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.
625 lines
16 KiB
625 lines
16 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. |
|
* |
|
****/ |
|
#if !OEM_BUILD && !HLDEMO_BUILD |
|
|
|
#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 "shake.h" |
|
#include "gamerules.h" |
|
#include "game.h" |
|
|
|
#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging |
|
#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged |
|
|
|
enum gauss_e |
|
{ |
|
GAUSS_IDLE = 0, |
|
GAUSS_IDLE2, |
|
GAUSS_FIDGET, |
|
GAUSS_SPINUP, |
|
GAUSS_SPIN, |
|
GAUSS_FIRE, |
|
GAUSS_FIRE2, |
|
GAUSS_HOLSTER, |
|
GAUSS_DRAW |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss ) |
|
|
|
float CGauss::GetFullChargeTime( void ) |
|
{ |
|
#if CLIENT_DLL |
|
if( bIsMultiplayer() ) |
|
#else |
|
if( g_pGameRules->IsMultiplayer() ) |
|
#endif |
|
{ |
|
return 1.5f; |
|
} |
|
|
|
return 4.0f; |
|
} |
|
|
|
#if CLIENT_DLL |
|
extern int g_irunninggausspred; |
|
#endif |
|
|
|
void CGauss::Spawn() |
|
{ |
|
Precache(); |
|
m_iId = WEAPON_GAUSS; |
|
SET_MODEL( ENT( pev ), "models/w_gauss.mdl" ); |
|
|
|
m_iDefaultAmmo = GAUSS_DEFAULT_GIVE; |
|
|
|
FallInit();// get ready to fall down. |
|
} |
|
|
|
void CGauss::Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_gauss.mdl" ); |
|
PRECACHE_MODEL( "models/v_gauss.mdl" ); |
|
PRECACHE_MODEL( "models/p_gauss.mdl" ); |
|
|
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
|
|
PRECACHE_SOUND( "weapons/gauss2.wav" ); |
|
PRECACHE_SOUND( "weapons/electro4.wav" ); |
|
PRECACHE_SOUND( "weapons/electro5.wav" ); |
|
PRECACHE_SOUND( "weapons/electro6.wav" ); |
|
PRECACHE_SOUND( "ambience/pulsemachine.wav" ); |
|
|
|
m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" ); |
|
m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" ); |
|
m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" ); |
|
|
|
m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" ); |
|
m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" ); |
|
} |
|
|
|
int CGauss::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; |
|
} |
|
|
|
int CGauss::GetItemInfo( ItemInfo *p ) |
|
{ |
|
p->pszName = STRING( pev->classname ); |
|
p->pszAmmo1 = "uranium"; |
|
p->iMaxAmmo1 = URANIUM_MAX_CARRY; |
|
p->pszAmmo2 = NULL; |
|
p->iMaxAmmo2 = -1; |
|
p->iMaxClip = WEAPON_NOCLIP; |
|
p->iSlot = 3; |
|
p->iPosition = 1; |
|
p->iId = m_iId = WEAPON_GAUSS; |
|
p->iFlags = 0; |
|
p->iWeight = GAUSS_WEIGHT; |
|
|
|
return 1; |
|
} |
|
|
|
BOOL CGauss::Deploy() |
|
{ |
|
m_pPlayer->m_flPlayAftershock = 0.0; |
|
return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" ); |
|
} |
|
|
|
void CGauss::Holster( int skiplocal /* = 0 */ ) |
|
{ |
|
PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
|
|
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
|
|
SendWeaponAnim( GAUSS_HOLSTER ); |
|
m_fInAttack = 0; |
|
} |
|
|
|
void CGauss::PrimaryAttack() |
|
{ |
|
// don't fire underwater |
|
if( m_pPlayer->pev->waterlevel == 3 ) |
|
{ |
|
PlayEmptySound(); |
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.15f ); |
|
return; |
|
} |
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < 2 ) |
|
{ |
|
PlayEmptySound(); |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
return; |
|
} |
|
|
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
|
m_fPrimaryFire = TRUE; |
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2; |
|
|
|
StartFire(); |
|
m_fInAttack = 0; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2f; |
|
} |
|
|
|
void CGauss::SecondaryAttack() |
|
{ |
|
// don't fire underwater |
|
if( m_pPlayer->pev->waterlevel == 3 ) |
|
{ |
|
if( m_fInAttack != 0 ) |
|
{ |
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
|
SendWeaponAnim( GAUSS_IDLE ); |
|
m_fInAttack = 0; |
|
} |
|
else |
|
{ |
|
PlayEmptySound(); |
