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621 lines
16 KiB
621 lines
16 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, 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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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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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 "soundent.h" |
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#include "shake.h" |
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#include "gamerules.h" |
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#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging |
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#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged |
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enum gauss_e { |
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GAUSS_IDLE = 0, |
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GAUSS_IDLE2, |
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GAUSS_FIDGET, |
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GAUSS_SPINUP, |
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GAUSS_SPIN, |
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GAUSS_FIRE, |
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GAUSS_FIRE2, |
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GAUSS_HOLSTER, |
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GAUSS_DRAW |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_gauss, CGauss ); |
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float CGauss::GetFullChargeTime( void ) |
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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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return 1.5; |
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} |
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return 4; |
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} |
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#ifdef CLIENT_DLL |
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extern int g_irunninggausspred; |
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#endif |
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void CGauss::Spawn( ) |
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{ |
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Precache( ); |
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m_iId = WEAPON_GAUSS; |
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SET_MODEL(ENT(pev), "models/w_gauss.mdl"); |
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m_iDefaultAmmo = GAUSS_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CGauss::Precache( void ) |
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{ |
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PRECACHE_MODEL("models/w_gauss.mdl"); |
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PRECACHE_MODEL("models/v_gauss.mdl"); |
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PRECACHE_MODEL("models/p_gauss.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("weapons/gauss2.wav"); |
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PRECACHE_SOUND("weapons/electro4.wav"); |
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PRECACHE_SOUND("weapons/electro5.wav"); |
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PRECACHE_SOUND("weapons/electro6.wav"); |
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PRECACHE_SOUND("ambience/pulsemachine.wav"); |
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m_iGlow = PRECACHE_MODEL( "sprites/hotglow.spr" ); |
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m_iBalls = PRECACHE_MODEL( "sprites/hotglow.spr" ); |
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m_iBeam = PRECACHE_MODEL( "sprites/smoke.spr" ); |
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m_usGaussFire = PRECACHE_EVENT( 1, "events/gauss.sc" ); |
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m_usGaussSpin = PRECACHE_EVENT( 1, "events/gaussspin.sc" ); |
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} |
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int CGauss::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 CGauss::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "uranium"; |
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p->iMaxAmmo1 = URANIUM_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 3; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_GAUSS; |
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p->iFlags = 0; |
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p->iWeight = GAUSS_WEIGHT; |
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return 1; |
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} |
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BOOL CGauss::Deploy( ) |
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{ |
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m_pPlayer->m_flPlayAftershock = 0.0; |
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return DefaultDeploy( "models/v_gauss.mdl", "models/p_gauss.mdl", GAUSS_DRAW, "gauss" ); |
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} |
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void CGauss::Holster( int skiplocal /* = 0 */ ) |
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{ |
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PLAYBACK_EVENT_FULL( FEV_RELIABLE | FEV_GLOBAL, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim( GAUSS_HOLSTER ); |
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m_fInAttack = 0; |
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} |
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void CGauss::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if ( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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PlayEmptySound( ); |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; |
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return; |
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} |
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if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] < 2 ) |
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{ |
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PlayEmptySound( ); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
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m_fPrimaryFire = TRUE; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 2; |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.2; |
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} |
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void CGauss::SecondaryAttack() |
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{ |
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// don't fire underwater |
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if ( m_pPlayer->pev->waterlevel == 3 ) |
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{ |
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if ( m_fInAttack != 0 ) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f)); |
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SendWeaponAnim( GAUSS_IDLE ); |
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m_fInAttack = 0; |
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} |
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else |
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{ |
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PlayEmptySound( ); |
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} |
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m_flNextSecondaryAttack = m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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return; |
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} |
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if ( m_fInAttack == 0 ) |
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{ |
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM); |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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return; |
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} |
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m_fPrimaryFire = FALSE; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;// take one ammo just to start the spin |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase(); |
