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286 lines
5.9 KiB
286 lines
5.9 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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#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 "gamerules.h" |
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enum shockrifle_e { |
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SHOCK_IDLE1 = 0, |
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SHOCK_FIRE, |
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SHOCK_DRAW, |
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SHOCK_HOLSTER, |
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SHOCK_IDLE3, |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_shockrifle, CShockrifle); |
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void CShockrifle::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SHOCKRIFLE; |
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SET_MODEL(ENT(pev), "models/w_shock.mdl"); |
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m_iDefaultAmmo = SHOCKRIFLE_DEFAULT_GIVE; |
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m_iFirePhase = 0; |
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FallInit();// get ready to fall down. |
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m_fShouldUpdateEffects = FALSE; |
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m_flBeamLifeTime = 0.0f; |
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} |
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void CShockrifle::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_shock.mdl"); |
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PRECACHE_MODEL("models/w_shock.mdl"); |
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PRECACHE_MODEL("models/p_shock.mdl"); |
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PRECACHE_SOUND("weapons/shock_discharge.wav"); |
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PRECACHE_SOUND("weapons/shock_draw.wav"); |
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PRECACHE_SOUND("weapons/shock_fire.wav"); |
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PRECACHE_SOUND("weapons/shock_impact.wav"); |
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PRECACHE_SOUND("weapons/shock_recharge.wav"); |
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PRECACHE_MODEL("sprites/lgtning.spr"); |
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PRECACHE_MODEL("sprites/bigspit.spr");// spit projectile. |
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m_usShockFire = PRECACHE_EVENT(1, "events/shock.sc"); |
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UTIL_PrecacheOther("shock"); |
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} |
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int CShockrifle::AddToPlayer(CBasePlayer *pPlayer) |
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{ |
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if (CBasePlayerWeapon::AddToPlayer(pPlayer)) |
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{ |
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#ifndef CLIENT_DLL |
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if (g_pGameRules->IsMultiplayer()) |
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{ |
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// in multiplayer, all hivehands come full. |
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pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = SHOCK_MAX_CARRY; |
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} |
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#endif |
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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 CShockrifle::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "Shocks"; |
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p->iMaxAmmo1 = SHOCK_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 = 6; |
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p->iPosition = 1; |
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p->iId = m_iId = WEAPON_SHOCKRIFLE; |
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p->iFlags = ITEM_FLAG_NOAUTOSWITCHEMPTY | ITEM_FLAG_NOAUTORELOAD; |
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p->iWeight = HORNETGUN_WEIGHT; |
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return 1; |
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} |
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BOOL CShockrifle::Deploy() |
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{ |
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return DefaultDeploy("models/v_shock.mdl", "models/p_shock.mdl", SHOCK_DRAW, "shockrifle"); |
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} |
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void CShockrifle::Holster(int skiplocal /* = 0 */) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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SendWeaponAnim(SHOCK_HOLSTER); |
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//!!!HACKHACK - can't select hornetgun if it's empty! no way to get ammo for it, either. |
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if (!m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]) |
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{ |
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m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] = 1; |
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} |
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} |
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void CShockrifle::PrimaryAttack() |
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{ |
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Reload(); |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0) |
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{ |
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return; |
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} |
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#ifndef CLIENT_DLL |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle); |
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Vector vecSrc; |
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vecSrc = m_pPlayer->GetGunPosition(); |
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vecSrc = vecSrc + gpGlobals->v_forward * 8; |
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vecSrc = vecSrc + gpGlobals->v_right * 8; |
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vecSrc = vecSrc + gpGlobals->v_up * -12; |
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CBaseEntity *pShock = CBaseEntity::Create("shock", vecSrc, m_pPlayer->pev->v_angle, m_pPlayer->edict()); |
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pShock->pev->velocity = gpGlobals->v_forward * 900; |
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m_flRechargeTime = gpGlobals->time + 0.5; |
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#endif |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = DIM_GUN_FLASH; |
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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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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usShockFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0); |
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if (!m_fShouldUpdateEffects) |
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{ |
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// Toggle need to show effects. |
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m_fShouldUpdateEffects = TRUE; |
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m_flBeamLifeTime = gpGlobals->time + 1.0f; |
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} |
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else |
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{ |
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UpdateEffects(); |
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m_flBeamLifeTime = gpGlobals->time + 0.5f; |
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} |
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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.2); |
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) |
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{ |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.2; |
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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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void CShockrifle::SecondaryAttack(void) |
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{ |
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} |
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void CShockrifle::Reload(void) |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= SHOCK_MAX_CARRY) |
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return; |
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while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < SHOCK_MAX_CARRY && m_flRechargeTime < gpGlobals->time) |
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{ |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/shock_recharge.wav", 1, ATTN_NORM); |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++; |
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m_flRechargeTime += 0.5; |
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} |
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} |
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void CShockrifle::WeaponIdle(void) |
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{ |
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Reload(); |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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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 <= 0.5) |
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{ |
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iAnim = SHOCK_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.3f; |
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} |
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else |
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{ |
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iAnim = SHOCK_IDLE3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.4f; |
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} |
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SendWeaponAnim(iAnim); |
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} |
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void CShockrifle::UpdateEffects() |
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{ |
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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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PLAYBACK_EVENT_FULL( |
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flags, |
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m_pPlayer->edict(), |
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m_usShockFire, |
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0.0, |
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(float *)&g_vecZero, |
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(float *)&g_vecZero, |
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0.0, |
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0.0, |
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TRUE, |
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0, |
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0, |
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0); |
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} |
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void CShockrifle::ItemPostFrame(void) |
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{ |
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CBasePlayerWeapon::ItemPostFrame(); |
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if (!m_pPlayer->pev->button & IN_ATTACK) |
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{ |
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if (m_fShouldUpdateEffects) |
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{ |
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if (gpGlobals->time <= m_flBeamLifeTime) |
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{ |
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UpdateEffects(); |
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} |
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else |
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{ |
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m_fShouldUpdateEffects = FALSE; |
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m_flBeamLifeTime = 0.0f; |
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} |
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} |
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} |
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} |
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#endif
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