|
} |
|
|
|
m_flNextSecondaryAttack = m_flNextPrimaryAttack = GetNextAttackDelay( 0.5f ); |
|
return; |
|
} |
|
|
|
if( m_fInAttack == 0 ) |
|
{ |
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
|
{ |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM ); |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
|
return; |
|
} |
|
|
|
m_fPrimaryFire = FALSE; |
|
|
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin |
|
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); |
|
|
|
// spin up |
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
|
|
|
SendWeaponAnim( GAUSS_SPINUP ); |
|
m_fInAttack = 1; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
|
m_pPlayer->m_flStartCharge = gpGlobals->time; |
|
m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); |
|
|
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 110, 0, 0, 0 ); |
|
|
|
m_iSoundState = SND_CHANGE_PITCH; |
|
} |
|
else if( m_fInAttack == 1 ) |
|
{ |
|
if( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
|
{ |
|
SendWeaponAnim( GAUSS_SPIN ); |
|
m_fInAttack = 2; |
|
} |
|
} |
|
else |
|
{ |
|
// during the charging process, eat one bit of ammo every once in a while |
|
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) |
|
{ |
|
#if CLIENT_DLL |
|
if( bIsMultiplayer() ) |
|
#else |
|
if( g_pGameRules->IsMultiplayer() ) |
|
#endif |
|
{ |
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
|
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1f; |
|
} |
|
else |
|
{ |
|
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
|
m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3f; |
|
} |
|
} |
|
|
|
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
|
{ |
|
// out of ammo! force the gun to fire |
|
StartFire(); |
|
m_fInAttack = 0; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
|
return; |
|
} |
|
|
|
if( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) |
|
{ |
|
// don't eat any more ammo after gun is fully charged. |
|
m_pPlayer->m_flNextAmmoBurn = 1000; |
|
} |
|
|
|
int pitch = (int)( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100 ); |
|
if( pitch > 250 ) |
|
pitch = 250; |
|
|
|
// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); |
|
|
|
const bool overcharge = m_pPlayer->m_flStartCharge < gpGlobals->time - 10.0f; |
|
|
|
if( m_iSoundState == 0 ) |
|
ALERT( at_console, "sound state %d\n", m_iSoundState ); |
|
|
|
#if GAUSS_OVERCHARGE_FIX |
|
if (!overcharge) |
|
#endif |
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); |
|
|
|
m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions |
|
|
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
|
|
|
// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1f; |
|
if( overcharge ) |
|
{ |
|
// Player charged up too long. Zap him. |
|
#if GAUSS_OVERCHARGE_FIX |
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, pitch, 0, 0, 1 ); |
|
#endif |
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", 1.0f, ATTN_NORM, 0, 80 + RANDOM_LONG( 0, 0x3f ) ); |
|
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/electro6.wav", 1.0f, ATTN_NORM, 0, 75 + RANDOM_LONG( 0, 0x3f ) ); |
|
|
|
m_fInAttack = 0; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f; |
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
|
#if !CLIENT_DLL |
|
m_pPlayer->TakeDamage( VARS( eoNullEntity ), VARS( eoNullEntity ), 50, DMG_SHOCK ); |
|
UTIL_ScreenFade( m_pPlayer, Vector( 255, 128, 0 ), 2, 0.5f, 128, FFADE_IN ); |
|
#endif |
|
SendWeaponAnim( GAUSS_IDLE ); |
|
|
|
// Player may have been killed and this weapon dropped, don't execute any more code after this! |
|
return; |
|
} |
|
} |
|
} |
|
|
|
//========================================================= |
|
// StartFire- since all of this code has to run and then |
|
// call Fire(), it was easier at this point to rip it out |
