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292 lines
6.9 KiB
292 lines
6.9 KiB
//========= Copyright (c) 2004-2008, Raven City Team, All rights reserved. ============// |
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// // |
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// Purpose: // |
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// // |
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// $NoKeywords: $ // |
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//===================================================================================// |
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//Modifided by Lost_Gamer_ |
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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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enum deagle_e { |
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DEAGLE_IDLE1 = 0, |
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DEAGLE_IDLE2, |
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DEAGLE_IDLE3, |
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DEAGLE_IDLE4, |
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DEAGLE_IDLE5, |
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DEAGLE_SHOOT, |
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DEAGLE_SHOOT_EMPTY, |
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DEAGLE_RELOAD, |
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DEAGLE_RELOAD_NOT_EMPTY, |
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DEAGLE_DRAW, |
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DEAGLE_HOLSTER |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_eagle, CEagle ) |
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#ifndef CLIENT_DLL |
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LINK_ENTITY_TO_CLASS( eagle_laser, CLaserSpot ) |
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#endif |
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void CEagle::Spawn( void ) |
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{ |
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pev->classname = MAKE_STRING("weapon_eagle"); // hack to allow for old names |
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Precache( ); |
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m_iId = WEAPON_EAGLE; |
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SET_MODEL(ENT(pev), "models/w_desert_eagle.mdl"); |
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m_iDefaultAmmo = EAGLE_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CEagle::Precache( void ) |
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{ |
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UTIL_PrecacheOther( "eagle_laser" ); |
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PRECACHE_MODEL("models/v_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/w_desert_eagle.mdl"); |
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PRECACHE_MODEL("models/p_desert_eagle.mdl"); |
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m_iShell = PRECACHE_MODEL ("models/shell.mdl");// brass shell |
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PRECACHE_SOUND ("weapons/desert_eagle_reload.wav"); |
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PRECACHE_SOUND ("weapons/desert_eagle_fire.wav"); |
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PRECACHE_SOUND ("weapons/desert_eagle_sight.wav"); |
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PRECACHE_SOUND ("weapons/desert_eagle_sight2.wav"); |
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m_usEagle = PRECACHE_EVENT( 1, "events/eagle.sc" ); |
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} |
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int CEagle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "357"; |
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p->iMaxAmmo1 = _357_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = EAGLE_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_EAGLE; |
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p->iWeight = EAGLE_WEIGHT; |
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return 1; |
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} |
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BOOL CEagle::Deploy( ) |
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{ |
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return DefaultDeploy( "models/v_desert_eagle.mdl", "models/p_desert_eagle.mdl", DEAGLE_DRAW, "onehanded", 0 ); |
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} |
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void CEagle::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_fInReload = FALSE;// cancel any reload in progress. |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim( DEAGLE_HOLSTER ); |
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if (m_pEagleLaser) |
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{ |
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m_pEagleLaser->Killed( NULL, GIB_NEVER ); |
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m_pEagleLaser = NULL; |
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} |
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} |
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void CEagle::SecondaryAttack() |
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{ |
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m_fEagleLaserActive = ! m_fEagleLaserActive; |
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if (!m_fEagleLaserActive && m_pEagleLaser) |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight2.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); |
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m_pEagleLaser->Killed( NULL, GIB_NORMAL ); |
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m_pEagleLaser = NULL; |
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} |
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else |
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{ |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/desert_eagle_sight.wav", 1.0, ATTN_NORM, 0, PITCH_NORM); |
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} |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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} |
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void CEagle::PrimaryAttack() |
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{ |
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if (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() + 0.2; |
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} |
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return; |
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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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UpdateSpot( ); |
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PlayEmptySound( ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.15; |
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return; |
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} |
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UpdateSpot( ); |
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float flSpread = 0.01; |
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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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int flags; |
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BOOL m_fLaserOn; |
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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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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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Vector vecSrc = m_pPlayer->GetGunPosition( ); |
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Vector vecAiming; |
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vecAiming = gpGlobals->v_forward; |
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Vector vecDir; |
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if (m_pEagleLaser) |
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{ |
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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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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.5; |
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#ifndef CLIENT_DLL |
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m_pEagleLaser->Suspend( 0.6 ); |
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#endif |
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m_fLaserOn = TRUE; |
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} |
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else |
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{ |
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flSpread = 0.1; |
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vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, VECTOR_CONE_10DEGREES, 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed ); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase()+ 0.22; |
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m_fLaserOn = FALSE; |
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} |
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PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usEagle, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, flSpread, flSpread, ( m_iClip == 0 ) ? 1 : 0, 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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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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void CEagle::Reload( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == EAGLE_MAX_CLIP) |
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return; |
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if ( m_pEagleLaser && m_fEagleLaserActive ) |
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{ |
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#ifndef CLIENT_DLL |
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m_pEagleLaser->Suspend( 1.6 ); |
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#endif |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5; |
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} |
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int iResult; |
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if (m_iClip == 0) |
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD, 1.5 ); |
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else |
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iResult = DefaultReload( EAGLE_MAX_CLIP, DEAGLE_RELOAD_NOT_EMPTY, 1.5 ); |
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if (iResult) |
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{ |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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} |
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} |
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void CEagle::UpdateSpot( void ) |
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{ |
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#ifndef CLIENT_DLL |
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if (m_fEagleLaserActive) |
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{ |
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if (!m_pEagleLaser) |
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{ |
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m_pEagleLaser = CLaserSpot::CreateSpot(); |
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m_pEagleLaser->pev->classname = MAKE_STRING("eagle_laser"); |
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m_pEagleLaser->pev->scale = 0.5; |
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} |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( );; |
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Vector vecAiming = gpGlobals->v_forward; |
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TraceResult tr; |
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UTIL_TraceLine ( vecSrc, vecSrc + vecAiming * 8192, dont_ignore_monsters, ENT(m_pPlayer->pev), &tr ); |
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UTIL_SetOrigin( m_pEagleLaser->pev, tr.vecEndPos ); |
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} |
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#endif |
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} |
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void CEagle::WeaponIdle( void ) |
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{ |
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UpdateSpot( ); |
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() ) |
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{ |
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ResetEmptySound( ); |
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m_pPlayer->GetAutoaimVector( AUTOAIM_10DEGREES ); |
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// only idle if the slid isn't back |
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if (m_iClip != 0) |
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{ |
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.0, 1.0 ); |
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if (m_pEagleLaser) |
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{ |
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if (flRand > 0.5 ) |
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{ |
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iAnim = DEAGLE_IDLE5;//Done |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; |
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} |
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else |
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{ |
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iAnim = DEAGLE_IDLE4;//Done |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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} |
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} |
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else |
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{ |
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if (flRand <= 0.3 ) |
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{ |
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iAnim = DEAGLE_IDLE1;//Done |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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} |
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else if (flRand <= 0.6 ) |
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{ |
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iAnim = DEAGLE_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.5f; |
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} |
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else |
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{ |
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iAnim = DEAGLE_IDLE3;//Done |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.63f; |
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} |
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} |
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SendWeaponAnim( iAnim, UseDecrement() ? 1 : 0 ); |
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} |
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} |
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}
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