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314 lines
7.0 KiB
314 lines
7.0 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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#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 "nail.h" |
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enum glock_e |
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{ |
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GLOCK_IDLE1 = 0, |
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GLOCK_IDLE2, |
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GLOCK_IDLE3, |
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GLOCK_SHOOT, |
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GLOCK_SHOOT_EMPTY, |
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GLOCK_RELOAD, |
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GLOCK_RELOAD_NOT_EMPTY, |
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GLOCK_DRAW, |
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GLOCK_HOLSTER, |
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GLOCK_ADD_SILENCER, |
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GLOCK_UPRIGHT_TO_TILT, |
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GLOCK_TILT_TO_UPRIGHT, |
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GLOCK_FASTSHOOT |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_bradnailer, CGlock ) |
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void CGlock::Spawn() |
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{ |
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// pev->classname = MAKE_STRING( "weapon_9mmhandgun" ); // hack to allow for old names |
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Precache(); |
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m_iId = WEAPON_GLOCK; |
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SET_MODEL( ENT( pev ), "models/w_bradnailer.mdl" ); |
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m_fInAttack = 0; |
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m_iDefaultAmmo = GLOCK_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CGlock::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/v_bradnailer.mdl" ); |
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PRECACHE_MODEL( "models/w_bradnailer.mdl" ); |
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PRECACHE_MODEL( "models/p_bradnailer.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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PRECACHE_SOUND( "items/9mmclip2.wav" ); |
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PRECACHE_SOUND( "weapons/bradnailer.wav" ); |
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// UTIL_PrecacheOther( "nailgun_nail" ); |
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} |
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int CGlock::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "9mm"; |
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p->iMaxAmmo1 = _9MM_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = GLOCK_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 0; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_GLOCK; |
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p->iWeight = GLOCK_WEIGHT; |
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return 1; |
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} |
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int CGlock::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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BOOL CGlock::Deploy() |
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{ |
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// pev->body = 1; |
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return DefaultDeploy( "models/v_bradnailer.mdl", "models/p_bradnailer.mdl", GLOCK_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); |
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} |
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void CGlock::SecondaryAttack( void ) |
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{ |
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GlockFire( 0.2, FALSE ); |
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} |
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void CGlock::PrimaryAttack( void ) |
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{ |
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GlockFire( 0.3, TRUE ); |
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} |
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void CGlock::GlockFire( float flCycleTime, BOOL fUseAutoAim ) |
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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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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; |
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return; |
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} |
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if( m_iClip <= 0 ) |
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{ |
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if( m_fFireOnEmpty ) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; |
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} |
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return; |
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} |
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if( fUseAutoAim ) |
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{ |
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if( m_fInAttack ) |
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{ |
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SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); |
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m_fInAttack = 0; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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return; |
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} |
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SendWeaponAnim( GLOCK_SHOOT ); |
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} |
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else |
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{ |
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if( !m_fInAttack ) |
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{ |
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SendWeaponAnim( GLOCK_UPRIGHT_TO_TILT ); |
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m_fInAttack = 1; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.3f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
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return; |
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} |
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SendWeaponAnim( GLOCK_FASTSHOOT ); |
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} |
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m_iClip--; |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/bradnailer.wav", 1.0, ATTN_NORM, 0, 98 + RANDOM_LONG( 0, 3 ) ); |
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// m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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Vector vecAngles = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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UTIL_MakeVectors( vecAngles ); |
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vecAngles.x = -vecAngles.x; |
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Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 3; |
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float flSpread; |
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if( fUseAutoAim ) |
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{ |
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vecSrc = vecSrc + gpGlobals->v_up + gpGlobals->v_right * 2; |
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flSpread = 0.008732f; |
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} |
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else |
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{ |
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flSpread = 0.06976f; |
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} |
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float x, y; |
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do{ |
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x = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); |
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y = RANDOM_FLOAT( -0.5, 0.5 ) + RANDOM_FLOAT( -0.5, 0.5 ); |
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} |
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while( x * x + y * y > 1.0f ); |
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Vector vecSpread = x * flSpread * gpGlobals->v_up + y * flSpread * gpGlobals->v_right + gpGlobals->v_forward; |
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Vector vecDest = vecSrc + vecSpread * 2048.0f; |
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UTIL_MakeTracer( vecSrc, vecDest ); |
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CNailGunNail *pNail = CNailGunNail::NailCreate( TRUE ); |
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pNail->pev->origin = vecSrc; |
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pNail->pev->angles = vecAngles; |
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pNail->pev->owner = m_pPlayer->edict(); |
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pNail->pev->velocity = vecSpread * 1600.0f; |
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pNail->pev->speed = 1600.0f; |
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pNail->pev->avelocity.z = 10; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay( flCycleTime ); |
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if( m_fInAttack ) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
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} |
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else |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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m_pPlayer->pev->punchangle.x -= 2.0f; |
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} |
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void CGlock::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == GLOCK_MAX_CLIP ) |
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return; |
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if( m_fInAttack ) |
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{ |
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if( !m_fInSpecialReload ) |
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{ |
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SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); |
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SetThink( &CGlock::ReloadWait ); |
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pev->nextthink = gpGlobals->time + 0.4; |
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m_fInSpecialReload = 1; |
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} |
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} |
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else if( DefaultReload( GLOCK_MAX_CLIP, m_iClip ? GLOCK_RELOAD : GLOCK_RELOAD_NOT_EMPTY, 2.3 ) ) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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} |
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void CGlock::ReloadWait() |
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{ |
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m_fInAttack = m_fInSpecialReload = 0; |
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SetThink( NULL ); |
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Reload(); |
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} |
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void CGlock::WeaponIdle( void ) |
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{ |
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ResetEmptySound(); |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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if( m_fInAttack ) |
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{ |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.4f; |
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SendWeaponAnim( GLOCK_TILT_TO_UPRIGHT ); |
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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, 0.0, 1.0 ); |
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if( flRand <= 0.3 + 0 * 0.75 ) |
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{ |
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iAnim = GLOCK_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0 / 16; |
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} |
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else if( flRand <= 0.6 + 0 * 0.875 ) |
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{ |
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iAnim = GLOCK_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 16.0; |
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} |
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else |
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{ |
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iAnim = GLOCK_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0 / 16.0; |
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} |
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SendWeaponAnim( iAnim, 1 ); |
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} |
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} |
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class CGlockAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache(); |
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SET_MODEL( ENT( pev ), "models/w_nailclip.mdl" ); |
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CBasePlayerAmmo::Spawn(); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_nailclip.mdl" ); |
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PRECACHE_SOUND( "items/9mmclip1.wav" ); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
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if( pOther->GiveAmmo( AMMO_GLOCKCLIP_GIVE, "9mm", _9MM_MAX_CARRY ) != -1 ) |
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{ |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_nailclip, CGlockAmmo )
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