|
// of weaponidle() and make its own function then to try to |
|
// merge this into Fire(), which has some identical variable names |
|
//========================================================= |
|
void CGauss::StartFire( void ) |
|
{ |
|
float flDamage; |
|
|
|
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
|
Vector vecAiming = gpGlobals->v_forward; |
|
Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8; |
|
|
|
if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) |
|
{ |
|
flDamage = 200.0f; |
|
} |
|
else |
|
{ |
|
flDamage = 200.0f * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() ); |
|
} |
|
|
|
if( m_fPrimaryFire ) |
|
{ |
|
// fixed damage on primary attack |
|
#if CLIENT_DLL |
|
flDamage = 20.0f; |
|
#else |
|
flDamage = gSkillData.plrDmgGauss; |
|
#endif |
|
} |
|
|
|
if( m_fInAttack != 3 ) |
|
{ |
|
//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); |
|
#if !CLIENT_DLL |
|
float flZVel = m_pPlayer->pev->velocity.z; |
|
|
|
if( !m_fPrimaryFire ) |
|
{ |
|
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5.0f; |
|
} |
|
|
|
if( !g_pGameRules->IsMultiplayer() ) |
|
{ |
|
// in deathmatch, gauss can pop you up into the air. Not in single play. |
|
m_pPlayer->pev->velocity.z = flZVel; |
|
} |
|
#endif |
|
// player "shoot" animation |
|
m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
|
} |
|
|
|
// time until aftershock 'static discharge' sound |
|
m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3f, 0.8f ); |
|
|
|
Fire( vecSrc, vecAiming, flDamage ); |
|
} |
|
|
|
void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) |
|
{ |
|
m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
|
TraceResult tr, beam_tr; |
|
#if !CLIENT_DLL |
|
Vector vecSrc = vecOrigSrc; |
|
Vector vecDest = vecSrc + vecDir * 8192.0f; |
|
edict_t *pentIgnore; |
|
float flMaxFrac = 1.0f; |
|
int nTotal = 0; |
|
int fHasPunched = 0; |
|
int fFirstBeam = 1; |
|
int nMaxHits = 10; |
|
|
|
pentIgnore = ENT( m_pPlayer->pev ); |
|
#else |
|
if( m_fPrimaryFire == false ) |
|
g_irunninggausspred = true; |
|
#endif |
|
// The main firing event is sent unreliably so it won't be delayed. |
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); |
|
|
|
// This reliable event is used to stop the spinning sound |
|
// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client |
|
// It's sent reliably anyway, which could lead to other delays |
|
|
|
PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01f, m_pPlayer->pev->origin, m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
|
|
|
/*ALERT( at_console, "%f %f %f\n%f %f %f\n", |
|
vecSrc.x, vecSrc.y, vecSrc.z, |
|
vecDest.x, vecDest.y, vecDest.z );*/ |
|
|
|
//ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); |
|
|
|
#if !CLIENT_DLL |
|
while( flDamage > 10 && nMaxHits > 0 ) |
|
{ |
|
nMaxHits--; |
|
|
|
// ALERT( at_console, "." ); |
|
UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr ); |
|
|
|
if( tr.fAllSolid ) |
|
break; |
|
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
|
|
|
if( pEntity == NULL ) |
|
break; |
|
|
|
if( fFirstBeam ) |
|
{ |
|
m_pPlayer->pev->effects |= EF_MUZZLEFLASH; |
|
fFirstBeam = 0; |
|
|
|
nTotal += 26; |
|
} |
|
|
|
if( pEntity->pev->takedamage ) |
|
{ |
|
ClearMultiDamage(); |
|
pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); |
|
ApplyMultiDamage( m_pPlayer->pev, m_pPlayer->pev ); |
|
} |
|
|
|
if( pEntity->ReflectGauss() ) |
|
{ |
|
float n; |
|
|
|
pentIgnore = NULL; |
|
|
|
n = -DotProduct( tr.vecPlaneNormal, vecDir ); |
|
|
|
if( n < 0.5f ) // 60 degrees |
|
{ |
|
// ALERT( at_console, "reflect %f\n", n ); |
|
// reflect |
|
Vector r; |
|
|
|
r = 2.0 * tr.vecPlaneNormal * n + vecDir; |
|
flMaxFrac = flMaxFrac - tr.flFraction; |
|
vecDir = r; |
|
vecSrc = tr.vecEndPos + vecDir * 8.0f; |
