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265 lines
6.0 KiB
265 lines
6.0 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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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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enum beretta_e { |
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BERETTA_IDLE1 = 0, |
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BERETTA_IDLE2, |
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BERETTA_IDLE3, |
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BERETTA_SHOOT, |
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BERETTA_SHOOT_EMPTY, |
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BERETTA_RELOAD, |
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BERETTA_RELOAD_NOT_EMPTY, |
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BERETTA_DRAW, |
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BERETTA_HOLSTER, |
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BERETTA_ADD_SILENCER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_beretta, CBeretta ); |
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void CBeretta::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_beretta"); // hack to allow for old names |
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Precache( ); |
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m_iId = WEAPON_BERETTA; |
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SET_MODEL(ENT(pev), "models/w_9mmberetta.mdl"); |
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m_iDefaultAmmo = BERETTA_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CBeretta::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/v_9mmberetta.mdl"); |
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PRECACHE_MODEL("models/w_9mmberetta.mdl"); |
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PRECACHE_MODEL("models/p_9mmberetta.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/9mmclip2.wav"); |
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/* PRECACHE_SOUND ("weapons/pl_gun1.wav");//silenced handgun |
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PRECACHE_SOUND ("weapons/pl_gun2.wav");//silenced handgun |
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PRECACHE_SOUND ("weapons/pl_gun3.wav");//handgun */ |
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PRECACHE_SOUND ("weapons/beretta_fire1.wav");//single fire Beretta |
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m_usFireBeretta1 = PRECACHE_EVENT( 1, "events/Beretta1.sc" ); |
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m_usFireBeretta2 = PRECACHE_EVENT( 1, "events/Beretta2.sc" ); |
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} |
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int CBeretta::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "9mm"; |
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p->iMaxAmmo1 = _9MM_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = BERETTA_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_BERETTA; |
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p->iWeight = GLOCK_WEIGHT; |
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return 1; |
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} |
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int CBeretta::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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BOOL CBeretta::Deploy( ) |
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{ |
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// pev->body = 1; |
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return DefaultDeploy( "models/v_9mmberetta.mdl", "models/p_9mmberetta.mdl", BERETTA_DRAW, "onehanded", /*UseDecrement() ? 1 : 0*/ 0 ); |
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} |
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void CBeretta::Holster( int skiplocal /* = 0 */ ) |
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{ |
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DefaultHolster( BERETTA_HOLSTER, 1.2 ); |
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} |
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void CBeretta::SecondaryAttack( void ) |
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{ |
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BerettaFire( 0.1, 0.2, FALSE ); |
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} |
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void CBeretta::PrimaryAttack( void ) |
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{ |
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BerettaFire( 0.01, 0.3, TRUE ); |
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} |
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void CBeretta::BerettaFire( float flSpread , float flCycleTime, BOOL fUseAutoAim ) |
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{ |
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if( m_pPlayer->m_bIsHolster ) |
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{ |
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WeaponIdle(); |
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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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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f; |
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} |
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return; |
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} |
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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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int flags; |
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#if 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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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// silenced |
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if (pev->body == 1) |
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{ |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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} |
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else |
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{ |
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// non-silenced |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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} |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming; |
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if ( fUseAutoAim ) |
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{ |
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vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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} |
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else |
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{ |
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vecAiming = gpGlobals->v_forward; |
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} |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_BERETTA, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), fUseAutoAim ? m_usFireBeretta1 : m_usFireBeretta2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, ( m_iClip == 0 ) ? 1 : 0, 0 ); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + flCycleTime; |
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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_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CBeretta::Reload( void ) |
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{ |
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if( m_pPlayer->m_bIsHolster ) |
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{ |
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WeaponIdle(); |
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return; |
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} |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == BERETTA_MAX_CLIP ) |
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return; |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload( BERETTA_MAX_CLIP, BERETTA_RELOAD, 1.5 ); |
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else |
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iResult = DefaultReload( BERETTA_MAX_CLIP, BERETTA_RELOAD_NOT_EMPTY, 1.5 ); |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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} |
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void CBeretta::WeaponIdle( void ) |
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{ |
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if( m_pPlayer->m_bIsHolster ) |
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{ |
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if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) |
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{ |
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m_pPlayer->m_bIsHolster = FALSE; |
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Deploy(); |
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} |
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return; |
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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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// only idle if the slid isn't back |
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if (m_iClip != 0) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if (flRand <= 0.3f) |
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{ |
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iAnim = BERETTA_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 49.0f / 16.0f; |
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} |
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else if (flRand <= 0.6f) |
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{ |
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iAnim = BERETTA_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 60.0f / 16.0f; |
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} |
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else |
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{ |
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iAnim = BERETTA_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 40.0f / 16.0f; |
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} |
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SendWeaponAnim( iAnim, 1 ); |
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} |
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} |
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