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.
*
****/
#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"
enum sniper_e {
SNIPER_DRAW = 0,
SNIPER_SLOWIDLE,
SNIPER_FIRE,
SNIPER_FIRELASTROUND,
SNIPER_RELOAD1,
SNIPER_RELOAD2,
SNIPER_RELOAD3,
SNIPER_SLOWIDLE2,
SNIPER_HOLSTER,
};
LINK_ENTITY_TO_CLASS(weapon_sniperrifle, CSniperrifle);
int CSniperrifle::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "762";
p->iMaxAmmo1 = _762_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPERRIFLE_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 5;
p->iPosition = 2;
p->iId = m_iId = WEAPON_SNIPERRIFLE;
p->iWeight = SNIPERRIFLE_WEIGHT;
return 1;
}
int CSniperrifle::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 CSniperrifle::Spawn()
{
Precache();
m_iId = WEAPON_SNIPERRIFLE;
SET_MODEL(ENT(pev), "models/w_m40a1.mdl");
m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE;
m_fNeedAjustBolt = FALSE;
m_iBoltState = BOLTSTATE_FINE;
FallInit();// get ready to fall down.
}
void CSniperrifle::Precache(void)
{
PRECACHE_MODEL("models/v_m40a1.mdl");
PRECACHE_MODEL("models/w_m40a1.mdl");
PRECACHE_MODEL("models/p_m40a1.mdl");
PRECACHE_MODEL("models/w_m40a1clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
PRECACHE_SOUND("weapons/sniper_bolt1.wav");
PRECACHE_SOUND("weapons/sniper_bolt2.wav");
PRECACHE_SOUND("weapons/sniper_fire.wav");
PRECACHE_SOUND("weapons/sniper_fire_last_round.wav");
PRECACHE_SOUND("weapons/sniper_miss.wav");
PRECACHE_SOUND("weapons/sniper_reload_first_seq.wav");
PRECACHE_SOUND("weapons/sniper_reload_second_seq.wav");
PRECACHE_SOUND("weapons/sniper_reload3.wav");
PRECACHE_SOUND("weapons/sniper_zoom.wav");
m_usSniper = PRECACHE_EVENT(1, "events/sniper.sc");
}
BOOL CSniperrifle::Deploy()
{
if (m_fNeedAjustBolt)
{
m_iBoltState = BOLTSTATE_ADJUST;
}
return DefaultDeploy("models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "m40a1", UseDecrement());
}
void CSniperrifle::Holster(int skiplocal /* = 0 */)
{
m_fInReload = FALSE;// cancel any reload in progress.
if (m_fInZoom)
{
SecondaryAttack();
}
if (m_fNeedAjustBolt)
{
m_iBoltState = BOLTSTATE_ADJUST;
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
SendWeaponAnim(SNIPER_HOLSTER);
}
void CSniperrifle::SecondaryAttack(void)
{
if (m_pPlayer->pev->fov != 0)
{
m_fInZoom = FALSE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov
}
else if (m_pPlayer->pev->fov != 18)
{
m_fInZoom = TRUE;
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 18;
}
// Play zoom sound.
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_zoom.wav", 1, ATTN_NORM);
m_flNextSecondaryAttack = GetNextAttackDelay(0.5f);
}
void CSniperrifle::PrimaryAttack()
{
// don't fire underwater
if (m_pPlayer->pev->waterlevel == 3)
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.15;
return;
}
if (m_iClip <= 0)
{
if (!m_fFireOnEmpty)
Reload();
else
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
m_flNextPrimaryAttack = 0.15;
}
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation(PLAYER_ATTACK1);
UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle);
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
Vector vecDir;
vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(0, 0, 0), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed);
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
m_fNeedAjustBolt = (m_iClip <= 0) ? 1 : 0;
// If this was the last round in the clip, make sure to schedule
// bolt adjustment.
if (m_fNeedAjustBolt)
m_iBoltState = BOLTSTATE_ADJUST;
PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, m_fNeedAjustBolt, 0, 0, 0);
if (!m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
m_flNextPrimaryAttack = GetNextAttackDelay(1.8f);
m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15);
}
void CSniperrifle::Reload(void)
{
if (m_pPlayer->ammo_762 <= 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
}
int bUseScope = FALSE;
#ifdef CLIENT_DLL
bUseScope = bIsMultiplayer();
#else
bUseScope = g_pGameRules->IsMultiplayer();
#endif
// Select the appropriate sequence for reload.
// One has bolt adjusted, the other does not.
int iReloadAnim = (m_iClip > 0)
? SNIPER_RELOAD3 // Regular reload.
: SNIPER_RELOAD1; // No ammo in current clip.
DefaultReload(SNIPERRIFLE_MAX_CLIP, iReloadAnim, 2.3);
}
void CSniperrifle::WeaponIdle(void)
{
ResetEmptySound();
m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES);
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// Select the appropriate sequence for idle.
// One has bolt adjusted, the other does not.
int iIdleAnim = (m_iClip > 0)
? SNIPER_SLOWIDLE // Clip has at least one bullet. (Bolt adjusted)
: SNIPER_SLOWIDLE2; // Clip is empty. (Bolt unadjusted)
SendWeaponAnim(iIdleAnim, UseDecrement());
}
void CSniperrifle::ItemPostFrame(void)
{
if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase()))
{
if (m_fNeedAjustBolt)
{
switch (m_iBoltState)
{
case BOLTSTATE_ADJUST:
{
m_iBoltState = BOLTSTATE_ADJUSTING;
// Send the bolt 'adjustment' weapon anim.
SendWeaponAnim(SNIPER_RELOAD2);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.8f;
}
break;
case BOLTSTATE_ADJUSTING:
{
m_fNeedAjustBolt = FALSE;
m_iBoltState = BOLTSTATE_FINE;
}
break;
default: ALERT(at_aiconsole, "Warning: Unknown bolt state!\n"); break;
}
return;
}
else
{
// complete the reload.
int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
// Add them to the clip
m_iClip += j;
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j;
#ifndef CLIENT_DLL
m_pPlayer->TabulateAmmo();
#endif
m_fInReload = FALSE;
}
}
CBasePlayerWeapon::ItemPostFrame();
}
class CSniperAmmo : public CBasePlayerAmmo
{
void Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), "models/w_m40a1clip.mdl");
CBasePlayerAmmo::Spawn();
}
void Precache(void)
{
PRECACHE_MODEL("models/w_m40a1clip.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo(CBaseEntity *pOther)
{
if (pOther->GiveAmmo(AMMO_762BOX_GIVE, "762", _762_MAX_CARRY) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS(ammo_762, CSniperAmmo);
#endif