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 "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
enum einar1_e {
EINAR1_IDLE = 0,
EINAR1_AIM,
EINAR1_FIRE,
EINAR1_DRAW,
EINAR1_HOLSTER,
EINAR1_AUTOIDLE,
EINAR1_AUTOFIRE,
EINAR1_AUTODRAW,
EINAR1_AUTOHOLSTER,
};
LINK_ENTITY_TO_CLASS(weapon_einar1, CEinar1);
int CEinar1::GetPrimaryAttackActivity(void)
{
return EINAR1_AUTOFIRE;
}
int CEinar1::GetZoomedAttackActivity(void)
{
return EINAR1_FIRE;
}
int CEinar1::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "sniper";
p->iMaxAmmo1 = SNIPER_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPER_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 2;
p->iPosition = 4;
p->iId = m_iId = WEAPON_EINAR1;
p->iWeight = SNIPER_WEIGHT;
return 1;
}
void CEinar1::Spawn()
{
Precache();
m_iId = WEAPON_EINAR1;
SET_MODEL(ENT(pev), "models/w_isotopebox.mdl");
m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
m_fInZoom = FALSE;
m_fInAttack = 0;
m_fInSpecialReload = 0;
FallInit();// get ready to fall down.
}
void CEinar1::Precache(void)
{
PRECACHE_MODEL("models/v_tfc_sniper.mdl");
PRECACHE_MODEL("models/w_isotopebox.mdl");
PRECACHE_MODEL("models/p_sniper.mdl");
PRECACHE_MODEL("models/w_antidote.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND("weapons/sniper.wav");
PRECACHE_SOUND("weapons/reload3.wav");
PRECACHE_SOUND("weapons/357_cock1.wav");
m_usFireSniper = PRECACHE_EVENT(1, "events/sniper.sc");
}
BOOL CEinar1::Deploy()
{
return DefaultDeploy("models/v_tfc_sniper.mdl", "models/p_sniper.mdl", EINAR1_AUTODRAW, "einar1");
}
void CEinar1::Holster(int skiplocal /* = 0 */)
{
CSniper::Holster(skiplocal);
m_fInZoom = FALSE;
m_fInAttack = 0;
m_fInSpecialReload = 0;
SendWeaponAnim( EINAR1_AUTOHOLSTER );
}
void CEinar1::PrimaryAttack()
{
if (m_fInSpecialReload != 0)
return;
CSniper::PrimaryAttack();
m_fInAttack = 1;
m_fInSpecialReload = 0;
}
void CEinar1::SecondaryAttack(void)
{
if (m_fInSpecialReload != 0)
return;
CSniper::SecondaryAttack();
m_flNextPrimaryAttack = GetNextAttackDelay(1);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5; // idle pretty soon after shooting.
m_fInAttack = 1;
m_fInSpecialReload = 0;
}
void CEinar1::Reload(void)
{
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP)
return;
// don't reload until recoil is done
if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase())
return;
if (m_fInZoom)
{
SetZoomState(FALSE);
}
// check to see if we're ready to reload
if (m_fInSpecialReload == 0)
{
SendWeaponAnim(EINAR1_AUTOHOLSTER);
m_fInSpecialReload = 1;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.0; // 0.5
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.6;
m_flNextPrimaryAttack = GetNextAttackDelay(0.6);
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
return;
}
else if (m_fInSpecialReload == 1)
{
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
// was waiting for gun to move to side
m_fInSpecialReload = 2;
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 85 + RANDOM_LONG(0, 0x1f));
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8;
}
else
{
DefaultReload( SNIPER_MAX_CLIP, EINAR1_AUTODRAW, 0.5);
m_fInSpecialReload = 0;
}
}
void CEinar1::WeaponIdle(void)
{
CSniper::WeaponIdle();
if (m_fInSpecialReload == 0 && m_fInAttack == 1 && (gpGlobals->time - m_flLastFireTime) > 0.1f)
{
SendWeaponAnim(m_fInZoom ? EINAR1_IDLE : EINAR1_AUTOIDLE);
m_fInAttack = 0;
}
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase())
return;
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else if (m_fInSpecialReload != 0)
{
if (m_iClip != SNIPER_MAX_CLIP && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
{
Reload();
}
else
{
m_fInSpecialReload = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
}
}
else if (m_fInSpecialReload == 0)
{
int iAnim;
if (m_fInZoom)
{
iAnim = EINAR1_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (31.0 / 10.0);
}
else
{
iAnim = EINAR1_AUTOIDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + (31.0 / 15.0);
}
SendWeaponAnim(iAnim, UseDecrement());
}
}
BOOL CEinar1::ShouldWeaponIdle(void)
{
return (m_iClip == 0) || (m_fInSpecialReload != 0);
}