m_iDefaultAmmo = PEPSIGUN_DEFAULT_GIVE;
FallInit();// get ready to fall
}
void CRock::Precache( void )
{
PRECACHE_MODEL( "models/v_rock.mdl" );
PRECACHE_MODEL( "models/w_rock.mdl" );
PRECACHE_MODEL( "models/p_rock.mdl" );
}
int CRock::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = HANDGRENADE_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = 8;
p->iSlot = 4;
p->iPosition = 4;
p->iFlags = 0;
p->iId = m_iId = WEAPON_ROCK;
p->iWeight = 16;
return 1;
}
BOOL CRock::Deploy()
{
return DefaultDeploy( "models/v_rock.mdl", "models/p_rock.mdl", PEPSIGUN_DRAW, "PEPSIGUN" );
}
void CRock::PrimaryAttack()
{
Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
if( angThrow.x < 0 )
angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 );
else
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
float flVel = ( 90 - angThrow.x ) * 4;
if( flVel > 500 )
flVel = 1300;
UTIL_MakeVectors( angThrow );
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
CGrenadeRock::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow * 1.5, 300000000000 );
SendWeaponAnim( PEPSIGUN_THROW );
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
m_fInSpecialReload = 0;
}
void CRock::WeaponIdle( void )
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
if( m_flPumpTime && m_flPumpTime < gpGlobals->time )
{
m_flPumpTime = 0;
}
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
Reload();
}
else if( m_fInSpecialReload != 0 )
{
if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
{
Reload();
}
else
{
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
}
}
else
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
iAnim = PEPSIGUN_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + ( 20.0 / 9.0 );
SendWeaponAnim( iAnim );
}
}
}