Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "gamerules.h"
#include "nail.h"
enum nailgun_e
{
NAILGUN_LONGIDLE = 0,
NAILGUN_IDLE1,
NAILGUN_LAUNCH,
NAILGUN_RELOAD,
NAILGUN_DEPLOY,
NAILGUN_FIRE1,
NAILGUN_FIRE2,
NAILGUN_FIRE3,
NAILGUN_DEPLOY_EMPTY,
NAILGUN_LONGIDLE_EMPTY,
NAILGUN_IDLE1_EMPTY,
};
LINK_ENTITY_TO_CLASS(weapon_nailgun, CNailgun);
void CNailgun::Spawn()
{
Precache();
SET_MODEL(ENT(pev), "models/w_nailgun.mdl");
m_iId = WEAPON_NAILGUN;
m_iDefaultAmmo = NAILGUN_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CNailgun::Precache(void)
{
PRECACHE_MODEL("models/v_nailgun.mdl");
PRECACHE_MODEL("models/w_nailgun.mdl");
PRECACHE_MODEL("models/p_nailgun.mdl");
m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL
PRECACHE_MODEL("models/w_nailclip.mdl");
PRECACHE_MODEL("models/w_nailround.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("items/clipinsert1.wav");
PRECACHE_SOUND("items/cliprelease1.wav");
PRECACHE_SOUND("weapons/nailgun.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usNailgun = PRECACHE_EVENT(1, "events/nailgun.sc");
m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
UTIL_PrecacheOther( "nail" );
}
int CNailgun::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "nails";
p->iMaxAmmo1 = NAILS_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = NAILGUN_MAX_CLIP;
p->iSlot = 1;
p->iPosition = 1;
p->iFlags = 1;
p->iId = m_iId = WEAPON_NAILGUN;
p->iWeight = NAILGUN_WEIGHT;
return 1;
}
int CNailgun::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 CNailgun::Deploy()
{
int iAnim;
if (m_iClip == 0)
iAnim = NAILGUN_DEPLOY_EMPTY;
else
iAnim = NAILGUN_DEPLOY;
return DefaultDeploy("models/v_nailgun.mdl", "models/p_nailgun.mdl", iAnim, "nailgun");
}
void CNailgun::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
Vector anglesAim = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle;
UTIL_MakeVectors(anglesAim);
anglesAim.x = -anglesAim.x;
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 8 + gpGlobals->v_right * 4 + gpGlobals->v_up * -4;
Vector vecAiming = gpGlobals->v_forward;
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_NAIL, 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_usNailgun, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0);
#ifndef CLIENT_DLL
CNail *pNail = CNail::NailCreate();
pNail->pev->origin = vecSrc;
pNail->pev->angles = anglesAim;
pNail->pev->owner = m_pPlayer->edict();
if (m_pPlayer->pev->waterlevel == 3)
{
pNail->pev->velocity = vecAiming * NAIL_WATER_VELOCITY;
pNail->pev->speed = NAIL_WATER_VELOCITY;
}
else
{
pNail->pev->velocity = vecAiming * NAIL_AIR_VELOCITY;
pNail->pev->speed = NAIL_AIR_VELOCITY;
}
pNail->pev->avelocity.z = 10;
#endif
m_flNextPrimaryAttack = GetNextAttackDelay(0.1);
if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase())
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CNailgun::Reload(void)
{
if (m_pPlayer->ammo_nails <= 0)
return;
int iAnim = NAILGUN_RELOAD;
int iResult = DefaultReload(NAILGUN_MAX_CLIP, iAnim, 1.6);
if (iResult)
{
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iAnim, 0, 0, 0);
}
}
void CNailgun::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
int iAnim;
switch (RANDOM_LONG(0, 1))
{
case 0:
iAnim = (m_iClip == 0) ? NAILGUN_LONGIDLE_EMPTY : NAILGUN_LONGIDLE;
break;
default:
case 1:
iAnim = (m_iClip == 0) ? NAILGUN_IDLE1_EMPTY : NAILGUN_IDLE1;
break;
}
SendWeaponAnim(iAnim);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again.
}
class CNailAmmoClip : 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)
{
int bResult = (pOther->GiveAmmo(AMMO_NAILCLIP_GIVE, "nails", NAILS_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_nailclip, CNailAmmoClip);
class CNailAmmoRound : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_nailround.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_nailround.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
int bResult = (pOther->GiveAmmo(AMMO_NAILROUND_GIVE, "nails", NAILS_MAX_CARRY) != -1);
if (bResult)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
}
return bResult;
}
};
LINK_ENTITY_TO_CLASS(ammo_nailround, CNailAmmoRound);