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/*** |
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* |
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* Copyright (c) 1999, 2000 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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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 "weapons.h" |
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#include "monsters.h" |
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#include "player.h" |
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#include "gamerules.h" |
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enum python_e { |
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/* PYTHON_IDLE1 = 0, //modif de Julien |
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PYTHON_FIDGET, |
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PYTHON_FIRE1, |
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PYTHON_RELOAD, |
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PYTHON_HOLSTER, |
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PYTHON_DRAW, |
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PYTHON_IDLE2, |
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PYTHON_IDLE3 |
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*/ |
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PYTHON_DRAW = 0, |
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PYTHON_IDLE1, |
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PYTHON_IDLE2, |
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PYTHON_IDLE3, |
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PYTHON_FIRE1, |
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PYTHON_FIRE_EMPTY, |
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PYTHON_RELOAD_EMPTY, |
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PYTHON_RELOAD |
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}; |
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class CPython : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 2; } |
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int GetItemInfo(ItemInfo *p); |
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int AddToPlayer( CBasePlayer *pPlayer ); |
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void PrimaryAttack( void ); |
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// void SecondaryAttack( void ); |
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BOOL Deploy( void ); |
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void Holster( int skiplocal = 0 ); |
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void Reload( void ); |
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void WeaponIdle( void ); |
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float m_flSoundDelay; |
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// BOOL m_fInZoom;// don't save this. |
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private: |
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unsigned short m_usFirePython; |
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int m_iShell; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_python, CPython ); |
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LINK_ENTITY_TO_CLASS( weapon_357, CPython ); |
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int CPython::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "357"; |
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p->iMaxAmmo1 = _357_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = PYTHON_MAX_CLIP; |
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p->iFlags = 0; |
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p->iSlot = 1; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_PYTHON; |
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p->iWeight = PYTHON_WEIGHT; |
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return 1; |
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} |
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int CPython::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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m_pPlayer->TextAmmo( TA_BERETTA ); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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void CPython::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_357"); // hack to allow for old names |
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Precache( ); |
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m_iId = WEAPON_PYTHON; |
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SET_MODEL(ENT(pev), "models/w_beretta.mdl"); |
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m_iDefaultAmmo = PYTHON_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CPython::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_beretta.mdl"); |
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PRECACHE_MODEL("models/w_beretta.mdl"); |
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PRECACHE_MODEL("models/p_357.mdl"); |
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PRECACHE_MODEL("models/w_berettaclip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND ("weapons/357_reload1.wav"); |
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PRECACHE_SOUND ("weapons/357_cock1.wav"); |
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PRECACHE_SOUND ("weapons/357_shot1.wav"); |
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PRECACHE_SOUND ("weapons/357_shot2.wav"); |
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m_usFirePython = PRECACHE_EVENT( 1, "events/python.sc" ); |
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m_iShell = PRECACHE_MODEL ("models/beretta_shell.mdl");// brass shell |
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} |
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BOOL CPython::Deploy( ) |
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{ |
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/* if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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// enable laser sight geometry. |
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pev->body = 1; |
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} |
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else |
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{ |
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pev->body = 0; |
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} |
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*/ |
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return DefaultDeploy( "models/v_beretta.mdl", "models/p_357.mdl", PYTHON_DRAW, "python" ); |
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} |
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void CPython::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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/* if ( m_fInZoom ) |
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{ |
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SecondaryAttack(); |
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} |
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*/ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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m_flTimeWeaponIdle = gpGlobals->time + 10 + RANDOM_FLOAT ( 0, 5 ); |
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// SendWeaponAnim( PYTHON_HOLSTER ); |
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} |
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void CPython::PrimaryAttack() |
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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 = gpGlobals->time + 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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Reload( ); |
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else |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_flNextPrimaryAttack = gpGlobals->time + 0.15; |
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} |
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return; |
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} |
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m_iClip--; |
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// PLAYBACK_EVENT( 0, m_pPlayer->edict(), m_usFirePython ); // le full permet de pr<EFBFBD>ciser le param1 |
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFirePython, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->Gunflash (); |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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m_pPlayer->FireBullets( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0 ); |
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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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m_flNextPrimaryAttack = gpGlobals->time + 0.5; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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void CPython::Reload( void ) |
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{ |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload( PYTHON_MAX_CLIP, PYTHON_RELOAD_EMPTY, 2.1 ); |
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else |
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iResult = DefaultReload( PYTHON_MAX_CLIP, PYTHON_RELOAD, 2.1 ); |
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if ( iResult ) |
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{ |
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m_flSoundDelay = gpGlobals->time + 1.5; |
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} |
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} |
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void CPython::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay ); |
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if (m_flSoundDelay != 0 && m_flSoundDelay <= gpGlobals->time) |
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{ |
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// EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_reload1.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM); |
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m_flSoundDelay = 0; |
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} |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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int iAnim; |
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float flRand = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.5) |
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{ |
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iAnim = PYTHON_IDLE1; |
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} |
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else if (flRand <= 0.7) |
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{ |
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iAnim = PYTHON_IDLE2; |
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} |
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else if (flRand <= 1) |
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{ |
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iAnim = PYTHON_IDLE3; |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + RANDOM_FLOAT( 5, 12 ); |
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SendWeaponAnim( iAnim ); |
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} |
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class CPythonAmmo : 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_berettaclip.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_berettaclip.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_357BOX_GIVE, "357", _357_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_357, CPythonAmmo ); |
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/* |
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void CPython::SecondaryAttack( void ) |
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{ |
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if ( !g_pGameRules->IsMultiplayer() ) |
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{ |
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return; |
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} |
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if ( m_fInZoom ) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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else |
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{ |
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m_fInZoom = TRUE; |
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m_pPlayer->m_iFOV = 40; |
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} |
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m_flNextSecondaryAttack = gpGlobals->time + 0.5; |
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} |
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*/ |
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#endif |