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284 lines
6.8 KiB
284 lines
6.8 KiB
/* |
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Здесь был rainbow |
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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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#define HANDGRENADE_PRIMARY_VOLUME 450 |
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#define WEAPON_PEPSIGUN 22 |
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enum handgrenade_e |
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{ |
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HANDGRENADE_IDLE = 0, |
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HANDGRENADE_FIRE, |
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HANDGRENADE_OPEN, |
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HANDGRENADE_INSERT, |
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HANDGRENADE_CLOSE, |
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HANDGRENADE_DRAW |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_pepsigun, CPepsigun ) |
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LINK_ENTITY_TO_CLASS( ammo_pepsi, CPepsigun ) |
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void CPepsigun::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_PEPSIGUN; |
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SET_MODEL( ENT( pev ), "models/w_pepsigun.mdl" ); |
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#ifndef CLIENT_DLL |
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pev->dmg = 80; |
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#endif |
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m_iDefaultAmmo = 100; |
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FallInit();// get ready to fall down. |
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} |
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void CPepsigun::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_pepsigun.mdl" ); |
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PRECACHE_MODEL( "models/v_pepsigun.mdl" ); |
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PRECACHE_MODEL( "models/p_pepsigun.mdl" ); |
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PRECACHE_SOUND( "weapons/pepsigun_shoot.wav"); |
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} |
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int CPepsigun::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "pepsi"; |
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p->iMaxAmmo1 = 20000; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = 8; |
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p->iSlot = 2; |
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p->iPosition = 4; |
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p->iId = m_iId = WEAPON_PEPSIGUN; |
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p->iWeight = 10; |
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
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return 1; |
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} |
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BOOL CPepsigun::Deploy() |
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{ |
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m_flReleaseThrow = -1; |
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return DefaultDeploy( "models/v_pepsigun.mdl", "models/p_pepsigun.mdl", HANDGRENADE_DRAW, "crowbar" ); |
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} |
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BOOL CPepsigun::CanHolster( void ) |
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{ |
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// can only holster hand grenades when not primed! |
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return ( m_flStartThrow == 0 ); |
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} |
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void CPepsigun::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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} |
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else |
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{ |
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// no more grenades! |
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m_pPlayer->pev->weapons &= ~( 1 << WEAPON_PEPSIGUN ); |
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SetThink( &CBasePlayerItem::DestroyItem ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM ); |
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} |
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void CPepsigun::PrimaryAttack() |
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{ |
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m_flStartThrow = gpGlobals->time; |
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m_flReleaseThrow = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.25; |
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if(m_iClip > 0) |
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{ |
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m_flStartThrow = gpGlobals->time; |
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m_flReleaseThrow = 0; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.25; |
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} |
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} |
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void CPepsigun::Reload( void ) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SHOTGUN_MAX_CLIP ) |
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return; |
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// don't reload until recoil is done |
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if( m_flNextPrimaryAttack > gpGlobals->time) |
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return; |
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// check to see if we're ready to reload |
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if( m_fInSpecialReload == 0 ) |
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{ |
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SendWeaponAnim( HANDGRENADE_OPEN ); |
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m_fInSpecialReload = 1; |
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m_pPlayer->m_flNextAttack = gpGlobals->time+ 0.6; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.6; |
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m_flNextPrimaryAttack = gpGlobals->time + 1.0; |
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m_flNextSecondaryAttack = gpGlobals->time + 1.0; |
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return; |
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} |
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else if( m_fInSpecialReload == 1 ) |
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{ |
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if( m_flTimeWeaponIdle > gpGlobals->time ) |
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return; |
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// was waiting for gun to move to side |
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m_fInSpecialReload = 2; |
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if( RANDOM_LONG( 0, 1 ) ) |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload1.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); |
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else |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG( 0, 0x1f ) ); |
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SendWeaponAnim( HANDGRENADE_INSERT ); |
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m_flNextReload = gpGlobals->time + 0.5; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.5; |
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} |
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else |
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{ |
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// Add them to the clip |
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m_iClip += 1; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; |
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m_fInSpecialReload = 1; |
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} |
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} |
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void CPepsigun::WeaponIdle( void ) |
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{ |
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if( m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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Reload(); |
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} |
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else if( m_fInSpecialReload != 0 ) |
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{ |
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if( m_iClip != 8 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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Reload(); |
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} |
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else |
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{ |
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// reload debounce has timed out |
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SendWeaponAnim( HANDGRENADE_CLOSE ); |
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m_fInSpecialReload = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5; |
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} |
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} |
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if( m_flReleaseThrow == 0 && m_flStartThrow ) |
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m_flReleaseThrow = gpGlobals->time; |
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if( m_flTimeWeaponIdle > gpGlobals->time ) |
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return; |
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if( m_flStartThrow ) |
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{ |
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Vector angThrow = m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle; |
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if( angThrow.x < 0 ) |
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angThrow.x = -10 + angThrow.x * ( ( 90 - 10 ) / 90.0 ); |
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else |
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angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 ); |
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float flVel = ( 90 - angThrow.x ) * 4; |
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if( flVel > 500 ) |
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flVel = 1400; |
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UTIL_MakeVectors( angThrow ); |
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Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16; |
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Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity; |
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// alway explode 3 seconds after the pin was pulled |
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float time = m_flStartThrow - gpGlobals->time + 3.0; |
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if( time < 0 ) |
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time = 0; |
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CGrenade::ShootTimed( m_pPlayer->pev, vecSrc, vecThrow, time ); |
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m_iClip--; |
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if( flVel < 500 ) |
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{ |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM ); |
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SendWeaponAnim( HANDGRENADE_FIRE ); |
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} |
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else if( flVel < 1000 ) |
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{ |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM ); |
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SendWeaponAnim( HANDGRENADE_FIRE ); |
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} |
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else |
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{ |
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EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/pepsigun_shoot.wav", 1, ATTN_NORM ); |
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SendWeaponAnim( HANDGRENADE_FIRE ); |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_flReleaseThrow = 0; |
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m_flStartThrow = 0; |
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m_flNextPrimaryAttack = gpGlobals->time + 0.5; |
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m_flTimeWeaponIdle = gpGlobals->time + 0.5; |
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if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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// just threw last grenade |
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// set attack times in the future, and weapon idle in the future so we can see the whole throw |
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// animation, weapon idle will automatically retire the weapon for us. |
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m_flTimeWeaponIdle = m_flNextSecondaryAttack = m_flNextPrimaryAttack = gpGlobals->time + 0.5;// ensure that the animation can finish playing |
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} |
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return; |
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} |
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else if( m_flReleaseThrow > 0 ) |
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{ |
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// we've finished the throw, restart. |
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m_flStartThrow = 0; |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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SendWeaponAnim( HANDGRENADE_DRAW ); |
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} |
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else |
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{ |
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RetireWeapon(); |
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return; |
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} |
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m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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m_flReleaseThrow = -1; |
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return; |
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} |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if( flRand <= 0.75 ) |
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{ |
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iAnim = HANDGRENADE_IDLE; |
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m_flTimeWeaponIdle = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again. |
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} |
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else |
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{ |
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m_flTimeWeaponIdle = gpGlobals->time + 75.0 / 30.0; |
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} |
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if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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// HEV suit - indicate out of ammo condition |
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m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 ); |
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} |
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} |