Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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.
*
****/
#if !OEM_BUILD && !HLDEMO_BUILD
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
enum revolver_e {
REVOLVER_IDLE = 0,
REVOLVER_SHOOT1,
REVOLVER_SHOOT2,
REVOLVER_SHOOT_EMPTY,
REVOLVER_RELOAD,
REVOLVER_DRAW
};
LINK_ENTITY_TO_CLASS( weapon_revolver, CRevolver );
LINK_ENTITY_TO_CLASS( weapon_357, CRevolver );
int CRevolver::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = "357";
p->iMaxAmmo1 = REVOLVER_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = REVOLVER_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 3;
p->iPosition = 0;
p->iId = m_iId = WEAPON_REVOLVER;
p->iWeight = REVOLVER_WEIGHT;
return 1;
}
int CRevolver::AddToPlayer( CBasePlayer *pPlayer )
{
if ( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
void CRevolver::Spawn( )
{
Precache( );
m_iId = WEAPON_REVOLVER;
SET_MODEL(ENT(pev), "models/w_revolver.mdl");
m_iDefaultAmmo = REVOLVER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CRevolver::Precache( void )
{
PRECACHE_MODEL("models/v_revolver.mdl");
PRECACHE_MODEL("models/w_revolver.mdl");
PRECACHE_MODEL("models/p_357.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
PRECACHE_SOUND ("weapons/357_reload1.wav");
PRECACHE_SOUND ("weapons/357_cock1.wav");
PRECACHE_SOUND ("weapons/357_shot1.wav");
PRECACHE_SOUND ("weapons/357_shot2.wav");
PRECACHE_SOUND ("weapons/revolver_draw.wav");
PRECACHE_SOUND ("weapons/revolver_fire.wav");
PRECACHE_SOUND ("weapons/revolver_reload.wav");
m_usFireRevolver = PRECACHE_EVENT( 1, "events/deagle1.sc" );
}
BOOL CRevolver::Deploy( )
{
pev->body = 0;
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/revolver_draw.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
return DefaultDeploy( "models/v_revolver.mdl", "models/p_357.mdl", REVOLVER_DRAW, "Revolver", UseDecrement(), pev->body );
}
void CRevolver::PrimaryAttack()
{
if( m_iClip <= 0 ||
( m_pPlayer->pev->waterlevel == 3 && m_pPlayer->pev->watertype > CONTENT_FLYFIELD ) ) // don't fire underwater
{
PlayEmptySound( );
m_flNextPrimaryAttack = 0.15;
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecSrc = m_pPlayer->GetGunPosition( );
Vector vecAiming = m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_1DEGREES, 8192, BULLET_PLAYER_357, 0, gSkillData.plrDmgRevolver, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if CLIENT_WEAPONS
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireRevolver, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0 );
m_flNextPrimaryAttack = 0.9;
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
}
void CRevolver::Reload( void )
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == REVOLVER_MAX_CLIP )
return;
if (DefaultReload( REVOLVER_MAX_CLIP, REVOLVER_RELOAD, 2.76))
{
m_flSoundDelay = 1.5;
}
}
void CRevolver::WeaponIdle( void )
{
ResetEmptySound( );
m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES );
// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
if (m_flSoundDelay != 0 && m_flSoundDelay <= UTIL_WeaponTimeBase() )
{
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/revolver_reload.wav", RANDOM_FLOAT(0.8, 0.9), ATTN_NORM);
m_flSoundDelay = 0;
}
if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
SendWeaponAnim( REVOLVER_IDLE, 1 );
m_flTimeWeaponIdle = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); // how long till we do this again.
}
class CRevolverAmmo : public CBasePlayerAmmo
{
void Spawn( void )
{
Precache( );
SET_MODEL(ENT(pev), "models/w_weaponclips/w_revolverrounds.mdl");
CBasePlayerAmmo::Spawn( );
}
void Precache( void )
{
PRECACHE_MODEL ("models/w_weaponclips/w_revolverrounds.mdl");
PRECACHE_SOUND("items/9mmclip1.wav");
}
BOOL AddAmmo( CBaseEntity *pOther )
{
if (pOther->GiveAmmo( AMMO_REVOLVERBOX_GIVE, "357", REVOLVER_MAX_CARRY ) != -1)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM);
return TRUE;
}
return FALSE;
}
};
LINK_ENTITY_TO_CLASS( ammo_revolver, CRevolverAmmo );
#endif