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287 lines
6.9 KiB
287 lines
6.9 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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#include "gamerules.h" |
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enum chaingun_e |
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{ |
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CHAINGUN_IDLE = 0, |
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CHAINGUN_IDLE2, |
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CHAINGUN_SPINUP, |
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CHAINGUN_SPINDOWN, |
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CHAINGUN_FIRE, |
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CHAINGUN_DRAW, |
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CHAINGUN_HOLSTER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_hornetgun, CWeaponEinarChaingun ) |
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LINK_ENTITY_TO_CLASS( weapon_th_chaingun, CWeaponEinarChaingun ) |
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void CWeaponEinarChaingun::Spawn() |
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{ |
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pev->classname = MAKE_STRING( "weapon_th_chaingun" ); |
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Precache(); |
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m_iId = WEAPON_CHAINGUN; |
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SET_MODEL( ENT( pev ), "models/w_tfac.mdl" ); |
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m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE; |
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m_fInAttack = 0; |
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m_fInSpecialReload = 0; |
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FallInit();// get ready to fall down. |
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} |
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void CWeaponEinarChaingun::Precache() |
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{ |
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PRECACHE_MODEL( "models/v_tfac.mdl" ); |
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PRECACHE_MODEL( "models/w_tfac.mdl" ); |
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PRECACHE_MODEL( "models/p_tfac.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( "weapons/reload3.wav" ); |
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PRECACHE_SOUND( "weapons/asscan1.wav" ); |
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PRECACHE_SOUND( "weapons/asscan2.wav" ); |
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PRECACHE_SOUND( "weapons/asscan3.wav" ); |
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PRECACHE_SOUND( "weapons/asscan4.wav" ); |
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m_usFireChaingun1 = PRECACHE_EVENT( 1, "events/chaingun1.sc" ); |
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m_usFireChaingun2 = PRECACHE_EVENT( 1, "events/chaingun2.sc" ); |
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} |
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int CWeaponEinarChaingun::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 = CHAINGUN_MAX_CLIP; |
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p->iSlot = 3; |
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p->iPosition = 4; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_CHAINGUN; |
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p->iWeight = CHAINGUN_WEIGHT; |
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return 1; |
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} |
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int CWeaponEinarChaingun::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 CWeaponEinarChaingun::Deploy() |
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{ |
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return DefaultDeploy( "models/v_tfac.mdl", "models/p_tfac.mdl", CHAINGUN_DRAW, "egon" ); |
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} |
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void CWeaponEinarChaingun::Holster( int skiplocal /*= 0*/ ) |
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{ |
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m_fInSpecialReload = 0; |
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if( m_fInAttack ) |
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SpinDown(); |
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else |
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SendWeaponAnim( CHAINGUN_HOLSTER ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CWeaponEinarChaingun::PrimaryAttack() |
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{ |
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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_fInAttack != 0 ) |
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{ |
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// spin down |
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SpinDown(); |
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} |
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else |
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{ |
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PlayEmptySound(); |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2f; |
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} |
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return; |
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} |
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if( !m_fInAttack ) |
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{ |
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// Spin up |
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SpinUp(); |
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} |
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else |
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{ |
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if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() ) |
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{ |
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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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// single player spread |
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Fire( 0.1, 0.1, FALSE ); |
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} |
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else |
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{ |
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// optimized multiplayer. Widened to make it easier to hit a moving player |
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Fire( 0.15, 0.15, FALSE ); |
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} |
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} |
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} |
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} |
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void CWeaponEinarChaingun::SecondaryAttack() |
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{ |
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if( m_fInAttack ) |
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SpinDown(); |
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} |
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void CWeaponEinarChaingun::SpinUp() |
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{ |
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// spin up |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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// Slowdown player. |
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0 ); |
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m_fInAttack = 1; |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5f; |
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} |
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void CWeaponEinarChaingun::SpinDown() |
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{ |
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// Restore player speed. |
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, g_vecZero, g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0 ); |
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m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2f; |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; |
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} |
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void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim ) |
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{ |
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int iClipNotEmpty = 0; |
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m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip--; |
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if( m_iClip ) |
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{ |
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m_iClip--; |
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iClipNotEmpty = 1; |
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} |
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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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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecDir = m_pPlayer->FireBulletsPlayer( iClipNotEmpty ? 4 : 2, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_MP5, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, g_vecZero, g_vecZero, vecDir.x, vecDir.y, 0, 0, iClipNotEmpty, 0 ); |
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m_flNextPrimaryAttack = 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 = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1f; |
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} |
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void CWeaponEinarChaingun::Reload() |
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{ |
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if( m_fInAttack ) |
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{ |
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SpinDown(); |
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} |
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else if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CHAINGUN_MAX_CLIP ) |
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{ |
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return; |
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} |
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else if( DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 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 CWeaponEinarChaingun::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( CHAINGUN_DRAW, 0 ); |
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m_fInSpecialReload = 1; |
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} |
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else if( m_fInSpecialReload == 2 ) |
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{ |
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, 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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} |
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if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() ) |
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return; |
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if( m_fInAttack != 0 ) |
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{ |
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// Spin down |
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SpinDown(); |
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} |
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else |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 ); |
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if( flRand <= 0.5f ) |
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{ |
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iAnim = CHAINGUN_IDLE; |
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} |
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else |
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{ |
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iAnim = CHAINGUN_IDLE2; |
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} |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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SendWeaponAnim( iAnim, 1 ); |
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} |
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}
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