Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "gamerules.h"
enum chaingun_e
{
CHAINGUN_IDLE = 0,
CHAINGUN_IDLE2,
CHAINGUN_SPINUP,
CHAINGUN_SPINDOWN,
CHAINGUN_FIRE,
CHAINGUN_DRAW,
CHAINGUN_HOLSTER
};
LINK_ENTITY_TO_CLASS( weapon_hornetgun, CWeaponEinarChaingun )
LINK_ENTITY_TO_CLASS( weapon_th_chaingun, CWeaponEinarChaingun )
void CWeaponEinarChaingun::Spawn()
{
pev->classname = MAKE_STRING( "weapon_th_chaingun" );
Precache();
m_iId = WEAPON_CHAINGUN;
SET_MODEL( ENT( pev ), "models/w_tfac.mdl" );
m_iDefaultAmmo = CHAINGUN_DEFAULT_GIVE;
m_fInAttack = 0;
m_fInSpecialReload = 0;
FallInit();// get ready to fall down.
}
void CWeaponEinarChaingun::Precache()
{
PRECACHE_MODEL( "models/v_tfac.mdl" );
PRECACHE_MODEL( "models/w_tfac.mdl" );
PRECACHE_MODEL( "models/p_tfac.mdl" );
m_iShell = PRECACHE_MODEL( "models/shell.mdl" );// brass shell
PRECACHE_SOUND( "items/9mmclip1.wav" );
PRECACHE_SOUND( "weapons/reload3.wav" );
PRECACHE_SOUND( "weapons/asscan1.wav" );
PRECACHE_SOUND( "weapons/asscan2.wav" );
PRECACHE_SOUND( "weapons/asscan3.wav" );
PRECACHE_SOUND( "weapons/asscan4.wav" );
m_usFireChaingun1 = PRECACHE_EVENT( 1, "events/chaingun1.sc" );
m_usFireChaingun2 = PRECACHE_EVENT( 1, "events/chaingun2.sc" );
}
int CWeaponEinarChaingun::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "9mm";
p->iMaxAmmo1 = _9MM_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = CHAINGUN_MAX_CLIP;
p->iSlot = 3;
p->iPosition = 4;
p->iFlags = 0;
p->iId = m_iId = WEAPON_CHAINGUN;
p->iWeight = CHAINGUN_WEIGHT;
return 1;
}
BOOL CWeaponEinarChaingun::Deploy()
{
return DefaultDeploy( "models/v_tfac.mdl", "models/p_tfac.mdl", CHAINGUN_DRAW, "egon" );
}
void CWeaponEinarChaingun::Holster( int skiplocal /*= 0*/ )
{
m_fInSpecialReload = 0;
if( m_fInAttack )
SpinDown();
else
SendWeaponAnim( CHAINGUN_HOLSTER );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CWeaponEinarChaingun::PrimaryAttack()
{
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 )
{
if( m_fInAttack != 0 )
{
// spin down
SpinDown();
}
else
{
PlayEmptySound();
m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2;
}
return;
}
if( !m_fInAttack )
{
// Spin up
SpinUp();
}
else
{
if( m_flNextPrimaryAttack <= UTIL_WeaponTimeBase() )
{
#ifdef CLIENT_DLL
if( !bIsMultiplayer() )
#else
if( !g_pGameRules->IsMultiplayer() )
#endif
{
// single player spread
Fire( 0.1, 0.1, FALSE );
}
else
{
// optimized multiplayer. Widened to make it easier to hit a moving player
Fire( 0.15, 0.15, FALSE );
}
}
}
}
void CWeaponEinarChaingun::SecondaryAttack()
{
if( m_fInAttack )
SpinDown();
}
void CWeaponEinarChaingun::SpinUp()
{
// spin up
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
// Slowdown player.
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, TRUE, 0 );
m_fInAttack = 1;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.4;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
}
void CWeaponEinarChaingun::SpinDown()
{
// Restore player speed.
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun1, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, FALSE, 0 );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.2;
m_fInAttack = 0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0;
}
void CWeaponEinarChaingun::Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim )
{
int iClipNotEmpty = 0;
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH;
m_iClip--;
if( m_iClip )
{
m_iClip--;
iClipNotEmpty = 1;
}
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = gpGlobals->v_forward;
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 );
PLAYBACK_EVENT_FULL( 0, m_pPlayer->edict(), m_usFireChaingun2, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, iClipNotEmpty, 0 );
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + flCycleTime;
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
m_flTimeWeaponIdle = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
}
void CWeaponEinarChaingun::Reload()
{
if( m_fInAttack )
{
SpinDown();
}
else if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == CHAINGUN_MAX_CLIP )
{
return;
}
else if( DefaultReload( CHAINGUN_MAX_CLIP, CHAINGUN_HOLSTER, 0.5 ) )
{
m_fInSpecialReload = 2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
}
}
void CWeaponEinarChaingun::WeaponIdle()
{
ResetEmptySound();
if( m_pPlayer->m_flNextAttack < UTIL_WeaponTimeBase() )
{
if( m_fInSpecialReload == 3 )
{
SendWeaponAnim( CHAINGUN_DRAW, 0 );
m_fInSpecialReload = 1;
}
else if( m_fInSpecialReload == 2 )
{
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", 1, ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_fInSpecialReload = 3;
}
}
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
return;
if( m_fInAttack != 0 )
{
// Spin down
SpinDown();
}
else
{
int iAnim;
float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
if( flRand <= 0.5 )
{
iAnim = CHAINGUN_IDLE;
}
else
{
iAnim = CHAINGUN_IDLE2;
}
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
SendWeaponAnim( iAnim, 1 );
}
}