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// spin up |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
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SendWeaponAnim( GAUSS_SPINUP ); |
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m_fInAttack = 1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5; |
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m_pPlayer->m_flStartCharge = gpGlobals->time; |
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m_pPlayer->m_flAmmoStartCharge = UTIL_WeaponTimeBase() + GetFullChargeTime(); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 110, 0, 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; |
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} |
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else if (m_fInAttack == 1) |
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{ |
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) |
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{ |
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SendWeaponAnim( GAUSS_SPIN ); |
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m_fInAttack = 2; |
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} |
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} |
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else |
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{ |
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// during the charging process, eat one bit of ammo every once in a while |
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if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flNextAmmoBurn && m_pPlayer->m_flNextAmmoBurn != 1000 ) |
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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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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.1; |
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} |
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else |
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{ |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->m_flNextAmmoBurn = UTIL_WeaponTimeBase() + 0.3; |
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} |
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} |
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if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 ) |
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{ |
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// out of ammo! force the gun to fire |
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StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; |
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return; |
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} |
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if ( UTIL_WeaponTimeBase() >= m_pPlayer->m_flAmmoStartCharge ) |
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{ |
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// don't eat any more ammo after gun is fully charged. |
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m_pPlayer->m_flNextAmmoBurn = 1000; |
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} |
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int pitch = ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100; |
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if ( pitch > 250 ) |
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pitch = 250; |
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// ALERT( at_console, "%d %d %d\n", m_fInAttack, m_iSoundState, pitch ); |
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if ( m_iSoundState == 0 ) |
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ALERT( at_console, "sound state %d\n", m_iSoundState ); |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussSpin, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, pitch, 0, ( m_iSoundState == SND_CHANGE_PITCH ) ? 1 : 0, 0 ); |
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m_iSoundState = SND_CHANGE_PITCH; // hack for going through level transitions |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_CHARGE_VOLUME; |
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// m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.1; |
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if ( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 ) |
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{ |
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// Player charged up too long. Zap him. |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", 1.0, ATTN_NORM, 0, 80 + RANDOM_LONG(0,0x3f)); |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/electro6.wav", 1.0, ATTN_NORM, 0, 75 + RANDOM_LONG(0,0x3f)); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0; |
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#ifndef CLIENT_DLL |
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m_pPlayer->TakeDamage( VARS(eoNullEntity), VARS(eoNullEntity), 50, DMG_SHOCK ); |
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UTIL_ScreenFade( m_pPlayer, Vector(255,128,0), 2, 0.5, 128, FFADE_IN ); |
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#endif |
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SendWeaponAnim( GAUSS_IDLE ); |
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// Player may have been killed and this weapon dropped, don't execute any more code after this! |
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return; |
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} |
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} |
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} |
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//========================================================= |
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// StartFire- since all of this code has to run and then |
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// call Fire(), it was easier at this point to rip it out |
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// of weaponidle() and make its own function then to try to |
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// merge this into Fire(), which has some identical variable names |
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//========================================================= |
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void CGauss::StartFire( void ) |
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{ |
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float flDamage; |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle ); |
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Vector vecAiming = gpGlobals->v_forward; |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8; |
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if ( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() ) |
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{ |
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flDamage = 200; |
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} |
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else |
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{ |
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flDamage = 200 * (( gpGlobals->time - m_pPlayer->m_flStartCharge) / GetFullChargeTime() ); |
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} |
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if ( m_fPrimaryFire ) |
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{ |
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// fixed damage on primary attack |
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#ifdef CLIENT_DLL |
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flDamage = 20; |
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#else |
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flDamage = gSkillData.plrDmgGauss; |
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#endif |
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} |
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if (m_fInAttack != 3) |
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{ |
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//ALERT ( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage ); |
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#ifndef CLIENT_DLL |
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float flZVel = m_pPlayer->pev->velocity.z; |
