Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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.
 
 
 
 
 
 

268 lines
6.1 KiB

//fixed (maybe)
#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD )
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "shake.h"
#include "nodes.h"
#include "soundent.h"
enum gauss_e
{
SNIPARS_IDLE = 0,
SNIPARS_DRAW,
SNIPARS_FIRE,
SNIPARS_RELOAD
};
LINK_ENTITY_TO_CLASS( weapon_snipars, CSnipars );
int CSnipars::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "snipars";
p->iMaxAmmo1 = _SNIPARS_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPARS_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 3;
p->iPosition = 4;
p->iId = m_iId = WEAPON_SNIPARS;
p->iWeight = SNIPARS_WEIGHT;
return 1;
}
int CSnipars::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;
}
void CSnipars::Spawn( )
{
pev->classname = MAKE_STRING("weapon_snipars");
Precache( );
m_iId = WEAPON_SNIPARS;
SET_MODEL(ENT(pev), "models/w_sniper.mdl");
m_iDefaultAmmo = SNIPARS_DEFAULT_GIVE;
FallInit();
}
void CSnipars::Precache( void )
{
PRECACHE_MODEL("models/v_sniper.mdl");
PRECACHE_MODEL("models/w_sniper.mdl");
PRECACHE_MODEL("models/p_sniper.mdl");
PRECACHE_MODEL("models/w_357ammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND ("weapons/sniper_shoot1.wav");
PRECACHE_SOUND ("weapons/sniper_shoot2.wav");
PRECACHE_SOUND ("weapons/sniper_shoot3.wav");
PRECACHE_SOUND ("weapons/sniper_shoot4.wav");
PRECACHE_SOUND ("weapons/sniper_shoot5.wav");
m_usFireSniper = PRECACHE_EVENT( 1, "events/glock2.sc" );
}
BOOL CSnipars::Deploy( )
{
return DefaultDeploy( "models/v_sniper.mdl", "models/p_sniper.mdl", SNIPARS_DRAW, "snipars", UseDecrement() );
}
void CSnipars::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;
if ( m_fInZoom )
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CSnipars::SecondaryAttack( void )
{
if ( m_pPlayer->pev->fov != 0 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;
m_fInZoom = 0;
#ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN );
#endif
}
else if ( m_pPlayer->pev->fov != 15 )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 15;
m_fInZoom = 1;
#ifndef CLIENT_DLL UTIL_ScreenFade( m_pPlayer, Vector(0,0,0), 0.5, 0.25, 255, FFADE_IN );
#endif
}
pev->nextthink = UTIL_WeaponTimeBase() + 0.1;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0;
}
void CSnipars::PrimaryAttack( void )
{
Shoot( 0.0001, 1.5, TRUE );
switch( RANDOM_LONG( 0, 3 ) )
{
case 0:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot1.wav", 1, ATTN_NORM );
break;
case 1:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot2.wav", 1, ATTN_NORM );
break;
case 2:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot3.wav", 1, ATTN_NORM );
break;
case 3:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot4.wav", 1, ATTN_NORM );
break;
case 4:
EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/sniper_shoot5.wav", 1, ATTN_NORM );
break;
};
}
void CSnipars::Shoot( float flSpread , float flCycleTime, BOOL fUseAutoAim )
{
if (m_pPlayer->pev->waterlevel == 3)
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = 0.15; return;
}
if (m_iClip <= 0)
{
if (m_fFireOnEmpty)
{
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
m_iClip -= 1;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else flags = 0;
#endif
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming;
if ( fUseAutoAim )
{
vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
}
else
{
vecAiming = gpGlobals->v_forward;
}
Vector vecDir; vecDir = m_pPlayer->FireBulletsPlayer( 5, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_SNIPARS, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireSniper : m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CSnipars::Reload( void )
{
if ( m_fInZoom )
{
SecondaryAttack();
}
if ( m_pPlayer->ammo_snipars <= 0 )
return;
if ( m_pPlayer->pev->fov != 0 )
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
if (m_iClip == 0)
DefaultReload( 5, SNIPARS_FIRE, 1.5 );
else
DefaultReload( 5, SNIPARS_FIRE, 1.5 );
}
void CSnipars::WeaponIdle( void )
{
m_pPlayer->GetAutoaimVector( AUTOAIM_2DEGREES );
if ( m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
{
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if (flRand <= 0.75)
{
if (m_iClip)
{
SendWeaponAnim( SNIPARS_IDLE );
}
else
{
SendWeaponAnim( SNIPARS_IDLE );
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0 / 12.0;
}
}
}
class CSniparsAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_sniper.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_357ammo.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_SNIPARSBOX_GIVE, "snipars", _SNIPARS_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_snipars2, CSniparsAmmo );
#endif