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322 lines
7.4 KiB
322 lines
7.4 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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#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 par21_e |
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{ |
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PAR21_LONGIDLE = 0, |
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PAR21_IDLE1, |
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PAR21_LAUNCH, |
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PAR21_RELOAD, |
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PAR21_DEPLOY, |
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PAR21_FIRE1, |
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PAR21_FIRE2, |
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PAR21_FIRE3 |
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}; |
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LINK_ENTITY_TO_CLASS(weapon_par21, CPar21) |
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//========================================================= |
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//========================================================= |
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int CPar21::SecondaryAmmoIndex(void) |
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{ |
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return m_iSecondaryAmmoType; |
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} |
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void CPar21::Spawn() |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_par21.mdl"); |
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m_iId = WEAPON_PAR21; |
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m_iDefaultAmmo = PAR21_DEFAULT_GIVE; |
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FallInit();// get ready to fall down. |
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} |
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void CPar21::Precache(void) |
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{ |
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PRECACHE_MODEL("models/v_par21.mdl"); |
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PRECACHE_MODEL("models/w_par21.mdl"); |
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PRECACHE_MODEL("models/p_par21.mdl"); |
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shellTE_MODEL |
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PRECACHE_MODEL("models/grenade.mdl"); // grenade |
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PRECACHE_MODEL("models/w_par21_clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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PRECACHE_SOUND("items/clipinsert1.wav"); |
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PRECACHE_SOUND("items/cliprelease1.wav"); |
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PRECACHE_SOUND("weapons/par21_1.wav"); |
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PRECACHE_SOUND("weapons/par21_2.wav"); |
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PRECACHE_SOUND("weapons/par21_3.wav"); |
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PRECACHE_SOUND("weapons/glauncher.wav"); |
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PRECACHE_SOUND("weapons/glauncher2.wav"); |
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PRECACHE_SOUND("weapons/357_cock1.wav"); |
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m_usPar21 = PRECACHE_EVENT(1, "events/par21.sc"); |
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m_usM203 = PRECACHE_EVENT(1, "events/m203.sc"); |
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} |
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int CPar21::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "NATO"; |
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p->iMaxAmmo1 = PAR21_MAX_CARRY; |
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p->pszAmmo2 = "M203grenades"; |
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p->iMaxAmmo2 = M203_GRENADE_MAX_CARRY; |
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p->iMaxClip = PAR21_MAX_CLIP; |
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p->iSlot = 1; |
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p->iPosition = 2; |
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p->iFlags = 0; |
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p->iId = m_iId = WEAPON_PAR21; |
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p->iWeight = PAR21_WEIGHT; |
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return 1; |
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} |
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int CPar21::AddToPlayer(CBasePlayer *pPlayer) |
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{ |
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if (CBasePlayerWeapon::AddToPlayer(pPlayer)) |
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{ |
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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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BOOL CPar21::Deploy() |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 1.0f; |
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return DefaultDeploy("models/v_par21.mdl", "models/p_par21.mdl", PAR21_DEPLOY, "par21"); |
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} |
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void CPar21::PrimaryAttack() |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; |
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return; |
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} |
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if (m_iClip <= 0) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = NORMAL_GUN_FLASH; |
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m_iClip--; |
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m_pPlayer->pev->effects = (int)(m_pPlayer->pev->effects) | EF_MUZZLEFLASH; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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Vector vecSrc = m_pPlayer->GetGunPosition(); |
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Vector vecAiming = m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); |
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Vector vecDir; |
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// single player spread |
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vecDir = m_pPlayer->FireBulletsPlayer(1, vecSrc, vecAiming, VECTOR_CONE_3DEGREES, 8192, BULLET_PLAYER_MP5, 2, 0, m_pPlayer->pev, m_pPlayer->random_seed); |
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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_usPar21, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, vecDir.x, vecDir.y, 0, 0, 0, 0); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; |
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if (m_flNextPrimaryAttack < UTIL_WeaponTimeBase()) |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.1; |
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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 CPar21::SecondaryAttack(void) |
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{ |
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// don't fire underwater |
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if (m_pPlayer->pev->waterlevel == 3) |
