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.
314 lines
7.0 KiB
314 lines
7.0 KiB
/*** |
|
* |
|
* 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 "nail.h" |
|
|
|
enum glock_e |
|
{ |
|
GLOCK_IDLE1 = 0, |
|
GLOCK_IDLE2, |
|
GLOCK_IDLE3, |
|
GLOCK_SHOOT, |
|
GLOCK_SHOOT_EMPTY, |
|
GLOCK_RELOAD, |
|
GLOCK_RELOAD_NOT_EMPTY, |
|
GLOCK_DRAW, |
|
GLOCK_HOLSTER, |
|
GLOCK_ADD_SILENCER, |
|
GLOCK_UPRIGHT_TO_TILT, |
|
GLOCK_TILT_TO_UPRIGHT, |
|
GLOCK_FASTSHOOT |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_bradnailer, CGlock ) |
|
|
|
void CGlock::Spawn() |
|
{ |
|
// pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names |
|
Precache(); |
|
m_iId = WEAPON_GLOCK; |
|
SET_MODEL( ENT( pev ), "models/w_bradnailer.mdl" ); |
|
|
|
m_fInAttack = 0; |
|
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
void CGlock::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/v_bradnailer.mdl" ); |
|
PRECACHE_MODEL( "models/w_bradnailer.mdl" ); |
|
PRECACHE_MODEL( "models/p_bradnailer.mdl" ); |
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
PRECACHE_SOUND( "items/9mmclip2.wav" ); |
|
PRECACHE_SOUND( "weapons/bradnailer.wav" ); |
|
|
|
// UTIL_PrecacheOther( "nailgun_nail" ); |
|
} |
|
|
|
int CGlock::GetItemInfo( ItemInfo *p ) |
|
{ |
|
p->pszName = STRING( pev->classname ); |
|
p->pszAmmo1 = "9mm"; |
|
p->iMaxAmmo1 = _9MM_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = GLOCK_MAX_CLIP; |
|
p->iSlot = 1; |
|
p->iPosition = 0; |
|
p->iFlags = 0; |
|
p->iId = m_iId = WEAPON_GLOCK; |
|
p->iWeight = GLOCK_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
int CGlock::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; |
|
} |
|
|
|
BOOL CGlock::Deploy() |
|
{ |
|
// pev->body = 1; |
|
return DefaultDeploy( "models/v_bradnailer.mdl", "models/p_bradnailer.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); |
|
} |
|
|
|
void CGlock::SecondaryAttack( void ) |
|
{ |
|
GlockFire( 0.2f, FALSE ); |
|
} |
|
|
|
void CGlock::PrimaryAttack( void ) |
|
{ |
|
GlockFire( 0.3f, TRUE ); |
|
} |
|
|
|
void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim ) |
|
{ |
|
// don't fire underwater |
|
if( m_pPlayer->pev->waterlevel == 3 ) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
|
return; |
|
} |
|
|
|
if( m_iClip <= 0 ) |
|
{ |
|
if( m_fFireOnEmpty ) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15f; |
|
} |
|
return; |
|
} |
|
|
|
if( fUseAutoAim ) |
|
{ |
|
if( m_fInAttack ) |
|
{ |
|
SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); |
|
m_fInAttack = 0; |
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
return; |
|
} |
|
|
|
SendWeaponAnim( GLOCK_SHOOT ); |
|
} |
|
else |
|
{ |
|
if( !m_fInAttack ) |
|
{ |
|
SendWeaponAnim( GLOCK_UPRIGHT_TO_TILT ); |
|
m_fInAttack = 1; |
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
|
return; |
|
} |
|
|
|
SendWeaponAnim( GLOCK_FASTSHOOT ); |
|
} |
|
m_iClip--; |
|
|
|
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
|
|
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/bradnailer.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
|
|
|
// m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
|
|
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
|
|
Vector vecAngles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
|
UTIL_MakeVectors( vecAngles ); |
|
|
|
vecAngles.x = -vecAngles.x; |
|
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 3; |
|
float flSpread; |
|
|
|
if( fUseAutoAim ) |
|
{ |
|
vecSrc = vecSrc + gpGlobals->v_up + gpGlobals->v_right * 2; |
|
flSpread = 0.008732f; |
|
} |
|
else |
|
{ |
|
flSpread = 0.06976f; |
|
} |
|
|
|
float x, y; |
|
do{ |
|
x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); |
|
y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); |
|
} |
|
while( x * x + y * y > 1.0f ); |
|
|
|
Vector vecSpread = x * flSpread * gpGlobals->v_up + y * flSpread * gpGlobals->v_right + gpGlobals->v_forward; |
|
Vector vecDest = vecSrc + vecSpread * 2048.0f; |
|
|
|
UTIL_MakeTracer( vecSrc, vecDest ); |
|
|
|
CNailGunNail *pNail = CNailGunNail::NailCreate( TRUE ); |
|
pNail->pev->origin = vecSrc; |
|
pNail->pev->angles = vecAngles; |
|
pNail->pev->owner = m_pPlayer->edict(); |
|
pNail->pev->velocity = vecSpread * 1600.0f; |
|
pNail->pev->speed = 1600.0f; |
|
pNail->pev->avelocity.z = 10; |
|
|
|
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
|
|
|
if( m_fInAttack ) |
|
{ |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
|
} |
|
else |
|
{ |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
|
|
m_pPlayer->pev->punchangle.x -= 2.0f; |
|
} |
|
|
|
void CGlock::Reload( void ) |
|
{ |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP ) |
|
return; |
|
|
|
if( m_fInAttack ) |
|
{ |
|
if( !m_fInSpecialReload ) |
|
{ |
|
SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); |
|
|
|
SetThink( &CGlock::ReloadWait ); |
|
pev->nextthink = gpGlobals->time + 0.4f; |
|
m_fInSpecialReload = 1; |
|
} |
|
} |
|
else if( DefaultReload( GLOCK_MAX_CLIP, m_iClip ? GLOCK_RELOAD : GLOCK_RELOAD_NOT_EMPTY, 2.3 ) ) |
|
{ |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
|
} |
|
} |
|
|
|
void CGlock::ReloadWait() |
|
{ |
|
m_fInAttack = m_fInSpecialReload = 0; |
|
SetThink( NULL ); |
|
Reload(); |
|
} |
|
|
|
void CGlock::WeaponIdle( void ) |
|
{ |
|
ResetEmptySound(); |
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
if( m_fInAttack ) |
|
{ |
|
m_fInAttack = 0; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.4f; |
|
SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); |
|
} |
|
else |
|
{ |
|
int iAnim; |
|
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
|
|
|
if( flRand <= 0.3f + 0 * 0.75f ) |
|
{ |
|
iAnim = GLOCK_IDLE3; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f; |
|
} |
|
else if( flRand <= 0.6f + 0 * 0.875f ) |
|
{ |
|
iAnim = GLOCK_IDLE1; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f; |
|
} |
|
else |
|
{ |
|
iAnim = GLOCK_IDLE2; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; |
|
} |
|
SendWeaponAnim( iAnim, 1 ); |
|
} |
|
} |
|
|
|
class CGlockAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/w_nailclip.mdl" ); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
|
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_nailclip.mdl" ); |
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
} |
|
|
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( ammo_nailclip, CGlockAmmo )
|
|
|