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if ( !m_fPrimaryFire ) |
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{ |
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m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5; |
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} |
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if ( !g_pGameRules->IsMultiplayer() ) |
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{ |
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// in deathmatch, gauss can pop you up into the air. Not in single play. |
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m_pPlayer->pev->velocity.z = flZVel; |
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} |
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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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} |
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// time until aftershock 'static discharge' sound |
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m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3, 0.8 ); |
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Fire( vecSrc, vecAiming, flDamage ); |
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} |
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void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage ) |
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{ |
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m_pPlayer->m_iWeaponVolume = GAUSS_PRIMARY_FIRE_VOLUME; |
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Vector vecSrc = vecOrigSrc; |
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Vector vecDest = vecSrc + vecDir * 8192; |
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edict_t *pentIgnore; |
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TraceResult tr, beam_tr; |
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float flMaxFrac = 1.0; |
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int nTotal = 0; |
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int fHasPunched = 0; |
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int fFirstBeam = 1; |
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int nMaxHits = 10; |
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pentIgnore = ENT( m_pPlayer->pev ); |
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#ifdef CLIENT_DLL |
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if ( m_fPrimaryFire == false ) |
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g_irunninggausspred = true; |
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#endif |
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// The main firing event is sent unreliably so it won't be delayed. |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usGaussFire, 0.0, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, flDamage, 0.0, 0, 0, m_fPrimaryFire ? 1 : 0, 0 ); |
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// This reliable event is used to stop the spinning sound |
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// It's delayed by a fraction of second to make sure it is delayed by 1 frame on the client |
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// It's sent reliably anyway, which could lead to other delays |
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PLAYBACK_EVENT_FULL( FEV_NOTHOST | FEV_RELIABLE, m_pPlayer->edict(), m_usGaussFire, 0.01, (float *)&m_pPlayer->pev->origin, (float *)&m_pPlayer->pev->angles, 0.0, 0.0, 0, 0, 0, 1 ); |
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/*ALERT( at_console, "%f %f %f\n%f %f %f\n", |
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vecSrc.x, vecSrc.y, vecSrc.z, |
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vecDest.x, vecDest.y, vecDest.z );*/ |
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// ALERT( at_console, "%f %f\n", tr.flFraction, flMaxFrac ); |
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#ifndef CLIENT_DLL |
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while (flDamage > 10 && nMaxHits > 0) |
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{ |
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nMaxHits--; |
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// ALERT( at_console, "." ); |
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UTIL_TraceLine(vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr); |
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if (tr.fAllSolid) |
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break; |
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CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit); |
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if (pEntity == NULL) |
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break; |
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if ( fFirstBeam ) |
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{ |
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m_pPlayer->pev->effects |= EF_MUZZLEFLASH; |
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fFirstBeam = 0; |
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nTotal += 26; |
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} |
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if (pEntity->pev->takedamage) |
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{ |
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ClearMultiDamage(); |
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pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET ); |
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ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev); |
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} |
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if ( pEntity->ReflectGauss() ) |
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{ |
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float n; |
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pentIgnore = NULL; |
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n = -DotProduct(tr.vecPlaneNormal, vecDir); |
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if (n < 0.5) // 60 degrees |
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{ |
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// ALERT( at_console, "reflect %f\n", n ); |
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// reflect |
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Vector r; |
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r = 2.0 * tr.vecPlaneNormal * n + vecDir; |
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flMaxFrac = flMaxFrac - tr.flFraction; |
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vecDir = r; |
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vecSrc = tr.vecEndPos + vecDir * 8; |
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vecDest = vecSrc + vecDir * 8192; |
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|
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// explode a bit |
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m_pPlayer->RadiusDamage( tr.vecEndPos, pev, m_pPlayer->pev, flDamage * n, CLASS_NONE, DMG_BLAST ); |
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nTotal += 34; |
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// lose energy |
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if (n == 0) n = 0.1; |
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flDamage = flDamage * (1 - n); |
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} |
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else |
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{ |
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nTotal += 13; |
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|
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// limit it to one hole punch |
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if (fHasPunched) |
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break; |
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fHasPunched = 1; |
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|
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// try punching through wall if secondary attack (primary is incapable of breaking through) |
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if ( !m_fPrimaryFire ) |
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{ |
