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263 lines
6.3 KiB
263 lines
6.3 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 "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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#include "shake.h" |
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enum tfcsniper_e |
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{ |
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TFCSNIPER_IDLE = 0, |
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TFCSNIPER_AIM, |
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TFCSNIPER_FIRE, |
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TFCSNIPER_DRAW, |
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TFCSNIPER_HOLSTER, |
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TFCSNIPER_AUTOIDLE, |
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TFCSNIPER_AUTOFIRE, |
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TFCSNIPER_AUTODRAW, |
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TFCSNIPER_AUTOHOLSTER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_einar1, CWeaponEinarTFCSniper ) |
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int CWeaponEinarTFCSniper::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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int CWeaponEinarTFCSniper::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "bullets"; |
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p->iMaxAmmo1 = SNIPER_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = SNIPER_MAX_CLIP; |
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p->iFlags = 0; |
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p->iSlot = 2; |
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p->iPosition = 4; |
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p->iId = m_iId = WEAPON_TFCSNIPER; |
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p->iWeight = SNIPER_WEIGHT; |
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return 1; |
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} |
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void CWeaponEinarTFCSniper::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_TFCSNIPER; |
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SET_MODEL( ENT( pev ), "models/w_isotopebox.mdl" ); |
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m_iDefaultAmmo = SNIPER_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CWeaponEinarTFCSniper::Precache() |
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{ |
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PRECACHE_MODEL( "models/v_tfc_sniper.mdl" ); |
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PRECACHE_MODEL( "models/w_isotopebox.mdl" ); |
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PRECACHE_MODEL( "models/p_sniper.mdl" ); |
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PRECACHE_SOUND( "weapons/sniper.wav" ); |
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PRECACHE_SOUND( "weapons/reload3.wav" ); |
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m_usFireSniper = PRECACHE_EVENT( 1, "events/sniper2.sc" ); |
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} |
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BOOL CWeaponEinarTFCSniper::Deploy() |
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{ |
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m_fInSpecialReload = 0; |
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return DefaultDeploy( "models/v_tfc_sniper.mdl", "models/p_sniper.mdl", TFCSNIPER_AUTODRAW, "bow" ); |
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} |
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void CWeaponEinarTFCSniper::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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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CWeaponEinarTFCSniper::PrimaryAttack() |
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{ |
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float flSpread; |
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int iDmg; |
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// don't fire underwater |
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if( m_pPlayer->pev->waterlevel == 3 || 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() + 0.25f; |
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} |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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{ |
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SendWeaponAnim( TFCSNIPER_AUTOIDLE ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 ); |
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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 = gpGlobals->v_forward; |
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#ifdef CLIENT_DLL |
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if( bIsMultiplayer() ) |
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#else |
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if( g_pGameRules->IsMultiplayer() ) |
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#endif |
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{ |
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if( m_fInZoom ) |
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{ |
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flSpread = 0.002f; |
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iDmg = 80; |
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} |
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else |
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{ |
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flSpread = 0.07846f; |
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iDmg = 40; |
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} |
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} |
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else |
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{ |
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if( m_fInZoom ) |
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{ |
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flSpread = 0.004f; |
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} |
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else |
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{ |
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flSpread = 0.08716f; |
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} |
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iDmg = 0; |
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} |
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Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 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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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireSniper, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, m_fInZoom, 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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if( m_fInZoom ) |
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{ |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75f; |
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} |
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else |
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{ |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11f; |
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m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0.0f, 2.0f ) + 4.0f ); |
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m_pPlayer->pev->punchangle.y -= ( 1.0f - RANDOM_FLOAT( 0.0f, 2.0f ) ); |
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} |
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} |
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void CWeaponEinarTFCSniper::SecondaryAttack() |
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{ |
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int iFadeFlags = 0; |
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if( m_fInZoom ) |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0; |
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m_fInZoom = 0; |
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SetBits( iFadeFlags, FFADE_IN ); |
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} |
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else |
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{ |
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m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20; |
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m_fInZoom = 1; |
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SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT ); |
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} |
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#ifndef CLIENT_DLL |
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UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags ); |
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#endif |
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pev->nextthink = UTIL_WeaponTimeBase() + 0.11f; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75f; |
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} |
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void CWeaponEinarTFCSniper::Reload() |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP ) |
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return; |
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if( m_fInZoom ) |
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SecondaryAttack(); |
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if( DefaultReload( SNIPER_MAX_CLIP, TFCSNIPER_AUTOHOLSTER, 0.5 ) ) |
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{ |
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m_fInSpecialReload = 2; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 ); |
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} |
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} |
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void CWeaponEinarTFCSniper::WeaponIdle() |
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{ |
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ResetEmptySound(); |
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if( m_pPlayer->m_flNextAttack < UTIL_WeaponTimeBase() ) |
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{ |
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if( m_fInSpecialReload == 3 ) |
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{ |
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SendWeaponAnim( TFCSNIPER_AUTODRAW, 0 ); |
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m_fInSpecialReload = 1; |
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} |
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if( m_fInSpecialReload == 2 ) |
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{ |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", RANDOM_FLOAT( 0.8, 0.9 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
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m_fInSpecialReload = 3; |
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} |
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if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() ) |
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{ |
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SendWeaponAnim( TFCSNIPER_AUTOIDLE, 1 ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 ); |
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} |
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} |
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}
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