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598 lines
15 KiB
598 lines
15 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 "gamerules.h" |
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enum w_squeak_e |
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{ |
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WSQUEAK_IDLE1 = 0, |
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WSQUEAK_FIDGET, |
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WSQUEAK_JUMP, |
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WSQUEAK_RUN |
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}; |
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enum squeak_e |
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{ |
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SQUEAK_IDLE1 = 0, |
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SQUEAK_FIDGETFIT, |
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SQUEAK_FIDGETNIP, |
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SQUEAK_DOWN, |
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SQUEAK_UP, |
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SQUEAK_THROW |
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}; |
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#ifndef CLIENT_DLL |
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class CSqueakGrenade : public CGrenade |
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{ |
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void Spawn( void ); |
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void Precache( void ); |
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int Classify( void ); |
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void EXPORT SuperBounceTouch( CBaseEntity *pOther ); |
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void EXPORT HuntThink( void ); |
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int BloodColor( void ) { return BLOOD_COLOR_YELLOW; } |
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void Killed( entvars_t *pevAttacker, int iGib ); |
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void GibMonster( void ); |
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float TouchGravGun( CBaseEntity *attacker, int stage ) |
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{ |
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if( stage == 2 ) |
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pev->sequence = WSQUEAK_IDLE1; |
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m_flDie = gpGlobals->time + 30; |
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m_hOwner = attacker; |
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return 700; |
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} |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static float m_flNextBounceSoundTime; |
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// CBaseEntity *m_pTarget; |
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float m_flDie; |
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Vector m_vecTarget; |
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float m_flNextHunt; |
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float m_flNextHit; |
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Vector m_posPrev; |
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EHANDLE m_hOwner; |
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int m_iMyClass; |
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}; |
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float CSqueakGrenade::m_flNextBounceSoundTime = 0; |
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LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade ) |
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TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] = |
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{ |
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DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ), |
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DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ), |
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DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ), |
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DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ), |
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DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ), |
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DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ), |
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}; |
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IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade ) |
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#define SQUEEK_DETONATE_DELAY 15.0 |
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int CSqueakGrenade::Classify( void ) |
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{ |
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if( m_iMyClass != 0 ) |
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return m_iMyClass; // protect against recursion |
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if( m_hEnemy != NULL ) |
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{ |
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m_iMyClass = CLASS_INSECT; // no one cares about it |
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switch( m_hEnemy->Classify() ) |
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{ |
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case CLASS_PLAYER: |
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case CLASS_HUMAN_PASSIVE: |
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case CLASS_HUMAN_MILITARY: |
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m_iMyClass = 0; |
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return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it |
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} |
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m_iMyClass = 0; |
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} |
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return CLASS_ALIEN_BIOWEAPON; |
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} |
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void CSqueakGrenade::Spawn( void ) |
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{ |
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Precache(); |
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// motor |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL( ENT( pev ), "models/w_squeak.mdl" ); |
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UTIL_SetSize( pev, Vector( -4, -4, 0 ), Vector( 4, 4, 8 ) ); |
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UTIL_SetOrigin( pev, pev->origin ); |
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SetTouch( &CSqueakGrenade::SuperBounceTouch ); |
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SetThink( &CSqueakGrenade::HuntThink ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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m_flNextHunt = gpGlobals->time + 1E6; |
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pev->flags |= FL_MONSTER; |
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pev->takedamage = DAMAGE_AIM; |
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pev->health = gSkillData.snarkHealth; |
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pev->gravity = 0.5; |
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pev->friction = 0.5; |
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pev->dmg = gSkillData.snarkDmgPop; |
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m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY; |
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m_flFieldOfView = 0; // 180 degrees |
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if( pev->owner ) |
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m_hOwner = Instance( pev->owner ); |
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m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned. |
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pev->sequence = WSQUEAK_RUN; |
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ResetSequenceInfo(); |
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} |
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void CSqueakGrenade::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_squeak.mdl" ); |
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PRECACHE_SOUND( "squeek/sqk_blast1.wav" ); |
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PRECACHE_SOUND( "common/bodysplat.wav" ); |
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PRECACHE_SOUND( "squeek/sqk_die1.wav" ); |
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PRECACHE_SOUND( "squeek/sqk_hunt1.wav" ); |
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PRECACHE_SOUND( "squeek/sqk_hunt2.wav" ); |
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PRECACHE_SOUND( "squeek/sqk_hunt3.wav" ); |
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PRECACHE_SOUND( "squeek/sqk_deploy1.wav" ); |
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} |
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void CSqueakGrenade::Killed( entvars_t *pevAttacker, int iGib ) |
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{ |
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pev->model = iStringNull;// make invisible |
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SetThink( &CBaseEntity::SUB_Remove ); |
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SetTouch( NULL ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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// since squeak grenades never leave a body behind, clear out their takedamage now. |
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// Squeaks do a bit of radius damage when they pop, and that radius damage will |
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb) |
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pev->takedamage = DAMAGE_NO; |
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// play squeek blast |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM ); |
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0 ); |
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UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 ); |
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if( m_hOwner != NULL ) |
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RadiusDamage( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST ); |
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else |
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RadiusDamage( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST ); |
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// reset owner so death message happens |
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if( m_hOwner != NULL ) |
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pev->owner = m_hOwner->edict(); |
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CBaseMonster::Killed( pevAttacker, GIB_ALWAYS ); |
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} |
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void CSqueakGrenade::GibMonster( void ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200 ); |
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} |
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void CSqueakGrenade::HuntThink( void ) |
