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347 lines
7.8 KiB
347 lines
7.8 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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 sniper_e { |
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SNIPER_DRAW = 0, |
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SNIPER_SLOWIDLE, |
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SNIPER_FIRE, |
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SNIPER_FIRELASTROUND, |
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SNIPER_RELOAD1, |
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SNIPER_RELOAD2, |
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SNIPER_RELOAD3, |
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SNIPER_SLOWIDLE2, |
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SNIPER_HOLSTER, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_sniperrifle, CSniperrifle); |
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int CSniperrifle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "762"; |
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p->iMaxAmmo1 = _762_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = SNIPERRIFLE_MAX_CLIP; |
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p->iFlags = 0; |
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p->iSlot = 5; |
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p->iPosition = 2; |
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p->iId = m_iId = WEAPON_SNIPERRIFLE; |
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p->iWeight = SNIPERRIFLE_WEIGHT; |
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return 1; |
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} |
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int CSniperrifle::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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return TRUE; |
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} |
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return FALSE; |
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} |
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void CSniperrifle::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SNIPERRIFLE; |
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SET_MODEL(ENT(pev), "models/w_m40a1.mdl"); |
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m_iDefaultAmmo = SNIPERRIFLE_DEFAULT_GIVE; |
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m_fNeedAjustBolt = FALSE; |
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m_iBoltState = BOLTSTATE_FINE; |
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FallInit();// get ready to fall down. |
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} |
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void CSniperrifle::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_m40a1.mdl"); |
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PRECACHE_MODEL("models/w_m40a1.mdl"); |
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PRECACHE_MODEL("models/p_m40a1.mdl"); |
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PRECACHE_MODEL("models/w_m40a1clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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PRECACHE_SOUND("weapons/sniper_bolt1.wav"); |
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PRECACHE_SOUND("weapons/sniper_bolt2.wav"); |
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PRECACHE_SOUND("weapons/sniper_fire.wav"); |
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PRECACHE_SOUND("weapons/sniper_fire_last_round.wav"); |
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PRECACHE_SOUND("weapons/sniper_miss.wav"); |
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PRECACHE_SOUND("weapons/sniper_reload_first_seq.wav"); |
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PRECACHE_SOUND("weapons/sniper_reload_second_seq.wav"); |
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PRECACHE_SOUND("weapons/sniper_reload3.wav"); |
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PRECACHE_SOUND("weapons/sniper_zoom.wav"); |
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m_usSniper = PRECACHE_EVENT(1, "events/sniper.sc"); |
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} |
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BOOL CSniperrifle::Deploy() |
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{ |
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if (m_fNeedAjustBolt) |
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{ |
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m_iBoltState = BOLTSTATE_ADJUST; |
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} |
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return DefaultDeploy("models/v_m40a1.mdl", "models/p_m40a1.mdl", SNIPER_DRAW, "m40a1", UseDecrement()); |
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} |
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void CSniperrifle::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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if (m_fNeedAjustBolt) |
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{ |
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m_iBoltState = BOLTSTATE_ADJUST; |
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} |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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SendWeaponAnim(SNIPER_HOLSTER); |
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} |
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void CSniperrifle::SecondaryAttack(void) |
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{ |
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if (m_pPlayer->pev->fov != 0) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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else if (m_pPlayer->pev->fov != 18) |
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{ |
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m_fInZoom = TRUE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 18; |
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} |
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// Play zoom sound. |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/sniper_zoom.wav", 1, ATTN_NORM); |
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m_flNextSecondaryAttack = GetNextAttackDelay(0.5f); |
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} |
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void CSniperrifle::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 = 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 = 0.15; |
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} |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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m_iClip--; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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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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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, Vector(0, 0, 0), 8192, BULLET_PLAYER_762, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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int flags; |
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#if defined( CLIENT_WEAPONS ) |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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m_fNeedAjustBolt = (m_iClip <= 0) ? 1 : 0; |
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// If this was the last round in the clip, make sure to schedule |
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// bolt adjustment. |
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if (m_fNeedAjustBolt) |
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m_iBoltState = BOLTSTATE_ADJUST; |
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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); |
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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 = GetNextAttackDelay(1.8f); |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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} |
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void CSniperrifle::Reload(void) |
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{ |
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if (m_pPlayer->ammo_762 <= 0) |
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return; |
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if (m_pPlayer->pev->fov != 0) |
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{ |
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m_fInZoom = FALSE; |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; // 0 means reset to default fov |
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} |
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int bUseScope = FALSE; |
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#ifdef CLIENT_DLL |
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bUseScope = bIsMultiplayer(); |
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#else |
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bUseScope = g_pGameRules->IsMultiplayer(); |
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#endif |
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// Select the appropriate sequence for reload. |
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// One has bolt adjusted, the other does not. |
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int iReloadAnim = (m_iClip > 0) |
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? SNIPER_RELOAD3 // Regular reload. |
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: SNIPER_RELOAD1; // No ammo in current clip. |
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DefaultReload(SNIPERRIFLE_MAX_CLIP, iReloadAnim, 2.3); |
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} |
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void CSniperrifle::WeaponIdle(void) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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// Select the appropriate sequence for idle. |
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// One has bolt adjusted, the other does not. |
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int iIdleAnim = (m_iClip > 0) |
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? SNIPER_SLOWIDLE // Clip has at least one bullet. (Bolt adjusted) |
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: SNIPER_SLOWIDLE2; // Clip is empty. (Bolt unadjusted) |
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SendWeaponAnim(iIdleAnim, UseDecrement()); |
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} |
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void CSniperrifle::ItemPostFrame(void) |
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{ |
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if ((m_fInReload) && (m_pPlayer->m_flNextAttack <= UTIL_WeaponTimeBase())) |
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{ |
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if (m_fNeedAjustBolt) |
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{ |
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switch (m_iBoltState) |
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{ |
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case BOLTSTATE_ADJUST: |
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{ |
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m_iBoltState = BOLTSTATE_ADJUSTING; |
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// Send the bolt 'adjustment' weapon anim. |
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SendWeaponAnim(SNIPER_RELOAD2); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.8f; |
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} |
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break; |
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case BOLTSTATE_ADJUSTING: |
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{ |
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m_fNeedAjustBolt = FALSE; |
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m_iBoltState = BOLTSTATE_FINE; |
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} |
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break; |
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default: ALERT(at_aiconsole, "Warning: Unknown bolt state!\n"); break; |
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} |
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return; |
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} |
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else |
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{ |
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// complete the reload. |
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int j = Q_min(iMaxClip() - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]); |
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// Add them to the clip |
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m_iClip += j; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= j; |
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#ifndef CLIENT_DLL |
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m_pPlayer->TabulateAmmo(); |
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#endif |
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m_fInReload = FALSE; |
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} |
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} |
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CBasePlayerWeapon::ItemPostFrame(); |
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} |
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class CSniperAmmo : 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_m40a1clip.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_m40a1clip.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_762BOX_GIVE, "762", _762_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_762, CSniperAmmo); |
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#endif
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