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218 lines
5.2 KiB
218 lines
5.2 KiB
/* |
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Copyright (c) 1999, Cold Ice Modification. |
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This code has been written by SlimShady ( darcuri@optonline.net ) |
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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 and from the Cold Ice team. |
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Please if you use this code in any public form, please give us credit. |
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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 "effects.h" |
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#include "gamerules.h" |
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enum kamakaze_e { |
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SATCHEL_RADIO_IDLE1 = 0, |
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SATCHEL_RADIO_FIDGET1, |
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SATCHEL_RADIO_DRAW, |
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SATCHEL_RADIO_FIRE, |
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SATCHEL_RADIO_HOLSTER |
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}; |
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class CKamikaze : public CBasePlayerWeapon |
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{ |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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int iItemSlot( void ) { return 5; } |
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int GetItemInfo(ItemInfo *p); |
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void PrimaryAttack( void ); |
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BOOL Deploy( void ); |
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void Holster( void ); |
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void WeaponIdle( void ); |
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int m_iExplode; |
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}; |
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LINK_ENTITY_TO_CLASS( weapon_tnt, CKamikaze ); |
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void CKamikaze::Spawn( ) |
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{ |
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pev->classname = MAKE_STRING("weapon_tnt"); |
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Precache( ); |
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m_iId = WEAPON_TNT; |
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SET_MODEL(ENT(pev), "models/wmodels/w_tnt.mdl"); |
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FallInit(); |
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m_iDefaultAmmo = TNT_DEFAULT_GIVE; |
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} |
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void CKamikaze::Precache( void ) |
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{ |
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PRECACHE_MODEL ("models/vmodels/v_kamikaze.mdl"); |
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PRECACHE_MODEL ("models/pmodels/p_tnt.mdl"); |
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PRECACHE_MODEL ("models/wmodels/w_tnt.mdl"); |
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PRECACHE_SOUND ("weapons/tnt1.wav"); |
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PRECACHE_SOUND ("items/tntvest.wav"); |
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m_iExplode = PRECACHE_MODEL( "sprites/fexplo.spr" ); |
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} |
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int CKamikaze::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "vest"; |
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p->iMaxAmmo1 = TNT_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 = 4; |
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p->iPosition = 2; |
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p->iId = m_iId = WEAPON_TNT; |
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p->iWeight = TNT_WEIGHT; |
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p->iFlags = 0; |
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return 1; |
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} |
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BOOL CKamikaze::Deploy( ) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "items/tntvest.wav", RANDOM_FLOAT(0.9, 1.0), ATTN_NORM); |
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return DefaultDeploy( "models/vmodels/v_kamikaze.mdl", "models/pmodels/p_tnt.mdl", SATCHEL_RADIO_DRAW, "hive" ); |
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} |
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void CKamikaze::Holster( ) |
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{ |
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m_pPlayer->m_flNextAttack = gpGlobals->time + 0.5; |
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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m_pPlayer->pev->weapons &= ~(1<<WEAPON_TNT); |
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SetThink( &CKamikaze::DestroyItem ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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} |
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SendWeaponAnim( SATCHEL_RADIO_HOLSTER ); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); |
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} |
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void CKamikaze::PrimaryAttack( void ) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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return; |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_AUTO, "weapons/tnt1.wav", 1.0, ATTN_NORM); |
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pev->nextthink = gpGlobals->time + 20.0; |
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SendWeaponAnim( SATCHEL_RADIO_FIRE ); |
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Vector vecSpot = pev->origin; |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); |
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WRITE_BYTE( TE_SPRITE );//additive sprite plays though once |
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WRITE_COORD( vecSpot.x );//where to make the sprite appear on x axis |
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WRITE_COORD( vecSpot.y );//where to make the sprite appear on y axis |
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WRITE_COORD( vecSpot.z + 128 );//Creates sprite 128 units above model's center |
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WRITE_SHORT( m_iExplode );//Name of the sprite to use, as defined at begining of tut |
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WRITE_BYTE( 400 ); // scale in .1 units --by comparison the player is 72 units tall |
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WRITE_BYTE( 255 ); // brightness (this is as bright as it gets) |
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MESSAGE_END(); |
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot ); |
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WRITE_BYTE( TE_SMOKE );//alphablended sprite |
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WRITE_COORD( vecSpot.x ); |
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WRITE_COORD( vecSpot.y ); |
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WRITE_COORD( vecSpot.z + 256 ); |
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WRITE_SHORT( g_sModelIndexSmoke );//This is Defined in weapons.cpp and weapons.h |
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WRITE_BYTE( 125 ); //scale in .1 units |
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WRITE_BYTE( 5 ); // framerate to playback sprite |
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MESSAGE_END(); |
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EMIT_SOUND(ENT(pev), CHAN_STATIC, "weapons/mortarhit.wav", 1.0, 0.3); |
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UTIL_ScreenShake( pev->origin, 50.0, 400.0, 1.0, 1080 ); |
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entvars_t *pevOwner; |
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if ( pev->owner ) |
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pevOwner = VARS( pev->owner ); |
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else |
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pevOwner = NULL; |
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pev->owner = NULL; |
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RadiusDamage( pev->origin, pev, pevOwner, 400, 200, CLASS_NONE, DMG_BLAST | DMG_BURN ); |
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pev->effects |= EF_NODRAW; |
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pev->velocity = g_vecZero; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0) |
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RetireWeapon(); |
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return; |
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m_flNextPrimaryAttack = gpGlobals->time + 2.0; |
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m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 ); |
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} |
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void CKamikaze::WeaponIdle( void ) |
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{ |
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if (m_flTimeWeaponIdle > gpGlobals->time) |
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return; |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] > 0) |
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{ |
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SendWeaponAnim( SATCHEL_RADIO_DRAW ); |
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} |
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else |
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{ |
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RetireWeapon(); |
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return; |
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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 <= 0.25) |
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{ |
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iAnim = SATCHEL_RADIO_IDLE1; |
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m_flTimeWeaponIdle = gpGlobals->time + 90.0 / 30.0; |
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} |
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else if (flRand <= 0.75) |
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{ |
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iAnim = SATCHEL_RADIO_IDLE1; |
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m_flTimeWeaponIdle = gpGlobals->time + 60.0 / 30.0; |
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} |
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else |
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{ |
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iAnim = SATCHEL_RADIO_IDLE1; |
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m_flTimeWeaponIdle = gpGlobals->time + 100.0 / 30.0; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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