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{ |
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// ALERT( at_console, "think\n" ); |
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if( !IsInWorld() ) |
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{ |
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SetTouch( NULL ); |
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UTIL_Remove( this ); |
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return; |
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} |
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StudioFrameAdvance(); |
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pev->nextthink = gpGlobals->time + 0.1; |
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// explode when ready |
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if( gpGlobals->time >= m_flDie ) |
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{ |
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g_vecAttackDir = pev->velocity.Normalize(); |
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pev->health = -1; |
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Killed( pev, 0 ); |
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return; |
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} |
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// float |
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if( pev->waterlevel != 0 ) |
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{ |
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if( pev->movetype == MOVETYPE_BOUNCE ) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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} |
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pev->velocity = pev->velocity * 0.9; |
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pev->velocity.z += 8.0; |
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} |
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else if( ( pev->movetype = MOVETYPE_FLY ) ) |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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} |
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// return if not time to hunt |
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if( m_flNextHunt > gpGlobals->time ) |
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return; |
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m_flNextHunt = gpGlobals->time + 2.0; |
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CBaseEntity *pOther = NULL; |
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Vector vecDir; |
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TraceResult tr; |
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Vector vecFlat = pev->velocity; |
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vecFlat.z = 0; |
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vecFlat = vecFlat.Normalize(); |
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UTIL_MakeVectors( pev->angles ); |
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if( m_hEnemy == NULL || !m_hEnemy->IsAlive() ) |
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{ |
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// find target, bounce a bit towards it. |
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Look( 512 ); |
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m_hEnemy = BestVisibleEnemy(); |
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} |
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// squeek if it's about time blow up |
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if( ( m_flDie - gpGlobals->time <= 0.5 ) && ( m_flDie - gpGlobals->time >= 0.3 ) ) |
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{ |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG( 0, 0x3F ) ); |
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); |
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} |
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// higher pitch as squeeker gets closer to detonation time |
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float flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY ); |
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if( flpitch < 100 ) |
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flpitch = 100; |
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if( m_hEnemy != NULL ) |
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{ |
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if( FVisible( m_hEnemy ) ) |
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{ |
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vecDir = m_hEnemy->EyePosition() - pev->origin; |
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m_vecTarget = vecDir.Normalize(); |
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} |
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float flVel = pev->velocity.Length(); |
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float flAdj = 50.0 / ( flVel + 10.0 ); |
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if( flAdj > 1.2 ) |
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flAdj = 1.2; |
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// ALERT( at_console, "think : enemy\n"); |
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// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z ); |
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pev->velocity = pev->velocity * flAdj + m_vecTarget * 300; |
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} |
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if( pev->flags & FL_ONGROUND ) |
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{ |
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pev->avelocity = Vector( 0, 0, 0 ); |
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} |
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else |
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{ |
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if( pev->avelocity == Vector( 0, 0, 0 ) ) |
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{ |
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pev->avelocity.x = RANDOM_FLOAT( -100, 100 ); |
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pev->avelocity.z = RANDOM_FLOAT( -100, 100 ); |
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} |
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} |
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if( ( pev->origin - m_posPrev ).Length() < 1.0 ) |
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{ |
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pev->velocity.x = RANDOM_FLOAT( -100, 100 ); |
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pev->velocity.y = RANDOM_FLOAT( -100, 100 ); |
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} |
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m_posPrev = pev->origin; |
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pev->angles = UTIL_VecToAngles( pev->velocity ); |
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pev->angles.z = 0; |
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pev->angles.x = 0; |
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} |
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void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther ) |
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{ |
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float flpitch; |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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// don't hit the guy that launched this grenade |
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if( pev->owner && pOther->edict() == pev->owner ) |
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return; |
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// at least until we've bounced once |
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pev->owner = NULL; |
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pev->angles.x = 0; |
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pev->angles.z = 0; |
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// avoid bouncing too much |
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if( m_flNextHit > gpGlobals->time ) |
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return; |
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// higher pitch as squeeker gets closer to detonation time |
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flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY ); |
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if( flpitch < 100 ) |
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flpitch = 100; |
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if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time ) |
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{ |
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// attack! |
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// make sure it's me who has touched them |
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if( tr.pHit == pOther->edict() ) |
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{ |
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// and it's not another squeakgrenade |
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if( tr.pHit->v.modelindex != pev->modelindex ) |
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{ |
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// ALERT( at_console, "hit enemy\n" ); |
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ClearMultiDamage( ); |
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pOther->TraceAttack( pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH ); |
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if( m_hOwner != NULL ) |
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ApplyMultiDamage( pev, m_hOwner->pev ); |
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else |
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ApplyMultiDamage( pev, pev ); |
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pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage |
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// m_flDie += 2.0; // add more life |
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// make bite sound |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch ); |
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m_flNextAttack = gpGlobals->time + 0.5; |
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} |
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} |
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else |
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{ |
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// ALERT( at_console, "been hit\n" ); |
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} |
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} |
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m_flNextHit = gpGlobals->time + 0.1; |
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m_flNextHunt = gpGlobals->time; |
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if( g_pGameRules->IsMultiplayer() ) |
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{ |
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// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows. |
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if( gpGlobals->time < m_flNextBounceSoundTime ) |
