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339 lines
7.9 KiB
339 lines
7.9 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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#ifndef CLIENT_DLL |
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#include "sporegrenade.h" |
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#endif |
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// special deathmatch shotgun spreads |
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#define VECTOR_CONE_DM_SHOTGUN Vector( 0.08716, 0.04362, 0.00 )// 10 degrees by 5 degrees |
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#define VECTOR_CONE_DM_DOUBLESHOTGUN Vector( 0.17365, 0.04362, 0.00 ) // 20 degrees by 5 degrees |
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enum sporelauncher_e { |
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SPLAUNCHER_IDLE = 0, |
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SPLAUNCHER_FIDGET, |
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SPLAUNCHER_RELOAD_REACH , |
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SPLAUNCHER_RELOAD_LOAD, |
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SPLAUNCHER_RELOAD_AIM, |
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SPLAUNCHER_FIRE, |
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SPLAUNCHER_HOLSTER1, |
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SPLAUNCHER_DRAW1, |
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SPLAUNCHER_IDLE2 |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_sporelauncher, CSporelauncher) |
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void CSporelauncher::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SPORELAUNCHER; |
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SET_MODEL(ENT(pev), "models/w_spore_launcher.mdl"); |
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m_iDefaultAmmo = SPORELAUNCHER_DEFAULT_GIVE; |
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FallInit();// get ready to fall |
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} |
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void CSporelauncher::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_spore_launcher.mdl"); |
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PRECACHE_MODEL("models/w_spore_launcher.mdl"); |
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PRECACHE_MODEL("models/p_spore_launcher.mdl"); |
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PRECACHE_SOUND("weapons/splauncher_altfire.wav"); |
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PRECACHE_SOUND("weapons/splauncher_bounce.wav"); |
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PRECACHE_SOUND("weapons/splauncher_fire.wav"); |
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PRECACHE_SOUND("weapons/splauncher_impact.wav"); |
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PRECACHE_SOUND("weapons/splauncher_pet.wav"); |
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PRECACHE_SOUND("weapons/splauncher_reload.wav"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_MODEL("sprites/bigspit.spr"); |
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m_iSquidSpitSprite = PRECACHE_MODEL("sprites/tinyspit.spr"); |
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UTIL_PrecacheOther("spore"); |
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m_usSporeFire = PRECACHE_EVENT(1, "events/spore.sc"); |
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} |
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int CSporelauncher::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 CSporelauncher::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "spores"; |
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p->iMaxAmmo1 = SPORE_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = SPORELAUNCHER_MAX_CLIP; |
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p->iSlot = 6; |
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p->iPosition = 0; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_SPORELAUNCHER; |
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p->iWeight = SPORELAUNCHER_WEIGHT; |
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return 1; |
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} |
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BOOL CSporelauncher::Deploy() |
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{ |
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return DefaultDeploy("models/v_spore_launcher.mdl", "models/p_spore_launcher.mdl", SPLAUNCHER_DRAW1, "splauncher"); |
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} |
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void CSporelauncher::PrimaryAttack() |
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{ |
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if (m_iClip <= 0) |
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return; |
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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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int flags; |
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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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// m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8; |
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#ifndef CLIENT_DLL |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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CSporeGrenade::ShootContact( m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 1500 ); |
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#endif |
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PLAYBACK_EVENT_FULL( |
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flags, |
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m_pPlayer->edict(), |
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m_usSporeFire, |
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0.0, |
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(float *)&g_vecZero, |
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(float *)&g_vecZero, |
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vecSrc.x, |
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vecSrc.y, |
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*(int*)&vecSrc.z, |
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m_iSquidSpitSprite, |
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0, |
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TRUE); |
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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_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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#if 1 |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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#endif |
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if (m_iClip != 0) |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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else |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75; |
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m_fInSpecialReload = 0; |
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} |
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void CSporelauncher::SecondaryAttack(void) |
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{ |
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if (m_iClip <= 0) |
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return; |
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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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int flags; |
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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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//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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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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Vector vecSrc = m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8; |
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#ifndef CLIENT_DLL |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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CSporeGrenade::ShootTimed(m_pPlayer->pev, vecSrc, gpGlobals->v_forward * 1000, false); |
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#endif |
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PLAYBACK_EVENT_FULL( |
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flags, |
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m_pPlayer->edict(), |
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m_usSporeFire, |
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0.0, |
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(float *)&g_vecZero, |
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(float *)&g_vecZero, |
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vecSrc.x, |
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vecSrc.y, |
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*(int*)&vecSrc.z, |
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m_iSquidSpitSprite, |
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0, |
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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_flNextPrimaryAttack = GetNextAttackDelay(0.5); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5; |
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#if 1 |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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#endif |
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if (m_iClip != 0) |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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else |
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m_flTimeWeaponIdle = 1.5; |
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m_fInSpecialReload = 0; |
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} |
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void CSporelauncher::Reload(void) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SPORELAUNCHER_MAX_CLIP) |
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return; |
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// don't reload until recoil is done |
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if (m_flNextPrimaryAttack > UTIL_WeaponTimeBase()) |
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return; |
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// check to see if we're ready to reload |
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if (m_fInSpecialReload == 0) |
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{ |
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SendWeaponAnim(SPLAUNCHER_RELOAD_REACH); |
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m_fInSpecialReload = 1; |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.7; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.7; |
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m_flNextPrimaryAttack = GetNextAttackDelay(1.0); |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.0; |
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return; |
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} |
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else if (m_fInSpecialReload == 1) |
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{ |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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// was waiting for gun to move to side |
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m_fInSpecialReload = 2; |
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// Play reload sound. |
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EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/splauncher_reload.wav", 1, ATTN_NORM, 0, 100); |
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SendWeaponAnim(SPLAUNCHER_RELOAD_LOAD); |
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m_flNextReload = UTIL_WeaponTimeBase() + 1.0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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} |
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else |
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{ |
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// Add them to the clip |
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m_iClip += 1; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= 1; |
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m_fInSpecialReload = 1; |
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} |
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} |
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void CSporelauncher::WeaponIdle(void) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); |
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if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase()) |
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{ |
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if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload(); |
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} |
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else if (m_fInSpecialReload != 0) |
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{ |
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if (m_iClip != SPORELAUNCHER_DEFAULT_GIVE && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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Reload(); |
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} |
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else |
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{ |
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// reload debounce has timed out |
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SendWeaponAnim(SPLAUNCHER_RELOAD_AIM); |
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m_fInSpecialReload = 0; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.8; |
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} |
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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 <= 0.4) |
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{ |
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iAnim = SPLAUNCHER_IDLE; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 2.0f; |
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} |
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else if (flRand <= 0.8) |
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{ |
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iAnim = SPLAUNCHER_IDLE2; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f; |
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} |
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else |
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{ |
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iAnim = SPLAUNCHER_FIDGET; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 4.0f; |
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} |
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SendWeaponAnim(iAnim); |
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} |
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} |
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}
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