|
vecDest = vecSrc + vecDir * 8192.0f; |
|
|
|
// explode a bit |
|
m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST ); |
|
|
|
nTotal += 34; |
|
|
|
// lose energy |
|
if( n == 0.0f ) n = 0.1f; |
|
flDamage = flDamage * ( 1.0f - n ); |
|
} |
|
else |
|
{ |
|
nTotal += 13; |
|
|
|
// limit it to one hole punch |
|
if( fHasPunched ) |
|
break; |
|
fHasPunched = 1; |
|
|
|
// try punching through wall if secondary attack (primary is incapable of breaking through) |
|
if( !m_fPrimaryFire ) |
|
{ |
|
UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr ); |
|
if( !beam_tr.fAllSolid ) |
|
{ |
|
// trace backwards to find exit point |
|
UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr ); |
|
|
|
n = ( beam_tr.vecEndPos - tr.vecEndPos ).Length(); |
|
|
|
if( n < flDamage ) |
|
{ |
|
if( n == 0.0f ) |
|
n = 1.0f; |
|
flDamage -= n; |
|
|
|
// ALERT( at_console, "punch %f\n", n ); |
|
nTotal += 21; |
|
|
|
// exit blast damage |
|
//m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); |
|
float damage_radius; |
|
|
|
if( g_pGameRules->IsMultiplayer() ) |
|
{ |
|
damage_radius = flDamage * 1.75f; // Old code == 2.5 |
|
} |
|
else |
|
{ |
|
damage_radius = flDamage * 2.5f; |
|
} |
|
|
|
::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST ); |
|
|
|
CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0f ); |
|
|
|
nTotal += 53; |
|
|
|
vecSrc = beam_tr.vecEndPos + vecDir; |
|
} |
|
else if( !selfgauss.value ) |
|
{ |
|
flDamage = 0; |
|
} |
|
} |
|
else |
|
{ |
|
//ALERT( at_console, "blocked %f\n", n ); |
|
flDamage = 0; |
|
} |
|
} |
|
else |
|
{ |
|
//ALERT( at_console, "blocked solid\n" ); |
|
|
|
flDamage = 0; |
|
} |
|
|
|
} |
|
} |
|
else |
|
{ |
|
vecSrc = tr.vecEndPos + vecDir; |
|
pentIgnore = ENT( pEntity->pev ); |
|
} |
|
} |
|
#endif |
|
// ALERT( at_console, "%d bytes\n", nTotal ); |
|
} |
|
|
|
void CGauss::WeaponIdle( void ) |
|
{ |
|
ResetEmptySound(); |
|
|
|
// play aftershock static discharge |
|
if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time ) |
|
{ |
|
switch( RANDOM_LONG( 0, 3 ) ) |
|
{ |
|
case 0: |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM ); |
|
break; |
|
case 1: |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM ); |
|
break; |
|
case 2: |
|
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT( 0.7f, 0.8f ), ATTN_NORM ); |
|
break; |
|
case 3: |
|
break; // no sound |
|
} |
|
m_pPlayer->m_flPlayAftershock = 0.0f; |
|
} |
|
|
|
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
|
return; |
|
|
|
if( m_fInAttack != 0 ) |
|
{ |
|
StartFire(); |
|
m_fInAttack = 0; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; |
|
} |
|
else |
|
{ |
|
int iAnim; |
|
float flRand = RANDOM_FLOAT( 0.0f, 1.0f ); |
|
if( flRand <= 0.5f ) |
|
{ |
|
iAnim = GAUSS_IDLE; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); |
|
} |
|
else if( flRand <= 0.75f ) |
|
{ |
|
iAnim = GAUSS_IDLE2; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10.0f, 15.0f ); |
|
} |
|
else |
|
{ |
|
iAnim = GAUSS_FIDGET; |
|
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0f; |
|
} |
|
#if !CLIENT_DLL |
|
SendWeaponAnim( iAnim ); |
|
#endif |
|
} |
|
} |
|
|
|
class CGaussAmmo : public CBasePlayerAmmo |
|
{ |
|
void Spawn( void ) |
|
{ |
|
Precache(); |
|
SET_MODEL( ENT( pev ), "models/w_gaussammo.mdl" ); |
|
CBasePlayerAmmo::Spawn(); |
|
} |
|
void Precache( void ) |
|
{ |
|
PRECACHE_MODEL( "models/w_gaussammo.mdl" ); |
|
PRECACHE_SOUND( "items/9mmclip1.wav" ); |
|
} |
|
BOOL AddAmmo( CBaseEntity *pOther ) |
|
{ |
|
if( pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1 ) |
|
{ |
|
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM ); |
|
return TRUE; |
|
} |
|
return FALSE; |
|
} |
|
}; |
|
|
|
LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo ) |
|
#endif
|
|
|