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 "gamerules.h"
#include "pipebomb.h"
enum pipebomb_e {
PIPEBOMB_IDLE1 = 0,
PIPEBOMB_FIDGET1,
PIPEBOMB_DRAW,
PIPEBOMB_DROP
};
enum pipebomb_watch_e {
PIPEBOMB_WATCH_IDLE1 = 0,
PIPEBOMB_WATCH_FIDGET1,
PIPEBOMB_WATCH_DRAW,
PIPEBOMB_WATCH_FIRE,
PIPEBOMB_WATCH_HOLSTER
};
LINK_ENTITY_TO_CLASS(weapon_pipebomb, CPipeBomb);
//=========================================================
//=========================================================
int CPipeBomb::AddToPlayer(CBasePlayer *pPlayer)
{
int bResult = CBasePlayerItem::AddToPlayer(pPlayer);
pPlayer->pev->weapons |= (1 << m_iId);
m_chargeReady = 0;// this satchel charge weapon now forgets that any satchels are deployed by it.
if (bResult)
{
return AddWeapon();
}
return FALSE;
}
void CPipeBomb::Spawn()
{
Precache();
m_iId = WEAPON_PIPEBOMB;
SET_MODEL(ENT(pev), "models/w_pipebomb.mdl");
m_iDefaultAmmo = PIPEBOMB_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CPipeBomb::Precache(void)
{
PRECACHE_MODEL("models/v_pipebomb.mdl");
PRECACHE_MODEL("models/v_pipebomb_watch.mdl");
PRECACHE_MODEL("models/w_pipebomb.mdl");
PRECACHE_MODEL("models/p_pipebomb.mdl");
PRECACHE_MODEL("models/p_pipebomb_watch.mdl");
UTIL_PrecacheOther("monster_pipebomb");
m_usReload = PRECACHE_EVENT(1, "events/reload.sc");
}
int CPipeBomb::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "Pipe Bombs";
p->iMaxAmmo1 = PIPEBOMB_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 0;
p->iFlags = ITEM_FLAG_SELECTONEMPTY | ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
p->iId = m_iId = WEAPON_PIPEBOMB;
p->iWeight = PIPEBOMB_WEIGHT;
return 1;
}
BOOL CPipeBomb::Deploy()
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
if (m_chargeReady)
return DefaultDeploy("models/v_pipebomb_watch.mdl", "models/p_pipebomb_watch.mdl", PIPEBOMB_WATCH_DRAW, "hive");
else
return DefaultDeploy("models/v_pipebomb.mdl", "models/p_pipebomb.mdl", PIPEBOMB_DRAW, "trip");
return TRUE;
}
void CPipeBomb::Holster(int skiplocal /* = 0 */)
{
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
if (m_chargeReady)
{
SendWeaponAnim(PIPEBOMB_WATCH_HOLSTER);
}
else
{
SendWeaponAnim(PIPEBOMB_DROP);
}
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] && !m_chargeReady)
{
m_pPlayer->pev->weapons &= ~(1 << WEAPON_PIPEBOMB);
SetThink(&CPipeBomb::DestroyItem);
pev->nextthink = gpGlobals->time + 0.1;
}
}
void CPipeBomb::PrimaryAttack()
{
switch (m_chargeReady)
{
case 0:
{
Throw();
}
break;
case 1:
{
SendWeaponAnim(PIPEBOMB_WATCH_FIRE);
edict_t *pPlayer = m_pPlayer->edict();
CBaseEntity *pSatchel = NULL;
while ((pSatchel = UTIL_FindEntityInSphere(pSatchel, m_pPlayer->pev->origin, 4096)) != NULL)
{
if (FClassnameIs(pSatchel->pev, "monster_pipebomb"))
{
if ( pSatchel->pev->owner == pPlayer || pSatchel->m_thrownByPlayer == 1)
{
pSatchel->Use(m_pPlayer, m_pPlayer, USE_ON, 0);
m_chargeReady = 2;
}
}
}
m_chargeReady = 2;
m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
break;
}
case 2:
// we're reloading, don't allow fire
{
}
break;
}
}
void CPipeBomb::SecondaryAttack(void)
{
if (m_chargeReady != 2)
{
Throw();
}
}
void CPipeBomb::Redraw(void)
{
#ifndef CLIENT_DLL
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_pipebomb.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_pipebomb.mdl");
#else
LoadVModel("models/v_pipebomb.mdl", m_pPlayer);
#endif
// SendWeaponAnim(PIPEBOMB_DRAW, 0);
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, PIPEBOMB_DRAW, 0, 0, 0);
// use tripmine animations
strcpy(m_pPlayer->m_szAnimExtention, "trip");
m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_chargeReady = 0;
}
void CPipeBomb::Throw(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Vector vecSrc = m_pPlayer->pev->origin;
Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
#ifndef CLIENT_DLL
CBaseEntity *pSatchel = Create("monster_pipebomb", vecSrc, Vector(0, 0, 0), m_pPlayer->edict());
pSatchel->pev->velocity = vecThrow;
pSatchel->pev->avelocity.y = 400;
pSatchel->m_thrownByPlayer = 1;
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_pipebomb_watch.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_pipebomb_watch.mdl");
#else
LoadVModel("models/v_pipebomb_watch.mdl", m_pPlayer);
#endif
// SendWeaponAnim(PIPEBOMB_WATCH_DRAW);
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, PIPEBOMB_WATCH_DRAW, 0, 0, 0);
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
m_chargeReady = 1;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
m_flNextPrimaryAttack = GetNextAttackDelay(1.0);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
}
}
BOOL CPipeBomb::ShouldWeaponIdle(void)
{
return FALSE;
}
void CPipeBomb::WeaponIdle(void)
{
if (m_chargeReady == 2)
{
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() - 0.1;
}
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
switch (m_chargeReady)
{
case 0:
SendWeaponAnim(PIPEBOMB_FIDGET1);
// use tripmine animations
strcpy(m_pPlayer->m_szAnimExtention, "trip");
break;
case 1:
SendWeaponAnim(PIPEBOMB_WATCH_FIDGET1);
// use hivehand animations
strcpy(m_pPlayer->m_szAnimExtention, "hive");
break;
case 2:
if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
m_chargeReady = 0;
RetireWeapon();
return;
}
#ifndef CLIENT_DLL
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_pipebomb.mdl");
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_pipebomb.mdl");
#else
LoadVModel("models/v_pipebomb.mdl", m_pPlayer);
#endif
// SendWeaponAnim(PIPEBOMB_DRAW, 0);
PLAYBACK_EVENT_FULL(0, m_pPlayer->edict(), m_usReload, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, PIPEBOMB_DRAW, 0, 0, 0);
// use tripmine animations
strcpy(m_pPlayer->m_szAnimExtention, "trip");
m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
m_chargeReady = 0;
break;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);// how long till we do this again.
}