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{ |
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// too soon! |
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return; |
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} |
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} |
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if( !( pev->flags & FL_ONGROUND ) ) |
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{ |
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// play bounce sound |
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float flRndSound = RANDOM_FLOAT( 0, 1 ); |
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if( flRndSound <= 0.33 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch ); |
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else if( flRndSound <= 0.66 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch ); |
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else |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch ); |
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25 ); |
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} |
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else |
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{ |
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// skittering sound |
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CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 100, 0.1 ); |
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} |
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m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second. |
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} |
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#endif |
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LINK_ENTITY_TO_CLASS( weapon_snark, CSqueak ) |
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void CSqueak::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_SNARK; |
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SET_MODEL( ENT( pev ), "models/w_sqknest.mdl" ); |
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FallInit();//get ready to fall down. |
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m_iDefaultAmmo = SNARK_DEFAULT_GIVE; |
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pev->sequence = 1; |
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pev->animtime = gpGlobals->time; |
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pev->framerate = 1.0; |
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} |
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void CSqueak::Precache( void ) |
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{ |
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PRECACHE_MODEL( "models/w_sqknest.mdl" ); |
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PRECACHE_MODEL( "models/v_squeak.mdl" ); |
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PRECACHE_MODEL( "models/p_squeak.mdl" ); |
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PRECACHE_SOUND( "squeek/sqk_hunt2.wav" ); |
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PRECACHE_SOUND( "squeek/sqk_hunt3.wav" ); |
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UTIL_PrecacheOther( "monster_snark" ); |
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m_usSnarkFire = PRECACHE_EVENT( 1, "events/snarkfire.sc" ); |
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} |
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int CSqueak::GetItemInfo( ItemInfo *p ) |
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{ |
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p->pszName = STRING( pev->classname ); |
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p->pszAmmo1 = "Snarks"; |
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p->iMaxAmmo1 = SNARK_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 = 3; |
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p->iId = m_iId = WEAPON_SNARK; |
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p->iWeight = SNARK_WEIGHT; |
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
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return 1; |
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} |
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BOOL CSqueak::Deploy() |
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{ |
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// play hunt sound |
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float flRndSound = RANDOM_FLOAT( 0, 1 ); |
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if( flRndSound <= 0.5 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100 ); |
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else |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100 ); |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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return DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" ); |
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} |
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void CSqueak::Holster( int skiplocal /* = 0 */ ) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 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_SNARK ); |
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SetThink( &CBasePlayerItem::DestroyItem ); |
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pev->nextthink = gpGlobals->time + 0.1; |
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return; |
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} |
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SendWeaponAnim( SQUEAK_DOWN ); |
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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 CSqueak::PrimaryAttack() |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] ) |
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{ |
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UTIL_MakeVectors( m_pPlayer->pev->v_angle ); |
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TraceResult tr; |
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Vector trace_origin; |
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// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players |
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// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 ) |
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trace_origin = m_pPlayer->pev->origin; |
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if( m_pPlayer->pev->flags & FL_DUCKING ) |
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{ |
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trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN ); |
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} |
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// find place to toss monster |
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UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr ); |
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int flags; |
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#ifdef 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_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 ); |
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if( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 ) |
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{ |
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// player "shoot" animation |
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m_pPlayer->SetAnimation( PLAYER_ATTACK1 ); |
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#ifndef CLIENT_DLL |
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CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() ); |
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pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity; |
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#endif |
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// play hunt sound |
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float flRndSound = RANDOM_FLOAT( 0, 1 ); |
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|
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if( flRndSound <= 0.5 ) |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105 ); |
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else |
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105 ); |
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|
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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|
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_fJustThrown = 1; |
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|
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.3; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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} |
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} |
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} |
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|
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void CSqueak::SecondaryAttack( void ) |
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{ |
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} |
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void CSqueak::WeaponIdle( void ) |
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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_fJustThrown ) |
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{ |
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m_fJustThrown = 0; |
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|
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if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] ) |
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{ |
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RetireWeapon(); |
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return; |
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} |
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|
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SendWeaponAnim( SQUEAK_UP ); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 ); |
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return; |
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} |
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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 <= 0.75 ) |
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{ |
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iAnim = SQUEAK_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); |
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} |
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else if( flRand <= 0.875 ) |
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{ |
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iAnim = SQUEAK_FIDGETFIT; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 16.0; |
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} |
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else |
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{ |
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iAnim = SQUEAK_FIDGETNIP; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0; |
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} |
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SendWeaponAnim( iAnim ); |
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} |
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#endif
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