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{ |
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PlayEmptySound(); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.15; |
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return; |
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} |
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if (m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] == 0) |
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{ |
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PlayEmptySound(); |
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return; |
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} |
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m_pPlayer->m_iWeaponVolume = NORMAL_GUN_VOLUME; |
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m_pPlayer->m_iWeaponFlash = BRIGHT_GUN_FLASH; |
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m_pPlayer->m_iExtraSoundTypes = bits_SOUND_DANGER; |
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m_pPlayer->m_flStopExtraSoundTime = UTIL_WeaponTimeBase() + 0.2; |
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m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType]--; |
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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle); |
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// we don't add in player velocity anymore. |
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CGrenade::ShootContact(m_pPlayer->pev, |
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m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16, |
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gpGlobals->v_forward * 800); |
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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(0, m_pPlayer->edict(), m_usM203); |
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m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.9f; |
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m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.9f; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 5.0f;// idle pretty soon after shooting. |
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} |
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void CPar21::Reload(void) |
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{ |
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if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0 || m_iClip == PAR21_MAX_CLIP ) |
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return; |
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DefaultReload( PAR21_MAX_CLIP, PAR21_RELOAD, 1.6 ); |
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} |
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BOOL CPar21::IsUseable() |
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{ |
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//Can be used if the player has AR grenades. - Solokiller |
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return CBasePlayerWeapon::IsUseable() || m_pPlayer->m_rgAmmo[m_iSecondaryAmmoType] > 0; |
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} |
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void CPar21::WeaponIdle(void) |
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{ |
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ResetEmptySound(); |
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m_pPlayer->GetAutoaimVector(AUTOAIM_5DEGREES); |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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int iAnim; |
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switch (RANDOM_LONG(0, 1)) |
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{ |
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case 0: |
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iAnim = PAR21_LONGIDLE; |
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break; |
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default: |
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case 1: |
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iAnim = PAR21_IDLE1; |
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break; |
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} |
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SendWeaponAnim(iAnim); |
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m_flTimeWeaponIdle = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); // how long till we do this again. |
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} |
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class CPar21AmmoClip : public CBasePlayerAmmo |
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{ |
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void Spawn(void) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_par21_clip.mdl"); |
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CBasePlayerAmmo::Spawn(); |
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} |
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void Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_par21_clip.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo(CBaseEntity *pOther) |
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{ |
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int bResult = (pOther->GiveAmmo(AMMO_PAR21CLIP_GIVE, "NATO", PAR21_MAX_CARRY) != -1); |
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if (bResult) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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} |
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return bResult; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(ammo_par21_clip, CPar21AmmoClip) |
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LINK_ENTITY_TO_CLASS(ammo_natoclip, CPar21AmmoClip) |
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class CM203GrenadeAmmo : public CBasePlayerAmmo |
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{ |
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void Spawn(void) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/w_par21_grenades.mdl"); |
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CBasePlayerAmmo::Spawn(); |
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} |
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void Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_par21_grenades.mdl"); |
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PRECACHE_SOUND("items/9mmclip1.wav"); |
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} |
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BOOL AddAmmo(CBaseEntity *pOther) |
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{ |
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int bResult = (pOther->GiveAmmo(AMMO_M203BOX_GIVE, "M203grenades", M203_GRENADE_MAX_CARRY) != -1); |
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if (bResult) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", 1, ATTN_NORM); |
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} |
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return bResult; |
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} |
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}; |
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LINK_ENTITY_TO_CLASS(ammo_par21_grenade, CM203GrenadeAmmo) |
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LINK_ENTITY_TO_CLASS(ammo_m203grenade, CM203GrenadeAmmo)
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