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288 lines
6.0 KiB
288 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 eagle_e { |
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EAGLE_IDLE1 = 0, |
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EAGLE_IDLE2, |
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EAGLE_IDLE3, |
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EAGLE_IDLE4, |
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EAGLE_IDLE5, |
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EAGLE_SHOOT, |
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EAGLE_SHOOT_EMPTY, |
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EAGLE_RELOAD, |
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EAGLE_RELOAD_NOT_EMPTY, |
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EAGLE_DRAW, |
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EAGLE_HOLSTER, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_eagle, CEagle); |
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void CEagle::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_EAGLE; |
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl"); |
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m_iDefaultAmmo = EAGLE_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CEagle::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/w_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/p_desert_eagle.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell |
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PRECACHE_SOUND("weapons/desert_eagle_fire.wav"); |
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PRECACHE_SOUND("weapons/desert_eagle_reload.wav"); |
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PRECACHE_SOUND("weapons/desert_eagle_sight.wav"); |
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PRECACHE_SOUND("weapons/desert_eagle_sight2.wav"); |
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m_usFireEagle = PRECACHE_EVENT(1, "events/eagle.sc"); |
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} |
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int CEagle::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 = EAGLE_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_EAGLE; |
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p->iWeight = EAGLE_WEIGHT; |
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return 1; |
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} |
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BOOL CEagle::Deploy() |
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{ |
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return DefaultDeploy("models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", EAGLE_DRAW, "eagle", UseDecrement()); |
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} |
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void CEagle::Holster(int skiplocal /* = 0 */) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim(EAGLE_HOLSTER); |
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#ifndef CLIENT_DLL |
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if (m_pSpot) |
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{ |
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m_pSpot->Killed(NULL, GIB_NEVER); |
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m_pSpot = NULL; |
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} |
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#endif |
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} |
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void CEagle::SecondaryAttack(void) |
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{ |
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m_fSpotActive = !m_fSpotActive; |
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#ifndef CLIENT_DLL |
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if (!m_fSpotActive && m_pSpot) |
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{ |
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m_pSpot->Killed(NULL, GIB_NORMAL); |
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m_pSpot = NULL; |
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} |
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#endif |
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if (m_fSpotActive) |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1, ATTN_NORM); |
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else |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1, ATTN_NORM); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.2; |
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} |
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void CEagle::PrimaryAttack(void) |
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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 = GetNextAttackDelay(0.2); |
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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 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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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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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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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming; |
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const Vector& vecSpread = VECTOR_CONE_2DEGREES; |
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float flCycleTime; |
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if (!m_fSpotActive) |
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{ |
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vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_10DEGREES); |
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flCycleTime = 0.25f; |
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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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flCycleTime = 0.5f; |
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} |
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Vector vecDir; |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, (m_fSpotActive) ? VECTOR_CONE_1DEGREES : VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usFireEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, (m_iClip == 0) ? 1 : 0, 0); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = GetNextAttackDelay(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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UpdateSpot(); |
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} |
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void CEagle::Reload(void) |
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{ |
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if (m_pPlayer->ammo_357 <= 0) |
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return; |
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if (m_fSpotActive) |
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{ |
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SecondaryAttack(); |
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} |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_RELOAD, 1.5); |
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else |
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iResult = DefaultReload(EAGLE_MAX_CLIP, EAGLE_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 CEagle::WeaponIdle(void) |
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{ |
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UpdateSpot(); |
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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 <= 0.2) |
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{ |
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iAnim = EAGLE_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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} |
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else if (flRand <= 0.4) |
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{ |
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iAnim = EAGLE_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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} |
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else if (flRand <= 0.6) |
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{ |
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iAnim = EAGLE_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.6f; |
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} |
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else if (flRand <= 0.8) |
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{ |
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iAnim = EAGLE_IDLE4; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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} |
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else |
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{ |
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iAnim = EAGLE_IDLE5; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
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} |
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SendWeaponAnim(iAnim, 1); |
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} |
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} |
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void CEagle::UpdateSpot(void) |
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{ |
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#ifndef CLIENT_DLL |
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if (m_fSpotActive) |
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{ |
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if (!m_pSpot) |
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{ |
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m_pSpot = CLaserSpot::CreateSpot(); |
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} |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = gpGlobals->v_forward; |
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TraceResult tr; |
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UTIL_TraceLine(vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr); |
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UTIL_SetOrigin(m_pSpot->pev, tr.vecEndPos); |
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} |
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#endif |
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} |