Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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 "weapons.h"
#include "monsters.h"
#include "player.h"
#include "gamerules.h"
#include "shake.h"
enum tfcsniper_e
{
TFCSNIPER_IDLE = 0,
TFCSNIPER_AIM,
TFCSNIPER_FIRE,
TFCSNIPER_DRAW,
TFCSNIPER_HOLSTER,
TFCSNIPER_AUTOIDLE,
TFCSNIPER_AUTOFIRE,
TFCSNIPER_AUTODRAW,
TFCSNIPER_AUTOHOLSTER
};
LINK_ENTITY_TO_CLASS( weapon_einar1, CWeaponEinarTFCSniper )
int CWeaponEinarTFCSniper::AddToPlayer( CBasePlayer *pPlayer )
{
if( CBasePlayerWeapon::AddToPlayer( pPlayer ) )
{
MESSAGE_BEGIN( MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev );
WRITE_BYTE( m_iId );
MESSAGE_END();
return TRUE;
}
return FALSE;
}
int CWeaponEinarTFCSniper::GetItemInfo( ItemInfo *p )
{
p->pszName = STRING( pev->classname );
p->pszAmmo1 = "bullets";
p->iMaxAmmo1 = SNIPER_MAX_CARRY;
p->pszAmmo2 = NULL;
p->iMaxAmmo2 = -1;
p->iMaxClip = SNIPER_MAX_CLIP;
p->iFlags = 0;
p->iSlot = 2;
p->iPosition = 4;
p->iId = m_iId = WEAPON_TFCSNIPER;
p->iWeight = SNIPER_WEIGHT;
return 1;
}
void CWeaponEinarTFCSniper::Spawn()
{
Precache();
m_iId = WEAPON_TFCSNIPER;
SET_MODEL( ENT( pev ), "models/w_isotopebox.mdl" );
m_iDefaultAmmo = SNIPER_DEFAULT_GIVE;
FallInit();// get ready to fall down.
}
void CWeaponEinarTFCSniper::Precache()
{
PRECACHE_MODEL( "models/v_tfc_sniper.mdl" );
PRECACHE_MODEL( "models/w_isotopebox.mdl" );
PRECACHE_MODEL( "models/p_sniper.mdl" );
PRECACHE_SOUND( "weapons/sniper.wav" );
PRECACHE_SOUND( "weapons/reload3.wav" );
m_usFireSniper = PRECACHE_EVENT( 1, "events/sniper2.sc" );
}
BOOL CWeaponEinarTFCSniper::Deploy()
{
m_fInSpecialReload = 0;
return DefaultDeploy( "models/v_tfc_sniper.mdl", "models/p_sniper.mdl", TFCSNIPER_AUTODRAW, "bow" );
}
void CWeaponEinarTFCSniper::Holster( int skiplocal /* = 0 */ )
{
m_fInReload = FALSE;// cancel any reload in progress.
if( m_fInZoom )
{
SecondaryAttack();
}
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
}
void CWeaponEinarTFCSniper::PrimaryAttack()
{
float flSpread;
int iDmg;
// don't fire underwater
if( m_pPlayer->pev->waterlevel == 3 || m_iClip <= 0 )
{
if( m_fFireOnEmpty )
{
PlayEmptySound();
m_flNextPrimaryAttack = 0.25;
}
if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
{
SendWeaponAnim( TFCSNIPER_AUTOIDLE );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 );
}
return;
}
m_pPlayer->m_iWeaponVolume = LOUD_GUN_VOLUME;
m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH;
m_iClip--;
m_pPlayer->pev->effects = (int)( m_pPlayer->pev->effects ) | EF_MUZZLEFLASH;
// player "shoot" animation
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
Vector vecSrc = m_pPlayer->GetGunPosition();
Vector vecAiming = gpGlobals->v_forward;
#ifdef CLIENT_DLL
if( bIsMultiplayer() )
#else
if( g_pGameRules->IsMultiplayer() )
#endif
{
if( m_fInZoom )
{
flSpread = 0.002;
iDmg = 80;
}
else
{
flSpread = 0.07846;
iDmg = 40;
}
}
else
{
if( m_fInZoom )
{
flSpread = 0.004;
}
else
{
flSpread = 0.08716;
}
iDmg = 0;
}
Vector vecDir = m_pPlayer->FireBulletsPlayer( 1, vecSrc, vecAiming, Vector( flSpread, flSpread, flSpread ), 8192, BULLET_PLAYER_357, 0, 0, m_pPlayer->pev, m_pPlayer->random_seed );
int flags;
#if defined( CLIENT_WEAPONS )
flags = FEV_NOTHOST;
#else
flags = 0;
#endif
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usFireSniper, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, m_fInZoom, 0 );
if( !m_iClip && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 )
// HEV suit - indicate out of ammo condition
m_pPlayer->SetSuitUpdate( "!HEV_AMO0", FALSE, 0 );
if( m_fInZoom )
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.75;
}
else
{
m_flNextPrimaryAttack = m_flNextSecondaryAttack = m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.11;
m_pPlayer->pev->punchangle.x -= ( RANDOM_FLOAT( 0, 2.0 ) + 4.0 );
m_pPlayer->pev->punchangle.y -= ( 1.0 - RANDOM_FLOAT( 0, 2.0 ) );
}
}
void CWeaponEinarTFCSniper::SecondaryAttack()
{
int iFadeFlags = 0;
if( m_fInZoom )
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 0;
m_fInZoom = 0;
SetBits( iFadeFlags, FFADE_IN );
}
else
{
m_pPlayer->pev->fov = m_pPlayer->m_iFOV = 20;
m_fInZoom = 1;
SetBits( iFadeFlags, FFADE_OUT | FFADE_STAYOUT );
}
#ifndef CLIENT_DLL
UTIL_ScreenFade( m_pPlayer, Vector( 0, 255, 0 ), 0.0, 0.0, 70, iFadeFlags );
#endif
pev->nextthink = UTIL_WeaponTimeBase() + 0.11;
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
}
void CWeaponEinarTFCSniper::Reload()
{
if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == SNIPER_MAX_CLIP )
return;
if( m_fInZoom )
SecondaryAttack();
if( DefaultReload( SNIPER_MAX_CLIP, TFCSNIPER_AUTOHOLSTER, 0.5 ) )
{
m_fInSpecialReload = 2;
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 2.0;
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 5, 10 );
}
}
void CWeaponEinarTFCSniper::WeaponIdle()
{
ResetEmptySound();
if( m_pPlayer->m_flNextAttack < UTIL_WeaponTimeBase() )
{
if( m_fInSpecialReload == 3 )
{
SendWeaponAnim( TFCSNIPER_AUTODRAW, 0 );
m_fInSpecialReload = 1;
}
if( m_fInSpecialReload == 2 )
{
EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "weapons/reload3.wav", RANDOM_LONG( 0.8, 0.9 ), ATTN_NORM, 0, 93 + RANDOM_LONG( 0, 0x1f ) );
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0;
m_fInSpecialReload = 3;
}
if( m_flTimeWeaponIdle <= UTIL_WeaponTimeBase() )
{
SendWeaponAnim( TFCSNIPER_AUTOIDLE, 1 );
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 15, 20 );
}
}
}