Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "explode.h"
#define JIHAD_PRIMARY_VOLUME 450
BOOL lolalo = FALSE;
float timeouttemp = 0;
float timeout = 3.5; //How many seconds until you need to yell again and reset to even explode.
enum jihad_e {
JIHAD_IDLE = 0,
JIHAD_SHOOT1, // bring out
JIHAD_SHOOT2, // drop - never used in this
JIHAD_SHOOT3, // Punch buttons
};
LINK_ENTITY_TO_CLASS( weapon_jihad, CJihad );
void CJihad::Spawn( )
{
Precache( );
m_iId = WEAPON_JIHAD;
SET_MODEL(ENT(pev), "models/w_jihad.mdl");
#ifndef CLIENT_DLL
pev->dmg = gSkillData.plrDmgJihad;
#endif
FallInit();// get ready to fall down.
}
void CJihad::Precache( void )
{
PRECACHE_MODEL("models/w_jihad.mdl");
PRECACHE_MODEL("models/v_jihad.mdl");
PRECACHE_MODEL("models/p_jihad.mdl");
PRECACHE_MODEL("models/w_grenade.mdl");
PRECACHE_SOUND("weapons/jihad.wav");
m_usJihad = PRECACHE_EVENT( 1, "events/jihad.sc" );
}
int CJihad::GetItemInfo(ItemInfo *p)
{
p->pszName = STRING(pev->classname);
p->pszAmmo1 = NULL;
p->iMaxAmmo1 = -1;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = WEAPON_NOCLIP;
p->iSlot = 4;
p->iPosition = 4;
p->iId = m_iId = WEAPON_JIHAD;
p->iWeight = JIHAD_WEIGHT;
p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;
return 1;
}
BOOL CJihad::Deploy( )
{
//m_flReleaseThrow = -1;
return DefaultDeploy( "models/v_jihad.mdl", "models/p_jihad.mdl", JIHAD_SHOOT1, "crowbar" );
}
BOOL CJihad::CanHolster( void )
{
// can only holster hand grenades when not primed!
return 1;
}
void CJihad::Holster( int skiplocal /* = 0 */ )
{
}
void CJihad::PrimaryAttack()
{
if ((lolalo == TRUE) && (gpGlobals->time > timeouttemp))
{
//Waited too long, reset the lolalo
lolalo = FALSE;
}
if ((lolalo == TRUE) && (gpGlobals->time < timeouttemp))
{
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
Vector vecThrow = gpGlobals->v_forward * 500 + m_pPlayer->pev->velocity;
SendWeaponAnim( JIHAD_SHOOT3 );
lolalo = FALSE;
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 2;
#ifdef CLIENT_DLL
//Genuflect
#else
ExplosionCreate( m_pPlayer->Center(), m_pPlayer->pev->angles, m_pPlayer->edict(), 1080, TRUE ); // BOOM!
#endif
//CGrenade::ShootJihad( m_pPlayer->pev, vecSrc, vecThrow, 0 );
}
else
{
SendWeaponAnim( JIHAD_SHOOT3 );
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/jihad.wav", 1.0, ATTN_NORM);
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1; // You shouldnt last this long for a next attack, in the old patch
timeouttemp = gpGlobals->time + timeout;
lolalo = TRUE;
//return; //Don't wanna blow up just yet.
}
}
void CJihad::WeaponIdle( void )
{
int iAnim;
iAnim = JIHAD_IDLE;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );// how long till we do this again.
SendWeaponAnim( iAnim );
}