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UTIL_TraceLine( tr.vecEndPos + vecDir * 8, vecDest, dont_ignore_monsters, pentIgnore, &beam_tr); |
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if (!beam_tr.fAllSolid) |
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{ |
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// trace backwards to find exit point |
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UTIL_TraceLine( beam_tr.vecEndPos, tr.vecEndPos, dont_ignore_monsters, pentIgnore, &beam_tr); |
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|
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float n = (beam_tr.vecEndPos - tr.vecEndPos).Length( ); |
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|
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if (n < flDamage) |
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{ |
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if (n == 0) n = 1; |
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flDamage -= n; |
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|
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// ALERT( at_console, "punch %f\n", n ); |
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nTotal += 21; |
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|
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// exit blast damage |
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//m_pPlayer->RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, CLASS_NONE, DMG_BLAST ); |
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float damage_radius; |
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|
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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damage_radius = flDamage * 1.75; // Old code == 2.5 |
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} |
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else |
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{ |
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damage_radius = flDamage * 2.5; |
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} |
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|
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::RadiusDamage( beam_tr.vecEndPos + vecDir * 8, pev, m_pPlayer->pev, flDamage, damage_radius, CLASS_NONE, DMG_BLAST ); |
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|
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CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); |
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nTotal += 53; |
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vecSrc = beam_tr.vecEndPos + vecDir; |
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} |
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} |
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else |
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{ |
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//ALERT( at_console, "blocked %f\n", n ); |
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flDamage = 0; |
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} |
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} |
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else |
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{ |
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//ALERT( at_console, "blocked solid\n" ); |
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|
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flDamage = 0; |
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} |
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|
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} |
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} |
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else |
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{ |
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vecSrc = tr.vecEndPos + vecDir; |
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pentIgnore = ENT( pEntity->pev ); |
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} |
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} |
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#endif |
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// ALERT( at_console, "%d bytes\n", nTotal ); |
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} |
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void CGauss::WeaponIdle( void ) |
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{ |
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ResetEmptySound( ); |
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|
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// play aftershock static discharge |
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if ( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time ) |
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{ |
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switch (RANDOM_LONG(0,3)) |
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{ |
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case 0: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro4.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; |
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case 1: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro5.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; |
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case 2: EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/electro6.wav", RANDOM_FLOAT(0.7, 0.8), ATTN_NORM); break; |
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case 3: break; // no sound |
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} |
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m_pPlayer->m_flPlayAftershock = 0.0; |
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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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|
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if (m_fInAttack != 0) |
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{ |
|
StartFire(); |
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m_fInAttack = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0; |
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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 = RANDOM_FLOAT(0, 1); |
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if (flRand <= 0.5) |
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{ |
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iAnim = GAUSS_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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else if (flRand <= 0.75) |
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{ |
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iAnim = GAUSS_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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else |
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{ |
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iAnim = GAUSS_FIDGET; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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} |
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class CGaussAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn( void ) |
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{ |
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Precache( ); |
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SET_MODEL(ENT(pev), "models/w_gaussammo.mdl"); |
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CBasePlayerAmmo::Spawn( ); |
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} |
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void Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/w_gaussammo.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo( CBaseEntity *pOther ) |
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{ |
|
if (pOther->GiveAmmo( AMMO_URANIUMBOX_GIVE, "uranium", URANIUM_MAX_CARRY ) != -1) |
|
{ |
|
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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return TRUE; |
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} |
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return FALSE; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS( ammo_gaussclip, CGaussAmmo ); |
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|
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#endif
|
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